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Engineer?

henrik68henrik68 Member Posts: 173 Arc User
edited November 2012 in The Academy
I was wondering after having played two characters all the way to lv 50 as a Tac captain, what people would recommend?

Thinking about trying out an engineer but have never done so, so any help/advice is most welcome! :) Also a link to a particulary succesful build will be greatly appreciated as always. What i like to "sail" is raptors and my lv 50 B'rel most 'o the time.

Unsure about weapons but if you have any personal preferences concerning those i'd like to hear that as well.
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Post edited by henrik68 on

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  • havamhavam Member Posts: 1,735 Arc User
    edited November 2012
    henrik68 wrote: »
    I was wondering after having played two characters all the way to lv 50 as a Tac captain, what people would recommend?

    Thinking about trying out an engineer but have never done so, so any help/advice is most welcome! :) Also a link to a particulary succesful build will be greatly appreciated as always. What i like to "sail" is raptors and my lv 50 B'rel most 'o the time.

    Unsure about weapons but if you have any personal preferences concerning those i'd like to hear that as well.

    honestly go sci if you like those boats. Eng in space a pretty much useless, most people become very disappointed quickly. if you want to run a proper full on healer, with little dmg however...Check pvp forums for some great builds
  • henrik68henrik68 Member Posts: 173 Arc User
    edited November 2012
    Thanks but the "little" damage does not really sound all that appealing!
    [SIGPIC][/SIGPIC]
  • nyniknynik Member Posts: 1,628 Arc User
    edited November 2012
    It doesn't seem like you really want to explore a different playstyle though.

    You like damage and raptor/BoPs.. thats fine, but engineers and sci *can* excel in different roles with ships 'designed' to compliment those roles. Its not a case that science or engineering can't contribute good damage. Its a matter of them not doing as much as a full on escort. Just like a full on escort not being capable of certain styles of play.

    If your not taking ground combat into consideration, then there isn't much of a difference what division you use (as character traits are not division dependent & the exclusive space powers of each division aren't massively game altering). You'll find new challenges in different ships however, perhaps on your existing characters - and it may save you the time in leveling.
  • sfhqsfhq Member Posts: 41 Arc User
    edited November 2012
    henrik68 wrote: »
    I was wondering after having played two characters all the way to lv 50 as a Tac captain, what people would recommend?

    Thinking about trying out an engineer but have never done so, so any help/advice is most welcome! :) Also a link to a particulary succesful build will be greatly appreciated as always. What i like to "sail" is raptors and my lv 50 B'rel most 'o the time.

    Unsure about weapons but if you have any personal preferences concerning those i'd like to hear that as well.

    Well the main thing to keep in mind is Engineer means your going to want to be careful with your build if you want any damage. This of course takes some experimenting based on your style and what you want to do.

    Obviously as a tank, take threat control. Drives me nuts in battles when there is an engineer that loses the threat the second I or someone else dings the hull with 1 torpedo lol. The rest is kinda up to you, obviously maxed skill in hull repair, struct integrity, warp core, shield emitters/systems are some of the obvious ones. But stuff like weapon performance/aux performance, are kinda up to you and how you feel.

    Aux power, not shields, not weapons, is the most important with eng. as that power helps to significantly improve the healing on your abilities and/or improve damage resistant numbers a lot.

    I personally prefer running cruisers with transphasics. Since your damage is going to be limited as a cruiser, why not maximize this with at least being able to do some nice piercing damage? Running the rapid-reload transphasic torpedos with torpedo timer reducing officers makes those run nicely, and now you don't have to worry about shields as much. You can also keep some spare quantum launchers for a quick swap over to deal higher damage with unshielded gates in STFs if you want (just remember to switch back!).

    Energy types, that I prefer on cruisers, Phased Polaron, why? Well you got a chance of doing extra instant shield damage, and a chance to reduce all subsystem power levels by 40-50 (assuming you take flow capacitors) for several seconds. Helps for both when your solo leveling around missions and team playing.

    Totally up to you on how you want to arrange the # of beams/# of torpedoes.. I prefer an even split to minimize weapons drain.. and that's all about balance there. Do be prepared too btw with torps to do some fancy flying to keep your enemies (minus Cubs) in those torpedo arcs. It will not be nearly as easy as it was with escorts.

    So my engineer with an even mix of phased polarons and transphasic torps (with the Jemhadar set), I end up doing fairly decent cruiser damage. Obviously is doesnt match up to a tactical anti-proton/quantum torp build but it certainly allows you to not be in last place for DPS and do some nice tanking on even tac cubes using the appropriate bridge officer abilities (such as Aux to Structural III & Hazard Emitters & Emg Power to Shields)

    An Engineer is quite valuable to have around in a team IF they built it to tank right, they especially make those "oops" moments far less painful for everyone on the team usually.
    ---
    "We are the Borg. We will add your biological and technological distinctiveness to our own. Resistance is futile."
    Sincerely,
    The Cube Assimilating Your Ship Right Now
  • henrik68henrik68 Member Posts: 173 Arc User
    edited November 2012
    Thank you for all the information, it even made me think about trying out different weapon set ups which i never really have! :)

    Still as i so "conveniently" forgot to ask, as a Tac i always "die" way too fast in ground situations, any advice or tips on that? I mean as an engineer you seem to have a little more survivability as i have observed in STF's and such?
    [SIGPIC][/SIGPIC]
  • henrik68henrik68 Member Posts: 173 Arc User
    edited November 2012
    Was thinking about this build for an Engineer that flies a cross between BoP's and Cruisers like a Raptor?
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2012
    henrik68 wrote: »
    Thank you for all the information, it even made me think about trying out different weapon set ups which i never really have! :)

    Still as i so "conveniently" forgot to ask, as a Tac i always "die" way too fast in ground situations, any advice or tips on that? I mean as an engineer you seem to have a little more survivability as i have observed in STF's and such?

    A few things I've learned:

    1. Energy Dampening Armor is your friend. The Borg love to one-shot you a lot, but it can help tremendously.

    2. If you come under heavy fire, get into cover. Run away even. Use a hypo, let your shields come back, remodulate if needed, and come back into the fight. As an engineer, they can use a self-shield heal as a captain ability and the cover shield ability, which can really help.

    3. Have a dedicated healer on a ground mission, a sci healer can be a tremendous help, especially if they're willing to DOFF into it with purple Doctors and Nurses/Medics. That can help ease the burden of having to self heal as much, and allow you to stay in the fight longer.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • harrymonkleyharrymonkley Member Posts: 100 Arc User
    edited November 2012
    Engineers have one really big problem for space IMHO - you don't really need their innate abilities to survive if you have a solid build, and you have no innate abilities to debuff enemy damage resistance. The dps boost from nadeon inversion/eps transfer doesn't compare favourably to attack pattern alpha or go down fighting.

    Ground engies get lots of toys to play with, but ground is a bit meh IMHO.
  • harrymonkleyharrymonkley Member Posts: 100 Arc User
    edited November 2012
    henrik68 wrote: »
    Was thinking about this build for an Engineer that flies a cross between BoP's and Cruisers like a Raptor?
    2xTacTeam rotated is a good idea, 2xEngineering team as well will be useless because they share a cooldown. You would be much better with 2xTac team plus two emergency power to shields which will give you 100% up time and really good surviveability.

    Check out this very helpful guide which includes guidance on how to make a keybind that will auto activate and rotate your skills.

    http://hilbertguide.com//
  • havamhavam Member Posts: 1,735 Arc User
    edited November 2012
    I m just going to repeat myself, but: you want healing on ground = sci, and you want to debuff enemies and strike them = sci. What you are describing is a sci toon. They are fun, and very much needed, engies are for healers, and even there they hardly serve a purpose. They are broke, imv, and this comes from a long time Eng player.

    In any case, have fun with your new toon, hope to see you in the PvP queues.
  • darkwhite0darkwhite0 Member Posts: 158 Arc User
    edited November 2012
    havam wrote: »
    honestly go sci if you like those boats. Eng in space a pretty much useless,

    useless 0o?


    how the hell can you say that

    ...now see this
    http://www.youtube.com/watch?v=xaRoOeF9X3s




    .
  • kapla1755kapla1755 Member Posts: 1,249
    edited November 2012
    If u want to fly engineer in bop/raptor try this build

    http://www.stoacademy.com/tools/skillplanner/index.php?build=Loarat1_0

    is my personal preference for max space / ground dmg engineer

    If u can pickup the Mirror Qin raptor is essentially a Garumba with a battlecloak instead of the Javelin, can also use similar boff layout in the B'rel retro:
    keep Tac commander,
    LTC to sci with GW-1,
    Tac lt with tt-1, csv-1,
    Eng lt with eps-1,aux2SIF-1.

    grab some polarized disruptors dhc x3, Quantum torp, and, 2x disruptor turrets (polar disr turrets like 1mil ec ea ......eeewww)

    imo threat control is overated as enemies will always attack whoever does the most dmg, with the build above u should be able to hold aggro and use your captains abilities to help tank ur ship.

    for ground grab an enemy neutralization kit to start the mines and bomb help in all grd stfs and is the only kit i use anymore since u cant drop and switch anymore.

    for pvp no idea only rarely do it anymore and then just with friends, but i run 17 alts and have have not had a problem using this build for any pve fun


    At the end of the day all that really matters is that u had a fun time while playing the game so enjoy :)
    [SIGPIC][/SIGPIC]
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited November 2012
    henrik68 wrote: »
    I mean as an engineer you seem to have a little more survivability as i have observed in STF's and such?

    Engineers have a lot of survivability in Space and on the Ground. Mainly due to Reroute Power to Shields (Ground) and Rotate Shield Frequency (Space).

    Unlike Sci and Tacs, they don't get any damage resistance debuffs. They do have a few skills that increase their damage output though.

    Space: (i) Nadion Inversion - reduces weapons energy drain from skills, including the amount reserved during multiple energy weapons fire. (ii) EPS Power Transfer - increases all energy levels, including weapons, for 30 seconds. (Note that both these skills will only buff your Energy Weapon damage over time, not allow you to deal large amounts of spike damage... and Projectiles and Mines will be unaffected.)

    Ground: (i) Support Drone Fabrication - summons a fairly hardy drone that will heal and buff you and inflict debuffs + damage on enemies (ii) Orbital Strike - large AoE spike damage attack.


    Concerning builds:

    In space you can either use Engineers to stack with a ship's existing strengths (e.g. make a VERY hardy Cruiser) or cover its weaknesses (e.g. make an Escort that can take a fair amount of punishment). Both are viable, but remember that it's possible to have "wasted" amounts of survivability, and that you'll never do as much damage as a Tac in the same ship.

    My own preference would be to combine an Engineering Captain with a Tactical-heavy ship to turn that ship into a hybrid DPS/Tank, and then set myself up to hold the attention of enemies on teamed space missions (the aim being to become survivable enough to weather the enemy's damage, whilst still possessing enough damage output to hold their attention - many people in this game forget the "hold their attention" part of tanking!!). An Engineer in an Escort can be built to do slightly more damage, and be slightly less survivable than a Tac in a Cruiser. Both make very good tanks, but in my opinion the Engineer is a bit more useful to a team - particularly if "Miracle Worker" is kept until you really, really need it. However all this assumes that your team actually needs a tank... most PUGs will, but some premades won't.

    On the ground, there are usually three flavours of Engineers: Fabrication Specialists (Focussing on multiple Turrets/Mortars/Drones), Demolition Specialists (Mines and Bombs) or Healers/Buffers (Quite Rare, focusses on Shield Heals and DPS buffs from "Diagnostic Engineer" DOFFs, and possibly uses Nurse DOFFs in conjunction with 'Combat Supply')
    [ <<<--- @Maelwys --->>> ]
  • bareelbareel Member Posts: 3 Arc User
    edited November 2012
    To echo maelwy5 a bit her advice is rock solid. Engineers in space to tend to work best (for PvE) in tac heavy ships. I prefer to use beam boats due to the synergy between Nadion Inversion and EPS Power Transfer with Beam Overload and Fire at Will as 7 beams all firing at 120ish power deal pretty high damage for the duration of the abilities. They also synergise pretty well with Rapid Fire but in my personal experience work better with beams especially when paired with an Epower to Weapons rotation to boost weapon power over the cap.
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited November 2012
    Man, bump all the talk about builds - that's you playing someone else's toon. It's not *yours* if you copy someone else work ;) Don;t get me wrong, they are helpful to see what others have done ... but what you see if what they are doing for *their* game.

    I don't PvP (in any game), but I can share this opinion of it: however you play the game, PvP is playing the game differently.

    I'm also not convinced that playing X career demands you use X ship. It's true that ships favor the career, but I disagree that you should or have to use them. Having said that, you have an idea about what you want to do in the game and I have the impression you will need to make some choices. For example, if you want to do a lot of damage, but simply put, Engineers and Science do not do the output that Tactical can do. So maybe you should refine that desire?

    EDIT - word choice
  • henrik68henrik68 Member Posts: 173 Arc User
    edited November 2012
    Many thanks to all, that information most certainly gives me lots to think about! :)
    [SIGPIC][/SIGPIC]
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