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Tac Team and Conn Officer

pennyprimrosepennyprimrose Member Posts: 77 Arc User
edited December 2012 in PvP Gameplay
Right now I have two Tactical Team I chained to cycle. I am also running 2 active space Blue quality Conn Officers. Would switching to a Purple give me enough wiggle room that I could swap out a Conn Officer and replace it with something different? If so, what would be a good choice? I have 3 Energy Weapons Specialist right now working on my beams and cannons. I fly a Defiant with 3 DHC 1 DBB and 3 Turrets. Thanks for suggestions.
Post edited by pennyprimrose on

Comments

  • wolfpack12cwolfpack12c Member Posts: 242 Arc User
    edited December 2012
    Honestly if your running 2 tac teams you don't need con officers they just take up space then the foldable cooldown is still in effect so 15 sec is as low as it will go but if you used 1 VR cons officer you could take advantage of he boost but that's about it
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  • pennyprimrosepennyprimrose Member Posts: 77 Arc User
    edited December 2012
    Honestly if your running 2 tac teams you don't need con officers they just take up space then the foldable cooldown is still in effect so 15 sec is as low as it will go but if you used 1 VR cons officer you could take advantage of he boost but that's about it
    So I could get rid of both of them and replace them with 1 VR to keep them at near always on? What would be a good one to slot into the other slot for active space?
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2012
    If you have two copies of Tac Team, you don't need any conn officers, as two copies of a team power can be rotated at the maximum uptime their global cooldown allows. You still get a small benefit from the conn officers' buff to the starship attack patterns skill, but that's it.
  • thishorizonthishorizon Member Posts: 1,158
    edited December 2012
    agree with the above posters,

    in a defiant you have 3 ens tac boff slots anyway, use those precious doff slots to impact your build elsewhere.
  • pennyprimrosepennyprimrose Member Posts: 77 Arc User
    edited December 2012
    agree with the above posters,

    in a defiant you have 3 ens tac boff slots anyway, use those precious doff slots to impact your build elsewhere.
    What's a good Doff setup you recommend?
  • stevehalestevehale Member Posts: 437
    edited December 2012
    If you want to use a single Tactical Team every 15 seconds (just as you would with two Tac teams) then you really want to have 2 VR Conn Doffs. Using a conn doff at all with two Tac teams really is a waste of potential since you won't get the cool down reduction benefit. I don't remember the exact numbers, but 3 Rare Conn doffs should also allow you to run with a single Tac team as if you had two.

    Your build and ship would really dictate your other options but in general you can use Shield Distribution Officers and Hazard Doffs for higher defense. Warp core and Damage Control Doffs are nice if you use Emergency Power abilities. I like torpedoes so Projectile Doffs are pretty nice. There are a number of great options but utility really does depend on your specific play style and set up.
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  • pennyprimrosepennyprimrose Member Posts: 77 Arc User
    edited December 2012
    I understand now! Thanks. What sort of setup would you say is good to maximize DPS?
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2012
    Good Doffs for escorts....

    Very Rare Conn Officer... Attack Pattern Doffs.
    - These will reduce the cool downs on attack patterns.
    - 2 is optimum (more are not needed)
    - Most idea setup One Copy of Omega one Copy of Delta or Beta... for 100% global cool downs on both

    DMG Control Doffs.
    - These will reduce cool downs on Emergency Power to Skills.
    - 2 copies of Purple (or even blue) will reliably reduce the cool downs of 2 (different) Emergency power to skills to global.
    - Good options here... Emergency power to Engines / Emergency Power to Shields... both should be at global with 2 doffs.... other options Emergency power to Aux for improved healing

    Hazards Doff.
    - These give you resistance when you use Brace for Impact and Ramming Speed.
    - These are underrated, one of them is like putting on an extra Neutronium armour for 10s when you need it most.
    - These are a great doff for a 5th slot

    Shield Distribution Doff.
    - Not as good as it used to be, still a great shield heal

    Warp Core Engineer.
    - Will give you a chance to boost power when you activate EPTx skills...
    - This one is a nice 5th doff slot doff if you are running 2 DMG control + 2 EPTx

    Conn Officers. (evasive cool down reduction)
    - The opportunity cost is high... as really 1 isn't much help. These doffs are still good if you can afford 3 doffs slots. 30s evasive is still nice.


    I think that about sums up the best options for escort doffs. Take it from there. :)
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  • pennyprimrosepennyprimrose Member Posts: 77 Arc User
    edited December 2012
    Those are a great help. Do you mind if I contact you in game when I get off of work? I probably have a few other questions about how to min/max with my doffs.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited December 2012
    If you have two copies of Tac Team, you don't need any conn officers, as two copies of a team power can be rotated at the maximum uptime their SYSTEM cooldown allows. You still get a small benefit from the conn officers' buff to the starship attack patterns skill, but that's it.

    Fixed that up for you.

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