A fleet mate suggested it on my Fleet Dakota-class Heavy Cruiser for tanking, but I can't seem to find out how to get past the 30sec shared cooldown. Is there a secret to this or is it just BS?
The EP2S buff lasts for 30 seconds, the shared cooldown means that with 2 copies on your ship, you can maintain 100% up time on the buff making 3 nothing more than a waste of a boff ability.
The EP2S buff lasts for 30 seconds, the shared cooldown means that with 2 copies on your ship, you can maintain 100% up time on the buff making 3 nothing more than a waste of a boff ability.
Bit new here, but besides the obvious cool down time, do the 3 EP2S stack and do 3x the shield repair?
Same question but for Eng Team 1/2? They stack?
No, because they can't be active at the same time. Healing is permanent, of course, you keep the healed stat until something takes it away from you again, so all healing done would carry over into the time period of the next one, but no, there's no way to make them actually stack.
(For the exact cooldown times, using any EP2 anything (usually written as EPtX) starts a 15 second CD on any and all different EPtX, a 30 second CD on other copies of the same EPtX (eg. EPtS on EPtS, EPtW on EPtW), and a CD on itself which is reduced by Expertise invested to a minimum of 45 seconds. Similarly, ET starts a 15 second CD on any other X Team (including ET), and a minimum 30 second CD on itself. Now, certain things can reduce cooldown times for an ability, and the minimum of that for any single copy is the cooldown it would cause on a second copy of that ability. Just a few more of the 50 different things the game doesn't explain that have to become second nature to be good at this game. That's why we all come to the forums.)
A fleet mate suggested it on my Fleet Dakota-class Heavy Cruiser for tanking, but I can't seem to find out how to get past the 30sec shared cooldown. Is there a secret to this or is it just BS?
use 2xEPtS... when you use the first one, the second one takes 30 sec CD, so when the the effect of the first EPtS is over you can use the second copy.
You can also chain 2 different EPtS using purple damage control officers ("Chance to reduce the time for all Emergency Power to subsystem abilities to recharge after use. 35% chance: Recharge time reduced by 30%"). if you use 3x purple officers, you can easly chain 1 EPtS and another different EPtX so that you have both them active at the same time
So you can use 1xEPtS and 1xEPtW (or engine or aux whatever you want), after activating the first ability you have a (good) chance to reduce the shared cd on the second EPtX ... so you can easly have always 2 EPtX active at the same time very often.
a third way (very good for cruiser) is using AtB builds and technicians to reduce cooldowns on every boffs ability...
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
use 2xEPtS... when you use the first one, the second one takes 30 sec CD, so when the the effect of the first EPtS is over you can use the second copy.
That makes sense, that both time down to not be OP but still allow the next pop right after the first one still cools.
that correct?
I use to do 100K DPS, but then I took an arrow to the knee.
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
Take into account that the cd of each EPtX is 45 seconds (and a global of 15 seconds). If you put 2 Damage control engineers, when they trigger, they reduce the CD from 45 to 30 seconds on the already activated EPtX. And honestly, I don't see any benefit from using 2 EPtS - I usually run EPtS and EPtW with both being up almost all the time, activating one every 15 seconds.
Not to hijack really but kinda on topic, I Do have 1 warp core specialist and 2 damage control DOFFs.
I am a Tac Capt so Dmg isn't too hard for me to do, but I do like more engineer abilities to heal and tank a bit more.
Since overlapping multiple abilities is somewhat useless, would it benefit me since its less than 3 to change my EP2W and EP2E to a second EP2S and Eng Team 2? Looking for more survivability.
Current set up LT Uni: Pul Hull, H2E LT Com Tac: HY1, TT2, CRF2 Com En: EP2E1, EP2S2, RSP2, ACT Beam
LT Eng: EP2W1, Eng Team 2 Ensin Sci: ST1
Think the change would help or would the whole aux to batt help more for me?
Please if you could lise any more changes that would help under sustained fire. Its a full cannon/turret build so I am always up close and personal. Thanks.
I use to do 100K DPS, but then I took an arrow to the knee.
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
WRONG! using 3 copies of TBR is usefull, allows 50% uptime on it.
elaborate: TBR has a 40 sec cooldown and a 20 sec dublicate cooldown...meaning most you will get is a TBR every 20 seconds...with 2 copies already. since the dublicate cooldown can't be bypassed i don't see how a third TBR would have any use.
idk exactly how long the ebility lasts, but asuming it lasts 10 seconds, a 50% uptime is possible with 2 copies.
Take into account that the cd of each EPtX is 45 seconds (and a global of 15 seconds). If you put 2 Damage control engineers, when they trigger, they reduce the CD from 45 to 30 seconds on the already activated EPtX. And honestly, I don't see any benefit from using 2 EPtS - I usually run EPtS and EPtW with both being up almost all the time, activating one every 15 seconds.
Damage Control Engineers have two drawbacks:
1) They take up Doff space, which may be a significant problem for some players.
2) They rely on a proc rather than a guaranteed reduction, meaning that you might get a broken cycle.
Running 2 EPtS requires two Eng Boff slots, but doesn't rely on a proc.
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Same question but for Eng Team 1/2? They stack?
Thanks, Dave
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
No, because they can't be active at the same time. Healing is permanent, of course, you keep the healed stat until something takes it away from you again, so all healing done would carry over into the time period of the next one, but no, there's no way to make them actually stack.
(For the exact cooldown times, using any EP2 anything (usually written as EPtX) starts a 15 second CD on any and all different EPtX, a 30 second CD on other copies of the same EPtX (eg. EPtS on EPtS, EPtW on EPtW), and a CD on itself which is reduced by Expertise invested to a minimum of 45 seconds. Similarly, ET starts a 15 second CD on any other X Team (including ET), and a minimum 30 second CD on itself. Now, certain things can reduce cooldown times for an ability, and the minimum of that for any single copy is the cooldown it would cause on a second copy of that ability. Just a few more of the 50 different things the game doesn't explain that have to become second nature to be good at this game. That's why we all come to the forums.)
use 2xEPtS... when you use the first one, the second one takes 30 sec CD, so when the the effect of the first EPtS is over you can use the second copy.
You can also chain 2 different EPtS using purple damage control officers ("Chance to reduce the time for all Emergency Power to subsystem abilities to recharge after use. 35% chance: Recharge time reduced by 30%"). if you use 3x purple officers, you can easly chain 1 EPtS and another different EPtX so that you have both them active at the same time
So you can use 1xEPtS and 1xEPtW (or engine or aux whatever you want), after activating the first ability you have a (good) chance to reduce the shared cd on the second EPtX ... so you can easly have always 2 EPtX active at the same time very often.
a third way (very good for cruiser) is using AtB builds and technicians to reduce cooldowns on every boffs ability...
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
That makes sense, that both time down to not be OP but still allow the next pop right after the first one still cools.
that correct?
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
I am a Tac Capt so Dmg isn't too hard for me to do, but I do like more engineer abilities to heal and tank a bit more.
Since overlapping multiple abilities is somewhat useless, would it benefit me since its less than 3 to change my EP2W and EP2E to a second EP2S and Eng Team 2? Looking for more survivability.
Current set up
LT Uni: Pul Hull, H2E
LT Com Tac: HY1, TT2, CRF2
Com En: EP2E1, EP2S2, RSP2, ACT Beam
LT Eng: EP2W1, Eng Team 2
Ensin Sci: ST1
Think the change would help or would the whole aux to batt help more for me?
Please if you could lise any more changes that would help under sustained fire. Its a full cannon/turret build so I am always up close and personal. Thanks.
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
WRONG! using 3 copies of TBR is usefull, allows 50% uptime on it.
CUUCUUMBEER! "-With slight partigen with it."
Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
TBR fires a pulse that lasts a few seconds. Don't know what you are talking about with "50% uptime"...
Besides, voporak is perfectly correct. You can never bypass the system cooldown with more than 2 copies of a duplicate skill.
elaborate: TBR has a 40 sec cooldown and a 20 sec dublicate cooldown...meaning most you will get is a TBR every 20 seconds...with 2 copies already. since the dublicate cooldown can't be bypassed i don't see how a third TBR would have any use.
idk exactly how long the ebility lasts, but asuming it lasts 10 seconds, a 50% uptime is possible with 2 copies.
Damage Control Engineers have two drawbacks:
1) They take up Doff space, which may be a significant problem for some players.
2) They rely on a proc rather than a guaranteed reduction, meaning that you might get a broken cycle.
Running 2 EPtS requires two Eng Boff slots, but doesn't rely on a proc.