I am a KDF Tac Capt so Dmg isn't too hard for me to do with all the abilities I have by lvl 50, but I do like more engineer abilities to heal and take a bit more damage for the galor I use currently.
There was a discussion on another thread about overlapping the same abilities is somewhat useless, and other said it was good... I wasn't getting it. I never understood why people would have 2 of tt1, or what ever ability. Do those abilities stack? If you say have TT1 and then TT2 my understanding was they don't stack but time down?
Anyways, all equipment is fleet, and antiproton. I was hoping I could get a answer and some help here.
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
Please if you could list any changes that would help under sustained fire. Its a full cannon/turret build so I am always up close and personal.
Ive looked at some of the other Galor builds which also kinda come back to my question since I see same issue as stated above, IE 2x tt1 on 2 diff boffs.
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.
The thing about packing two abilities is that while you can't have two active at once, you can alternate them to have the effects always active. Dual TT1 for example, people do that to get a constant effect of the shield balancing that TT grants (and is why they stick to 1, since 2 and 3 don't do it any better but use up valuable slots). Emergency Power To X abilities are also very popular this way, since there are at least 3 different ways to ensure two chosen abilities are always on for constant powerful passives. You can only do it with two kinds though, so like on your ship for example you'd need to drop one and focus on just the other two. So it isn't about stacking, so much as creating constant buffs.
The thing about packing two abilities is that while you can't have two active at once, you can alternate them to have the effects always active. Dual TT1 for example, people do that to get a constant effect of the shield balancing that TT grants (and is why they stick to 1, since 2 and 3 don't do it any better but use up valuable slots). Emergency Power To X abilities are also very popular this way, since there are at least 3 different ways to ensure two chosen abilities are always on for constant powerful passives. You can only do it with two kinds though, so like on your ship for example you'd need to drop one and focus on just the other two. So it isn't about stacking, so much as creating constant buffs.
Well, explains things better thanks. Still have a question.
If you do want say take say take 2 EP2Ss its better to either have them both the same tier than one lesser than the other like I currently do?
Is regards to dropping one, and focusing on 2, and 1 already chosen to be used obviously is shields, either drop ep2w or ep2e?
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.
Well, explains things better thanks. Still have a question.
If you do want say take say take 2 EP2Ss its better to either have them both the same tier than one lesser than the other like I currently do?
Well you can use two copies, or use Damage Control doffs or Auxiliary To Battery to reduce the cooldowns such that one copy is enough for always on. If you do use two, they don't have to be of the same level, though personally I just like to do so anyways.
Is regards to dropping one, and focusing on 2, and 1 already chosen to be used obviously is shields, either drop ep2w or ep2e?
That depends on your purpose. I personally prefer Weapons for the 10%+ damage bonus added to the extra energy, and most targets are slow enough that Engines results in being too fast and overshooting the target, generally wasting the bonus. However a number of very good players swear by Engines for the extra turn rate, defense bonus, and rapidly moving between targets, so ultimately it depends on what you're more comfortable with.
Also as an aside, you might want to drop your Tactical Team to 1. It makes no difference on the shield balancing but will give you a better Torp High Yield.
thanks for the input, I came across that but never built a Aux to batt build before, only thing I do not have is the DEM3... guess I should look into it being a tac capt to max my DPS
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.
I am a KDF Tac Capt so Dmg isn't too hard for me to do with all the abilities I have by lvl 50, but I do like more engineer abilities to heal and take a bit more damage for the galor I use currently.
There was a discussion on another thread about overlapping the same abilities is somewhat useless, and other said it was good... I wasn't getting it. I never understood why people would have 2 of tt1, or what ever ability. Do those abilities stack? If you say have TT1 and then TT2 my understanding was they don't stack but time down?
Anyways, all equipment is fleet, and antiproton. I was hoping I could get a answer and some help here.
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
Please if you could list any changes that would help under sustained fire. Its a full cannon/turret build so I am always up close and personal.
Ive looked at some of the other Galor builds which also kinda come back to my question since I see same issue as stated above, IE 2x tt1 on 2 diff boffs.
for doffs, u will want 3 purple technicians that reduce recharge of BoFF abilities when using aux2batt. also 1 purple conn officer to both reduce cooldown on TT1, as well as increase buff on APB. last doff should be marion as u will be running DEM.
Comments
Well, explains things better thanks. Still have a question.
If you do want say take say take 2 EP2Ss its better to either have them both the same tier than one lesser than the other like I currently do?
Is regards to dropping one, and focusing on 2, and 1 already chosen to be used obviously is shields, either drop ep2w or ep2e?
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
Well you can use two copies, or use Damage Control doffs or Auxiliary To Battery to reduce the cooldowns such that one copy is enough for always on. If you do use two, they don't have to be of the same level, though personally I just like to do so anyways.
That depends on your purpose. I personally prefer Weapons for the 10%+ damage bonus added to the extra energy, and most targets are slow enough that Engines results in being too fast and overshooting the target, generally wasting the bonus. However a number of very good players swear by Engines for the extra turn rate, defense bonus, and rapidly moving between targets, so ultimately it depends on what you're more comfortable with.
Also as an aside, you might want to drop your Tactical Team to 1. It makes no difference on the shield balancing but will give you a better Torp High Yield.
Good Idea on the TT tho, especially if it makes no difference.
Any suggestions on a layout if I were to switch the universal to a tac position but still keep a better hope at survivability?
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
http://sto-forum.perfectworld.com/showpost.php?p=12617451&postcount=961
Aux2Batt looks like the best way to go.
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
yikes...head hurting...belay that phaser order...
ok...new boff setup...
Lt uni(sci): HE1, TSS2
lt com(tac): TT1, CSV1, APB2
com(eng): EptS1, aux2batt, RSP, DEM3
lt (eng): EptW1, aux2batt
ens (sci): ST1
for doffs, u will want 3 purple technicians that reduce recharge of BoFF abilities when using aux2batt. also 1 purple conn officer to both reduce cooldown on TT1, as well as increase buff on APB. last doff should be marion as u will be running DEM.
This all assumes ur build is cannon/turret.