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Tactical dps/healer Build Questions

queue38queue38 Member Posts: 158 Arc User
edited January 2014 in PvP Gameplay
So I think I am finally happy with my damage dealing Engineer and I am planning out my Tactical dps/healer hybrid. I have a while until he is all done with the reputations but I want some advice before I pick all the passives and spend the dil to get everything.

Here is the build http://skillplanner.stoacademy.com/?build=tacticaldpshealer_0 Doffs are in the notes.

One of my main questions is will it be too hard to fly a cannon escort and do team healing? When I do fly my healer I am really good at watching team mates and handing out heals but I am only ok at flying a cannon escort, partly because I don?t do it often. I am sure I can get better but does anyone do this now and if so how hard is it?

Also it?s been a long time what is the cool down for the Phaser lotus?
I am @allenlabarge in game :D
Post edited by queue38 on

Comments

  • queue38queue38 Member Posts: 158 Arc User
    edited January 2014
    deokkent wrote: »
    nvm, I wrote something with a pve mindset. Totally wrong.

    I will be using it for pve also so any input is welcomed. I know it has to many heals for pve.
    I am @allenlabarge in game :D
  • queue38queue38 Member Posts: 158 Arc User
    edited January 2014
    deokkent wrote: »
    One thing I'm noticing about your build, is that you're extremely vulnerable to movement debuffs. You have no counter to tractor beam, you most likely won't be able to get away from gravity wells. Which means you probably won't be able to speed tank, and everyone knows escorts can't shield tank. Translation: you're screwed.

    It might be a good idea to figure out how you can incorporate polarize hull/pattern omega into your build.

    It is difficult to keep your target in a 45 firing arc, especially if they're fast. Because of this most escort suffer from tunnel vision syndrome lol bahahaha :D. You find out soon enough.



    What I wrote earlier was related to the fact that you do have a lot of heals. I wasn't going to criticize it too much because everything works in pve. So if heals is what "feels" fun for you, that's your prerogative and I won't say anything to get in the way of that.

    Auxiliary to structural is a much better heal than engineering team in my view though. It comes with hull/shield resist buff, lasts for 10 sec (doffs can trigger HoT), and is available every 15 seconds. Engineering is a strong hull heal but offers no resist whatsoever and it interferes with your other team abilities (tactical team/science team). I believe it's worth the eptw downgrade.

    How about this for Boff powers http://skillplanner.stoacademy.com/?build=tacticaldpshealer2_0
    I am @allenlabarge in game :D
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited January 2014
    queue38 wrote: »
    So I think I am finally happy with my damage dealing Engineer and I am planning out my Tactical dps/healer hybrid. I have a while until he is all done with the reputations but I want some advice before I pick all the passives and spend the dil to get everything.

    Here is the build http://skillplanner.stoacademy.com/?build=tacticaldpshealer_0 Doffs are in the notes.

    One of my main questions is will it be too hard to fly a cannon escort and do team healing? When I do fly my healer I am really good at watching team mates and handing out heals but I am only ok at flying a cannon escort, partly because I don?t do it often. I am sure I can get better but does anyone do this now and if so how hard is it?

    Also it?s been a long time what is the cool down for the Phaser lotus?

    I think trying to heal in an escort is crazy... even the hybrid style chim.

    http://sto-forum.perfectworld.com/showthread.php?t=969181

    A week ago or so I reposted some old "escort" stuff for someone... go read that. You CAN and should be supporting your team in an "escort"... but that doesn't mean trying to heal them. Focus on your own speed... so you can share a couple heals when you need to.... focus on people hurting teammates... buff them with attack pattern delta. (you could even consider running delta 3)... in short play to the escorts strengths.

    As it is I fear your build will not really put out enough healing to help anyone not die... and the second you get focuses you will go down pretty hard.

    I could be wrong... by all means try it out sometimes odd ideas end up working.

    Here is a the build I wold consider flying if you want to fly a supportive version of that ship.

    http://skillplanner.stoacademy.com/?build=chimhus_0

    Here is what I changed.

    1) forget trying to be the clear for subnukes and carrying the engi team... all that is going to happen is you are going to end up dead.. Leave those clears to the ships that can do it.

    2) focus more on providing escort class support... Run delta 3 (get some attack pattern doffs if you can) then pracitice using it on team mates that are under fire... in that other thread I linked I post some ideas on the target of my target window look at that info. Use delta on teammates your targets are firing at... its great support that not many people provide and can make a major difference in a battle.

    3) Run GW... which gives you some great support.... lets you really hurt pets and spam form the other side... if you use it on the carrier / healer ships on the other side it can really mess them up.

    4) Forget doubling up all the heals... run a tractor beam... you can use this in a defensive matter as well... tractor people OUT of there arc so they can't beat on you or teammates.

    5) you NEED EPTS... you can't pvp with out that... you will die to fast and you will help no one. Run EPTS 2... and ETPE... escorts get the best impulse mods and EPTE will allow you to move and accelerate in a way that will be much more useful to the team. Get where you need to be... don't worry about trying to boost healing with ETPA.

    6) Add a leech... just to good to not and everyone else in pvp will have one.

    7) keep to power profiles ready and switch between them when you are dropping heals.... the leech + time bump on your bats will help as well... but have say a 100 25 35 40 (attack setting) and a 50 25 25 100 (aux heal setting) and toggle back and forth as needed.

    8) your spec I respeced you pretty heavy... here is a short list of what I changed and why.

    Tier 1
    Driver coil - added 3 points... this will increase your full impulse speed and turn... more importantly you won't loose as much power when you full impulse... good for zooming in and trying to help save teammates with out having no power.

    Battaries - added 6 points... this will give you 8 more seconds on both your red matter and other battaries.

    Flow Cap - Maxed it... this will increase your leech drain... also the proc from other weapons if you ever switch to say polaron or tet weapons.

    Tier2
    Warp core Eff - Dropped some points... this only effects systems with super low power which shouldn't ever be an issue anymore... a few points are still nice if you get drained yourself or something though.

    Power INs... added 5 points... you need this one to pvp these days... this will resist drain from leech tykens siphen cpb ect. With all the leech around you need to have 4-6 points in here at least.

    Tier 3
    Electro - dropped some points... truth is this won't much effect you... once you get 4-5 points in you have almost as much boost as having 9 points in. And having a lower power transfer rate is sometimes a good thing in pvp anyway.

    Warp core potential... dropped 3 points... the last 3 points of WCP litterly do nothing at all. :)

    Partical Gen - added 4 points... this will boost dmg on your GW and any other dmging sci you might run.

    Tier 4
    Threat Control / Hull platting - set both to 4. Your old spec would have given you 12.4% total resist... the new one (which cost 1 point less) would give you 14.1% not a major difference but still a bit better for cheaper.

    I damp - added 3 points... will help you resist holds a bit

    Sensors - added 3 points... will allow you to see mines with MES much sooner which is nice.

    Tier 5
    Weapon spec - dropped to 3 points. 1.09% crith instead of 2% 13.6% crtd instead of 25%
    it hurts a bit to drop them but there just way to expensive.

    Wepaon performance... added 6 points 8 more weapon power... is worth trading the points out of weapon spec.

    Hope my thoughts help you out... have fun either way you go. :)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • mindsharpmindsharp Member Posts: 183 Arc User
    edited January 2014
    I used the Temp Destroyer for a tac/healer hybrid. If you can get one I would recommend it as it has a lt com and lt uni and 4 sci console slots so you get a ship with many possiblities.

    I used the lt com for another eng with ET1[mostly to clear VM], ExtS1, and A2SIF 2 with a lt sci for HE and TSS. A Sci with TSS1, HE2, and TSS3 and have an eng in the lt uni with ET1 and A2SIF1[really nice with the doffs] may be even better. Naturally keep plenty of Aux Batts on hand.

    Often times I was able to influence a match that had no healer, as a KDF this happened more times than not, but I also kept a separate set of boffs for matches that had a dedicated healer.
    Karrock/Karreck/Darth Karrock/Unspoken
    House of Beautiful Orions
    PUNISH THE FEDs
  • queue38queue38 Member Posts: 158 Arc User
    edited January 2014
    Here is what I changed.

    1) forget trying to be the clear for subnukes and carrying the engi team... all that is going to happen is you are going to end up dead.. Leave those clears to the ships that can do it.

    2) focus more on providing escort class support... Run delta 3 (get some attack pattern doffs if you can) then pracitice using it on team mates that are under fire... in that other thread I linked I post some ideas on the target of my target window look at that info. Use delta on teammates your targets are firing at... its great support that not many people provide and can make a major difference in a battle.

    will keep delta in mind I will plan to have both beta and omega and switch to what is needed. but I wont have room for the doffs.

    3) Run GW... which gives you some great support.... lets you really hurt pets and spam form the other side... if you use it on the carrier / healer ships on the other side it can really mess them up.

    with high flow I think I will use tyken's rift and energy siphon. I can just switch my sic consoles and the one boff.

    4) Forget doubling up all the heals... run a tractor beam... you can use this in a defensive matter as well... tractor people OUT of there arc so they can't beat on you or teammates.

    5) you NEED EPTS... you can't pvp with out that... you will die to fast and you will help no one. Run EPTS 2... and ETPE... escorts get the best impulse mods and EPTE will allow you to move and accelerate in a way that will be much more useful to the team. Get where you need to be... don't worry about trying to boost healing with ETPA.

    with the doff the healing boost of EPtA is crazy. its like adding 2 VR MK XII emitter arrays and 3 VR MK XII Sif generators. you can fly with out EPtS it is just hard my Eng has no problem but with my Tac it could be a problem. but I picked the dyson for fast regen and all the passives to get shields back up.

    6) Add a leech... just to good to not and everyone else in pvp will have one.

    good idea but I most likely wont do it.

    7) keep to power profiles ready and switch between them when you are dropping heals.... the leech + time bump on your bats will help as well... but have say a 100 25 35 40 (attack setting) and a 50 25 25 100 (aux heal setting) and toggle back and forth as needed.

    8) your spec I respeced you pretty heavy... here is a short list of what I changed and why.

    Tier 1
    Driver coil - added 3 points... this will increase your full impulse speed and turn... more importantly you won't loose as much power when you full impulse... good for zooming in and trying to help save teammates with out having no power.

    wont need to zoom back to battle I will be unstoppable ;)

    Battaries - added 6 points... this will give you 8 more seconds on both your red matter and other battaries.

    most of my battery uses wont need it to last long, it would be nice.

    Flow Cap - Maxed it... this will increase your leech drain... also the proc from other weapons if you ever switch to say polaron or tet weapons.

    Tier2
    Warp core Eff - Dropped some points... this only effects systems with super low power which shouldn't ever be an issue anymore... a few points are still nice if you get drained yourself or something though.


    Power INs... added 5 points... you need this one to pvp these days... this will resist drain from leech tykens siphen cpb ect. With all the leech around you need to have 4-6 points in here at least.

    with set bonuses I am in the 30s already. I will have to see if that will work.

    Tier 3
    Electro - dropped some points... truth is this won't much effect you... once you get 4-5 points in you have almost as much boost as having 9 points in. And having a lower power transfer rate is sometimes a good thing in pvp anyway.

    I always max this it might not be a good idea but that's what I do :rolleyes:

    Warp core potential... dropped 3 points... the last 3 points of WCP litterly do nothing at all. :)

    yes

    Partical Gen - added 4 points... this will boost dmg on your GW and any other dmging sci you might run.

    went with tyken's rift

    Tier 4
    Threat Control / Hull platting - set both to 4. Your old spec would have given you 12.4% total resist... the new one (which cost 1 point less) would give you 14.1% not a major difference but still a bit better for cheaper.

    thank you I didn't think of that.

    I damp - added 3 points... will help you resist holds a bit

    good idea

    Sensors - added 3 points... will allow you to see mines with MES much sooner which is nice.

    EPtA gives plus 3km perception radius

    Tier 5
    Weapon spec - dropped to 3 points. 1.09% crith instead of 2% 13.6% crtd instead of 25%
    it hurts a bit to drop them but there just way to expensive.

    I am not running any plus CritH or CritD consoles so I will keep this at 6.

    Wepaon performance... added 6 points 8 more weapon power... is worth trading the points out of weapon spec.


    Hope my thoughts help you out... have fun either way you go. :)
    Thank you.


    So here is my new build for healing. http://skillplanner.stoacademy.com/?build=tacticaldpshealer3_0

    and the back up drain build http://skillplanner.stoacademy.com/?build=tacticaldpshealer4_0
    I am @allenlabarge in game :D
  • queue38queue38 Member Posts: 158 Arc User
    edited January 2014
    Also on a side note for everyone that thinks I am crazy I am :D

    and if this build doesn't work well here is my back up http://skillplanner.stoacademy.com/?build=tacticalbackup_0
    I am @allenlabarge in game :D
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