Hello everyone!
I just acquired a fleet tactical escort retrofit
Putting a whole new set of BOffs o it and really thinking about how I want this ship to preform when this poped in my head!
Firstly, it stations 3 tactical officers. Tac BOff #1 can use all 4 space skills, Tac BOff #2 can use 3 of their 4, and Tac Boff #3 uses 1 of their 4. So I will have 3 ensign grade skills to assign to my new BOff team.
What if I gave all 3 of those the SAME skill at max rank?
Will this improve the skill in any way? Such as using BEAM ARRAY: FIRE AT WILL (one) ... would this increase the damage of the attack or reduce cool-down timers or anything special?
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Thanks for reading and hope you can help with feedback.
Comments
Admiral T'Vanto of the I.R.W. Dreaded Balerion (Scimitar Dreadnought Warbird) "Burn them All!"
Admiral Atraxis of the U.S.S. Daskalogiannis (Avenger class Cruiser) "I am Iron Cat!"
When you use (for instance) one of your Beam Array: Fire at will 1 skills, the other 2 will enter a "cooldown" phase, and take time to become available again. During this time only 1 version of the skill is running, not all 3 as it might seem. Thus it's probably best not to use the same skill 3 times. However cooldown reduction is, sort of, affected as your 2nd version of the skill will be available before the 1st version you just used. In this sense, again, the 3rd version of the skill is wasted as the 1st skill will have returned to use before the 2nd is finished.
Perhaps try thinking of the Boff layout as 2 sets of 4 (4 and 3+1) initially and designing your layout on the principle that once you've used one set of 4 skills, you can start using the next set of 4.
Example:
Commander Tac:
Tac Team 1
Beam Array: Fire at will 2
Torpedo Spread 2
Attack Pattern Beta 3
Ensign Tac:
Tac Team 1
Lieutenant Commander Tac:
Beam Array: Fire at will 1
Torpedo Spread 1
Attack Pattern Omega 1
With the above setup (please no screaming that I'm a noob; it's just a simple example (and I already know :P)) you can see that you effectively have the same plan twice, just slightly differently set up. I've included Attack Pattern Omega in the 2nd set of 4 purely as an example of how you might want to change one of the skills to give a different outcome.
Ability cooldown
System cooldown
Duplicate ability cooldown
You mentioned Fire at Will. it starts with an ability cooldown of 70 seconds and reduces down to 30 seconds as you level up.
Once you use FAW (any rank) it will begin the ability cooldown. It also begins a duplicate ability cooldown of 20 seconds so you can't use a different FAW (of any rank) until that 20 seconds is up, you can however, use a different FAW after 20 seconds.
The third cooldown that begins when you use FAW is a 15 second system cooldown on Beam Overload abilities and all Target X Subsystems abilities.
Some duty officers and various things can reduce various ability cooldowns but not system or duplicate ability cooldowns.
You gain a significant advantage with using the same beams with the same damage type when you stack them with tactical consoles, however, it does restrict how much additional damage you can do with boff abilities.
Using beam abilities does not lock out cannon or torpedo abilities. If you use dual beams and beam overload they can work well with a torpedo launcher using Torpedo High Yield) given they have the same firing arc and beam overload doesn't impact multiple arrays.
Generally speaking, there is no point having more than two FAW abilities (or 1 with a Aux2Bat setup which speeds up the ability cooldown to match duplicate ability cooldown).
This may seem like a negative, however, things like Attack Patterns are also very good abilities which you shouldn't ignore and Tactical Team is handy if you use beams or cannons.
I do not like the Fleet Tactical Escort because it has too many Tactical BOFF slots, as you have seen, 3 is overkill.
It depends on the skill. Some skills, or some *builds*, you can, and want, two copies of certain skills.
Builds... mostly, this is which active duty officers you have, but some of those can reduce cooldowns.
Which skill? A great example is gravity well. I have 2 GW on my sci ship, and when the first one still has a 20 sec timer the second one is ready. 20 sec is a long time in a fight. Others... my cannon escort has 2 copies of rapid fire and scatter. Here again, the second one is up before the first, and while its a shorter gap than GW, it is significant in battle and I do not really have much else to put there (I have no torps, one mine pattern is sufficient, and one BO3 is sufficent for my one beam bank -- this on a ship with 3 tac officers).
One thing that is frowned upon is having a bunch of 'team' skills, as they share across all 3 officer types. So sci team puts tac team on cooldown, etc. You can do it with some active duty officers to support it, but having a sackful of team skills is not optimal under most conditions.
So, its not worthless. It just depends on your needs, and whether having the second copy to slip in under the normal cooldown is worthwhile to YOU for YOUR setup.
I choose the 2 science and 2 eng skills on my ship that would not impact one another and all healing based/ damage resistance. This is the fastest ship in the fleet outside of shuttles but not much hull compared to bigger ships, a .9 shield mod, and only 50 crew. I am aware its a hard ship to play (esp since I only own 1 ship) but the idea of commanding a defiant class ship is just... WOW.
But thank you all for helping me to learn an advanced tid-bit of information.