Is there such a thing as a Healer in STO? All I hear about is DPS never HPS. If there's healing in STO. I have not heard of any builds. If there are builds and uses for Healers can some share them with me.
Due to the introduction of more and more powerful ships and weapons, Healing has sort of been left at the wayside to make way for MOAR DPS. I mean, healing's somewhat irrelevant when you can destroy something so fast it can't inflict any damage.
On the ground though, I find being a healer is useful in many situations.
You're just a machine. And machines can be broken.
engineering bridge officer skills tend to heal the hull, and science bridge officer skills tend to heal shields. Various captain and officer skills can buff a group as well.
Dedicated healers are rare, but almost everyone has a heal. My main char is science and I can throw out very strong healing on demand, though usually I use it on myself and trust others to heal their own ships, when I am healthy and someone is hurt badly I try to heal them if they are in range. Space battles are chaotic though and often the player that is hurting is hurt because he is away from the group and out of healing range, trying to show off his soloing ability against an entire wave....
I've been working on a Varanus recently and have found it more than capable of tossing out a few heals to keep people flying. Essentially its a flying crowd control/healer boat. Not had it parsed yet, but I doubt I'm slowing people down.
It all depends on what you set yourself up to do.
As said, engineering and science based boff skills have a range of healing ability. Engineering captains get a suite of heals just to themselves.
DPS is where most attention goes, but thats no reason not to explore the support side of things more.
Back in the day, when I used to do STFs regularly, my Engineer would fly in Nebula as a massive support boat. There is not as much need any more as many STFs are now blown-through in 5 minutes or less due to DPS escalation.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
Is there such a thing as a Healer in STO? All I hear about is DPS never HPS. If there's healing in STO. I have not heard of any builds. If there are builds and uses for Healers can some share them with me.
Thanks
Tess
The problem is, the NPCs have not kept up with power creep and are mentally TRIBBLE with the use of their abilities, so by and large most endgame ships have enough self-heals built in that they can weather anything PVE throws at them. With the right gear and skillset, even the flimsiest tacscort needs 1 copy of Hazard Emitters, maybe an Emergency Power to Shields or Reverse Shield Polarity, and that's about it. Tac Team and your own toughness handle everything else, and even if you do die, it's a fifteen-second inconvenience.
The way it shakes out, healboats and dedicated tanks have basically no purpose outside of premade PVP teams. Offensive sci has become more desirable with the new PVEs, but defensive sci and ships that are engi-heavy to the exclusion of all else *cough* Galaxy-R *cough hack* have no niche. Building for pure offense is just more efficient, so the more tac you can load, the better.
On a completely unrelated note, I have a boff named Tess. Probably no relation considering she's Andorian (full name Tesjha), but weird coincidence.
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Well, a lot of the personal healing abilities are available at the lower bridge requirements, so most ships have access to them.
If you want to make a dedicated healboat, I highly recommend a sci-heavy cruiser like an Ambassador, Orion FDC, or D'Deridex.
Extend Shields and Aceton Beam(Rank 3 cuts a target's, including bosses, energy weapon damage by 75% for 30 seconds) are only available at the upper engineering levels and go a long way towards keeping other players alive. The higher end Science skills are more about control than healing.
The problem is, the NPCs have not kept up with power creep and are mentally TRIBBLE with the use of their abilities
Agreed.
NPC's in advanced or elite mode need to have more brains and not just padded stats. even Tholians with their weapon sub-targeting attacks are at most a minor inconvenience. Even an escort can safely sit there while getting shot until weapons come back online so they can carry on blasting.
If they were a real threat and can do proper de-buffing and damage, healers would have a role to fill.
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On the ground though, I find being a healer is useful in many situations.
Dedicated healers are rare, but almost everyone has a heal. My main char is science and I can throw out very strong healing on demand, though usually I use it on myself and trust others to heal their own ships, when I am healthy and someone is hurt badly I try to heal them if they are in range. Space battles are chaotic though and often the player that is hurting is hurt because he is away from the group and out of healing range, trying to show off his soloing ability against an entire wave....
It all depends on what you set yourself up to do.
As said, engineering and science based boff skills have a range of healing ability. Engineering captains get a suite of heals just to themselves.
DPS is where most attention goes, but thats no reason not to explore the support side of things more.
Thanks everyone
The problem is, the NPCs have not kept up with power creep and are mentally TRIBBLE with the use of their abilities, so by and large most endgame ships have enough self-heals built in that they can weather anything PVE throws at them. With the right gear and skillset, even the flimsiest tacscort needs 1 copy of Hazard Emitters, maybe an Emergency Power to Shields or Reverse Shield Polarity, and that's about it. Tac Team and your own toughness handle everything else, and even if you do die, it's a fifteen-second inconvenience.
The way it shakes out, healboats and dedicated tanks have basically no purpose outside of premade PVP teams. Offensive sci has become more desirable with the new PVEs, but defensive sci and ships that are engi-heavy to the exclusion of all else *cough* Galaxy-R *cough hack* have no niche. Building for pure offense is just more efficient, so the more tac you can load, the better.
On a completely unrelated note, I have a boff named Tess. Probably no relation considering she's Andorian (full name Tesjha), but weird coincidence.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
If you want to make a dedicated healboat, I highly recommend a sci-heavy cruiser like an Ambassador, Orion FDC, or D'Deridex.
Extend Shields and Aceton Beam(Rank 3 cuts a target's, including bosses, energy weapon damage by 75% for 30 seconds) are only available at the upper engineering levels and go a long way towards keeping other players alive. The higher end Science skills are more about control than healing.
Agreed.
NPC's in advanced or elite mode need to have more brains and not just padded stats. even Tholians with their weapon sub-targeting attacks are at most a minor inconvenience. Even an escort can safely sit there while getting shot until weapons come back online so they can carry on blasting.
If they were a real threat and can do proper de-buffing and damage, healers would have a role to fill.
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