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New to PVP APO vs APD

hyefatherhyefather Member Posts: 1,286 Arc User
edited July 2014 in PvP Gameplay
Im still a green horn when it comes to pvp. would someone please tell me whats better. Omega or Delta. I see both so I'm thinking there use is situational. I've read the tooltip a dozen times but I cant make much sense of it. If someone would be so kind as to explain witch one is better for pvp and why I would greatly appreciate your help. Ty in advance.
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    wolverine595959wolverine595959 Member Posts: 726
    edited April 2014
    IT depends on the ship. With that being said. APO is an awesome buff, escorts can get the APO3 which is a almost like a second 2nd APA with a movement buff. Some cruisers use the lower level. Delta is a nice debuff but the target has to be shooting you and it can be cleared with TT. Delta is nice debuff if you are a tank or a ship that is targeted frequently enough. It comes down to your ship and your role. Personally I would go with APO with all the hold and snares in the game.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
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    emperordeslokemperordeslok Member Posts: 0 Arc User
    edited April 2014
    IT depends on the ship. With that being said. APO is an awesome buff, escorts can get the APO3 which is a almost like a second 2nd APA with a movement buff. Some cruisers use the lower level. Delta is a nice debuff but the target has to be shooting you and it can be cleared with TT. Delta is nice debuff if you are a tank or a ship that is targeted frequently enough. It comes down to your ship and your role. Personally I would go with APO with all the hold and snares in the game.

    Agree on APO being a great buff, if any power does too much it's certainly it and TT
    As far as APD? I like it when I have a good cruiser to throw it on or I'm playing punching bag, but it's very much a second choice and not where I'd start if you're new
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    captainwessoncaptainwesson Member Posts: 0 Arc User
    edited April 2014
    hyefather wrote: »
    Im still a green horn when it comes to pvp. would someone please tell me whats better. Omega or Delta. I see both so I'm thinking there use is situational. I've read the tooltip a dozen times but I cant make much sense of it. If someone would be so kind as to explain witch one is better for pvp and why I would greatly appreciate your help. Ty in advance.

    Sure thing. There are three attack patterns. Omega, Beta, and Delta.

    Omega does pretty much everything: immunity to holds, speed and turn increase, defense increase, resistance increase, and damage increase. It's basically a must on any escort because it is so powerful and useful.

    Beta is an offensive buff. It places a debuff on your target, dropping their damage resistance, thereby helping you do more damage to them. This debuff is cleared by Tactical Team, however, so timing is critical and you usually only get a 5 second window in-between cycled Tac Teams.

    Delta is an offensive and defensive(resistance) buff. You can use it on yourself or an ally. It will give you a nice bonus to damage resistance. To any enemy shooting at you, it also puts a debuff on that enemy. This debuff is equal to the magnitude of the Beta debuff, and is also cleared if the enemy uses Tac Team. While TT can clear the debuff on the guy shooting you, you still get the full effect of the resistance buff on yourself.

    In my personal opinion, I find Delta superior to Beta due to its increased benefits. Others prefer Beta. In any case, they are both about timing and practice, knowing who to throw them to and when, to help your team in the most effective manner.

    For escorts, a standard setup includes 2 Omegas, and 1 Beta or 1 Delta. The 2 APOs help keep speed, turn, resists, hold immunity, etc up for a long time. Between your APOs, that's where you fit the APB/APD. To give you full uptime on attack patterns.

    There is a duty officer that decreases the cooldown of attack patterns. When used, it allows you to rotate between 1 APO and 1 APB/APD. So that helps free up a tac slot so you can use torp spread, rapid fire, mine patterns, etc.

    For other ships, cruisers and sci, use whatever attack pattern that most helps your build. If you are a healer, you can use APD to help someone's resistance. If you are getting held a lot in tractors, grav wells, and black goo, use APO to break those holds. And lots of FAW boats use APB.
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    hyefatherhyefather Member Posts: 1,286 Arc User
    edited April 2014
    Sure thing. There are three attack patterns. Omega, Beta, and Delta.

    Omega does pretty much everything: immunity to holds, speed and turn increase, defense increase, resistance increase, and damage increase. It's basically a must on any escort because it is so powerful and useful.

    Beta is an offensive buff. It places a debuff on your target, dropping their damage resistance, thereby helping you do more damage to them. This debuff is cleared by Tactical Team, however, so timing is critical and you usually only get a 5 second window in-between cycled Tac Teams.

    Delta is an offensive and defensive(resistance) buff. You can use it on yourself or an ally. It will give you a nice bonus to damage resistance. To any enemy shooting at you, it also puts a debuff on that enemy. This debuff is equal to the magnitude of the Beta debuff, and is also cleared if the enemy uses Tac Team. While TT can clear the debuff on the guy shooting you, you still get the full effect of the resistance buff on yourself.

    In my personal opinion, I find Delta superior to Beta due to its increased benefits. Others prefer Beta. In any case, they are both about timing and practice, knowing who to throw them to and when, to help your team in the most effective manner.

    For escorts, a standard setup includes 2 Omegas, and 1 Beta or 1 Delta. The 2 APOs help keep speed, turn, resists, hold immunity, etc up for a long time. Between your APOs, that's where you fit the APB/APD. To give you full uptime on attack patterns.

    There is a duty officer that decreases the cooldown of attack patterns. When used, it allows you to rotate between 1 APO and 1 APB/APD. So that helps free up a tac slot so you can use torp spread, rapid fire, mine patterns, etc.

    For other ships, cruisers and sci, use whatever attack pattern that most helps your build. If you are a healer, you can use APD to help someone's resistance. If you are getting held a lot in tractors, grav wells, and black goo, use APO to break those holds. And lots of FAW boats use APB.

    Excellent advice. I'll try my best to put it to good use. I didnt' relize there was such depth and strategy associated with these abilitys. Ty so much for taking the time to explain to me in detail what each of these abilitys do. Qapla!!
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    innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited April 2014
    I have a question on something i was never quite sure about. Tactical team remove tactical debufs like APB or APD. I once saw someone saying in a thread that TT would enact its cleaning effect once per second every second for 10 seconds. If the previous is true, wouldn't APB or APD debuff be active for a little while every second? For example, if you get tagged or tag yourself like 0.2 second after TT cleansing pass, your vulnerable for 0.8 sec until TT does it's work again.

    Or... I'm wrong and TT cleans everything right away and nothing sticks for 10 seconds.

    I'd loved to know what the big brains here have to say about that :)

    Edit: By the way this is relevant to the thread since he talks about APD and that could potentially help effectiveness.
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    rck01rck01 Member Posts: 808 Arc User
    edited April 2014
    On a pure escort, with an excess of Tac boff stations and limited (or inflexible) Eng, Sci or Uni boff stations, the APO/APD cycle is a must. Combined with 2 Conn Officer Doffs (e.g. Zemok Jenro) to reduce AP CDs, it will have you seamlessly alternating between a speed/turn/dmg/resist boost (plus immunity to holds) and a pure dmg/resist boost (plus enemy debuff). This is how I flew my Fleet Patrol and/or Fleet Defiant, and is generally how most non-bug or hunter pilots outfit their ships.

    However, the emergence of A2B-capable escorts - first the JHAS, and now the Hirogen Hunter - give you much greater flexibility in AP selection. For example, with A2B/A2D cycling continuously on my hunter, I have no need to slot APD. The A2D doff gives me a nice (40% for 23secs) energy resist boost (to supplement the already sizable kinetic resist boost). And if I really need to crank up the defense, I can slot Polarize Hull (which also gives me a backup option for escaping holds).

    But in both cases, I will always slot APO1 (if running with BO2/CRF3) or APO3 (if running with BO3/CRF1) since it is simply too flexible and capable a power to ignore.

    Anyway, my $0.02... :)

    RCK
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    ddemlongddemlong Member Posts: 294
    edited July 2014
    So... APB3 or APO3 for damage?

    Is the -33 point debuff worth more than the 16.6% dmg increase?
    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.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    ddemlong wrote: »
    So... APB3 or APO3 for damage?

    Is the -33 point debuff worth more than the 16.6% dmg increase?

    its only to hull, and cleared easily and constantly by TT
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    ddemlongddemlong Member Posts: 294
    edited July 2014
    its only to hull, and cleared easily and constantly by TT

    Only to hull? That sucks. Thanks for the info. I thought it was a general debuff.
    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.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2014
    When I used to take my JHDC to PVP all the time, 2 copies of APD were the difference makers when all fire was focusing on me, including those decloakers. Other stuff went along in making the ship survive, but APD was critical. Not only that, I could use it on a teammate if need be.
    XzRTofz.gif
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    sharxtremesharxtreme Member Posts: 850 Arc User
    edited July 2014
    APO always and everywhere.
    APD is a very, very useful skill that is mostly overlooked mainly because people slot cannon/beam/torpedo skills instead of it which is understandable.
    It being cleared by TT while TT is active, and not only on activation doesn't help.

    When someday they split TT into shield distro and Tac debuff clear skills, usefulness of Delta will quadruple, until then: Omega on tac ships, Delta as bonus for some sci.
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    doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited July 2014
    sharxtreme wrote: »
    APO always and everywhere.
    APD is a very, very useful skill that is mostly overlooked mainly because people slot cannon/beam/torpedo skills instead of it which is understandable.
    APD is not "cleared" by Tac Team. An opponent cannot cast Tac Team upon you or himself to remove the hull resistance granted by APD. He can remove the debuff he incurs by shooting at the APD-protected target, but he cannot prevent APD from increasing his target's defensive attributes by using Tac Team.

    As for APO vs. APD, there is no "vs". The answer is "Yes". You use APO, and then in the extende downtime APO has, you use APD. They dovetail nicely and provide superior defensive uptime coverage than either alone. Provided, of course, that you're running sufficient CD reduction, which may require Crosiseque quantities of money to afford.
    [SIGPIC][/SIGPIC]
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    sharxtremesharxtreme Member Posts: 850 Arc User
    edited July 2014
    APD is not "cleared" by Tac Team. An opponent cannot cast Tac Team upon you or himself to remove the hull resistance granted by APD. He can remove the debuff he incurs by shooting at the APD-protected target, but he cannot prevent APD from increasing his target's defensive attributes by using Tac Team.

    Oh, FFS.
    This is PvP subforum, everyone and the OP by now must know that when someone says "APD is cleared by TT" it is meant that debuff on enemy is cleared by enemy activating/or having active TT.

    If you wanna be real smarta** then state:
    "APD is cleared by SNB and TT"

    But i know that is too few words so you can add few sentences in which you say exactly the same :)
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