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.
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:
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
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.
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!!
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.
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
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Ka -tet Tier 5 fleet fully completed Starbase and fleet property
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.
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.
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.
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.
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
Comments
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
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!!
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.
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
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
Is the -33 point debuff worth more than the 16.6% dmg increase?
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
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.
Your Ramming Speed III deals 242658 (243540) Kinetic Damage (Critical) to you.
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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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.
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
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers