I thought the forum would be flooded with these questions but there were only a few. Specifically, I am having a hard time trading up my "useful no matter what build you have" skills with these new Intel skills. I mainly do solo PvE and STFs.
I usually run a mix of what I would consider standard skills
Sci skills; hazard em, sci team, transfer shield, grav well
Engineer: Engineer team, xfer to shields, xfer to weapons
Tac: spread, tact team, Fire at will or Cannon volley.
I try to run 2 of each of these when possible on all my builds: tact team, FaW or Cannon Volley, grav well, shield heal skills, hull heal skills. I feel these are irreplaceable but to use the intel skills I need to swap some of these out. For the most part I have stuck with the original skills in almost every case. They just feel more useful. I'm not really interested in ships or builds or playstyle. I'm more interested in the must have skills.
So just a quick list of the skills you are using and what it replaced. Something like this:
Spread III > Transport Warhead I - blah blah blah...it's sweet....
Forgot to add that it feels like the everything breaks from grav well now so I find it much less useful. Anyone else seeing/feeling the same?
Tacticals all use Tac Team, Attack Pattern Beta 1, FAW 3. If the boat can handle it, Beta 3 as well.
Engineer uses Emergency to Shields, Aux2Batt 1, Emergency to Weapons, Reverse Shield 3
Engineer 2 uses Eng Team 1, Aux2Batt 1
Science uses Hazard Emitters 1, Transfer Shield Str 2.
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Now, I've replaced Transfer Shield Str 2 with Override Subsystem Safeties 2 (intel) on both my Benthan and Eclipse.
I've also replaced Reverse Shield 3 with Surgical Strikes 2 on my eclipse (3 as soon as I can regain enough points to train it).
This seems to be ideal for both Aux2Batt cruiser setups. Limits science skills to nearly nothing, and I get intel benefits instead. Both of these skills are amazing.
Sadly, the federation intel boffs have terrible racial traits - aside from Mr. Potato the Hierarchy Sci Guy. And it only gets worse because I'm unable to train any of my "good" engineers in EPtW 3, as they cannot be traded. My diplomacy pirate engineer can't be traded, so he cannot be used alongside the intel boff (which also cannot be traded).. as neither can learn EPtW 3. So I am forced to use an intel boff with NO space traits at all and a human boff with a minor space trait. Rather peeved by this.
I use NO intel boff skills and really believe that each one Id integrate would seriously weaken my 8 different star ship builds leading towards an inefficient performance toward recently introduced DPS demands in common advanced or elite queues.
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Before DR i was interested in trying some of them out but as DR Demands a DPS everything approach I find that using any Intel skill over standard skills will just hurt my performance
I don't have an Intel Bridge Officer, and I'm not purchasing one from the Store. I would use a mission reward one, but I'd have rather had a Vaudwaar or Kobali instead of a Potato.
I replaced a couple officers with Surgical strikes I and II, release subsystem safeties I and II and the cloud manuver (cant remember its name atm) I found pounding the shields and health off advanced and elite enemies to be trivial at best with this setup. for its slow firing rate its like all my vollies that I actually do are all like low power versions of beam overload without the power drain. Amazingly effective for single target damage. It is slow to take out groups of enemies, and is only really effective with beams. My power levels are almost always at 80-90 each always. It's really the trade between single target spike vs. multitarget sustained dps. If your just looking to do dps numbers faw always will win, but if your looking for the true damage vs a target SS is a great way to go. Additionally my fleetmate told me he loved transport warhead and it also had great damage. Evade target lock is great against enemies that use lots of targetable torpedos and mines. Other then those Intel team is really only good against clearing the gather intelegance debuff.
I fly an intel-heavy setup (5 BO-abilities) and tried most of the intel skills. My conclusions summarized:
- kinetic magnet: in its current state almost useless.
- transport warhead: in its current state almost useless.
- ionic turbulence: very nice skill for shield-bypassing torp-boat (combine with APB+SS+Gather Intel+Traits)
- EM-Probe: rather nice AoE & Gravwell support
- Evade Target Lock: very situational, but saves the day if you are in a 1 on 1 and have to 'F' something quickly (e.g. Borg Disconnected)
- surgical strike: i am unsure about this one - the crit-values look nice, but i do not feel that my overall-damage would be higher from that
- intelligence team: very situational but its use is very questionable
- override subsystem safeties: did not use it because of its TRIBBLE design ( yeah, lets drop some shields in an elite-encounter! )
- viral impulse burst: did not use it because of its TRIBBLE design - grouping enemies together >>> making them fly apart
- subnucleonic carrier wave: i fly Sci, therefore i do not need this one
- subspace beacon: do not use it - thinking before flying in a position beats this one every time
I've been contemplating using Surgical Strikes on the Scryer with DBB's, Omni, Borg Beam and a turret since it benefits all energy weapons, just not yet convinced on how effective it truely is...
I fly a Guardian and use Ionic Turbulence instead of Eject warp plasma. As the Guardian has a lt com science post I can use it in conjunction with gravity well. It's really effective, affecting both movement and damage resistance.
On ground, I now routinely take an Intell officer with me - the feign disintegration is really helpful in keeping you in the game without respawning. The bolas is also great fun.
Surgical Strike is currently bugged and transforms its damage to Phaser damage. So if you're not running a Phaser build...yeah it's pretty bad right now.
If you ARE running a phaser build though, hilarity ensues. Combine with the attack pattern of your choice and override safeties and you have an easily equipped (since two of the three abilities can potentially go in a Tac Engi or Sci hybrid seat) single target chainsaw.
I've never noticed surgical strikes transforming my damage to phaser damage. I use it, and it definitely increases my damage single target by quite a bit over FAW and/or BO. One nice thing is that it stacks with the crit/sev you've already got - the more of that you already have the better this skill gets.
As for subsystem safety override.. it's like the best thing ever. I couldn't care less if a subsystem goes down for a couple seconds at the end. I'm popping EPtW or EPtS every few seconds anyway, so chances are one of those will be available to use, and if not I can always use a battery. If all else fails.. I've got an engineering team I almost never need to use anyway. The jump in weapon power alone is a large increase in damage and is WELL worth it.
As a side note - I've completed almost every normal mode STF out there without having shields even equipped, and didn't die once. Not even close. And that's in a cruiser pulling aggro on everything. Tanking a tac cruiser, gate, and nanite spheres. It's really not going to kill you even if your shields drop for a couple seconds in an elite. I've never died from that yet, the only thing that ever kills me are instant one shots like the dreadnought's 500k+ hits in Korfez.
Had a passing play with the space intel abilities, as mentioned by another poster the ionic is handy with GW but only if it doesnt take away from another ability you would normally use.
Ground Intel seems a bit more viable, or at the very least, something different to play with. Currently using incite chaos and the snare ability, both proving usefull and i do like the great visuals.
I fly a Scryer and use Ionic Turbulence I and Surgical Strikes II. Since I did a pretty big re-think of my build I don't feel that I lost anything. In fact I firmly believe that the space intel abilities make up for the on-paper deficiencies of my ship and then some.
I fly a Scryer and use Ionic Turbulence I and Surgical Strikes II. Since I did a pretty big re-think of my build I don't feel that I lost anything. In fact I firmly believe that the space intel abilities make up for the on-paper deficiencies of my ship and then some.
Im still playing around with my Scryer build, i'm leaning heavily towards a CC TorpBoat at the moment so Ionic Turbulance sits in there nicely and i may opt for the EM ability too.
Science one is good, it removes debuffs on your hull gives you a temp cloak for a second.
Evade target lock works sometimes.
kinetic magnet for the delta mines, so far nothing else is used by it. I use it cause it makes the target kinetic magnet. Hoping it means my damage of my kinetic cutting beam damages it more. i cannot say for sure.
dont know what the other one is , but generally so far it works well with my ship. Though i doubt i can be called uber as my dps isnt uber.
Whether you think you are right or wrong, either way you are RIGHT.
OSS is ridiculously awesome. My Faeht spits out FAW3 at 160 Weapon Power, Grav Well 1 at 160 Aux. Plus Eng Team's cooldown matches with my OSS1/OSS2 timing, so no subsystem is really disabled as ET bring sit right back up.
Tacticals all use Tac Team, Attack Pattern Beta 1, FAW 3. If the boat can handle it, Beta 3 as well.
Engineer uses Emergency to Shields, Aux2Batt 1, Emergency to Weapons, Reverse Shield 3
Engineer 2 uses Eng Team 1, Aux2Batt 1
Science uses Hazard Emitters 1, Transfer Shield Str 2.
____________________________________
Now, I've replaced Transfer Shield Str 2 with Override Subsystem Safeties 2 (intel) on both my Benthan and Eclipse.
I've also replaced Reverse Shield 3 with Surgical Strikes 2 on my eclipse (3 as soon as I can regain enough points to train it).
This seems to be ideal for both Aux2Batt cruiser setups. Limits science skills to nearly nothing, and I get intel benefits instead. Both of these skills are amazing.
Sadly, the federation intel boffs have terrible racial traits - aside from Mr. Potato the Hierarchy Sci Guy. And it only gets worse because I'm unable to train any of my "good" engineers in EPtW 3, as they cannot be traded. My diplomacy pirate engineer can't be traded, so he cannot be used alongside the intel boff (which also cannot be traded).. as neither can learn EPtW 3. So I am forced to use an intel boff with NO space traits at all and a human boff with a minor space trait. Rather peeved by this.
Your Naussican is tradeable, At least mine is. But you're right, Fed/KDF space traits on the Intel Boffs are Horrible compared to Rommies.
I use override safeties (occasionally) and ionic turbulence (a lot).
I ran the lt eng/int slot empty for awhile to get used to having less engineer; tweeked a couple things and once I was comfortable with running the way it was; added the intel officer in.
OSS is ridiculously awesome. My Faeht spits out FAW3 at 160 Weapon Power, Grav Well 1 at 160 Aux. Plus Eng Team's cooldown matches with my OSS1/OSS2 timing, so no subsystem is really disabled as ET bring sit right back up.
I'm not using an Intel Boffs right now. I leveled my Guardian and Eclipse without them. I have the 3 Intel Doffs from the DR pack and the other from the mission reward. I will be paying attention to this thread however as I'm trying to figure out how best to utilize them.
I use transport warhead and the subnuc AOE the most. with my builds I have one torp power- TS3. Sacrificing APO2 for the torp transport give me another torp power while TS3 is on cooldown. on the ground I like the tripwire. the nice thing about the intel powers is that with the exception of a few powers that the BOFFs have thata re not trainable, any intel power can go to any intel BOFF.
Comments
Engineer uses Emergency to Shields, Aux2Batt 1, Emergency to Weapons, Reverse Shield 3
Engineer 2 uses Eng Team 1, Aux2Batt 1
Science uses Hazard Emitters 1, Transfer Shield Str 2.
____________________________________
Now, I've replaced Transfer Shield Str 2 with Override Subsystem Safeties 2 (intel) on both my Benthan and Eclipse.
I've also replaced Reverse Shield 3 with Surgical Strikes 2 on my eclipse (3 as soon as I can regain enough points to train it).
This seems to be ideal for both Aux2Batt cruiser setups. Limits science skills to nearly nothing, and I get intel benefits instead. Both of these skills are amazing.
Sadly, the federation intel boffs have terrible racial traits - aside from Mr. Potato the Hierarchy Sci Guy. And it only gets worse because I'm unable to train any of my "good" engineers in EPtW 3, as they cannot be traded. My diplomacy pirate engineer can't be traded, so he cannot be used alongside the intel boff (which also cannot be traded).. as neither can learn EPtW 3. So I am forced to use an intel boff with NO space traits at all and a human boff with a minor space trait. Rather peeved by this.
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I don't have an Intel Bridge Officer, and I'm not purchasing one from the Store. I would use a mission reward one, but I'd have rather had a Vaudwaar or Kobali instead of a Potato.
- kinetic magnet: in its current state almost useless.
- transport warhead: in its current state almost useless.
- ionic turbulence: very nice skill for shield-bypassing torp-boat (combine with APB+SS+Gather Intel+Traits)
- EM-Probe: rather nice AoE & Gravwell support
- Evade Target Lock: very situational, but saves the day if you are in a 1 on 1 and have to 'F' something quickly (e.g. Borg Disconnected)
- surgical strike: i am unsure about this one - the crit-values look nice, but i do not feel that my overall-damage would be higher from that
- intelligence team: very situational but its use is very questionable
- override subsystem safeties: did not use it because of its TRIBBLE design ( yeah, lets drop some shields in an elite-encounter! )
- viral impulse burst: did not use it because of its TRIBBLE design - grouping enemies together >>> making them fly apart
- subnucleonic carrier wave: i fly Sci, therefore i do not need this one
- subspace beacon: do not use it - thinking before flying in a position beats this one every time
- Particle Gens
- Graviton Gens
- Flow Caps
???
Ok thank you, havent had time to look them over
On ground, I now routinely take an Intell officer with me - the feign disintegration is really helpful in keeping you in the game without respawning. The bolas is also great fun.
If you ARE running a phaser build though, hilarity ensues. Combine with the attack pattern of your choice and override safeties and you have an easily equipped (since two of the three abilities can potentially go in a Tac Engi or Sci hybrid seat) single target chainsaw.
As for subsystem safety override.. it's like the best thing ever. I couldn't care less if a subsystem goes down for a couple seconds at the end. I'm popping EPtW or EPtS every few seconds anyway, so chances are one of those will be available to use, and if not I can always use a battery. If all else fails.. I've got an engineering team I almost never need to use anyway. The jump in weapon power alone is a large increase in damage and is WELL worth it.
As a side note - I've completed almost every normal mode STF out there without having shields even equipped, and didn't die once. Not even close. And that's in a cruiser pulling aggro on everything. Tanking a tac cruiser, gate, and nanite spheres. It's really not going to kill you even if your shields drop for a couple seconds in an elite. I've never died from that yet, the only thing that ever kills me are instant one shots like the dreadnought's 500k+ hits in Korfez.
The other intel abilities are pretty useless.
Ground Intel seems a bit more viable, or at the very least, something different to play with. Currently using incite chaos and the snare ability, both proving usefull and i do like the great visuals.
Im still playing around with my Scryer build, i'm leaning heavily towards a CC TorpBoat at the moment so Ionic Turbulance sits in there nicely and i may opt for the EM ability too.
Science one is good, it removes debuffs on your hull gives you a temp cloak for a second.
Evade target lock works sometimes.
kinetic magnet for the delta mines, so far nothing else is used by it. I use it cause it makes the target kinetic magnet. Hoping it means my damage of my kinetic cutting beam damages it more. i cannot say for sure.
dont know what the other one is , but generally so far it works well with my ship. Though i doubt i can be called uber as my dps isnt uber.
Your Naussican is tradeable, At least mine is. But you're right, Fed/KDF space traits on the Intel Boffs are Horrible compared to Rommies.
I ran the lt eng/int slot empty for awhile to get used to having less engineer; tweeked a couple things and once I was comfortable with running the way it was; added the intel officer in.
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I give it a try. Thanks for the hint.
It seems to work great with beam arrays.
My character Tsin'xing