I agree 100% You can only see who the DPS dude or gal is so why not support them in that role. One of my toons is in a 50k scimitar and have to laugh sometimes because I of course take all the agro without getting any help.
[SIGPIC][/SIGPIC]
"Go and have a wee, the second act gets considerably weirder." -Tim Minchin
You like that playstyle right? OK if you see me at 5% HP, send me a heal ******n. That's your role to support!!:eek:
So uh, was it actually a case that they had their heals available and decided not to toss you a heal? Or had they perhaps used their heals to heal somebody else before you ended up in the predicament that you did? What about your own heals and even resistances? How did you manage to get that low in the first place? There's just potentially so much more behind this particular story...that...well, it could be just about anything going on. /shrug It almost reads like the usual bug report here...a complaint without anything to it.
You like that playstyle right? OK if you see me at 5% HP, send me a heal ******n. That's your role to support!!:eek:
I don't see rushatsi in the DPS-league table, so I have no idea if you'd even need a heal except for after your aggressive attempts to get GDF.
Just a guess, but if I am in your group, you would most likely be at 5% by your own choosing. Snuggling up to 4 spheres or an exploding cube in ISA to get GDF isn't always the best plan.
FYI, I've had 89% hits in percentage while a player was doing 64k DPS in ISA. I did have to send a heal or two when the GDF attempt brought the player under 10% health. Since I have no idea what your DPS potential is, I can't say with certainty that you'd need a heal beyond snuggling up for a warp core breach stuff.
Don't think max DPS is all you need to do either. It's actually your role to support the tank while doing the DPS thing if the tank holds aggro. Don't be selfish and not use those heals for several minutes waiting for your next GDF attempt.
I used to play the healer role in space, though now really only on the ground. Healing in space is way too hard compared to other MMO's that have properly available healer classes so I just CC these days. It would really help if the range on most heals was say 15km instead of 10km. You really have to be on top of each other to have meaningful healing going on.
I used to play the healer role in space, though now really only on the ground. Healing in space is way too hard compared to other MMO's that have properly available healer classes so I just CC these days. It would really help if the range on most heals was say 15km instead of 10km. You really have to be on top of each other to have meaningful healing going on.
I dont think it is. Recluse nannies that do support, debuffing, CC and healing need to be near what they are supporting. Just like tanking, DPSing, you just need to know what to do or be competent at what you are doing.
In fact, in advance high performance runs, a dedicated healer always had a place.
While in Elite missions, dedicated support(healing/debuffing/CCing) and dedicated tanks have a place. Although that can be easily be replaced a group of Scimitar top performing DPSer with a valdore console which actually can do all of these. But that scenario can only be replicated by handful of people, if you want to restrict it, people in DPS prime and people at upper 75k channel.
Going back to the OP, it seems the OP PuGged. You just cant coordinate in a PuG effectively as premades. No Teamwork and no Teamspeak.
If you intend to game regularly with premades, people you know, you can do some super specialization.
If you intend to PUG a lot, your build has to be self-sufficient. It's cool if you have a PUG that cross heals and all that. I do that a lot with my Crusiers and Science Vessels, even my TAC ships with their meager heals if they're not on CD. But my general rule for playing lots of PUGs is your ship has to be able to take care of itself for a variety of situations. Assume the worst and be happy if the PUG does cross support.
Some of those builds people copy work extremely well with the originating player. But they may also play in a very tight knit group that works well together and the builds synergize fit nicely. But some of those builds would fall apart in PUG play.
golden rules for grouping: Bring your own heals (you are still pretty deadly despite having lots of heals and def buffs)
tac team, EPtS, engi team, sci team (TSS maybe) and Hazard emitters are pretty much THE standard and MUST be on any ship build
rock and roll is pure gold
accept death (nothing really drastically happens in STO when you die...15 sec later you are as good as new)
Maybe some people don't know that they can use their own abilities on others? If you don't, see the boxes with your team mates names and ship stats? Click one of those to target them. If they are within 10km there are abilities, such as Engineering Team, that you can use on them.
Certain abilities such as Science Fleet effect everyone regardless of range.
Seriously, let's try to make this thread useful. Throw in some more tips here.
Why bother when they can instead focus their abilities towards more DEEPS (notably on Sci-oriented ships, where DPS is more important than playing white mage)?
Healing someone in the heat of battle screws off the would-be healer's DPS, and if it's too bad, would penalize them with an AFK charge (there was even a thread over that not too long ago).
Of course, while it doesn't hurt to toss out the occasional heal, most don't bother; esp. if they're using a heal ability to trigger a timed boost on themselves, or would rather use them on their pets.
If you're dying too fast, sacrifice some DPS. If you don't want to sacrifice some DPS, then die and respawn. If it results in damage debuffs (playing in Adv or Elite), clear it with damage-healing items. If you don't have any, buy some. If you don't have the space, make some. If you don't have the EC, grind some. If you can't do any of that, stay out of Adv and Elite queues and don't whine.
Because you're be better off assuming no one will save your aft and would rather let you die, even in space queues where that's a possible fail. See CCA and lightly armored but high-DPS Scimitars drawing all the aggro while the rest of the team lets them and camps the entity from the opposite side of those Scimitars, which are usually also a mostly NPC-free side due to the Scimitars drawing all the NPCs in the first place (if not a Gravity Well).
Of course, it's a different story in Ground missions; where keeping the team alive does matter (Bug Hunt Elite for one; that queen requires actual concerted effort).
Maybe some people don't know that they can use their own abilities on others? If you don't, see the boxes with your team mates names and ship stats? Click one of those to target them. If they are within 10km there are abilities, such as Engineering Team, that you can use on them.
Certain abilities such as Science Fleet effect everyone regardless of range.
Seriously, let's try to make this thread useful. Throw in some more tips here.
I have one...
If you are pugging then make your ship and your tactics self sustaining. You are your own healer and if you get aggro a tank (doesnt matter what ship you are flying), as well as a dps. When i used to run the old borg pug elites in my Scim i was pretty much running minimal heals. I even had a sequence at which i would pop all my defensive abilities (boff, console, and rep traits). I dont freak out when the cube in Infected Space focuses on me and pop every single cooldown i had. No...i would stagger them out so that instead of a 10 second window where i take little to no damage (ie me popping all cooldowns) it is more like a 30-45+ second window where i take moderate damage (ie me staggering out cooldown activation).
Also i found it funny that upon reading the OP i thought to myself "why are you running around with 5% health?". Then i read the other posts and see that a lot of other people are saying the same thing. Maybe the guy should post up his stoacademy link as well as post up how they normally handle a situation where they get aggro against a hard hitting ability. It wouldnt surprise me one bit if his entire defensive repertoire went something like: hit epts, hit eng team, panic, clap my balls as i wait for my ship to blow up.
Sci DPS here. "You aren't helping the team if you aren't putting out damage." Healing isn't damage. Sorry. That's they way they want it. That's the way they got it.
You know, if people were flying at 5% HP or so, I'd would originally assume it's because they're Tac captains min-maxing off Go Down Fighting+Trait among other abilities. But then, they wouldn't be complaining about no healers, and instead asking if it's a viable tactic (I've seen a few builds oriented towards flying at 25% HP or so and relying on GDF+ for extra DPS and Resistances).
I do know it's possible to survive at 5% HP with some luck; I've been at the 5%~10% HP mark at times, and sometimes get lucky and live through a mass aggro with GDF, Evasive Maneuvers, and other abilities long enough to get ET (and Aux2SIF if I have it) popped. Rock and Roll makes it even easier to get out of sticky situations now, as well as the rest of the Pilot Spec tree, and there's traits and abilities now that lets certain ships practically recover from near-death either indirectly due to reducing CD or directly due to boosting defense, turn rate, and speed when at low health.
Blame Cryptic for its faulty game design,healers & tanks? lol those are like a mirage in the desert,this game is all about pew pew pew...you want a holy trinity? yeah not going to happen untill Cryptic decides to do some changes around here.
You wont need healers, support nor tanks unless you are doing more difficult missions.
More importantly if you are in PuGs.
The concept of dedicated tanks and healers are more pronounced the harder the mission or the more expert/specialized the team. The easier the missions, the more you do PuGs, the lesser the reason to bring in specialized roles or see high performing specialized roles in PvE.
In this game, We can say that tanks and/or healers are not PuG friendly nor noob/incompetent friendly nor easy mission friendly due to level of understanding of game mechanics, coordination/organization and piloting it requires.
Am I the only one to find it hilarious that yesterday we had a thread denouncing the idea of dedicated support players and now this guy is complaining about dedicated support not helping him?
Look bud, if I have a spare engineering team available I will throw it on a team mate, problem is the guy that usually needs it is out of range because I'm in a cruiser and therefore I'm slow as the dead.
Ignorance is an obstacle not an excuse
Let the stupid suffer
So uh, was it actually a case that they had their heals available and decided not to toss you a heal? Or had they perhaps used their heals to heal somebody else before you ended up in the predicament that you did? What about your own heals and even resistances? How did you manage to get that low in the first place? There's just potentially so much more behind this particular story...that...well, it could be just about anything going on. /shrug It almost reads like the usual bug report here...a complaint without anything to it.
Totally agreed!
Personally, whilst I always smile when I get a heal tossed my way, I *never* count on it; or, worse, depend on; or even worse than that, demand it of others.
Also, the self-entitled Kirk in question may well feel he deserves heals because he's so pwnsome! And, from the parse, it may even look thay way too. Another way to look at this, though, is to simply see said player as someone with a fail-fit, focussing too much on DPS, at the expense of his survivability, hoping others will carry him.
Don't get me wrong: in a pre-made team, where people actually purposely divided roles, and fit their ships accordingly, expecting to get that heal is, of course, entirely justified. Otherwise, expecting others will carry you, heal-wise, is as wrong as expecting others to do the DPS for you.
As a newbie who is about 1 month old here with a level 54 fed tact and a newly made level 15 romulan engineer I thought I would give my two cents on this.
On my tact I do run escorts right now. Well mostly just one though I have several. I use an anti-proton build. I can honestly say in PVE ques non-elite I can usually hold my own well in many of them. I do try to make sure I can heal myself as needed though. It isn't always easy. Usually if I get down low on hull it is my own fault. Either I rush ahead or I end up drawing most of the aggro. Sometimes a combo of both. One thing I have had to learn is to not rush too far ahead. Something a lot of people using escorts have a bad habit of doing. Lucky for me I have learned and I have sorta turned my escort into a bit of a tank. It can't tank like a cruiser but it can survive a bit if the shields are gone. Of course there are times I am getting close to death when the other ships get there and draw off some of the aggro. I don't expect a single heal from them. I am just grateful they are there to help take some of the aggro off me. Also I don't run cannons. I tried them. Didn't care for them and I found my ship took too much unneeded damage for constant frontal assaults. I have found I like beams. I run anti-protons and got 2 nice omni's, a fluidic array in the front in the back. duel beams in the front and a torp in the front and rear. I tend to broadside a lot and can quickly change directions as needed to help make sure not all one side of my shields are taking all the hits. People need to remember that while the healers are there to help, those that might need it most are those who tend to be darting around so fast that getting in range for a heal is difficult and ultimately a waste of time most of the time. Also there are times when freak accidents do happen in combat. Like when your flying through a mess of enemies with allies seemingly drawing aggro while your at full shields and hull and them bam out of nowhere your dead. It does happen. Especially to those with escorts. It is just part of the risk we gotta take running them.
On the subject of warbirds though. I have found so far I really like them. They remind me of a cross between a cruiser and an escort. In one PVE mission I had the enemy get me down to 3% hull with my current ship. I managed to come back and win from it. Though I gotta say this 2nd tier ship can be a bit of a tank itself. lol I can't wait to hit level 20 and try out the next one.
I play an eng/healer in a cruiser in pugs/stf. I like CC. I have my cruiser doff'd with 3 purple techs, and an eng cooldown and a sci cooldown doff. I have eng 3, sci2, auxSti 3 and haz1. I try to fly into the middle of formations but failing that I try to follow scimitars around under the belief that they are slower and easier to stay up with and do alot of dps which helps the team. I try to get in and fire first with a faw constantly to draw fire as best I can so I do have to build some dps into my ship or the enemy ships seem to ignore me and attack ships doing more damage. I must be doing something right because I usually finish 3rd in CC and occasionally 1st or 2nd.
Even with all my cooldown doffs I often have eng 3, aux 3 and sci team on cooldown. I can't reliably read team chat boxes because of all the other things I have to divide my attention between. Escorts dart around so fast that it is often difficult to drop a heal on them before they dart out of range and if I miss I am on cooldown again. I try to keep myself alive with 'grace under fire' but even that runs in to cooldown after 2 uses. In the Tau dewa tholian and borg alerts, forget it. I can't see team damage unless I specifically look at a ship and by then that ship is usually out of heal range or destroyed by the time I have sized it up.
I like to think that I am not a noob or an idiot but if anyone has any suggestions as to how I can improve my captain-ing ability please post them and I will include them if it helps. I like playing an eng simply because: I like doing it. I do the best I can, try not to anger anyone and will keep your ship alive as best I can, if not, I will try to save your crew (in my own mind) if they hit the escape pods.
Suggestions for improvements are welcome and appreciated as are demeaning insults, as long as the latter are creative. I find mindless profanity ad hominum tedious but I don't mind arrogant sarcasm demeaning my abilitities.
Comments
CRUISERS NEED A 206% HULL BUFF
So I heal when I can, shoot when I should.. Thank God I'm a heal boat.. YE-HAWW!
:P
"Go and have a wee, the second act gets considerably weirder." -Tim Minchin
So uh, was it actually a case that they had their heals available and decided not to toss you a heal? Or had they perhaps used their heals to heal somebody else before you ended up in the predicament that you did? What about your own heals and even resistances? How did you manage to get that low in the first place? There's just potentially so much more behind this particular story...that...well, it could be just about anything going on. /shrug It almost reads like the usual bug report here...a complaint without anything to it.
If you're at 5%, and there's a tank, two things have happened:
You self-inflicted a GDF. If you're that guy, don't count on heals. You made yourself take that damage, you should be prepared to heal it.
Or, the tank isn't pulling aggro. And if the tank's not pulling aggro, it's unlikely they have the game awareness to cast a heal.
So, I'd assume you're SOL. Also, if you curse at me, I will let you die to the best of my ability.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
I don't see rushatsi in the DPS-league table, so I have no idea if you'd even need a heal except for after your aggressive attempts to get GDF.
Just a guess, but if I am in your group, you would most likely be at 5% by your own choosing. Snuggling up to 4 spheres or an exploding cube in ISA to get GDF isn't always the best plan.
FYI, I've had 89% hits in percentage while a player was doing 64k DPS in ISA. I did have to send a heal or two when the GDF attempt brought the player under 10% health. Since I have no idea what your DPS potential is, I can't say with certainty that you'd need a heal beyond snuggling up for a warp core breach stuff.
Don't think max DPS is all you need to do either. It's actually your role to support the tank while doing the DPS thing if the tank holds aggro. Don't be selfish and not use those heals for several minutes waiting for your next GDF attempt.
I dont think it is. Recluse nannies that do support, debuffing, CC and healing need to be near what they are supporting. Just like tanking, DPSing, you just need to know what to do or be competent at what you are doing.
In fact, in advance high performance runs, a dedicated healer always had a place.
While in Elite missions, dedicated support(healing/debuffing/CCing) and dedicated tanks have a place. Although that can be easily be replaced a group of Scimitar top performing DPSer with a valdore console which actually can do all of these. But that scenario can only be replicated by handful of people, if you want to restrict it, people in DPS prime and people at upper 75k channel.
Going back to the OP, it seems the OP PuGged. You just cant coordinate in a PuG effectively as premades. No Teamwork and no Teamspeak.
If you intend to PUG a lot, your build has to be self-sufficient. It's cool if you have a PUG that cross heals and all that. I do that a lot with my Crusiers and Science Vessels, even my TAC ships with their meager heals if they're not on CD. But my general rule for playing lots of PUGs is your ship has to be able to take care of itself for a variety of situations. Assume the worst and be happy if the PUG does cross support.
Some of those builds people copy work extremely well with the originating player. But they may also play in a very tight knit group that works well together and the builds synergize fit nicely. But some of those builds would fall apart in PUG play.
tac team, EPtS, engi team, sci team (TSS maybe) and Hazard emitters are pretty much THE standard and MUST be on any ship build
rock and roll is pure gold
accept death (nothing really drastically happens in STO when you die...15 sec later you are as good as new)
Certain abilities such as Science Fleet effect everyone regardless of range.
Seriously, let's try to make this thread useful. Throw in some more tips here.
Healing someone in the heat of battle screws off the would-be healer's DPS, and if it's too bad, would penalize them with an AFK charge (there was even a thread over that not too long ago).
Of course, while it doesn't hurt to toss out the occasional heal, most don't bother; esp. if they're using a heal ability to trigger a timed boost on themselves, or would rather use them on their pets.
If you're dying too fast, sacrifice some DPS. If you don't want to sacrifice some DPS, then die and respawn. If it results in damage debuffs (playing in Adv or Elite), clear it with damage-healing items. If you don't have any, buy some. If you don't have the space, make some. If you don't have the EC, grind some. If you can't do any of that, stay out of Adv and Elite queues and don't whine.
Because you're be better off assuming no one will save your aft and would rather let you die, even in space queues where that's a possible fail. See CCA and lightly armored but high-DPS Scimitars drawing all the aggro while the rest of the team lets them and camps the entity from the opposite side of those Scimitars, which are usually also a mostly NPC-free side due to the Scimitars drawing all the NPCs in the first place (if not a Gravity Well).
Of course, it's a different story in Ground missions; where keeping the team alive does matter (Bug Hunt Elite for one; that queen requires actual concerted effort).
I have one...
If you are pugging then make your ship and your tactics self sustaining. You are your own healer and if you get aggro a tank (doesnt matter what ship you are flying), as well as a dps. When i used to run the old borg pug elites in my Scim i was pretty much running minimal heals. I even had a sequence at which i would pop all my defensive abilities (boff, console, and rep traits). I dont freak out when the cube in Infected Space focuses on me and pop every single cooldown i had. No...i would stagger them out so that instead of a 10 second window where i take little to no damage (ie me popping all cooldowns) it is more like a 30-45+ second window where i take moderate damage (ie me staggering out cooldown activation).
Also i found it funny that upon reading the OP i thought to myself "why are you running around with 5% health?". Then i read the other posts and see that a lot of other people are saying the same thing. Maybe the guy should post up his stoacademy link as well as post up how they normally handle a situation where they get aggro against a hard hitting ability. It wouldnt surprise me one bit if his entire defensive repertoire went something like: hit epts, hit eng team, panic, clap my balls as i wait for my ship to blow up.
I do know it's possible to survive at 5% HP with some luck; I've been at the 5%~10% HP mark at times, and sometimes get lucky and live through a mass aggro with GDF, Evasive Maneuvers, and other abilities long enough to get ET (and Aux2SIF if I have it) popped. Rock and Roll makes it even easier to get out of sticky situations now, as well as the rest of the Pilot Spec tree, and there's traits and abilities now that lets certain ships practically recover from near-death either indirectly due to reducing CD or directly due to boosting defense, turn rate, and speed when at low health.
You wont need healers, support nor tanks unless you are doing more difficult missions.
More importantly if you are in PuGs.
The concept of dedicated tanks and healers are more pronounced the harder the mission or the more expert/specialized the team. The easier the missions, the more you do PuGs, the lesser the reason to bring in specialized roles or see high performing specialized roles in PvE.
In this game, We can say that tanks and/or healers are not PuG friendly nor noob/incompetent friendly nor easy mission friendly due to level of understanding of game mechanics, coordination/organization and piloting it requires.
Look bud, if I have a spare engineering team available I will throw it on a team mate, problem is the guy that usually needs it is out of range because I'm in a cruiser and therefore I'm slow as the dead.
Let the stupid suffer
Totally agreed!
Personally, whilst I always smile when I get a heal tossed my way, I *never* count on it; or, worse, depend on; or even worse than that, demand it of others.
Also, the self-entitled Kirk in question may well feel he deserves heals because he's so pwnsome! And, from the parse, it may even look thay way too. Another way to look at this, though, is to simply see said player as someone with a fail-fit, focussing too much on DPS, at the expense of his survivability, hoping others will carry him.
Don't get me wrong: in a pre-made team, where people actually purposely divided roles, and fit their ships accordingly, expecting to get that heal is, of course, entirely justified. Otherwise, expecting others will carry you, heal-wise, is as wrong as expecting others to do the DPS for you.
These days even Escorts can effectively tank. there is no need for Tanks and Healers.
On my tact I do run escorts right now. Well mostly just one though I have several. I use an anti-proton build. I can honestly say in PVE ques non-elite I can usually hold my own well in many of them. I do try to make sure I can heal myself as needed though. It isn't always easy. Usually if I get down low on hull it is my own fault. Either I rush ahead or I end up drawing most of the aggro. Sometimes a combo of both. One thing I have had to learn is to not rush too far ahead. Something a lot of people using escorts have a bad habit of doing. Lucky for me I have learned and I have sorta turned my escort into a bit of a tank. It can't tank like a cruiser but it can survive a bit if the shields are gone. Of course there are times I am getting close to death when the other ships get there and draw off some of the aggro. I don't expect a single heal from them. I am just grateful they are there to help take some of the aggro off me. Also I don't run cannons. I tried them. Didn't care for them and I found my ship took too much unneeded damage for constant frontal assaults. I have found I like beams. I run anti-protons and got 2 nice omni's, a fluidic array in the front in the back. duel beams in the front and a torp in the front and rear. I tend to broadside a lot and can quickly change directions as needed to help make sure not all one side of my shields are taking all the hits. People need to remember that while the healers are there to help, those that might need it most are those who tend to be darting around so fast that getting in range for a heal is difficult and ultimately a waste of time most of the time. Also there are times when freak accidents do happen in combat. Like when your flying through a mess of enemies with allies seemingly drawing aggro while your at full shields and hull and them bam out of nowhere your dead. It does happen. Especially to those with escorts. It is just part of the risk we gotta take running them.
On the subject of warbirds though. I have found so far I really like them. They remind me of a cross between a cruiser and an escort. In one PVE mission I had the enemy get me down to 3% hull with my current ship. I managed to come back and win from it. Though I gotta say this 2nd tier ship can be a bit of a tank itself. lol I can't wait to hit level 20 and try out the next one.
Even with all my cooldown doffs I often have eng 3, aux 3 and sci team on cooldown. I can't reliably read team chat boxes because of all the other things I have to divide my attention between. Escorts dart around so fast that it is often difficult to drop a heal on them before they dart out of range and if I miss I am on cooldown again. I try to keep myself alive with 'grace under fire' but even that runs in to cooldown after 2 uses. In the Tau dewa tholian and borg alerts, forget it. I can't see team damage unless I specifically look at a ship and by then that ship is usually out of heal range or destroyed by the time I have sized it up.
I like to think that I am not a noob or an idiot but if anyone has any suggestions as to how I can improve my captain-ing ability please post them and I will include them if it helps. I like playing an eng simply because: I like doing it. I do the best I can, try not to anger anyone and will keep your ship alive as best I can, if not, I will try to save your crew (in my own mind) if they hit the escape pods.
Suggestions for improvements are welcome and appreciated as are demeaning insults, as long as the latter are creative. I find mindless profanity ad hominum tedious but I don't mind arrogant sarcasm demeaning my abilitities.