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DPS advice needed

heresincebetaheresincebeta Member Posts: 163 Arc User
Given: 30k FED ENG DPS reciprocitank
Presidio CBC, Crafted AP CritDx4, 4x AP Vuln Locators, 3x+Thr/Flow Embassy, Borg/Elachi/TCC/Leech

Doffs: Marion, TBR pull, 2x DCE (EP2x recharge), 2x Maint Eng (ET Recharge)

Orbits at 100% throttle, pedal2metal/ subwarp sheath/ reciprocity / All Hands on Deck

Current Boff Setup:
SRO TAC: TT1 / Kemo 2 / FAW 3
PIR ENG: EPS1 / DEM1 / EPW3 / DEM3
EFF ENG: ET1 / AUX2SIF1
Leader / Space Warfare Spec SCI: HE1 / FBP1
EFF / PIR SCI: ST1 / TBR1 (doffed for pull)

Question / Proposal:
Is it worth swapping one of my 2 SCI boffs for a 2nd SRO TAC?
If so, which 2 SCI Boffs do I keep (LDR/SWS or EFF/PIR)
If so, which 2 SCI Skills do I keep of HE, ST, and doffed TBR?
If so, what should my new TAC skills look like? I was thinking:
SRO TAC TT1 / APD1 / APO1
SRO TAC Kemo 1 / FAW2

But I'm not sure that the increase in damage from APO and APD and the 2nd SRO is worth downgrading FAW from 3 to 2 and Kemo from 2 to 1, amongst the other changes with SCI.

Thoughts / advice welcome.
Post edited by heresincebeta on

Comments

  • snipey47asnipey47a Member Posts: 485 Media Corps
    edited May 2015
    Given: 30k FED ENG DPS reciprocitank
    Presidio CBC, Crafted AP CritDx4, 4x AP Vuln Locators, 3x+Thr/Flow Embassy, Borg/Elachi/TCC/Leech

    Doffs: Marion, TBR pull, 2x DCE (EP2x recharge), 2x Maint Eng (ET Recharge)

    Orbits at 100% throttle, pedal2metal/ subwarp sheath/ reciprocity / All Hands on Deck

    Current Boff Setup:
    SRO TAC: TT1 / Kemo 2 / FAW 3
    PIR ENG: EPS1 / DEM1 / EPW3 / DEM3
    EFF ENG: ET1 / AUX2SIF1
    Leader / Space Warfare Spec SCI: HE1 / FBP1
    EFF / PIR SCI: ST1 / TBR1 (doffed for pull)

    Question / Proposal:
    Is it worth swapping one of my 2 SCI boffs for a 2nd SRO TAC?
    If so, which 2 SCI Boffs do I keep (LDR/SWS or EFF/PIR)
    If so, which 2 SCI Skills do I keep of HE, ST, and doffed TBR?
    If so, what should my new TAC skills look like? I was thinking:
    SRO TAC TT1 / APD1 / APO1
    SRO TAC Kemo 1 / FAW2

    But I'm not sure that the increase in damage from APO and APD and the 2nd SRO is worth downgrading FAW from 3 to 2 and Kemo from 2 to 1, amongst the other changes with SCI.

    Thoughts / advice welcome.

    Hi,

    I hope this helps.

    First of all your doffs. As an engineer and if you have at least 54-64 points in Power Insulators you have a captain ability called Nadion Inversion which will give you the same effect as Marion Frances Dulmar but for 30 seconds instead of the doff's 8 seconds.

    Secondly Subspace Sheath currently debuffs you instead of your target so I would drop that trait for now and keep an eye on the weekly patch notes.

    Now to your questions:

    1) Short answer - Yes. Run 2 SRO's. Their active abilities should be as follows TT1/APB1/APO1 and Kemo1/FAW2. APD is really only for PVP as it is a debuff on the enemy attacking you as opposed to APB which is debuffed by your attacks.
    2) Keep the one with the Pirate Trait and have active HE1/TBR1 or if you have survivability problems (which you shouldn't) use ST1/HE2.

    Regards,

    Snipey47a
    DPS Channel Admin
  • luckychuckyluckychucky Member Posts: 53 Arc User
    edited May 2015
    Given: 30k FED ENG DPS reciprocitank
    Presidio CBC, Crafted AP CritDx4, 4x AP Vuln Locators, 3x+Thr/Flow Embassy, Borg/Elachi/TCC/Leech

    Doffs: Marion, TBR pull, 2x DCE (EP2x recharge), 2x Maint Eng (ET Recharge)

    Orbits at 100% throttle, pedal2metal/ subwarp sheath/ reciprocity / All Hands on Deck

    Current Boff Setup:
    SRO TAC: TT1 / Kemo 2 / FAW 3
    PIR ENG: EPS1 / DEM1 / EPW3 / DEM3
    EFF ENG: ET1 / AUX2SIF1
    Leader / Space Warfare Spec SCI: HE1 / FBP1
    EFF / PIR SCI: ST1 / TBR1 (doffed for pull)

    Question / Proposal:
    Is it worth swapping one of my 2 SCI boffs for a 2nd SRO TAC?
    If so, which 2 SCI Boffs do I keep (LDR/SWS or EFF/PIR)
    If so, which 2 SCI Skills do I keep of HE, ST, and doffed TBR?
    If so, what should my new TAC skills look like? I was thinking:
    SRO TAC TT1 / APD1 / APO1
    SRO TAC Kemo 1 / FAW2

    But I'm not sure that the increase in damage from APO and APD and the 2nd SRO is worth downgrading FAW from 3 to 2 and Kemo from 2 to 1, amongst the other changes with SCI.

    Thoughts / advice welcome.

    my proposal:

    - make a full aux2bat build to keep your energylevels up on top also on FAW Spam and reduce all Boff Skills CD continuously
    - add the Universal – Sustained Radiant Field Console
    - Use the CC Deflector ... maybe pc Nukara Shield + Engine in addition
    - Use the 2pc ancient Technology Set for Bonus AP Power (omni + Core for AP Builds far better than AMP Fleet Cores)

    Boff Layout:

    1 Lt Com * SRO* TT1 - Kem2 - FAW 3
    1 Lt * SRO* TT1 - Beta 1
    1 Com Eng *Human* TecT1 - Aux2bat1 - EPtW3 - DEM3
    1 Lt Eng *Human* EPtS1 - Aux2Bat1
    1 LT Sci *Loquer Hierarchy* HE1 - ST2

    Crew:

    - 3 Technicans (Aux2bat - full Aux2Bat works in 10sec steps for 10sec continuously)
    - 1 Development Lab Scientist (reduce ST + shield emitters - supported by Reciprocity and Aux2Bat to decrease CD very fast)
    - 1 system eng Marion (+ Duration DEM 3 - supported by Aux2Bat to decrease CD very fast)
    - 1 Maintenence Engineer (reduce TecT + Hull repair - supported by Aux2Bat to decrease CD very fast)

    Pets:

    - elite Obilisk Fighters
    [SIGPIC][/SIGPIC] ... IST MIR ZU SCHWER ... UND ICH WILL NICHT
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited May 2015
    my proposal:

    - make a full aux2bat build to keep your energylevels up on top also on FAW Spam and reduce all Boff Skills CD continuously
    - add the Universal – Sustained Radiant Field Console
    - Use the CC Deflector ... maybe pc Nukara Shield + Engine in addition
    - Use the 2pc ancient Technology Set for Bonus AP Power (omni + Core for AP Builds far better than AMP Fleet Cores)

    Boff Layout:

    1 Lt Com * SRO* TT1 - Kem2 - FAW 3
    1 Lt * SRO* TT1 - Beta 1
    1 Com Eng *Human* TecT1 - Aux2bat1 - EPtW3 - DEM3
    1 Lt Eng *Human* EPtS1 - Aux2Bat1
    1 LT Sci *Loquer Hierarchy* HE1 - ST2

    Crew:

    - 3 Technicans (Aux2bat - full Aux2Bat works in 10sec steps for 10sec continuously)
    - 1 Development Lab Scientist (reduce ST + shield emitters - supported by Reciprocity and Aux2Bat to decrease CD very fast)
    - 1 system eng Marion (+ Duration DEM 3 - supported by Aux2Bat to decrease CD very fast)
    - 1 Maintenence Engineer (reduce TecT + Hull repair - supported by Aux2Bat to decrease CD very fast)

    Pets:

    - elite Obilisk Fighters

    I agree more with snipey's suggestion as with using reciprocity, there should be no need to double up on tac team at all, unless the tank doesn't hold aggro in the groups the tank works with. 9 points in threat control, an elite fleet fermion deflector and 2 or more embassy +threat consoles will usually help a tank hold aggro from folks doing 3 to 5 times the tank's DPS or more.

    A2B's usefuless stemmed from cruisers not having enough tac abilities to double up on the trinity of tac team, attack pattern and weapon modifier. I think everyone should understand A2B since it is a good stepping stone to higher capability builds, like reciprocity/ AHOD setups. With reciprocity, the tac stuff is handled well and A2B now has far less usefulness. The presidio get's AHOD at full mastery, which helps take care of science cooldowns somewhat. If it is coupled with an elite fleet fermion deflector, there is more sci cooldowns and A2B overall nerfs science with little to no aux power at times.
  • luckychuckyluckychucky Member Posts: 53 Arc User
    edited May 2015
    ryakidrys wrote: »
    I agree more with snipey's suggestion as with using reciprocity, there should be no need to double up on tac team at all, unless the tank doesn't hold aggro in the groups the tank works with. 9 points in threat control, an elite fleet fermion deflector and 2 or more embassy +threat consoles will usually help a tank hold aggro from folks doing 3 to 5 times the tank's DPS or more.

    A2B's usefuless stemmed from cruisers not having enough tac abilities to double up on the trinity of tac team, attack pattern and weapon modifier. I think everyone should understand A2B since it is a good stepping stone to higher capability builds, like reciprocity/ AHOD setups. With reciprocity, the tac stuff is handled well and A2B now has far less usefulness. The presidio get's AHOD at full mastery, which helps take care of science cooldowns somewhat. If it is coupled with an elite fleet fermion deflector, there is more sci cooldowns and A2B overall nerfs science with little to no aux power at times.

    that is full ok ... it is only my personal experience

    I think he looks for a good middle way between max DPS and Tank possiblility. This build is working very well for it... and don't mess with the aux2bat Setup :D There is nothing useless since the Weapon Energy + Hard Overcap stacks out in hard Energydamage and ST isn't influenced by A2B anymore. Sure HE healing and resists go down to a half but that is still ok. A2B grants him full WSE Power Levels all the time ... low CD for all! Boff skills especially the important ones like DEM3 EPtW3 ... high Shieldreg high maneuverability and Speed = High Defense and different Attack possibilities.
    As far as I see he can do a lot of more damage if he would change his half sci/Eng build more in a a2b eng/tac build ... as a good captain in this ship he shouldn't have problems with Survival especially as ENG Captain. My thoughts are: A full exotic damage Sci build or a minimal ... i find nothing useful between this borders regards to personal Skilling, specialization traits and equipement. As ENG tank/damage Player in a absolutely non Sci ship makes no sense to force on sci abilities... my opinion.

    Ok perhaps double Tac Team is too much (I dont know all his detailed possibilities) so he could use e.g kem1 instead and for kem 2 he uses a other skill he finds useful

    It is not expensive today to try some possibilities with different skills in the game ... he can try out some and decides then for his personal best working build.
    [SIGPIC][/SIGPIC] ... IST MIR ZU SCHWER ... UND ICH WILL NICHT
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited May 2015
    As far as I see he can do a lot of more damage if he would change his half sci/Eng build more in a a2b eng/tac build.

    Might be hard to compensate loosing 5-6.5% all (bonus) damage when going a2b ;)
    Especially since you can be pretty much max out in W,S and A while E>75 and thus the only thing a2b would help is reducing CDs which can be done nowadays with Shiptraits without handicap.
  • ryakidrysryakidrys Member Posts: 830 Arc User
    edited May 2015
    that is full ok ... it is only my personal experience

    I think he looks for a good middle way between max DPS and Tank possiblility. This build is working very well for it... and don't mess with the aux2bat Setup :D There is nothing useless since the Weapon Energy + Hard Overcap stacks out in hard Energydamage and ST isn't influenced by A2B anymore. Sure HE healing and resists go down to a half but that is still ok. A2B grants him full WSE Power Levels all the time ... low CD for all! Boff skills especially the important ones like DEM3 EPtW3 ... high Shieldreg high maneuverability and Speed = High Defense and different Attack possibilities.
    As far as I see he can do a lot of more damage if he would change his half sci/Eng build more in a a2b eng/tac build ... as a good captain in this ship he shouldn't have problems with Survival especially as ENG Captain. My thoughts are: A full exotic damage Sci build or a minimal ... i find nothing useful between this borders regards to personal Skilling, specialization traits and equipement. As ENG tank/damage Player in a absolutely non Sci ship makes no sense to force on sci abilities... my opinion.

    Ok perhaps double Tac Team is too much (I dont know all his detailed possibilities) so he could use e.g kem1 instead and for kem 2 he uses a other skill he finds useful

    It is not expensive today to try some possibilities with different skills in the game ... he can try out some and decides then for his personal best working build.

    I'm not against A2B at all, every toon I have has used it at some point, even my delta recruit. For a tank, I find boosted aux powers to be vital. With plasmonic leech and EPS xfer 3, an engineer has plenty of power all around without A2B. On the KDF/ Romulan side, moving past A2B isn't as easy as it is on the Fed side with respect to reciprocity. AHOD and the elite fleet fermion deflector reduce science abilities cooldowns near global minimum, leaving only engineering to really worry about. Since A2B takes up 2 engineering BO abilities, not having it is often only a possible reduction when dealing with 7 eng BO ability cruisers.
    3 techicians does everything. 2-3 DCE's handles EPTx abilities like A2B, so a slight difference so far.
    With the presidio, either double up on ET1 at ensign level which isn't needed, or drop an EPTx ability to ensign and have it running at lessened enhancement. Without A2B, double ET1, run 1 EPTx ability at LT level and one at LCDR, with respect to the presidio. Run A2SIF3 for more tank, and it is always powerful and could be used constantly for best effect.
    For a cruiser with 7 eng abilities, A2B isn't as easily dismissed, though using A2DAMP1 instead of A2B can make a tank even tankier. It gets to be more about preferences with respect to what you want to run and what you can make work, since there is more flexibility with 7 eng abilities than 6. I hope I'm not rambling on.......
  • heresincebetaheresincebeta Member Posts: 163 Arc User
    edited May 2015
    Thank you all for your feedback. Snipey, I went with yours.
  • wen1503wen1503 Member Posts: 156 Arc User
    edited May 2015
    I see you went with Snipey's recommendations - I fully agree but there are a couple of things that you may not know that will boost his recommendations.

    My main is an engineer and I have played since open beta...but quit for a while then came back with F2P.

    Traits - engineer specific EPS manifold Efficiency. Skill batteries up full. Doff with maintenance engineer (I recommend EXOcomp) - This will give you +10 power in all subsystems whenever you use a emergency power to xx Boff skill.

    Assuming your running at least 2 purple Damage Control Engineers this will allow you to cycle two different emergency power to xx skills up constantly (yes, math says you'll miss occasionally but you reallly don't need 3)

    Withe the Battle Cruiser you should have emergency power to weapons III and I recommend only emergency power to shield I.

    What has this given you? Well the battery skill boosts the +10 power from 10 secound to 20. That is 5 seconds over the 15 needed to start your second emergency power to xx skill which causes the EPS trait to stack for 5 seconds minus the activation time. If not upping your damage - then helping weapons power overstack...

    Engineers are the red headed step child in that they don't have a Captains skill that buff's damage or debuff's resistance. But the drain reduction with Nadian Inversion is a marion for 30 seconds - I recommend almost fully skilling it. I have 126 in the skill and it gives 226.2 to drain resistance.

    Is that important? Well it helps with the tremedous borg shield drain. I used a Lt skill engineer slot to run overwhelm emitters II. That and the drain resistance - I keep shield up during most of ICA.

    Engineer specific trait Give Your All - nice 100% 3 sec dodge with any engineer power. I only see the buff in combat - it's hard to prove its working but it seems to help.

    The other engineer lt slot I use aux to ID with the doff to extend it to 23 secs. Allows me to get away without slotting armor and maintaining resistances at 50.

    I went with a slightly different set up then snipey. I have the 2 sro's but I use BFAW3, APB1, Kemocite1 and on the other Torpedo spread 2 and TT1.

    I run Battle ready, reciprocity, AHOD and petal2metal improved. I like bfaw3 over apo1. It works for me. Trying to sync up apo and apb...is not optimum.

    Then again...I like extremely up close and personal combat. Engineers can't stack buffs but they can stack debuffs.

    I have full Pilot spec and shield scraping and the immunities work... I dive right at the biggest target. Firing a torp spread and bfaw...the apb1, kemocite and shield scraping work and stack. My Commander engineer power is EWP and I use TBR1 to drag peeps through the plasma...even on advanced most mobs die.

    My unbuffed beams are 2100 damage - 2678 buffed with epw3 and bfaw3. I use the crystaline torp. It's damage is 12178 drops a bit with spread but stays almost 11K. Makes an excellent shield slam.

    I really like the tier 4 Iconian rep...the radiation damage is noticable with 6 beams firing. Single torp forward and aft though the aft really just buffs radiation.

    Hope this helps
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