I already have a Rom Tac, a Starfleet Sci and have decided to make a 3rd for the new expansion but unsure about the effectiveness of Engineers.
Seems Tac are the damage dealers, Sci can do amazing things with Grav wells etc... but seems all Eng officers can do is survive longer?
Am I missing something with regards to Engineers? Or am I better to roll another Tac or Sci officer?
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Yes make an engineer.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
I don't know how much has changed since they overhauled the skill point system. I equate the engineer to the handy weapon smith in your party. Tactical = warrior fighter, Science = wizard cleric, Engineer = summoner conjurer
Seriously, their strength lies in taking damage, rather than dealing it. This can be quite fun in single player content or zones, not so much in PVE queues.
but most of the time I make tac because it can punch through missions and queue slightly faster
engineer/sci toons are for bof training purposes and enjoy what the game has to offer.
like spawn a covershield to block an entrance for a bit laugh
"Embargo!" "Who is the boss of bartertown!"
sometime you just have to have all the classes
you never know what weird things you can pull off with one of them
due to unbalance or some weird bug
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Their space skills aren't bad either.
Member Access Denied Armada!
My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
On ground I have the quantum mortars & turret fabrication ability..There again you need to be ok with what your away team config is..I use 2 tac, 1 engg & 1 Sci..
Adu-Uss Firefox NCC-93425-F (LVL 65 FED AoY ENG) UR/VR MKXV Fleet Intel Assault Cruiser (July 2016)
Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
Dubsa-RRW Mnaudh (LVL 50 FED allied ROM Delta ENG) Warbird (May 2018)
Marop-IKS Orunthi (LVL 50 KNG Delta ENG) BoP (May 2018)
Kanak'lan-TRIBBLE (LVL 65 DOM Gamma ENG) TRIBBLE (June 2018)
https://www.reddit.com/r/sto/comments/46o618/so_what_does_everyone_think_of_the_ultimate/
Having reviewed it again i get the urge to create another engineer for AoY with the full engineering.
In space, you don't get the damage buffs that a Tac does, but you do have really great survivability through almost anything and you can keep your weapon energy levels way up to help compensate.
I've gotten away from escorts ever since I started flying that Eclipse, but when I first started playing STO way back when, Eng was great with escorts. You could still knock out targets in one fell swoop and have the damage mitigation to survive longer encounters.
In space Engineers tend to be overlooked by most as a real threat, you've said it yourself OP, Tacs are damage dealers, and Scis are 'space wizards', but Engineers are really the "jack of trades" class in space, they are especially good at surviving longer than Tacs and Scis, and are much better at achieving and maintaining high power levels. So while they don't have much for directly offensive abilities they can support/buff your bridge officer offensive abilities quite well!
So, yeah, make an engineer. You won't regret it, they are very versatile! Also, I'd recommend making an 'Alien' Engineer, the Alien race has a trait called Efficient Captian which compliments the engineer class abilities quite well!
Personally, I will be making an Engineer because of my current 9 captains, I only have two engineers. One of them the 1st captain I create in STO. I would have preferred to create a Romulan Engineer since I do not have one, but sadly that is not possible for the AoY expansion "faction". Sure tactical captain can do more damage and doing damage is good. But I also prefer not to blow up as well since that takes me out of the action (and potentially cause ship damage).
I play all three classes and I would have to say that I probably enjoy playing as an engineer a tiny fraction more than science and tactical which both come in extremely close 2nd place to the engineer. Science because of "space magic" and tactical because... BoP.
Received wisdom is that Tacs rule all - in space perhaps, but on the ground Engineers can do great damage with turrets, mortars, mines and bombs. But who wants to stick mindlessly to the DPS uber alles mindset?
I rolled a Ferengi engineer a few months back, and he's been utterly brilliant to play. Running the Nandi - a ship with lots of weapons, tac and sci slots but little native Eng seating - he's been perfect; his native self-heals and power boosts allow the ship to run its damage and CC abilities to full effect. On the ground he runs around setting mines and bombs as traps - exactly how you'd expect a Ferengi to fight.
As many have said here, engineers rule ground combat because of their toys they can deploy. Sure a tac has some great abilities but who needs great abilities when your orbital strike has just killed everyone.
As they have also said, in space, an engineer can tank big time! You have passives and the almighty "Miracle Worker".
I have used my engineer effectively on an Escort. You would be surprised how much longer you can hang in a fire fight.
At 37 is where it really gets good - a nice large Hull- and Shield-heal in the form of Miracle Worker. Couple that with Grace Under Fire, and you'll ifnd that it can save your hide on more than one occasion. On the ground, Engineer captains get access to an Orbital Strike in their faction's energy "flavour" at level 34 (Phaser for Federation, Disruptor for Klingons, and Plasma for Romulans). This doesn't change with the weapons equipped on your ship though - it's nice for spike and AoE damage when you find yourself in a tight spot, and is a pure damage ability.
I'm still to experiment with ground kits, but, from what I saw other people do, constructing a "fortress" with turrets, mines and whatnot and luring enemies into it can be a very good tactics. And you've got Orbital Strike.
You might want to create a KDF Engineer just to play the unique KDF story episodes, then make your AoY captain a TOS tac since you already have a Fed sci.
In space, I'd agree that engineer captain powers are a bit lackluster from a DPS standpoint, but added durability and not waiting to respawn has its benefits. But as long as you don't plan to be super competitive on the DPS charts or whatever, they perform well enough.
Member Access Denied Armada!
My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
Up to the point where an engineer in space has close to unlimited power. The downside is that engineers do not have debuffs like sensor scan or buffs like Attack Pattern Alpha.
Engineers can last a lot longer in a fight, but are slower do kill opponents.
The profession-specific Genetic Resequencer for Engineers (Ground) turns Orbital Strike into a longer-lasting "chasing beam" that follows the currently-selected target. It works, and it's fun.
So, if you want my advice, roll an Engineer. Have fun deploying turrets on the ground. Have fun having unlimited power in space, and being nigh unkillable.