I was wondering what a good build would be to "evade" shots for like a Bird of Prey etc...So I am guessing that is "defense rating?" I see some beam shots miss me so any advice on builds or..anything would be cool
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I was wondering what a good build would be to "evade" shots for like a Bird of Prey etc...So I am guessing that is "defense rating?" I see some beam shots miss me so any advice on builds or..anything would be cool
Thanks all
One line of thinking for PvE is that as long as you're moving, even at part throttle, your defense rating goes up quite a bit (in something like a BoP you could even rock back and forth a bit while firing at a stationary target). This line of thinking can be seen in some recent skill tree interpretations in which 3 points are put into accuracy with no points into defence.
I think some of the older traits used for bridge officer ability cooldown reduction may have promoted a high defence line of thinking i.e. with Reciprocity shots have to miss in order for it to work.
For my characters that are dedicated to PvE cannon builds using BoP's, escorts, and Battle Cruisers I do like to max out skill tree points that are put into both accuracy and defensive maneuvering if I can, but I don't think it's essential.
They are built for mobility though, in order to get from point A to B as quickly as possible while still under red alert. This is accomplished with a choice of Innervated or Fortified competitive engines in combination with the Emergency Power to Engines boff ability and an Emergency Conn Hologram duty officer that resets evasive maneuvers.
While having a look at the Reman engines I noticed that the Romulan engines give a boost to the Weapon Amplification skill instead of defensive maneuvering.
While having a look at the Reman engines I noticed that the Romulan engines give a boost to the Weapon Amplification skill instead of defensive maneuvering.
I was wondering what a good build would be to "evade" shots for like a Bird of Prey etc...So I am guessing that is "defense rating?" I see some beam shots miss me so any advice on builds or..anything would be cool
As an Engineer you can also use that space trait that gives you space dodge. Flat 20% reduction to damage.
Just be careful building around defence evade. Its caps out at 95% miss chance and AoE attacks can bypass defence. Nothing bypass's dodge. Mine explosions for exmple always hit no matter what your evade is.
I was wondering what a good build would be to "evade" shots for like a Bird of Prey etc...So I am guessing that is "defense rating?" I see some beam shots miss me so any advice on builds or..anything would be cool
Thanks all
As an Engineer you can also use that space trait that gives you space dodge. Flat 20% reduction to damage.
If you're referring to Give Your All, yes it certainly seems to work well.
Would it be possible to expand on the "value" of building for a high defense rating in PvE though?
I took a raider for a cruise and it appears that a large part of the available defense was available at a quarter throttle, and all of it was available at half throttle. Evasive manuevers provided a big boost. Prevailing fortified competitive engines provided a small boost when triggered.
Raider with 3 points into defense in skill tree - Parked: 24.3 1/4 throttle: 61.0 1/2 throttle: 84.3 Full throttle: 84.3 Evasive Maneuvers at full throttle: 109.3
So I'm wondering what advantages would building for a high defense rating give versus building for damage, or even maneuverability ? It's pretty easy to avoid coming to a full stop and things like competitive engines and evasive maneuvers are already things that can be used all the time.
"Give your all" seems to be a bit of an outlier. Some of the things affecting defense listed in the wiki link (i.e. intel team) seem to be more related to decreasing threat, and a trait like "Battle Ready" might have been a good parter for "Reciprocity" but both are a little outdated.
Not trying to shut down the romance of building for defense but am trying to question the value of selecting components to increase it beyond certain norms that might be achievable in other ways
I was wondering what a good build would be to "evade" shots for like a Bird of Prey etc...So I am guessing that is "defense rating?" I see some beam shots miss me so any advice on builds or..anything would be cool
Thanks all
As an Engineer you can also use that space trait that gives you space dodge. Flat 20% reduction to damage.
If you're referring to Give Your All, yes it certainly seems to work well.
Would it be possible to expand on the "value" of building for a high defense rating in PvE though?
I took a raider for a cruise and it appears that a large part of the available defense was available at a quarter throttle, and all of it was available at half throttle. Evasive manuevers provided a big boost. Prevailing fortified competitive engines provided a small boost when triggered.
Raider with 3 points into defense in skill tree - Parked: 24.3 1/4 throttle: 61.0 1/2 throttle: 84.3 Full throttle: 84.3 Evasive Maneuvers at full throttle: 109.3
So I'm wondering what advantages would building for a high defense rating give versus building for damage, or even maneuverability ? It's pretty easy to avoid coming to a full stop and things like competitive engines and evasive maneuvers are already things that can be used all the time.
"Give your all" seems to be a bit of an outlier. Some of the things affecting defense listed in the wiki link (i.e. intel team) seem to be more related to decreasing threat, and a trait like "Battle Ready" might have been a good parter for "Reciprocity" but both are a little outdated.
Not trying to shut down the romance of building for defense but am trying to question the value of selecting components to increase it beyond certain norms that might be achievable in other ways
Thanks, I was trying to remember the trait name for space Dodge.
Its been something like 10 years since I ran my defence build. What I did was stack up all the defence items so even when stationary I had high evade and directed weapons would miss. Back then the Disco set was not out. I guess if you stack defence with the x2 Disco set for passive hull healing you could in theory tank the entire game content.
While it worked I would say its less value then other defence types. There are to many things that bypass defence. Torpedo Spread never miss's and also ignores ACC, AOE hits often bypass. Also back then we didn't have Engineer Advanced consoles. Stacking up defence/Evade Engineer consoles now means giving up ISOMags or Hangar Craft Style consoles and that trade off is not worth it.
For me a Defence/Evade build is a theme build, something to do for fun not for high end performance. Although I am basing this off my experience all those years ago.
"Give your all" is the exception as its basically a 20% damage reduction applied before resistance so reduce 20% then reduce by up to 75% resistance allowing you to go well past the normal 75% damage resistance cap.
EDIT: I thought max Evade was 95% the Wiki seems to be saying max miss chance 75%.
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One line of thinking for PvE is that as long as you're moving, even at part throttle, your defense rating goes up quite a bit (in something like a BoP you could even rock back and forth a bit while firing at a stationary target). This line of thinking can be seen in some recent skill tree interpretations in which 3 points are put into accuracy with no points into defence.
I think some of the older traits used for bridge officer ability cooldown reduction may have promoted a high defence line of thinking i.e. with Reciprocity shots have to miss in order for it to work.
For my characters that are dedicated to PvE cannon builds using BoP's, escorts, and Battle Cruisers I do like to max out skill tree points that are put into both accuracy and defensive maneuvering if I can, but I don't think it's essential.
They are built for mobility though, in order to get from point A to B as quickly as possible while still under red alert. This is accomplished with a choice of Innervated or Fortified competitive engines in combination with the Emergency Power to Engines boff ability and an Emergency Conn Hologram duty officer that resets evasive maneuvers.
I hope some of this helps.
https://stowiki.net/wiki/New_Romulus_Command_Advanced_Prototype_Space_Set#tabber-Reman_1
So the Reman engines might help in avoiding damage while the Romulan engines might help in doing damage. This is food for thought.
Excellent and Interesting
https://stowiki.net/wiki/Skill:_Defensive_Maneuvering has a list of items.
As an Engineer you can also use that space trait that gives you space dodge. Flat 20% reduction to damage.
Just be careful building around defence evade. Its caps out at 95% miss chance and AoE attacks can bypass defence. Nothing bypass's dodge. Mine explosions for exmple always hit no matter what your evade is.
If you're referring to Give Your All, yes it certainly seems to work well.
Would it be possible to expand on the "value" of building for a high defense rating in PvE though?
I took a raider for a cruise and it appears that a large part of the available defense was available at a quarter throttle, and all of it was available at half throttle. Evasive manuevers provided a big boost. Prevailing fortified competitive engines provided a small boost when triggered.
Raider with 3 points into defense in skill tree - Parked: 24.3 1/4 throttle: 61.0 1/2 throttle: 84.3 Full throttle: 84.3 Evasive Maneuvers at full throttle: 109.3
So I'm wondering what advantages would building for a high defense rating give versus building for damage, or even maneuverability ? It's pretty easy to avoid coming to a full stop and things like competitive engines and evasive maneuvers are already things that can be used all the time.
"Give your all" seems to be a bit of an outlier. Some of the things affecting defense listed in the wiki link (i.e. intel team) seem to be more related to decreasing threat, and a trait like "Battle Ready" might have been a good parter for "Reciprocity" but both are a little outdated.
Not trying to shut down the romance of building for defense but am trying to question the value of selecting components to increase it beyond certain norms that might be achievable in other ways
Its been something like 10 years since I ran my defence build. What I did was stack up all the defence items so even when stationary I had high evade and directed weapons would miss. Back then the Disco set was not out. I guess if you stack defence with the x2 Disco set for passive hull healing you could in theory tank the entire game content.
While it worked I would say its less value then other defence types. There are to many things that bypass defence. Torpedo Spread never miss's and also ignores ACC, AOE hits often bypass. Also back then we didn't have Engineer Advanced consoles. Stacking up defence/Evade Engineer consoles now means giving up ISOMags or Hangar Craft Style consoles and that trade off is not worth it.
For me a Defence/Evade build is a theme build, something to do for fun not for high end performance. Although I am basing this off my experience all those years ago.
"Give your all" is the exception as its basically a 20% damage reduction applied before resistance so reduce 20% then reduce by up to 75% resistance allowing you to go well past the normal 75% damage resistance cap.
EDIT: I thought max Evade was 95% the Wiki seems to be saying max miss chance 75%.