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Jedi Counsel: Emergency Power to X
Emergency Power to X:
Premise: A primer to explain the function and usefulness of the Emergency to X BOff powers, and how and why it can be effective to run multiple copies of these powers (particularly useful for Cruiser Captains). First, an explanation of the powers' mechanics: Quote:
Probably the most common misconception about the use of multiple versions/copies of the EPtX powers is that trying to cycle more than two of them is of limited/no use; however, this is an incorrect assumption, as up to 4 copies (2 pairs, to be precise) can be effectively cycled (again, especially useful for Cruisers). How to effectively cycle multiple copies of EPtX powers: EPtX powers have a 30-second global cooldown, which means, you can cycle 2 copies of the same subsystem, every 30 seconds. Thus, if I have 2 copies of Emergency Power to Shields (whether 1, 2, 3, or any combination of those levels), I can activate 1 copy, then activate the 2nd copy 30 seconds later. This is useful because all four types of EPtX powers grant a power bonus to their respective subsystem for 30 seconds (the full duration of the global cooldown), thus, if I have 2 copies, I get the full bonus power at all times, as long as I remember to activate the powers, each time the global cooldown expires. EPtX powers from different subsystems, however, only share a 15-second system cooldown, which means that I only have to wait 15 seconds before I activate an EPtX power from a separate subsystem. Thus, if I have a copy of Emergency Power to Shields and a copy of Emergency Power to Weapons, I can activate EPtS, wait 15 seconds, then activate EPtW. Once I activate EPtW, I still will get the bonus from EPtS (for the remaining 15 seconds of its 30-second duration). Extrapolating further, if I am carrying two copies of both EPtS and EPtW (again, it doesn't matter if it is 1, 2, 3, or any combination of those levels), I can take advantage of the system and global cooldowns to maximize my benefit from all those copies of EPtX powers:
Or, for a slightly more illustrated version: (1st EPtS = S1; 2nd EPtS = S2; 1st EPtW = W1; 2nd EPtW = W2) 1st 15 seconds | 2nd 15 seconds | 3rd 15 seconds | 4th 15 seconds | 5th 15 seconds | etc. S1 | S1 & W1 | S2 & W1 | S2 & W2 | S1 & W2 | etc. Thus, a ship with at least 4 Engineer slots can keep 2 subsystems' power boosted indefinitely, as long as the Captain remembers to cycle them, each time the system and global cooldowns expire. Hopefully, this will help new and veteran players alike, to get the most out of their Engineering BOffs, particularly, when trying to fill some of those Ensign-level slots on upper-tier Cruisers. As always, questions and feedback are welcomed, -Big Red |
The most important thing for any Non-Cruisers:
You can run Emergency Power to Shields indefinitely. Why would you do that? Because it gives you not just some healing, and not just some extra power levels to your shield (which increases your shield resistance and shield regeneration), but it also gives you additional shield resistance. And this shield resistance reduces incoming damage notably and can keep your shields (and thus you) alive a lot longer than using the same power slot for a hull. If you want to make your live easier in PvP and PvE, slot two EPtS. You can start doing that at Commander LEvel on any ship, and you'll not regret it. (One could argue that EPtS is too good, even.) Basically, my first three tips to anyone having any problems in space combat, is to:
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Ya know... I never really thought about it this way. I think I have some (slight) modifications to make in a couple of my builds.
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Yup BigRed, good post. I hope people can learn from it.
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FINALLY, a proper conscise post about cycling Emergency Powers!
/supported. Epic work mate, bout time someone wrote io a guide for this :) |
The powers name is pretty self explanatory IMO I mean really
"I wonder what emergency Power To Shields does" |
that's the secret to running cruisers effectively, have at least 2 sets of EPt_. EPtS is by far the best, it gives a shield resistance for the full 30 seconds its active, the other 3 only get a 5 second bonus in their respective bonus. that needs fixing, it doesn't make sense for EPtS to be so much better then the other 3. and aux to battery should be lasting 30 seconds too, not 10
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:rolleyes:Sounds like you just explaned a loop hole that will be closed during seasion 6 download.
Very cool Thanks zevermoon |
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I would say he (or the community at that time) might not have fully understood the consequences of the shield resistance EPtS gave out, but those values were reduced later (Season 3, I believe). They remain important, but they are part of the overall balance of the game now. Maybe too strong in PvE, but required in PvP to match the possible damage outputs. (Unfortunately, it is a balance of extremes.) |
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