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Join Date: Jun 2012
07-17-2012, 07:40 AM
The problem I gather from the OP isn't
that GW 3 is a rotten power. I believe the OP is complaining that, in PvP, GW 3, like many of the science CC powers, feels
nigh completely worthless after the resists/escapes are factored in
What is great in PvE - GW / Tractor beams bringing targets to a complete halt, 1200+ per tick kinetic squishes get resisted 50%+ by consoles, "rapid" shield regeneration quickly replaces the "shield reduction of kinetic" effect, AP:O, polarize hull, heck, evasive maneuvers is usually enough to break a hold, some pilots have enough "hold resist skill" (can't remember them off the top of my head) that they are barely affected by holds even without the aforementioned powers, etc. etc. (see related threads in PvP and gameplay forums)...
Doesn't help that the skill tree is a bit "messed up" - Tactical has 2 skills covering the majority of offensive skills, engineering has 3 skills that cover ship defenses, healing, and ship-bonuses, science has 3 skills that cover science-resists , science-damage, and crowd control. By the time a Tac buys their class-skills, they have offense covered, and their leftovers go right into engineering
science resists - maybe splash into science-damage or minor CC to make their science BOff useful. Engineering has their ship bonuses, and defenses covered, their leftovers go into offense and splash into science just like a Tactical. Sciences though, have a problem. They can either build like a tac/engie (max out ship offense/defense/bonuses/sci resists) then get saddled with light hull and the least weapons to take advantage of all this, or give up some of those for their science abilities - to run CC and have semi-decent Sci damage I gave up a lot of my ship-based defense, so my semi-paper hull gets even weaker, once shields go on me I'm dead, and to finish out my sci damages I sacrificed some high-end damage (Tactical critical skills)...
Yes, to be a decent science officer in a science ship, I frequently have
hull than escorts and pathetic DPS. To top this off, my science skills don't make up for these sacrifices - at least in PvP and only in certain situations in PvE (probe duty on KA, great. Helping blow a transformer before the rush hits or even trying to care for Kang, not as well.
I stand by the belief that science is on the short end of the balance stick. While I'd rather see some sort of balance come to science skills and maybe a return of weapons to the Sci (I heard they had at least the escorts 4/3 at one point...) so that they can at least attempt to rival an engie in DPS / survivability, or maybe even do between engie/Tac DPS but be a bit squishier...)
Well, with the upgrade announcement leaving NX and Connie fans in the dust
, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...