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Join Date: Jun 2012
Posts: 1,117
# 19
11-25-2012, 06:43 PM
Current setup I'm using on my Eng/Vesta:

Lt Tac:
Tac: FAW 1, AP: Delta 1
Lt Eng: EPtS 1, Aux to SIF 1
Ens Uni: Tractor Beam 1
LtC Uni: HE 1, SciTeam 2, TSS 3
Cmdr Sci: HE 1, SciTeam 2, TSS 3, *whatever Cmdr Sci ability my team needs*

I've got 4 Shield Emitter consoles that really boost my shield healing. And my Fermion Field is just through the roof. It's giving what's essentially TSS 4.5 and HE 4.5 in one. Higher heals per tick, for 5 more ticks, as an AoE. That thing is really amazing.

I chose TSS 3/ST 2 over TSS2/ST 3 because my ST 2s are pumping out ~3.6k instant heal on their own. I find that difference between ST 2 and 3 isn't really too noticeable when considering that TSS 2 vs 3 gives substantially more healing and a higher resistance. Shield resistance > a slightly larger instant heal.

I also chose to go with the 'double abilities' route instead of Photonic Officer because PO doesn't have 100% uptime and an SB can really screw up your heal cycle.
Originally Posted by virusdancer View Post
If PvP were dead, then Cryptic would stop adding things to kill it. So obviously it's not dead, and that's why Cryptic needs to keep adding things to try to kill it.

Seriously, go through and look at how many things have next to zero use for PvE but make PvP that much worse, eh?

Last edited by praxi5; 11-25-2012 at 06:45 PM.