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Captain
Join Date: Jun 2012
Posts: 1,499
# 110
01-30-2013, 12:04 PM
Quote:
Originally Posted by virusdancer View Post
Which is where I'm saying that if an equal value exists - then one can say the abilities are better balanced...if one doesn't, then a problem exists.

Thing with APB, though - is all the TT clearing the debuff. Course, if folks aren't running it, aren't DOFFing it, don't have multiple copies, or somebody's not sharing... well, they're just like a NPC waiting to die.

APB for Trans or even Plasma DoTs can definitely be fun. Course, TT clears APB and for the Plasma - spammed HE will remove them.



I went with APB2/APD2 vs. APO1. But like I pointed out, are the XXX2 versions of Cmdr abilities mostly pointless since it's easy to train them yourself or get somebody else to do it?

Should the 3's be Cmdr, 2's LCdr, and 1's LT for those abilities as well? Because if it's a case they balanced APB3/APD3 against APO2 based on APO3 not being common...they did it wrong.
For the 2nd part I haven't crunched numbers to know and it's very dependent on builds.

For the 1st part there's a benefit to EBC and using a Sci Captain w/an SNB in one's back pocket. Also, APB has a fairly short cooldown.