Thread: Defense Rating
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Captain
Join Date: Jun 2012
Posts: 1,480
# 29
02-11-2013, 11:56 AM
Quote:
Originally Posted by inktomi19 View Post
The lack of counters is probably the biggest problem.

All of those are available to escorts as well. Their use on non-escorts is limitted for the same reasons that it is limited on escorts.

The central problem is that APO is a great buff for DPS in addition to providing protection from movement debuffs, so an escort can use a couple of copies of it without having to hinder themselves in other ways. A science ship might work a copy of PH into it's build, but so could an escort, and both are likely to be giving up exactly the same powers to do it. The difference is that the escort is going to receive a large amount of protection from APO in addition to using PH for emergencies.

Honestly if Aux2Damp and PH were buffed a bit, that would probably level the playing field some, since those are available to all ship types. Just make both of them do what they currently do, but also render a ship immune to movement debuffs for their duration.

That would make them powerful, but both of those abilities conflict with other powerful abilities, so ships would still be losing something to get them. Running Aux2Damp means you can't chain Aux2SIF or Aux2Battery, and PH shares the same slots with HE, TSS, and TB.

Escorts would still have an edge, since they only need to cover the gaps when APO is not up, where most other ship types can't even run a single copy of APO.

It's just problematic that one ship type has so much better options for preserving it's defense than the others.
For single Aux2Batt builds, Aux2Damp does fit in the middle of it's cycle. 10 secondsx2 = 20 which is less than the Aux2batt cooldown.

PH sharing the same slot w/HE, TSS, and TB makes it harder for an escort to use and easier for Sci oriented ships to use. Also, you left out PSW and TBR are counters for TBs, the primary movement/defense debuff.

APO issues aren't from people running dual copies there's an opportunity cost and all APO versions, ie APO1 and APO3, aren't equal. APO issues primarily come from cooldowns allowing just 1 APO to be run as 2, openning up other Boff slots or even getting away w/just 1 Tac Boff depending on the ship and still maintaining 2x APO. The other issue w/APO is the apparently broken defense bonus lasting more than 15sec.

Even w/APO's movement debuff counter, if the defense was fixed the target could still be hit w/TSSE much more easily. Human Boffs have hurt the other movement debuff via engine power (VM).

Also, if anyone really wants to the can run the 3 part KHG set. It's less likely to be run by escorts b/c of the crap engines, but ships w/crappy turnrates (mostly fed support cruisers) would do fine in it and it has a chainable AoE +30 defense.

Pressure damage is an issue, but it's an issue across the board. It's not realated to defense, but mostly the Fleet shields, Rep system passives, and Embassy console repairs.