Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-30-2010, 03:14 PM
What's the duration/cooldown on Jam Sensors?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-30-2010, 03:16 PM
It might also help to know if you're building for PvE, PvP or both. Some abilities are more useful in one than the other.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-30-2010, 03:17 PM
Quote:
Originally Posted by Two-Shot View Post
What's the duration/cooldown on Jam Sensors?
Again IIRC

Jam Sens I - 55sec CD, Jam 10 secs,
Jam Sens II - 55sec CD, Jam 12 secs,

Pol Hull I - 30% Energy weapon resistance for 15secs,
Pol Hull II - 35% Energy weapon resistrance for 15secs,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-30-2010, 03:25 PM
Quote:
Originally Posted by Cygone View Post
Pol Hull I - 30% Energy weapon resistance for 15secs,
Pol Hull II - 35% Energy weapon resistrance for 15secs,
Polarize Hull fully trained gets down to a 30s cooldown, so it'll be available 50% of the time with just one BOff having it. With two, 3/4ths of the time (15s up, 5s gap).

It can also go quite a bit higher than 30% with some gear and skills. I had my Polarize Hull I at 80% on my Exploration Cruiser in Beta. With no other resists, that means a 44.4% reduction in incoming energy damage.

Oh, and it also helps you get out of Tractor Beams.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-30-2010, 03:33 PM
Quote:
Originally Posted by Axterix
Polarize Hull fully trained gets down to a 30s cooldown, so it'll be available 50% of the time with just one BOff having it. With two, 3/4ths of the time (15s up, 5s gap).

It can also go quite a bit higher than 30% with some gear and skills. I had my Polarize Hull I at 80% on my Exploration Cruiser in Beta. With no other resists, that means a 44.4% reduction in incoming energy damage.

Oh, and it also helps you get out of Tractor Beams.
My appoligies, i forgot to add the CD in, I guess you know, i am quoting the un-modified stat before gear.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-30-2010, 03:33 PM
Anyone know if Starship Operations has an effect on Polarize Hull? We have very little info about what abilities affect what abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-30-2010, 03:37 PM
I played a Sci vessel in both closed and open, but have gone Escort in live (at least for the moment) for a change of pace. The best "tanking" skill you can get for a Sci BO is scramble sensors. (I put tanking in quotes because you aren't actually the one tanking) I'm not sure what the duration of the 1st rank ability is, as on my Sci vessel I only had the second, but rank 2 skilled up I had a 28s duration on, so rank 1 should be able 2 get over 20s with proper skills. (60s recast skilled)

What makes this skill so amazing is they'll actually help you kill their friends, and depending on the ships can actually inflict significant damage on their allies. Yes this doesn't help us 1v1, but Escort dps alone should be enough 1v1, it's vs groups that Escorts will start to run into trouble, and vs groups scramble sensors is amazing.

I actually plan to run a a different BO set for single target vs groups eventually, as BO SP's are easy to get later on, and Scramble will certainly be on my group BO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-30-2010, 03:41 PM
Quote:
Originally Posted by Cygone View Post
My appoligies, i forgot to add the CD in, I guess you know, i am quoting the un-modified stat before gear.
Yup, yup. Figured I'd toss in the cooldown, since it can impact choices and the 30s cooldown on it is quite nice. And I figured people would be interested in just how well it scales with skills and some gear, although, obviously, I was primarily focused on things that boosted Polarize Hull

Be useful information for stuff like Jam Sensors as well. I believe having more skills extends the duration, not sure on that. But would be interesting to know what we can get that up to, especially in relation to its cooldown. Against a single big nasty, for example, alternating Jam Sensors might well give someone an aggro free life...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-30-2010, 03:48 PM
Quote:
Originally Posted by Axterix
Yup, yup. Figured I'd toss in the cooldown, since it can impact choices and the 30s cooldown on it is quite nice. And I figured people would be interested in just how well it scales with skills and some gear, although, obviously, I was primarily focused on things that boosted Polarize Hull

Be useful information for stuff like Jam Sensors as well. I believe having more skills extends the duration, not sure on that. But would be interesting to know what we can get that up to, especially in relation to its cooldown. Against a single big nasty, for example, alternating Jam Sensors might well give someone an aggro free life...
Not entirly sure what you mean by 'skills'

If i am not mistaken, you can use Jam Sens 1, and Scramble Sens I (both on a Lt Sci Boff), cause one uses SA (sens array) and ones uses SP (sens probe) you can get a agro free life, as in a 1v1 battle i am pretty sure Scram Sens will stop stop the hostile from targetting u just like jam sens does,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-30-2010, 04:14 PM
Quote:
Originally Posted by Cygone View Post
Not entirly sure what you mean by 'skills'

If i am not mistaken, you can use Jam Sens 1, and Scramble Sens I (both on a Lt Sci Boff), cause one uses SA (sens array) and ones uses SP (sens probe) you can get a agro free life, as in a 1v1 battle i am pretty sure Scram Sens will stop stop the hostile from targetting u just like jam sens does,
Yes they are on seperate cooldowns, both are 1m reuse with maxed pts put into it, and +skills does increase the duration significantly. My Sci ship had Jam 1 from 9 up to 18 seconds, and 2 from 14 up to 23 seconds duration
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