Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-02-2010, 07:44 PM
Quote:
Originally Posted by DreamGoddessLindsey View Post
Does it change things that I play a tactical officer, NOT an engineering officer?
On a cruiser- not terribly much. You may want shields that have a higher starting capacity, instead of regen, but regen is still important. I tend to favor Standard shields (higher capacity than Regen or Resilient, higher regen than Covariant and Resilient), if all things are equal. Though if I find a regen shield with CAP bonus, that would find its way into my shield slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-02-2010, 10:23 PM
Covariants are really the only shields worth using in a PVP setting. Shield regeneration isn't going to help you at all when you have multiple players focus firing on you. I think the PvE difficulty has been scaled back so much that regenerative is probably the easy button for PvE, but Covariants will always be my favorite when running a cruiser or a science vessel.

As a few posters before me pointed out, an engineer captain with BO skills such as reverse shield polarity, science team, and emergency power to shields has a vast amount of shield damage resist and shield regen skills - so many that by Commander that he shouldn't really need to rely on a high base regen value for his shields at all.

This works in any ship with an engineer captain, and to a lesser degree other captains (EPS Power transfer, Rotate Shield frequency are both really impressive skills). Consider, however, that using covariants in an escort is somewhat of a waste when dealing with a significantly lower shield cap value. The bottom line is, if you're built for defense or doing a lot of pvp, cap is much more important than regen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-03-2010, 11:21 AM
Quote:
Originally Posted by landerfha View Post
People are saying they use engineering to buff lower cap shields; I do it the other way. I use covariants and use my engineering/science skills to recharge. Emergency power to shields, science team, rotate shield freq, shield battery... then to top it off if I'll switch to max shield power if I'm on cool down for all those to boost recharge between encounters. With a cruisers I have enough hull to not need the bleed through... with that many shield regen options why would I ever lower my capacity?
That's how I played and it worked great both PvE and PvP. If you don't have access to all of the ability shield heals then I can see the attraction of regen shields.

The other great thing about this style is that you really don't need to put much power into shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-03-2010, 11:48 AM
bear in mind that those powers that increase shield power rating (emergency power to shields) are more effective on regen then covariant, but covariant gains more from the set heal (stuff like being hit by transfer shields).

+25 shield power will only be a small regen boost if the regen initial amount is low.

Also the high regen shields gain more from shield resistance, as the less damage they take the more likely their going to regen more then their taking. Whereas covariants will just take less damage but once their down their down.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-03-2010, 01:03 PM
Quote:
Originally Posted by DreamGoddessLindsey View Post
There has been a lot of information given about shields, but I still haven't figured out which ones to go with. They all have their good points. I just can't decide.

Resilient Shields have the 5% absorb of course, which is nice but doesn't seem to do much unless I'm missing something. Regen shields may have nice regen, but heavy strikes from battleships can break them instantly. The strong shields have a lot more durability, but almost no regen rate, which also hurts during battleship battles with the lack of regen power.

Anyway, I plan on sticking with cruiser all the way, so really, which shields are best for my type of ship?
Good question Lindsey.

Considering the lack of Death Penalty I would just recommend you go with any of the above as death means nothing currently... In fact maybe dont equip one and just go ram into the enemy every 15 to 30 seconds youw ill eath through their shields in no time with no lasting damage to your ship or crew!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-03-2010, 08:24 PM
Quote:
Originally Posted by Romulan78 View Post
Good question Lindsey.

Considering the lack of Death Penalty I would just recommend you go with any of the above as death means nothing currently... In fact maybe dont equip one and just go ram into the enemy every 15 to 30 seconds youw ill eath through their shields in no time with no lasting damage to your ship or crew!
Listen, you may need a death penalty and hardcore levels of difficulty to find motivation not to die, but I don't. You think you're smart, but you're not. You're just a troll, and everyone on these forums knows it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-03-2010, 08:42 PM
For my science ship, I swear by resilient.
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