Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-24-2011, 02:47 PM
It's a shame that the other 3 non-shield subsystems pale in impact when compared to 'Emergency Power to Shields'.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-24-2011, 03:05 PM
Quote:
Originally Posted by Zoberraz View Post
It's a shame that the other 3 non-shield subsystems pale in impact when compared to 'Emergency Power to Shields'.
agreed, they should all get their "bonuses" for the 30 second up time. Just like EPtS gives Shield resist for 30 sec EPtW should give a damage increase for 30sec and not just 5 (?), etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-24-2011, 03:39 PM
It's not just that. They also - well, according to STOWiki - give out less power as well. The bonuses given are also not as pivotal as Emergency Power to Shields. Here's a comparison of the Tier 1 skills:

Quote:
Originally Posted by Emergency Power to Weapons
  • Repairs disabled weapons systems
  • +15 Weapon Power Setting for 30 sec
  • +7.5% all Energy Damage for 5 sec
Energy damage for 5 seconds, not 30?
How about a fourth trait in there, like a reduction in weapon drain? After all, shields spontaneously regenerate 300 per facing.

Quote:
Originally Posted by Emergency Power to Shields
  • Repairs disabled shields
  • 300 Shield Regeneration for each facing
  • +15 Shield Power Setting for 30 sec
  • Repairs Disabled Shields
  • Reduces Damage to Shields by 14% for 30 sec
Quote:
Originally Posted by Emergency Power to Engines
  • Repairs disabled engine systems
  • +40 Flight Speed for 5 sec
  • +15 Engine Power Setting for 30 sec
+40 flight speed for a mere 5 seconds, not 30 like EPtS? Blegh. >_>
Could also use a fourth trait. How about some extra turn rate? Certainly could use 7.5 extra degrees per seconds for 30 seconds.

Quote:
Originally Posted by Emergency Power to Auxiliary
  • Repairs disabled auxiliary systems
  • +15 Auxiliary Power Setting for 30 sec
  • +45 Stealth for 5 sec
  • +0.9% StealthSight for 5 sec
The 5 second duration on things that are probably dubiously useful is ridiculous (cloak detection barely ever comes up for me in my sci ship). To play the sentinel, it'd need to be longer. To use it reactively to a Bird of Prey that just battlecloaked, it'd need to have a stealth sight that's much higher.

Not sure how the stealth bonus is useful. Do the captains of cloaking ships even rely on that at all?

It has four traits, but it seems to favor the next-to-useless sensor detection/stealth tug-of-war and the only thing actually benefitting what really relies on auxiliary power is the power bonus itself. I would've greatly preferred seeing something like say 'Starship Operation +7.5 for 30 seconds'.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-24-2011, 11:50 PM
Quote:
Originally Posted by Zoberraz View Post

The 5 second duration on things that are probably dubiously useful is ridiculous (cloak detection barely ever comes up for me in my sci ship). To play the sentinel, it'd need to be longer. To use it reactively to a Bird of Prey that just battlecloaked, it'd need to have a stealth sight that's much higher.

Not sure how the stealth bonus is useful. Do the captains of cloaking ships even rely on that at all?
.
Hey, BigRedJedi, I have a new research project for you: Research Sensors, Cloak, Stealth and Stealth Sight!

We can give youresearch projects, right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-25-2011, 12:20 AM
Quote:
Originally Posted by MustrumRidcully View Post
Hey, BigRedJedi, I have a new research project for you: Research Sensors, Cloak, Stealth and Stealth Sight!

We can give youresearch projects, right?
*Looks at stack of research requests... Looks at Mustrum... 0.o ... Looks back at stack of requests... Sighs...*

Did you at least fill out those TPS reports before you submitted the research request? And did you remember that we're putting the new coversheets on all of the TPS reports before they go out?

-Big Red Goomba




*makes note to add this to research projects*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
07-28-2011, 12:33 PM
EPtShields (Usually rank 2) is absolutely essential in all my endgame builds, as all of them are running the full Borg STF gearset.

The Borg shield array, being of the "Regenerative" base type gets essentially, a oretty massive HoT to shields because more shield power=faster shield HP recovery.

Any time my fleet pugs a first-timer through KA I tell them that if they use the borg shield to get EPtS 2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-30-2011, 03:37 PM
Quote:
Originally Posted by timotheus.d View Post
EPtShields (Usually rank 2) is absolutely essential in all my endgame builds, as all of them are running the full Borg STF gearset.

The Borg shield array, being of the "Regenerative" base type gets essentially, a oretty massive HoT to shields because more shield power=faster shield HP recovery.

Any time my fleet pugs a first-timer through KA I tell them that if they use the borg shield to get EPtS 2.
For escorts (Fleet Escort excepted) with only the two Engineering slots to play with, do you believe the utility of Engineering Team 1 would generally be outweighed by the shield benefits from having two copies of EPtS outlined above?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-30-2011, 04:04 PM
Quote:
Originally Posted by DarkNovaSC View Post
For escorts (Fleet Escort excepted) with only the two Engineering slots to play with, do you believe the utility of Engineering Team 1 would generally be outweighed by the shield benefits from having two copies of EPtS outlined above?
with the fleet escort i would absolutely suggest 2 copies of EPtS 1, and ether ET 2 or aux to struc 1. probably aux to struc 1, then you wouldn't have to dump skill points in hull repair and the other skills that boost it. make sure you have a HE and plenty of aux batteries and you should be plenty sturdy.

for the other escorts, if i wasn't going to have both skills be EPtS i would have the LT power be aux to struc 1 again because the skill point investment to fully buff the power is so much less. id personally just rely on HE for hull heals if i was flying the other escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
09-01-2011, 07:59 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
with the fleet escort i would absolutely suggest 2 copies of EPtS 1, and ether ET 2 or aux to struc 1. probably aux to struc 1, then you wouldn't have to dump skill points in hull repair and the other skills that boost it. make sure you have a HE and plenty of aux batteries and you should be plenty sturdy.

for the other escorts, if i wasn't going to have both skills be EPtS i would have the LT power be aux to struc 1 again because the skill point investment to fully buff the power is so much less. id personally just rely on HE for hull heals if i was flying the other escort.
In all my escorts I run 2 copies of EPtS. On FE it depends on the type of team I am with but I usually have either EPtW or a hull heal. Though I am thinking about the green glow of invincibility instead.

Has anyone noticed that the borg shields proc less or not at all when RSP is running?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
09-01-2011, 11:47 PM
Quote:
Originally Posted by Captain Data
In all my escorts I run 2 copies of EPtS. On FE it depends on the type of team I am with but I usually have either EPtW or a hull heal. Though I am thinking about the green glow of invincibility instead.

Has anyone noticed that the borg shields proc less or not at all when RSP is running?
Hard to tell, since RSP is so short in duration.

If I'm running shield heals in my Sci slots, I typically run ASIF1 on my FE's, but, if I'm running PH/HE or TB/HE, I'll usually throw RSP in that LT slot... Very useful for a full shield refill.

-BRJ
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