The most important thing for any Non-Cruisers:
You can run Emergency Power to Shields indefinitely. Why would you do that? Because it gives you not just some healing, and not just some extra power levels to your shield (which increases your shield resistance and shield regeneration), but it also gives you additional shield resistance. And this shield resistance reduces incoming damage notably and can keep your shields (and thus you) alive a lot longer than using the same power slot for a hull.
If you want to make your live easier in PvP and PvE, slot two EPtS. You can start doing that at Commander LEvel on any ship, and you'll not regret it. (One could argue that EPtS is too good, even.)
Basically, my first three tips to anyone having any problems in space combat, is to:
Use the attack preset
Equip two Emergency POwer to Shields
(As always with build advice, one you used and figured out whether it worked and how it worked, start tweaking and find something that works for your specific preferences.)
and don't forget the synergy of EPTS, Sci Team and or RSP. you drop all three at once and you go from no shields to well north of 90%
Originally Posted by DarkNovaSC
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?
you can generally live without eng team, by replacing with hazard emitters. nice thing is HE doesnt screw with sci team cooldown
Probably the most common misconception about the use of multiple versions/copies of the EPtX powers is that trying to cycle more than two of them is of limited/no use; however, this is an incorrect assumption, as up to 4 copies (2 pairs, to be precise) can be effectively cycled (again, especially useful for Cruisers).
How to effectively cycle multiple copies of EPtX powers:
EPtX powers have a 30-second global cooldown, which means, you can cycle 2 copies of the same subsystem, every 30 seconds. Thus, if I have 2 copies of Emergency Power to Shields (whether 1, 2, 3, or any combination of those levels), I can activate 1 copy, then activate the 2nd copy 30 seconds later. This is useful because all four types of EPtX powers grant a power bonus to their respective subsystem for 30 seconds (the full duration of the global cooldown), thus, if I have 2 copies, I get the full bonus power at all times, as long as I remember to activate the powers, each time the global cooldown expires.
EPtX powers from different subsystems, however, only share a 15-second system cooldown, which means that I only have to wait 15 seconds before I activate an EPtX power from a separate subsystem. Thus, if I have a copy of Emergency Power to Shields and a copy of Emergency Power to Weapons, I can activate EPtS, wait 15 seconds, then activate EPtW. Once I activate EPtW, I still will get the bonus from EPtS (for the remaining 15 seconds of its 30-second duration).
Extrapolating further, if I am carrying two copies of both EPtS and EPtW (again, it doesn't matter if it is 1, 2, 3, or any combination of those levels), I can take advantage of the system and global cooldowns to maximize my benefit from all those copies of EPtX powers:
Now, for the real question, LOL, with 4 copies cycling the way you described, is it still useful to have a Damage Control Engineer (or more than 1) that has a chance to reduce recharge time on EPtX powers?! Such an engineer doesn't shorten the time on all EPtX powers at the same time, of course, leaving it open to 1 EPtX power getting triggered prematurely, as it were (ahead of its cycle) when you have more than 1 of those doffs slotted. I wonder if that will aversely affect the chaining.