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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-18-2012, 06:58 PM
Quote:
Originally Posted by faithborn
While the need for coordinated cross healing may have gone down, it still doesn't address the fact that the game is incredibly twitchy. Ships have almost no natural resistance to damage, as opposed to games where there is a passive mitigation ala Armor or Magic Resist. It creates a very interesting dynamic of 'ping-ponging' between alive and dead.

In a game with 0 intrinsic and passive defense, the 5% intrinsic and passive defense will be king.

Also, armor consoles SUCK so don't even mention them. They've never been a viable option for passive defenses.
Being twitchy has nothing to do with it. Shield resists relate to shield power. Any player can move their power to full shields at the start of a match and gain significant shield resists/regen.

As a previous poster mentioned you can roll resists easily for both armor and shields. This included chaining EPtS for extra shield defenses. If you include warp core eng doff then you're getting boosted by up to 25 power per subsystem at a decent proc rate. This gives you boosts to aux (to boost heals) and engines (boosts defense and turnrate/speed). None of this is twitchy.

If you're worried about being a target of a quick strike, get 1-3 shield distribution doffs (each proc would be more HPs then TSS3) and 1-2 hazzard doffs for +15 all resistance @ green. Then you just need to know to use BFI when you see your shield drop (step one of twitchy response). Step 2 is use tac team or turn and distrubute shield (1-2 clicks). So, all a player needs is to hit 2-3 buttons to survive most high alphas. Or alternatively use APO/PH & RSP, 1-2 clicks. You could potentionally survive a subnuke by chaining these things. We haven't even gotten to team heals ...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-20-2012, 05:42 AM
Quote:
Originally Posted by yogurt21
easy.
Step 1. remove all but 1 weapon from your ship as well as all tac consoles.
Step 2. record damage
Step 3. add all the weapons and tac slots back in
Step 4. record damage.

easily +700% possibly more.

now where's my drink? (next time remember to specify parameters lol)
one Ruffi-colada coming right up
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-20-2012, 06:30 AM
10 +20% = 12

20% of 10 + 10 = 12.

Windows XP Calculator 10 + 20% = 2

Any Diminishing Returns?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-22-2012, 05:50 AM
Quote:
Originally Posted by Husanak View Post
Yes if you pop everything you can get your resists from 36 up to 50.... as you know that isn't a massive improvement. Frankly I love when people BLOW all there buffs at once... it means all I have to do is hold my offensive buffs until I see there buffs drop off... sometimes when I am being a **** (granted no one hears me but me) I count out loud... lol 5 4 3 2 1... and buff and 1 2 3 RESPAWN. lol
Don't be a blow everything before you pop in 4 seconds, chicks don't dig it.

However you could also ROLL your skills and ALWAYS have 30-40% hull resist up....

All you need to tank shields is in this game is

Emergency Power to Shields 1 (yes 1 is all you need)
Emergency Power to Weapons 1 (Yes to tank with)
Transfer Shield Strength

The Key is keeping your hull resists UP... so lets Consider running a couple Hull resists here.

Polarized Hull 1
Hazards
Brace For Impact (Which can also be made to be a Shield Heal these Days)
Aux to Damp / Or Aux to ID

The roll goes like this…
… SNIP …
I respectfully have to disagree with the setup you provided. With a couple very simple changes it could be made better and more efficient.

Skills required: Hazard Emitters-II, Auxiliary Power to Structural Integrity Field III, Attack Patter Delta-I, Tactical Team I, Emergency Power to Weapons-I x2, Transfer Shield Strength-I and Emergency Power to Shields-III x2:

How to roll powers:
@ 00 seconds: EPTS-III, TT-I, APtSIF
@ 15 seconds: EPTW-I, TT-I, APtSIF
@ 30 Seconds: EPTS-III, TT-I, APtSIF
@ 45 Seconds: EPTW-I, TT-I, APtSIF
Repeat…

Use APD if a shield facing falls for added resistance.
Use TTS-I and HE-II as needed. I usually use HE-II to clean hazards off of me like radiation or warp plasma.

In the event that you are sub-nuked by Sci- Use Evasive Maneuvers to put distance between you and your assailant. If you are really smart, immediately after being sub-nuked you will have at least TSS-I available and Brace for impact. Just remember, Brace for impact is a kinetic damage resistance only buff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-22-2012, 06:09 AM
[quote]
Quote:
Originally Posted by Husanak View Post

Emergency Power to Shields 1 (yes 1 is all you need)
Emergency Power to Weapons 1 (Yes to tank with)
To clarify; Are you saying we only need EPTS1/EPTW1 or we only neeed a single EPTS1/EPTW1?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-22-2012, 07:05 AM
Quote:
Originally Posted by Teleon View Post
I respectfully have to disagree with the setup you provided. With a couple very simple changes it could be made better and more efficient.

Skills required: Hazard Emitters-II, Auxiliary Power to Structural Integrity Field III, Attack Patter Delta-I, Tactical Team I, Emergency Power to Weapons-I x2, Transfer Shield Strength-I and Emergency Power to Shields-III x2:

How to roll powers:
@ 00 seconds: EPTS-III, TT-I, APtSIF
@ 15 seconds: EPTW-I, TT-I, APtSIF
@ 30 Seconds: EPTS-III, TT-I, APtSIF
@ 45 Seconds: EPTW-I, TT-I, APtSIF
Repeat…

Use APD if a shield facing falls for added resistance.
Use TTS-I and HE-II as needed. I usually use HE-II to clean hazards off of me like radiation or warp plasma.

In the event that you are sub-nuked by Sci- Use Evasive Maneuvers to put distance between you and your assailant. If you are really smart, immediately after being sub-nuked you will have at least TSS-I available and Brace for impact. Just remember, Brace for impact is a kinetic damage resistance only buff.
Respectfully, I think the example he provided is more broadly available to any ship, not just cruisers like the improvements you suggest. I'm not disputing that higher level abilities like Aux to SIF3 would be better, it is just that they aren't widely available to every class. Both examples do demonstrate the basics well though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-22-2012, 07:15 AM
Quote:
Originally Posted by Teleon View Post
I respectfully have to disagree with the setup you provided. With a couple very simple changes it could be made better and more efficient.

Skills required: Hazard Emitters-II, Auxiliary Power to Structural Integrity Field III, Attack Patter Delta-I, Tactical Team I, Emergency Power to Weapons-I x2, Transfer Shield Strength-I and Emergency Power to Shields-III x2:

How to roll powers:
@ 00 seconds: EPTS-III, TT-I, APtSIF
@ 15 seconds: EPTW-I, TT-I, APtSIF
@ 30 Seconds: EPTS-III, TT-I, APtSIF
@ 45 Seconds: EPTW-I, TT-I, APtSIF
Repeat…

Use APD if a shield facing falls for added resistance.
Use TTS-I and HE-II as needed. I usually use HE-II to clean hazards off of me like radiation or warp plasma.

In the event that you are sub-nuked by Sci- Use Evasive Maneuvers to put distance between you and your assailant. If you are really smart, immediately after being sub-nuked you will have at least TSS-I available and Brace for impact. Just remember, Brace for impact is a kinetic damage resistance only buff.
With a build like this, can I assume that your two lt engy slots would be rsp1 x2 then? Also, if your running TT's every 15, do you mean you have 2x TT1's or a TT doff to get the cd's down to 15secs? This seems like a really good team build. I may have to try it when I get the dkora myself
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
05-22-2012, 07:53 AM
Quote:
Originally Posted by fallout23 View Post
With a build like this, can I assume that your two lt engy slots would be rsp1 x2 then?
Actually no, I am not using RSP because frankly I’m being selfish enough running two copies of EPTS-III. In the two available lieutenant engineering slots I am currently using Auxiliary power to inertial dampeners-I for situational purposes and extend shields-I for team value added for having this ability. Trust me, no escort will every complain that you used it on them.

Quote:
Originally Posted by fallout23 View Post
Also, if your running TT's every 15, do you mean you have 2x TT1's or a TT doff to get the cd's down to 15secs? This seems like a really good team build. I may have to try it when I get the dkora myself
Yes, it is specifically a Team build. Yes, I’m using two Conn Officers to reduce the recharge time on tactical team down to 15 seconds. In fact, mine is down to 14 second! This way, I only need a single copy of it. I then use the duty officer that PROC’s +15 to all subsystem power on use of emergency power to subsystem abilities. I use two of them. My final duty officer that I use is another Conn officer that reduces the recharge time of evasive maneuvers. I use that ability often.

Note: If you however do find yourself not wanting to use Extend Shields I, swap it out for RSP-I. I’d leave the Auxiliary Power to Inertial Dampeners however because it has its uses.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
05-22-2012, 03:57 PM
Quote:
Originally Posted by Teleon View Post
Actually no, I am not using RSP because frankly I’m being selfish enough running two copies of EPTS-III. In the two available lieutenant engineering slots I am currently using Auxiliary power to inertial dampeners-I for situational purposes and extend shields-I for team value added for having this ability. Trust me, no escort will every complain that you used it on them.



Yes, it is specifically a Team build. Yes, I’m using two Conn Officers to reduce the recharge time on tactical team down to 15 seconds. In fact, mine is down to 14 second! This way, I only need a single copy of it. I then use the duty officer that PROC’s +15 to all subsystem power on use of emergency power to subsystem abilities. I use two of them. My final duty officer that I use is another Conn officer that reduces the recharge time of evasive maneuvers. I use that ability often.

Note: If you however do find yourself not wanting to use Extend Shields I, swap it out for RSP-I. I’d leave the Auxiliary Power to Inertial Dampeners however because it has its uses.
K, so what about a lt tac ability?

If I got this right:

EptW1, Aux2Damp1, EptS3, Aux2Sif
EptW1, Rsp1 (or extend), EptS3
TSS1, HE2
TT1, ???

And just constantly rotate the emergency powers and the aux2sif on myself every 15 secs and use the tss and HE on myself when the **** hits the fan? Seems like having the rsp is a better bet than the extend in case I get SNB'd since I dont have a ST to clear it, doesnt it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
05-23-2012, 06:16 AM
Quote:
Originally Posted by fallout23 View Post
K, so what about a lt tac ability?

If I got this right:

EptW1, Aux2Damp1, EptS3, Aux2Sif
EptW1, Rsp1 (or extend), EptS3
TSS1, HE2
TT1, ???

And just constantly rotate the emergency powers and the aux2sif on myself every 15 secs and use the tss and HE on myself when the **** hits the fan? Seems like having the rsp is a better bet than the extend in case I get SNB'd since I dont have a ST to clear it, doesnt it?
In the Lieutenant Tactical Station I’m using Attack Pattern Delta. I say so above. RSP is good if you plan to solo your enemy. However, in team play, which is what my build is for, I would highly recommend using Extend shields. Also, you need to rotate TT-I, EPT___ and Aux-SIF every 15 seconds when you are the focus of attack. Otherwise, send your TT-I and Aux-SIF-III to an ally who is being attacked. Make sure to close range and also provide an Extend Shields!!! Otherwise, always be rotating your Emergency Power to Subsystem abilities between weapons and Shields so that both Weapons and Shields always have power.

When the focus of enemy fire, it is very important that tactical team stays up as often as you can use it. Especially against the Borg! Tactical Team removes Borg Assimilation parties that disrupt your systems.

That is why this build excludes Science Team, because having tactical team up often is more important. Furthermore, I actually used skill points on passive resistances and rely on my team mates flying science to give me a Science Team when I need one.

My weapon setups is 3 Beams Fore and 1 Torpedo and 3 Beams aft and 1 torpedo.
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