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Ensign
Join Date: Jun 2012
Posts: 19
# 11 Noob in training
06-28-2012, 09:00 AM
I am a relative noob, so here goes....

"a Star Cruiser can do paired EPTS3"

Can you run 2 of the same ability? I here people talking about this, but don't quite get it.
Dosen't the cooldown negate the copy?

How can i do this? lol
Lieutenant
Join Date: Jun 2012
Posts: 48
# 12
06-28-2012, 04:52 PM
Yeah someone fill me in too.

If EPTS3 is a 30 second buff with a 30 second cool down, why have 2? do they stack?
Captain
Join Date: Jun 2012
Posts: 2,700
# 13
06-28-2012, 04:57 PM
You alternate between them, so when one is on cooldown the other is active, giving you the effect of that power being always active. A lot of cruisers run paired Emergency To Shields, or escorts running paired Tactical Teams (not quite always-on there, but close), and so forth.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 14
06-28-2012, 05:37 PM
Let me make the EPTS/W thing a little more clear. When you use EPTS, you get a 30 second buff that reduces incoming damage and increases shield power (and therefore regeneration). The cooldown on a single EPTS is 45 seconds. When you use EPTS, if you have another copy of EPTS, that copy only goes on a 30 second cooldown. That means that as soon as the 30 second buff from EPTS copy 1 wears off, the second copy of EPTS will be ready to activate.

Effectively, using two copies of EPTS lets you keep the EPTS power setting and damage reduction *indefinitely.*

Now, you want a real brain bender, it's possible to run 2 EPTS *AND* 2 EPTW
Captain
Join Date: Jun 2012
Posts: 510
# 15
06-28-2012, 06:17 PM
Quote:
Originally Posted by rayezilla View Post
Now, you want a real brain bender, it's possible to run 2 EPTS *AND* 2 EPTW
Care to explain how as i've never got this to work myself, I can come pretty close with around 75% uptim on both, but i see 100% uptime on one as far more valuble.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 16
06-28-2012, 06:25 PM
theoretically after you get it started, you should be able to have both going all the time. So lets start with the original EPTSx2 approach I described in my last post. Every 30 seconds you're using an EPTS, buff lasts 30 seconds, 100% uptime.

Now, when you use EPTS, if you have a copy of EPTW, EPTW goes on a 15 second cooldown. So it's like this:

0 seconds: EPTS copy 1 used (EPTS goes on 30 second, EPTW goes on 15)
15 seconds: EPTW copy 1 used, (EPTS goes on 15 second CD, EPTW goes on 30 second)
30 seconds: EPTS copy 2 used, (EPTS does on 30 seoncd CD, EPTW goes on 15 second)
45 seconds: EPTW copy 2 used, (EPTS goes on 15 second cd, EPTW goes on 30 second)
60 seconds: EPTS copy 1 used again.

I know that's a lot to digest, but that system will allow you to get pretty reliable uptime on both abilities.
Ensign
Join Date: Jun 2012
Posts: 5
# 17
07-01-2012, 07:32 AM
I fly an Excelsior refit, and find it's a great all-rounder. I tried using a star cruiser for a few missions, but ended up going back to the Excelsior. It just couldn't put up with the kind of punishment, or deal it iself, that I was used to.
Captain
Join Date: Jun 2012
Posts: 1,389
# 18
07-01-2012, 02:01 PM
Quote:
Originally Posted by rayezilla View Post
theoretically after you get it started, you should be able to have both going all the time. So lets start with the original EPTSx2 approach I described in my last post. Every 30 seconds you're using an EPTS, buff lasts 30 seconds, 100% uptime.

Now, when you use EPTS, if you have a copy of EPTW, EPTW goes on a 15 second cooldown. So it's like this:

0 seconds: EPTS copy 1 used (EPTS goes on 30 second, EPTW goes on 15)
15 seconds: EPTW copy 1 used, (EPTS goes on 15 second CD, EPTW goes on 30 second)
30 seconds: EPTS copy 2 used, (EPTS does on 30 seoncd CD, EPTW goes on 15 second)
45 seconds: EPTW copy 2 used, (EPTS goes on 15 second cd, EPTW goes on 30 second)
60 seconds: EPTS copy 1 used again.

I know that's a lot to digest, but that system will allow you to get pretty reliable uptime on both abilities.
Exactly that, it it weren't for the activation time (most abilities have like 0,5s), and assuming you were able to manually activate them at the exact moments they come of CD, you could run the powers indefinitely.

Note 1: the first 15s, only one power is active, since then, you have both until you stop reactivating them. So choose wisely by which power you start.

Note 2: Damage control engineer DOFFs give a chance to reduce the CD by one third, meaning that the one Emergency power, once activated, might end up with only a CD of 30s (equal to the duration of the power itself). Given you can slot up to 3 damage control engineers, this "proc" can be very likely to happen. With 3 purple ones, there's almost certainty the CD is gonna get lowered. You can then cycle only 2 different Emergency powers with almost constant uptime.
This can be useful in case you have active doff slots to spare, and not enough engineering boff slots available. (It isn't as reliable as Development scientists/Maintenance engineers/some-Conn officers that always reduce the CD of Science team/Engineering team/Tactical team respectively, though.)
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
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Lieutenant
Join Date: Jun 2012
Posts: 48
# 19
07-02-2012, 10:17 AM
With soo many ships to choose from I desgined all my cruisers to fill specialized roles, The Doffs I run on my cruisers are

Ops Odessey:
2 reduce bridge officer ability[blue],[blue]
1 chance enhance all power on use of emergy power X[puple]
1 chance to reduce timer on beam specials[blue]
1 reduce torpedo reload time[purple]

Tac Odessy
1 reduce bridge officer ability[blue]
1 chance enhance all power on use of emergy power to X[puple]
1 chance to reduce timer on Cannon specials[purple]
2 reduce torpedo reload time[purple]

Science Odessy
2 reduce bridge officer ability[blue],[blue]
2 chance enhance all power on use of emergy power to X[puple],[green]
1 chance to reduce timer on target subsytems [blue]

Gal-X
1 reduce bridge officer ability[blue]
1 chance enhance all power on use of emergy power to X[puple]
1 chance to reduce timer on Cannon specials[purple]
1 reduce torpedo reload time[purple]
1 chance to reduce timer on tactical team [blue]

Gal-R
1 reduce bridge officer ability[blue],
2 chance enhance all power on use of emergy power to X[puple],[green]
2 chance to reduce timer on Beam Specials[blue],[green]

Soverign
1 reduce bridge officer ability[blue]
2 chance enhance all power on use of emergy power to X[puple],[grren]
1 chance to reduce timer on Cannon specials[purple]
1 reduce torpedo reload time[purple]
Trimen Ranger
Admiral Federation Tactical Corps
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