Captain
Join Date: Jul 2012
Posts: 2,192
# 11
10-18-2012, 02:37 AM
Ok since its you, the "Defence" buff after it drops is longer than it should. Something like having 130% defence for 10s or so instead the few second one according the tooltip
Captain
Join Date: Jun 2012
Posts: 668
# 12
10-18-2012, 02:38 AM
Quote:
Originally Posted by dassemsto View Post
Problem is, these skills were almost useless before the resists came. (exception: a team spamming CPB)

Even if the resists were removed completely, these skills would have a hard time finding proper use, because of the increased shield capacity healing going on. (Borg-set+BFI doffs)

Back in the days before the borg set, i used to have a Tachyon-RSV that could win 1v1 against anyone. It used 2xTachy3 and CPB3, and only projectile weapons. Doing this, I avoided any healing from RSP, and over a few minutes, the shield drain would overcome the shield heals of the opponent. Only once or twice did I meet a proper tank build and had a stalemate. This build was maxed to the absolute limit. I think this was pretty perfect balance, as the ultimate heal build was just barely able to keep up with a ultimate drain build. Today, it would take a lot to come back up to this level.
Ya I flew a shield strip build before it was cool as well... to be honest it was Over powered. Yes it required a full spec... but to be honest I would decloak my bop... and boom people would explode... or be left so close to dead that the fight was over.

I honesty agree with Cryptic that Sci skills SHOULD be resistable, Not just counterable... now it could be argued that the amount of resist is to high... I simply think it is to easy to protect oneself across the board...

In my perfect version of a STO skill tree I would like to see people forced to make real choices... so that one min maxed sci built could be negated but not while properly defending against another. Right now as I have said it is so easy to have 50+ points in all the sci resist branches that most people do just that....

Having said that perhaps CPB and Tachyon do need a 10-20% bump... and more and I feer they would simply become Overpowered once more if the skill tree is ever updated.

On the borg + maco thing.... well shortly you won't be able to combo borg Shield heals with Maco shields anymore.... That is the best news I have heard for balance in a long time really. I mean if CPB does become a skill with less resistance again... if people run borg shields they will be stripped fairly easily.
Career Officer
Join Date: Jun 2012
Posts: 797
# 13
10-18-2012, 02:40 AM
my shield stripping time ship has good results in 1v1 and team enviroments.
Empire Veteran
Join Date: Jun 2012
Posts: 6,541
# 14
10-18-2012, 03:37 AM
Quote:
Originally Posted by husanakx View Post
Ya I flew a shield strip build before it was cool as well... to be honest it was Over powered. Yes it required a full spec... but to be honest I would decloak my bop... and boom people would explode... or be left so close to dead that the fight was over.

I honesty agree with Cryptic that Sci skills SHOULD be resistable, Not just counterable... now it could be argued that the amount of resist is to high... I simply think it is to easy to protect oneself across the board...

In my perfect version of a STO skill tree I would like to see people forced to make real choices... so that one min maxed sci built could be negated but not while properly defending against another. Right now as I have said it is so easy to have 50+ points in all the sci resist branches that most people do just that....

Having said that perhaps CPB and Tachyon do need a 10-20% bump... and more and I feer they would simply become Overpowered once more if the skill tree is ever updated.

On the borg + maco thing.... well shortly you won't be able to combo borg Shield heals with Maco shields anymore.... That is the best news I have heard for balance in a long time really. I mean if CPB does become a skill with less resistance again... if people run borg shields they will be stripped fairly easily.
maybe with regard to resist and armor, it should be a separate gated thing like space and ground is. you can only put so many points into it, and if you went 9 to energy armor and insulators you wouldn't have enough points to put into any other defense. maybe no minimum limit, just a max limit, so the care bears don't wine about mean pvp'ers forcing them to put points in defensive skills
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lieutenant
Join Date: Jun 2012
Posts: 75
# 15 I agree
10-18-2012, 08:22 AM
The list is pretty accurate. Though Feedback Pulse III can be boosted to feedback 100% dmg., great against those pumped up tacts. Though Viral Matrix III w/doff is a better all around skill. Also scramble senors are good for messing up the healers. Switch there target to one of your own or to another one of there teammates that don't need it. That can be all it takes for your teammates to finish off that other player. Then causing them to target you, while you Feedback Pulse them back.
Lt. Commander
Join Date: Jul 2012
Posts: 247
# 16
10-18-2012, 09:10 AM
Albaqtive armor needs to be universal with scince ships

and science shuttles or whatever the shuttle is of the science ship

its like, oh, here, we have this science armor, but no one can use it
Career Officer
Join Date: Jun 2012
Posts: 735
# 17
10-18-2012, 10:30 AM
Quote:
Originally Posted by davidfloresii View Post
The list is pretty accurate. Though Feedback Pulse III can be boosted to feedback 100% dmg., great against those pumped up tacts. Though Viral Matrix III w/doff is a better all around skill. Also scramble senors are good for messing up the healers. Switch there target to one of your own or to another one of there teammates that don't need it. That can be all it takes for your teammates to finish off that other player. Then causing them to target you, while you Feedback Pulse them back.
If you're a Tac captain you can boost it well past 200%...

Quote:
Borg Negh'Var Warship deals 50144 (96677) Electrical Damage to you with Isometric Charge.

Your Feedback Pulse III deals 293399 (243519) FeedbackPulse(Critical) to Borg Negh'Var Warship.
Still, it's crazy opportunity cost that does nothing but move your teammates ahead of you on the priority target list...or earn you a SNB with your TSS already on CD. :/
Captain
Join Date: Jun 2012
Posts: 633
# 18
10-18-2012, 02:13 PM
As a PVE player to pick up on what somone else has said about not every power being useful in every situation. Here's my notations frm a PVE perspective.

Working sci skills:
- Tykens I generally find this a bit usless in PVE, the problem is that it's generally not enough on it's own to stop stuff that needs pinning down in PE, but it can't be effectivlly combined with grav well due to GCD. At the same time the benefits of the drain can be achived other ways.
- VM with doffs Very poor, even with DoFF's and investement in Skill points the duration is just terribble in PVE terms, i cna achive supiriour effects other ways.
- TBR After Grav Well this is the best skill in the game, some content is littrially impossibble without it.
- TB Tottally usless, there's allmos allways several targets that need CC'ing in PVE and TBR is just supiriour.
- TSS Brilliant skill no complants
- HE same as TSS really
- PH Hard to justify this over other heal/tank skills and only a few sci have encough excess slots for it.

Poor performance sci skills:
- Scramble (only good at maxed out 3 too high opportunity cost) Far too sort a duration, better to just shove them away or get a cruiser to tank them if thats possibble.
- Energy Siphon (doesn't drain much but gives good return) Very good skill, combined with a sci's innatte target subsystem skills and especially Plasmonic leech KDF side and you can inflict some huge shutdowns on the enemy. SHutting down a tac cubes sheilds for 15 seconds is bassiclly game over for the cube.
- PSW (too weak knock, stun resisted) TBR is a better puch skill, the stun is nealy worthless, and the damage is laughable, i can get better torp damage.
- GW (too weak max pull) The pul in PVE is great thank you, this is pretty much the number 1 PVE skill as you can pin nearly anything with it, and the stacking kenetic damage from DoFF's on sheildless/low sheild targets is really nice.
- ST (too short clearing) the problem with this skill is tac team and sheid tanking in general. Sheild tanking is very ineffective and sheild heals are just very junky without the 4X multiplier tac team brings.
- MES (well...) never played with this one, but a cloak isn't that useful in PVE anyway.
- FBP (too high opportunity cost. only good for tacs) Interferes with TSS, dosen't matter that this is capable of shocking amounts of damage if you can pull enough fire onto yourself, becuase withotu a teamate providing cross healing the lakc of TSS is likliy to kill you given your probable damage intake. Really un-suited to sceince in general as it's a skill only a tank would even want to use.

Crap sci skills
- JS (useless in teamplay) PVE wise it's just the same as Scramble, witha terribble duration you can't do anything meaningful with it that a simple push away or tanking couldn't do better.
- Tachyon beam (does nothing because of resists) If you think the magnitude is bad in PvP, it's 10x worse in PVE. You coud dd a zero on the end of the magnitude and it would still only be so so at best in PVE
- CPB (does nothing because of resists) see Tachyon beam, plus despite plenty of targets in PVE they're rarely gathered that close togetehr without a grav well anyway, which it interferes with via shared boff slots. If the doff Placate was longer lasting this might be worth it as well, but again like jam/scramble it's too short to matter.
- Photonic officer (high opportunity cost, very little effect) A 5 minute recharge for a one/two use per PVE match reduction in CD's that will at best get a skill down to the level of it's GCD isn't worth much.


TBH though all the fixes in the world probbaly wouldn't change whats used in PVE. You just NEED too many sci slots going on heals, and you jsut absolutly need some CC skills that anything else just isn't going to see much use. Even Energy Siphon only gets used on carriers for me as they can't position for good TBR/Grav Well usage.
Career Officer
Join Date: Jun 2012
Posts: 735
# 19
10-18-2012, 02:21 PM
Quote:
Originally Posted by carl103 View Post
(...)
Spoken like a true PvE'er!

But seriously, in the STFs i can shield-tank in just about any ship. All I need for hull is a HE to wipe the heaviest plasma procs. 2xEPtoS, TSS and 6 points in power insulators is all that's really needed.
Captain
Join Date: Jun 2012
Posts: 633
# 20
10-18-2012, 02:26 PM
No it's not, if your running that you WILL die on a semi regular basis, at least once per STF, and thats on normal, forget doing that on elite, you'll just be goign pop all the time. It might work when you run in with your PvP budies in a pre-made becuase yo cross heal the ever living hell out of each other, in a PuG where your the only source of heals. Forget it, doubly so if your running a cruiser since your the aggro magnet.

EDIT: Just hit me what the differance is. myself, (and most PVE'rs i see in pugs), don't have a set of 3 purple sheild doffs. Gien how strong BFI has been shown to be by hillbert i suspect that would account for a lot of the differance. under heavy fire i need TSS and BFI together to keep my sheilds from collapsing, but with 3 purple BFI doffs i could undoubtdly keep my shelds on full just with BFI, menaing i could cycle it with TSS and drop 1 TSS.

Last edited by carl103; 10-18-2012 at 02:36 PM.
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