Captain
Join Date: Jun 2012
Posts: 739
# 11
12-08-2012, 03:52 PM
With both EPtS and EPtA running, you can afford to have 100 weapons power with ~6 beams. Sure, you'll lose a bit on your heals, but the extra damage potential you have will make up for that loss. And if stuff really starts to overcome your defenses and/or healing, just pop into a defensive power setting.

Should anyone care for a Sci-based healBoat, this is what I run:

- Lt Tac: TS1/FAW 1, TS 2/AP: Delta
- Lt Eng: EPtS 1, A2SIF 1/Extend 1
- Ens Sci: Tractor Beam 1
- LtC Sci: HE 1, SciTeam 2, TSS 3
- Cmdr Sci: HE 1, SciTeam 2, TSS 3, Scramble 3

- Additional support: Fermion Field (this thing really works magic with a few Shield Emitter consoles), Shield Repair Drones.

Some may feel that it's better to run TSS 2 with SciTeam 3 (ST 3 has massive burst healing potential), but I believe that the extra resist from TSS 3 is worth it.
The first we heard of getting new PvP maps "soon" was in August of 2010. We're consistently told something will be coming with the "next" update. Absolutely nothing has come to PvP since launch.

I think it's finally time Cryptic stopped stringing us along, don't you?

Last edited by praxi5; 12-08-2012 at 04:00 PM.
Captain
Join Date: Jun 2012
Posts: 1,015
# 12
12-08-2012, 06:41 PM
You might like the EPTA doff, it makes heals even healier.
Career Officer
Join Date: Jul 2012
Posts: 147
# 13
12-10-2012, 03:26 AM
Quote:
Originally Posted by praxi5 View Post
With both EPtS and EPtA running, you can afford to have 100 weapons power with ~6 beams. Sure, you'll lose a bit on your heals, but the extra damage potential you have will make up for that loss. And if stuff really starts to overcome your defenses and/or healing, just pop into a defensive power setting.

Should anyone care for a Sci-based healBoat, this is what I run:

- Lt Tac: TS1/FAW 1, TS 2/AP: Delta
- Lt Eng: EPtS 1, A2SIF 1/Extend 1
- Ens Sci: Tractor Beam 1
- LtC Sci: HE 1, SciTeam 2, TSS 3
- Cmdr Sci: HE 1, SciTeam 2, TSS 3, Scramble 3

- Additional support: Fermion Field (this thing really works magic with a few Shield Emitter consoles), Shield Repair Drones.

Some may feel that it's better to run TSS 2 with SciTeam 3 (ST 3 has massive burst healing potential), but I believe that the extra resist from TSS 3 is worth it.
Yes you can do a lot of things to improve the damage of my build but that?s not the point. This is meant to be a pure healer to keep the people that do good damage alive.
If a person wanted to run energy weapons on this build. I would replace the two of the projectile doffs with a warp core engineer (power boost) and a Energy Weapons office that reduces cannon abilities. Replace APD I with a CRF I. replace all the weapons (keep one of the borg weapons for the 2 piece set bonus. I would put all turrets so you will get more proc.

You can use your captain skills like EPS power transfer and Nadion Inversion to help with power also.

With this build and keeping shield and aux power at 125 you will still have weapons power around 100 if not over it.
I am @allenlabarge in game
Career Officer
Join Date: Jul 2012
Posts: 147
# 14
12-10-2012, 03:27 AM
Quote:
Originally Posted by redricky View Post
You might like the EPTA doff, it makes heals even healier.
which doff is that?
I am @allenlabarge in game
Career Officer
Join Date: Jun 2012
Posts: 362
# 15
12-10-2012, 09:55 AM
That cruiser has a very low turnrate, even for using torpedos in effective way.

Better is to get a bunch of beams and use FAW.

That way you clear spam, and in a way preventing is also a kind of healing.
Captain
Join Date: Jun 2012
Posts: 1,015
# 16
12-10-2012, 03:59 PM
Quote:
Originally Posted by queue38 View Post
which doff is that?
It's the Maintenance Engineer from the Fleet Support Duty officer pack. Boosts Shield Emitters and Hull Repair 10/15/20/25 when EPTA is used.
Captain
Join Date: Jun 2012
Posts: 1,395
# 17
12-10-2012, 04:58 PM
Quote:
Originally Posted by queue38 View Post
Yes you can do a lot of things to improve the damage of my build but that?s not the point. This is meant to be a pure healer to keep the people that do good damage alive.
To think of it another way, the more pressure damage you put out, the less damage your enemy can effectively deal (because you're forcing them to break off/assume defensive maneuvers early).

I'm not saying you should focus too much on damage-dealing but I think there's generally a point of diminishing returns when building a "pure" healboat, and power levels are so easy to manage that there's really no reason not to prepare for your tactical side.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Captain
Join Date: Aug 2012
Posts: 9,313
# 18
12-10-2012, 05:44 PM
Quote:
Originally Posted by shimmerless View Post
To think of it another way, the more pressure damage you put out, the less damage your enemy can effectively deal (because you're forcing them to break off/assume defensive maneuvers early).

I'm not saying you should focus too much on damage-dealing but I think there's generally a point of diminishing returns when building a "pure" healboat, and power levels are so easy to manage that there's really no reason not to prepare for your tactical side.
Something I've wondered about in regard to Healboats - for folks that are more comfortable just switching between Aux and Shields; would be the use of beams for procs rather than for damage.

Say you were using Polarized Disruptor Beam Arrays [Acc]x2.
You've got the 2.5% Disruptor proc. You've got the 2.5% Polaron Proc.
Now say you took the 2.5% Kinetic proc passive.
And say as part of your healing build, you took one of the [Pla] consoles instead of a shield/heal.

So that's:
2.5% -x Damage Resistance
2.5% -x Power
2.5% +Kinetic Damage
2.5% +Plasma DoT

Given the way that arrays fire in pulses - enemy target, fire - friendly target, heal - enemy target, fire - friendly target, heal...

...while you just switch Shield/Aux as necessary.

You're not really worried about doing damage, you're focused on the healing, but not only are you keeping your guys alive - you're potentially making it easier for them kill their targets as well.

They may also end up wasting HEs thinking it's more than it is - they may find hull being eaten away...etc, etc, etc.

Was just something I was wondering - and - it could be way out there in left field. I couldn't really imagine running a dedicated healer in PvP; and I definitely give props to those that even try.
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Maal, Klingon, Mogh - Vegar, Orion, Marauder
Nivuh, Ferasan, B'rel - Venit, Lethaen, M.Qin - Kopor, Nausicaan, Guramba
Captain
Join Date: Jun 2012
Posts: 1,395
# 19
12-10-2012, 05:48 PM
Quote:
Originally Posted by virusdancer View Post
Something I've wondered about in regard to Healboats - for folks that are more comfortable just switching between Aux and Shields; would be the use of beams for procs rather than for damage.
It's completely legit, if you have no scruples then phasers are still retarded strong. Procs are one of the reasons FAW is still a somewhat viable skill.

vids and guides and stuff

[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Career Officer
Join Date: Jul 2012
Posts: 147
# 20
12-11-2012, 02:26 AM
The point of my build write up was to try and get the people that want to be healers to focus and do the most they can to improve their healing. I think a new PVP player will have their hands full just with that. A escort wouldn?t run anything less than max weapons power for attacks and I think a healer shouldn?t run anything less than max shield and aux power.

I am also trying to teach a mindset of a healer. Now after saying that, I run with many extra consoles and weapons to switch up my build when needed. I like to run 6 to 8 phaser turrets and a CRF for the proc. Right now my skills are even spec for energy weapons (PVE grind).

For the people that want to be a great healer, just focus on healing first. Once a person starts playing they will find the things they don?t like or don?t work well and they can adjust to their needs. Just start with baby steps.
I am @allenlabarge in game
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