Ensign
Join Date: Jan 2013
Posts: 10
# 1 Healboats any good in STFs?
02-05-2013, 11:15 AM
Hello,

I'm new and just about to hit 50 (48 ATM) on a Fed Engineer.

I'm looking into doing some STFs, but I'm unsure what's the best course of action.

I'm looking into a healboat cruiser (got an Ambassador), are they needed, or it's just all a DPS race?

Also, could you suggest some builds?

Thanks
Captain
Join Date: Jul 2012
Posts: 3,043
# 2
02-05-2013, 11:24 AM
Elite STFs are more of a DPS race however depending upon your level of funding (Will take 3 purple damage control engineers to pull off cost: around 9 million ECs (about 9-10 lockbox keys: 1000 ZEN)) you could produce a nice all rounder build using the ambassador (though the Sovereign would be a better host for this example)

Weapons (Fore and aft): 3x Beam array of choice, 1 torp of choice

LT Tac: Tac Team 1, Attack Pattern Beta 1
Ens Tac: Beam Fire at will 1
CMDR Eng: Emergency power to shields 1, Reverse shield polarity 1, Auxiliary power to structural integrity field 2, Eject warp plasma 2
Lt Eng: Emergency power to weapons 1, Extend Shields 1
LTC Sci: Hazard Emitters 1, Transfer shield strength 2, (Skill of your choice)

This build will allow you to deal a fair amount of support damage while healing others and tank if you get the NPCs attention

If you use the Sovi use Extend shields 2 and engineering team 2, the rest remains the same
Career Officer
Join Date: Jun 2012
Posts: 1,708
# 3
02-05-2013, 03:32 PM
Pure healing is not needed in STO, at best you would need to mix it with tanking (cruiser) or space magic (sci vessel).
Captain
Join Date: Jun 2012
Posts: 3,207
# 4
02-05-2013, 04:00 PM
It isn't needed, but if you handle things right it can be incredibly useful. I know my fleetmates prefer I bring my Odyssey than another escort when doing fleet STF runs, because I'm can make their work much easier by tanking all the aggro I can and throwing out heals for anything I miss (plus I'm meh as an escort pilot). It lets everyone else simply float there undisturbed as they tear everything up. You need to be more than JUST a healer though; either a cruiser with tanking ability, or a science ship with crowd-control abilities, because otherwise you won't be able to contribute much when your heals are on cooldown.

Example Ambassador
Weapons: 6 Beam Arrays + 2 torpedoes or 6 Beam Arrays + 2 Dual Beam Banks

Cmdr Eng
Engineering Team 1, Emergency To Shields 2, Extend Shields 2, Aux To Structural 3
Lt Eng
Emergency To Weapons 1, Reverse Shield Polarity 1
LtCmdr Sci
Polarize Hull 1, Hazard Emitters 2, Transfer Shield Strength 3
Lt Tac
Tactical Team 1, Attack Pattern Beta 1
Ensign Tac
Fire At Will 1

Doffs
2-3 Purple Damage Control Officers

Watch who big targets like Borg Tac Cubes or Donatra are targeting and keep Extend Shields on them as much as possible. Throw out Aux2Struc and TSS when needed under fire, HE and ET in reserve (but don't be stingy). Use your target-teammate hotkeys (F2, F3, F4, F5) to rapidly locate them instead of manually locating and clicking. FAW + APB will mark multiple targets at once, setting them up for easier teammate kills and hopefully pulling aggro to switch to you even if just for a few seconds. The Damage Control Officers are expensive but will reduce Emergency-To cooldowns enough to keep both abilities always-in 90% of the time and give you tanking ability and some beam-broadside-bite. Alternately you can use an AuxToBattery build, which is a little trickier to use (gotta keep your timing right) but very powerful if you go with it. Finally, PH keeps you out of tractor locks, and RSP is a last-resort 'oh crap' button.

I'm not claiming this to be The One True Build or anything, but its solid and easy to use.
Captain
Join Date: Jun 2012
Posts: 881
# 5
02-09-2013, 04:50 PM
A healer *might* be okay in a proper premade team, where everyone else is pure DPS and you can help them keep focused on damage while healing them... Nah I'm joking, even here it'd be best to have another DPSer.

The only times in this game a healer is wanted is in PvP and "No Win Scenario". Outside of those an escort can happily tank the majority of damage without assistance.

Best to kit your ambassador out for DPS, maybe take a tractor beam, hazard emitters and transfer shield strength. Better yet drop it for an escort.

To be honest I don't know why cryptic bothered with including cruisers in this game, when even my 'glass cannon' escort can tank a gate or tactical cube on it's own.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai

Last edited by orondis; 02-09-2013 at 04:52 PM.
Career Officer
Join Date: Jun 2012
Posts: 1,776
# 6
02-09-2013, 05:10 PM
Someone would have to set up this experiment with premade teams to provide hard numbers, but I would assume that one or two talented healboats and three to four escorts would be an ideal STF team mix. The idea being, the less time Escorts spend blowing up, the more DPS they can put out.

This is of course based on a series of assumptions. While five escorts would blow through everything, undoubtedly some would blow up in response. It hinges on the uptime of four escorts and a healboat providing more DPS than the uptime of a five-escort team, but I doubt a single healboat could tend to four escorts at once. Two skilled healers could almost certainly keep three escorts alive through a whole run barring sudden death torpedos, basically meaning sustained DPS.

I'd love to see some numbers on this sometime.
Captain
Join Date: Jul 2012
Posts: 2,066
# 7
02-10-2013, 12:30 AM
Quote:
Originally Posted by jexsamx View Post
Someone would have to set up this experiment with premade teams to provide hard numbers, but I would assume that one or two talented healboats and three to four escorts would be an ideal STF team mix. The idea being, the less time Escorts spend blowing up, the more DPS they can put out.

This is of course based on a series of assumptions. While five escorts would blow through everything, undoubtedly some would blow up in response. It hinges on the uptime of four escorts and a healboat providing more DPS than the uptime of a five-escort team, but I doubt a single healboat could tend to four escorts at once. Two skilled healers could almost certainly keep three escorts alive through a whole run barring sudden death torpedos, basically meaning sustained DPS.

I'd love to see some numbers on this sometime.
5 Escorts that actually bothered to cross-heal. None would blow up. Escorts can be replaced by anything escort like for similar results.

In the past it was atleast 4 escorts + 1 sci/carrier but they nerfed even the system drain.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 8
02-10-2013, 04:30 PM
Heal boats definitely have a role to play in the hardest instances of the game, such as cure space elite, no win scenario, hive onslaught elite, borg red alerts... It's not mandatory to have one and some people will say it's not necessary at all, but trust me, as an experienced escort pilot, it's good to have a cruiser taking care of your shields and hull.

While some people hate playing support roles, if you enjoy that, do it, people will like you.
Career Officer
Join Date: Jun 2012
Posts: 1,776
# 9
02-10-2013, 06:22 PM
Quote:
Originally Posted by bareel View Post
5 Escorts that actually bothered to cross-heal. None would blow up. Escorts can be replaced by anything escort like for similar results.

In the past it was atleast 4 escorts + 1 sci/carrier but they nerfed even the system drain.
I guess I can see that if two or three of your escorts are any combination of MVAE, Armitage, Pegh'qu/Chimera, and tac-oriented Vesta built with more cross-healing in mind.
Career Officer
Join Date: Jun 2012
Posts: 1,380
# 10
02-10-2013, 07:25 PM
I always put a heal console in for hull and shields. I take aux to structural and hazards. I bring Aux batteries. I bring tac team. That's about all you'll need. Keep an eye out. Don't get in trouble yourself if possible. This way you're not the one sucking up heals. If you see a team mate in danger, TT can quickly shift any shields they have left. Aux to struct is a fast repeatable heal. Hazards clears those nasty plasma fires. Aux bats power those heals up nicely. If you have the room for a TSS, all the better.

You don't need to sacrifce your own damage dealing to be a good team member/healer.

And lastly, if the person isn't trying to help themselves, you can't save em. If they ARE trying to help themselves, those few simple basic heals will most often give them the buffer they need to pull it out.
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
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