Survivor of Romulus
Join Date: Jun 2012
Posts: 238
# 11
03-28-2013, 09:47 PM
I don't pop mine till i'm at 30% anyway i can easily recover from that by myself and 80% of the time i have a team that knows excatly what i'm doing and i get me some nice cookies for hull when they see that buff kick in...

If you pop GDF at say 20% and hull heal up you keep the buff from the 20% plus u have time to pop a eng/bat and evasive out turn ur aux power up heal and get back in there to finish the job and hit APA after GDF to get a real boost...

Play the game with team mates that complement each other a Tank, Healer and 3 dps you will have alot more fun and complain less about shizit on the forum's

Good Luck And Have Fun Out There...
@LIVIN
http://theeleventhorder.guildportal.com
http://sto-forum.perfectworld.com/sh...eleventh+order

~The Eleventh Order~
11thOrder Youtube

Last edited by livinrtb; 03-28-2013 at 09:58 PM.
Captain
Join Date: Jun 2012
Posts: 2,926
# 12
03-28-2013, 10:05 PM
Quote:
Originally Posted by livinrtb View Post
I don't pop mine till i'm at 30% anyway i can easily recover from that by myself and 80% of the time i have a team that knows excatly what i'm doing and i get me some nice cookies for hull when they see that buff kick in...

Play the game with team mates that complement each other a Tank, Healer and 3 dps you will have alot more fun and complain less about shizit on the forum's

Good Luck And Have Fun Out There...
@LIVIN
That sounds nice indeed. Still we can not always have that luck.

Tactical Space traits:
Go down fighting doubles resistance.
Criticals debuff your target to loose 4.8 accuracy, stacks 3 times.
Tactical ground:
Your attacks have a chance to boot crit chance by 2.5% , stacks 3 times I think.
Your grenades expose for a few seconds.

Science Space :
Sci space:
Incoming energy damage increases your exotic damage by 10% . stacks 3 times
All your shield heals reduce the cooldown on photonic fleet by 15 sec
Ground ones :
All your heals heal enemy shields and give 50% damage res for 4 seconds
25 bonus damage dealt to confused or debuffed targets.

Engineer space:
Using a battery will give a smaller power level raise to the other 3 subsystems.
If you take more then 20% hull damage in 5 seconds, Miracle worker instantly finishes the cooldown. This can only trigger every 90 seconds, and needs miracle worker to be on a cooldown, obviously.
Engineer grounds:
Damage resistance and health regen to all your drones and fabrications.
When you are hit by an energy weapon, your shields adapt to it, giving 5% resistance to that energy type. This stacks 3 times. However it can only resist one energy type at once.


So far, science ones seem fine. 30% exotic damage boost? Oh sounds lovely!

Engineer... the battery one seems a bit lacklustre. Maybe with 9 skill points into starship batteries skill this is useful.

Tactical ones... well, the ground ones are fine, the space ones are...tanking.
Tankticals ... are we sure we want tacticals to tank, and not deal a lot of damage?
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.

Last edited by tpalelena; 03-28-2013 at 10:07 PM.
Career Officer
Join Date: Jun 2012
Posts: 561
# 13
03-28-2013, 10:19 PM
I use going down fighting all the time and can survive solo against a tac cube in a fleet patrol escort for way more than 3 seconds. It wont matter that it requires 50% health or whatever, I can hover in that range and survive for a while. I run two copies of Tac Team, BFI Doff, two copies of Emergency Power to Shields and Transfer shield strength. I can tank one for almost a minute or two.
1hr of work @NYS Min Wage 7.25 = 725 Zen
725 x 102 (or current exchange rate) DL = 73950 DL <- can you earn that per hour in game?

Join Date: Sep 2009 - I want my changeling lava lamp!

Last edited by phantomeight; 03-29-2013 at 12:02 AM.
Captain
Join Date: Jun 2012
Posts: 2,926
# 14
03-28-2013, 10:25 PM
I use exactly the same thing, just with polarize hull instead of Transfer shield strenght.


Do you use torpedoes, cutting beam, or just a full DHC-turret build?

Consoles. Eng: borg, romulan, electroceramic, ablative. Tac : 3 ap, 1 plasma torpedo. SCI : field generator, 1 -threat romulan console.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,690
# 15
03-28-2013, 10:34 PM
it ENABLES at 50%?!?!?! **** that -_- we dont need another crappy Fleet support button....

I use it whenever i can when im doing heavy damage...it helps when im getting mobbed by nanite spheres in ISE, BoPs in CURE and cubes/spheres in KASE.

That science trait sounds awesome though

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p

Last edited by cynder2012; 03-28-2013 at 10:37 PM.
Captain
Join Date: Jun 2012
Posts: 2,926
# 16
03-28-2013, 10:38 PM
Quote:
Originally Posted by cynder2012 View Post
it ENABLES at 50%?!?!?! **** that -_- we dont need another crappy Fleet support button....

I use it whenever i can when im doing heavy damage...it helps when im getting mobbed by nanite spheres in ISE, BoPs in CURE and cubes/spheres in KASE
I have the same problem, but it seems that this is a nerf to alpha strike, but if you take the trait, it will let you get more resistance.
Hence tanking tacticals.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
03-28-2013, 11:09 PM
So basically there is one career that will have 1 captain power that its possible they can go a full mission, string of missions, or even PvP arena and possibly never get to use?

I know people complain about Tacs guys, but are you going to start graying out other career powers until "conditions are met"?

Captain
Join Date: Jun 2012
Posts: 2,926
# 18
03-28-2013, 11:12 PM
That is what i'm upset about.

At the best, the balance could be solved by buffing non tacticals... I would even stand for a nerf of the damage output or duration of the ability, but this just greys it out.

And the tooltip talks about "if conditions are met" . It dare not say "if player is damaged."
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Career Officer
Join Date: Aug 2012
Posts: 114
# 19
03-28-2013, 11:19 PM
I suppose this is why they put in the new trait that gives you damage resistance during Go Down Fighting, so you can get low, pop it for damage AND damage resistance and not blow up.
Captain
Join Date: Jun 2012
Posts: 2,926
# 20
03-28-2013, 11:23 PM
*Nods* I said that in one of my posts. Though this moves the tacs from damage dealer to tank roles a bit. I'm not sure blurring the line between tacs and engineers is a good idea, but I guess we'll wait and see.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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