still needed:
-auxiliary power level
-equipment choices
-better build highlight reel. seriously, submit your build with a brief description of why you like it and I will post it.
Polarize Hull - Polarize hull provides a fairly large amount of hull resistance and provides immunity against tractor beams for a moderate duration. The hull resistance only applies towards energy weapons (unlike most skills) and scales with Auxiliary Power. Shares hazard subsystem with Hazard Emitters, which is a major detractor towards the effectiveness of the skill.
Small fix - I believe Polarize Hull now provides resistance to everything, not just Energy damage.
And as for what they do (other than the obvious ones)
Mouse button 4: Trigger BO 1, APB, then fire all weapons
3: Trigger any available copy of EPtA, then fire off Aux to SIF III (boost aux right before you activate)
Alt+1: Trigger any available ET III power
Alt+2: Activate any available copy of EPtA, then activate TSS I
Alt+3: Activate any available copy of EPtA, then activate HE II, and if that's on cooldown, fall back on HE I
I'm not sure if waiting to activate EPtA before firing off some of my heals will delay the heal from hitting by too much, but I figure it's worth a shot to see how it goes.
Okay after putting a few hours into several different BO setups today, I think as a healer this one gives me best results thus far. However I am definitely more fragile now than in season 1.1, even though I actually have more tools to heal myself.
Recon Science Vessel
Tac LT: High yield 1, Attack pattern beta 1
Tac Ensign: Tac team 1
Eng slot: EPTS 1, aux to SIF 1
Sci commander: Sci team 1, Transfer shield strength 2, Transfer shield strength 3, Viral Matrix 3
Sci LTC: Tractor beam, Hazard emitters 2, Hazard emitters 3.
Before the patch I was running 2x science team 3s, but now they are completely useless. Science team 1 heals about 2k shields. Science team 3, around 4k and all the other stuff sci team 1 does for the same duration. Its not worth it at all. But you still want a science team around for debuff clearing and yes, another shield heal just sitting around.
TSS doesn't begin to make up for science team's loss, nor does it replace extend shields. But it is the best shield heal in game right now, so its worth having.
EPTS helps fill in the gap where both TSS are on cooldown if you need to help yourself out, or lets you deal with one non-escort attacker while you heal an ally with TSS.
Hazard emitters are still quite good, but of course there is 15s where you can't have them up at all, so aux to SIF fills that nicely, but they make great fire and forget heals.
Tractor beam and viral matrix are obviously tools for disabling an opponent. And with healing the way it is in game, you want to go after one opponent for focus fire, so locking them down with VM or tractor beam can be a big help.
VM obviously isn't that great, especially with good team support with engineering teams, but its what I have on my officer with TSS 3 and I didn't find it useless. In PUGs, there isn't always a lot of cross healing, so hitting the science ships and escorts with VM is usually the best option since they are least likely to have engineering team. But I think most science ship captains know the conundrum with the commander level slot, so I won't go into it.
Also of note is that I was running at 110 aux pretty well constantly. Naturally my damage suffered, but my heals were very useful. They really felt much weaker at 100% weapons power and correspondingly less aux.
Now as for my skills, I want to nail down BO powers better before I figure out how to respec.