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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
08-13-2010, 07:30 AM
RSP has the same effect at all tiers. At the risk of people hating you, (and me for suggesting it) just run 2 x RSP1 so you have 2 x 15 seconds of peace and quiet (until it gets stripped, tip: keep shield power UP!)

Also, keep spamming (make a hotkey!) rebalance shields.

Also, try to get your hands on power to the the structural integrity field, (SIF), ideally SIF3, but that's expensive as heck so you may have to make do with SIF2. It's quite possibly the best hull heal in the game.

Don't discount speed, you get a defencive bonus the faster you travel (caps at 65%) so try to squeeze that in if/when you can.

High yield 2 is a horrible, horrible power. Choose either Beam overload 2, or an Attack Pattern to boost your DPS. I think Delta works very well with a cruiser: Grants you extra defence and more damage against anything attacking you. Otherwise, Beta is a good choice. But beam overload2 will also work - play around with what you like best.

This is how high yield works:

Base Quantum Torp: 4.5k
high yield 1: 5k x 2 = 10k (+120%)
high yield 2: 3.8k x 3 = 11.4k (+155%) (+14% vs 1 - IF all 3 hit)

Notice how the base damage DROPS for high yield 2.

Aceton Field is, imho, lacking. Even Vent Warp Plasma is better when you have an escort sniffing your derrière.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
08-13-2010, 07:51 AM
Granted I fly a star cruiser for healing/support pewpew, but this would be my suggestions if you're going for a pew pew role on an assault cruiser. I don't actually fly this loadout, but if I did switch to an assault cruiser, this is how I'd fly it:

BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1

Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.

RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.

The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.

Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.

Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.

Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.

Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.

Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.

As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.

Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser:
/bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"

Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh crap" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.

Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
08-13-2010, 08:49 AM
Quote:
Quote:
Originally Posted by saberous View Post
I run and Noble Assault Cruiser.
Quote:
Originally Posted by Warem
Also, keep spamming (make a hotkey!) rebalance shields.

.
For the OP,
here is a simple keybind that someone shared with me. It helped alot until I made my own KB.

/bind space "+TrayExecByTray 0 0 $$ +TrayExecByTray 0 1 $$ +TrayExecByTray 0 2 $$ +TrayExecByTray 0 3 $$ +TrayExecByTray 0 4 $$ GenSendMessage HUD_Root FireAll $$ +Power_Exec Distribute_Shields "

Everytime you use the spacebar, this KB will activate the abilites that you have put in slots 1-5 of Tray one ( I suggest your attack buffs like CRF,etc), plus Fire all weapons, plus Disribute all shields. You can tweak it to your own needs as you see fit.

I have even heard that some players will use two EPtS1's in a Keybind to spam those shield heals as the go into combat. You could try that as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
08-13-2010, 09:00 AM
Quote:
Originally Posted by Cpt_Duck
RSP doesn't help It merely prolongs the encounter by 15 seconds unless its removed first
Every time I have used RSP 1 either be it lag or a time delay I have died. It doesn't charge my shields at all and thats when I'm in pve, pvp is the same. When i use RVP1 my hull is at 80% so I'm not throwing my buff to late.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-13-2010, 09:07 AM
Quote:
Originally Posted by Zorena
This thread is just full of.. potential.

Et1 faster cd then ET3?.. lol
Rsp is the same at any version.
I don't use engineering team 1. What are you getting at?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
08-13-2010, 09:12 AM
Quote:
Originally Posted by ambience View Post
Granted I fly a star cruiser for healing/support pewpew, but this would be my suggestions if you're going for a pew pew role on an assault cruiser. I don't actually fly this loadout, but if I did switch to an assault cruiser, this is how I'd fly it:

BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1

Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.

RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.

The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.

Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.

Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.

Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.

Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.

Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.

As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.

Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser:
/bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"

Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh crap" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.

Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
Hey, thank you for the info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-13-2010, 09:24 AM
Quote:
Originally Posted by ambience View Post
Granted I fly a star cruiser for healing/support pewpew, but this would be my suggestions if you're going for a pew pew role on an assault cruiser. I don't actually fly this loadout, but if I did switch to an assault cruiser, this is how I'd fly it:

BO Powers:
Engi Com: EPtW 1 or EPtS 1, RSP 1, Engineering Team III, Aux to SIF III
Engi Lt Com: EPtW or EPtS 1 (copy the power from the other Engi), Aux to Dampeners or Aux to Battery (haven't tried either though), Engineering Team III
Sci Lt: Hazard Emitters I and TSS 2
Tac Lt: Beam Overload I, Attack Pattern Beta I
Tac Ensign: T:HY 1

Engineering explanation: You want 2x ET III (put 9 in technician to unlock) for the hull healing. Aux to SIF III is your staple heal, with hull resist buffing. The Ensign powers is more a "pick your poison" on the EPtX side. You can use EPtW to keep your weapons from dropping much lower than 100 on a broadside, or EPtS for shield tanking. Both have their merits.

RSP I is there just to buy you time for a heal, and is a buffer power. It's not a "keep me alive" power because the RSP glow is pretty much a "SNB me" cry to opposing science, and if your hull is low you'll die from bleedthrough anyways.

The only variable power is the LtCom slot. Me, I run Extend Shield I for support. If I wasn't either Aux to Damp for anti-CC, maybe Aux to Battery for boosts, or some other power to up your damage.

Science Explanation: TSS 2 is your shield heal and resist power that helps you, and can also let you support an ally in need. It's your shield tanking power. Generally, you should be popping RSP, then EPtS, then TSS in sequence to help harden and regen your shields. As for the Ensign power, I'd have 2 science BOs. One with HE1 for your primary power, which gives a heal over time and more importantly a hull resist. But I'd have a backup BO with Science Team in case the SNB is flying around too much.

Tactical Explanation:: BO1 and T:HY 1 are there for boosting your weapons, and APB to increase the damage they deal. Pretty basic.

Weapons: I'm partial to the 6 beams/2 torps loadout. your call if you want to mix dual beams on the front. I do 2 dual banks, and either 2 arrays or 1 torp and an array in the front, and then 3 arrays and a torp in the rear. As for types, pick your poison. I prefer the phaser proc and quantums for the recharge/damage ratio. Sometimes I drop a tricobalt in the back though.

Ship Gear: Covariant shields with high cap bonus, deflectors that boost [HS] for hazard emitters. Then Efficient Enginers if you have them for the +5s, if not hard to say which is best given your skills and engine settings.

Consoles: For science, all Halon consoles to bump Hazard Emitters. For Engineering, 1 EPS console, 2 SIF consoles for Engineering Team, and either a 3rd SIF or a console to boost your desired power level (aux or shields or weapons). For tactical, all beam boosting consoles.

As for power levels, I'd suggest 100/50/25/25 and then dump skill points into Efficiency for Engines and Aux, and Performance for Weapons and Shields. You'll get in the 70s on shields that way, and your 25 settings will be above 50 most likely.

Tactics wise, you're a pew pew ship and your heals are primarily meant for you to tank incoming damage while you shoot stuff. My first suggestion would be to move the balance shields power to the last slot in your tray (the 0 key) and then use this bind, which will balance your shields every time you fire a phaser:
/bind space "GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 0 9"

Self- heal triaging is kind of self evident, but a few tips would be to save RSP for the "oh crap" situations, and/or when heals are on cooldown. It'll most likely only be up for a few seconds unless the opposing team has no SNB available to use on you. RSP is just a delaying tactic to give you time to harden your shields, regen your hull, add resists, etc. ET III is there for the spike damage, and to give you time to pop SIF or HE. It's also there to heal up when not the focus of the enemy attacks. HE 1 and SIF have resist bonuses, so thats why they're useful beyond just the heal.

Also, since all of those heals are self or ally target able, you can also help our your teammates as a backup healer in case say the primary healer is going down, or the primary healer's heals are on cooldown. Your healer will appreciate the assists.
Good build.. I swear to EP2S 3 in the LtC slot though.. 40% resist, great heal and long duration.. TSS is also a good shieldheal, but I use EP2S3 as my primary.. Mainly because TSS is auxbased.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-13-2010, 09:54 AM
Quote:
Originally Posted by MelineAaele View Post
Good build.. I swear to EP2S 3 in the LtC slot though.. 40% resist, great heal and long duration.. TSS is also a good shieldheal, but I use EP2S3 as my primary.. Mainly because TSS is auxbased.
True, the only downside would be what you can drop in the Ensign slot after to replace one of the rank I EPtX powers. A 3rd EPtX isn't really usable since the cooldowns would mean it's never really usable, and a 3rd Engineering team would hit the same issue. That's one of the downsides of the Engineering tree; a lack of good ensign level powers.

As for aux based, dropping points into Aux Efficiency and Performance coupled with efficient engines should get you past 50, so that should be pretty decent to work with. When I run my star cruiser in greedy healer pew pew mode, I just run at 100/50/25/25 and I recall my aux to be around 50-60 and my heals still work reasonably well for myself.

A few additional side comments to the OP, if you do pick 2 of either EPtS or EPtW, I'd run a bind to always trigger them when needed. I'd tie them to the space bar like I did the balance shields. So that way you'd always be triggering either EPtW before pewpew, or EPtS before balancing shields. And given the cooldowns, 2 copies of a given EPtX powers generally means it's running almost non-stop. I do that for my heals since I run 2x EPtA; any heal that relies on aux (Aux to SIF, HazEmit, TSS) gets triggered after EPtA to make sure it hits as hard as possible.

And given the above, and that you'll be running duplicates of multiple powers, I can't stress enough how much simpler binds make things. For example, I run 2x Hazard Emitters, 2x EPtA, and 2x ET III. And each of those only requires 1 key apiece. When I activate my engineering team button, if executes the first available of the 2 copies not on cooldown. So it turns 6 buttons into 3, which is more manageable.

I have a section on bindkeys in Faithborn's healing guide here:
http://forums.startrekonline.com/showpost.php?p=2719268&postcount=5

And another bind thread here that I've posted updated versions of my cruiser binds in, and others have given good bind suggestions:
http://forums.startrekonline.com/showthread.php?t=160698
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
08-13-2010, 10:27 AM
Quote:
Originally Posted by saberous View Post
I don't use engineering team 1. What are you getting at?
It was towards azurian..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
08-13-2010, 11:42 AM
Quote:
Originally Posted by Zorena
Et1 faster cd then ET3?.. lol
Go ahead and think that, but my ET1 pops faster before ET3 is finished in its cooldown. This has bailed me out of trouble in PvP quite a bit.
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