Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
09-15-2011, 06:08 AM
Quote:
Originally Posted by M3w
Didn't say you have to equip it. It's just my suggestion for your build. Considering I'm a PVPer i guess we have different views.
Quite right, I do appreciate the feedback though. Thanks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
09-15-2011, 07:49 AM
Quote:
Originally Posted by TheWackyWombat View Post
Honestly? It's mostly personal preference.

I prefer hull based healing because I spend most of my time taking new fleet members through the STFs and I can tank Tactical cubes with relative ease. It's also really useful when I can drop all my heals on other people and give them the same heal / resistance burst.

I guess I could swap out RSP, but I just use that when I need a buffer to keep me alive until my heals cycle... and that doesn't happen that often.

I just don't need the shield heals that badly, so I haven't seen the need for it.
For both PvE and PvPs sake M3W's suggestion about 2x EptS is very much correct. Well, only if you play Elite PvE i guess :p

And hull tanking is something far less efficient then shield tanking in this game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
09-15-2011, 08:28 AM
If you rotate 2x TacTeam and 2x EPtS 3 (with some TSS thrown in for good measure), you can get away just fine with just Aux to SIF for a hull heal (and an HE for the Borg shield neutralizer).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
09-16-2011, 05:37 AM
Quote:
Originally Posted by Marctraider View Post
For both PvE and PvPs sake M3W's suggestion about 2x EptS is very much correct. Well, only if you play Elite PvE i guess :p

And hull tanking is something far less efficient then shield tanking in this game.
Ok, I was looking at the skills again last night and I have to ask... Why is EPtS such a 'Must have' on everyone's list? It's a decent skill but as an engineer I really cant see why it's essential.

As far as I can tell, the big advantage is to shield resistance and base shield stats (the heal isn't doesn't seem that powerful) but they're moderate bonuses, but nothing exceedingly special. It's self cast, so I cant use it to help my team at all and the resistance is all but lost when stacked with Rotate Shields.

I guess the returns would be better on a Tac or Sci, but as an engineer in a Sovereign I'm not seeing the appeal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
09-16-2011, 07:45 AM
Quote:
Originally Posted by TheWackyWombat View Post
Ok, I was looking at the skills again last night and I have to ask... Why is EPtS such a 'Must have' on everyone's list? It's a decent skill but as an engineer I really cant see why it's essential.

As far as I can tell, the big advantage is to shield resistance and base shield stats (the heal isn't doesn't seem that powerful) but they're moderate bonuses, but nothing exceedingly special. It's self cast, so I cant use it to help my team at all and the resistance is all but lost when stacked with Rotate Shields.

I guess the returns would be better on a Tac or Sci, but as an engineer in a Sovereign I'm not seeing the appeal.
It not only gives you a direct shield resistance buff, it also raises your shield power thus indirectly further boosting your shield resistance. It also fixes disabled shields. (Also boosts the stats of Rotate Shield Frequency)

These let you keep yourself protected so you don't have to waste any heals on yourself.

An ounce of prevention is worth a pound of healing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
09-17-2011, 03:03 AM
Quote:
Originally Posted by TheWackyWombat View Post
Ok, I was looking at the skills again last night and I have to ask... Why is EPtS such a 'Must have' on everyone's list? It's a decent skill but as an engineer I really cant see why it's essential.

As far as I can tell, the big advantage is to shield resistance and base shield stats (the heal isn't doesn't seem that powerful) but they're moderate bonuses, but nothing exceedingly special. It's self cast, so I cant use it to help my team at all and the resistance is all but lost when stacked with Rotate Shields.

I guess the returns would be better on a Tac or Sci, but as an engineer in a Sovereign I'm not seeing the appeal.
The single, biggest advantage of EPtS, is that its biggest benefit (shield damage reduction, or [SDR]) lasts for the full, 30-second active window of the power's operation. If you carry 2 copies of EPtS, you get the full boost to your Shield Power and the SDR, 100% of the time (assuming you remember to cycle the powers, each time they are available).

As far as your effective SDR goes:
  • On the average ship, with the Shield Power Level slider set to 50, with appropriate skills and maybe an Efficient Captain/BOff thrown in, a Captain will typically be getting in the 75-90 effective Shield Power Level range (depending largely on equipment and ship-type). This translates to an effective SDR of 21-25.2%.
  • Add in just EPtS1 (2 copies, cycled all the time), which adds an additional 18% base SDR, and your effective SDR jumps to 40.7-44.2%. (nearly 100% increase over no EPtS, remember, EPtS also boosts your Shield Power Level, which also boosts your SDR).
  • Adding in higher versions of EPtS (cycling 1&2 for Escorts and Science Vessels, or any combination of 1, 2, and 3 for Cruisers/Nebula/D'Kyr) will increase your average, effective SDR by about 4-6%.
  • All the way up to the ridiculous tankability of a Cruiser, with 2 copies of EPtS3, which carries an effective SDR of 54.5%, with no other powers involved.
  • Start throwing RSF on top of that, for example, just using EPtS1 (cycling 2 copies), gives you an effective SDR of 69.3% (assuming an effectively-skilled RSF), more than tripling your base rate.
  • Conversely, if you only have RSF and your base Shield Power Level, you will only be running with about 56.5% SDR, almost 13% less than if you throw even EPtS1 into the mix (not to mention, EPtS will increase the resistance gained by RSF, as the resistance component of RSF is tied to Shield Power Level).
  • As far as the burst heal from EPtS goes, it may not 'look' like much (for a typical Cruiser, with high-capacity shields and the +35% capacity console), each EPtS3 gives a burst heal of about 2.4k (if I recall correctly), but, once you factor in the effective SDR, that's roughly equivalent to 3.6k healing, on each facing, which can be further drawn upon, in combination with Shield Distribution and Tactical Team; thus, yielding an effective heal value of 14.4k+ total healing.
  • Also remember that Shield Power Level directly impacts the 'native' regeneration rate of your ship's shields, increasing your base regeneration rate by 4% per point of shield power over 25 (i.e. 100% base rate at 50 effective SPL, 200% at 75 effective SPL, 300% at 100 effective SPL, and 400% at 125 effective SPL). Each version of EPtS gives a healthy boost to SPL, directly boosting your regeneration rate.

Remember, every point of resistance that you can squeeze out of your shields, helps fortify every shield point that you have, making it ever harder for your opponents to defeat you.

-BRJ

Check out this thread, for more information about the EPtX powers.
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