Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11 Sdr
02-08-2012, 10:42 AM
A lot of useful information here, only thing I would add is that Shield Power is actually even more valuable now than in that post that RedRicky quoted: You actually can acquire up to 35% SDR [Shield Damage Reduction] from your Shield Power, and the formula is .28% resistance per point of Shield Power.

Also, remember that SDR is multiplicative, not additive, and is capped at 75% (though, except for an Engineer, this is very difficult to achieve on a consistent basis... Unless you had a bugged MACO shield, but that's another story...)

-BRJ
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Join Date: Dec 2007
Posts: 120
# 12
02-08-2012, 11:44 AM
Quote:
Originally Posted by sophlogimo
Of course. But that is no different from arming the ship with 4 phaser beam arrays fore and 4 aft. Then, being behind the cruiser is just as much the best option. Or isn't it?

Of course, I could give the ship turrets, but something tells me that the DPS is even worse then.
The blind spot for your 4 cannons is 180 degrees behind you, while your forward beam arrays would be half that.

8 beams is, I believe, going to result in less damage when Nadion Inversion isn't up due to power drain.

Honestly, the cannons/beams debate isn't that important for you. You need to focus on staying alive. The only role the cannons/beams question plays in that is the perception, valid or not, that cannon cruisers are used by inexperienced pilots, so shoot at the cannon user first because they're probably an easy kill.
Quote:
Originally Posted by sophlogimo
Oh, it is not a matter of boredom. Is is a matter of both not fighting in a team right now and my very strong impression that you cannot heal away the damage fast enough when the other one is doing 12000 dps or more - because by the time your central nervous system has reallized that you are under attack, your are dead.
Think of the total damage being done in a PvP match being graphed over time. When escorts pop tactical buffs and open fire it produces a spike in the graph. When fire gets coordinated that spike gets taller and steeper. You are feeling overwhelmed, and rightly so, by that spike. It's not necessarily the state of STO combat, it's players stacking damage buffs and coordinating attacks to produce it. The counter to the spike is mitigation, healing, and coordination, the same as the attackers are doing. Mitigation comes in the form of resists (and other ways but let's keep it simple). Resists bring the damage down to a level where you can potentially heal through it. Coordination means you share heals across your team and you work together to catch the spike. When Good Guy Greg pilots his fleet escort he leads dps but still throws Extend Shields 1 on you.

Step 1 is just learning to see the spike coming. Then you can figure out how to ride out the storm. It's really frustrating when you're the squishy one, because as soon as you respawn and rejoin the fight the other team is going to give you the spike right away, especially if they're communicating. The good news is, if you live through it once they're going to move on to somebody else.

Quote:
Originally Posted by BigRedJedi
You actually can acquire up to 35% SDR [Shield Damage Reduction] from your Shield Power, and the formula is .28% resistance per point of Shield Power.
Thanks for the clarification and glad to have you back. Please forgive my attempts to do maths, I was always better at recess.
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Join Date: Dec 2007
Posts: 120
# 13
02-08-2012, 12:05 PM
Quote:
Originally Posted by vizmu View Post
Imo as a engineer frankly you're just better off healing.
Well, this is not an either-or situation... regardless of what your Boff and Captain powers are, you need a good weapon layout, or don't you?
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# 14
02-08-2012, 12:19 PM
Well if you're in a full aux cruiser with 25 weapons power your weapon layout doesn't matter much

However you can still do some excellent healing while dealing decent sustained DPS as an Engineer in an Assault Cruiser:
Lt Tac,
B:TE 1, APD 1
Ens Tac,
B:TS 1
Com Eng,
EptS 1, EngTeam 2, EngTeam 3, ExtShields 3
LtC Eng,
EptS 1, RSP 1, AuxSIF 2
Lt Sci,
He 1, TSS 2

100/25/25/50
8xPhaser Beam Arrays

Science Consoles,
Field Generator, Shield Emitter
Engineering Consoles,
2x Neutronium, EPS, SIF Generator
Tactical Consoles,
3x Phaser Relay

Rotate Nadion Inversion and EPS Power Transfer and try to steer so that you can keep your target in the arcs of all 8 beams, but remember that your primary responsibility is healing so concentrate on that mostly!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-08-2012, 01:49 PM
Quote:
Originally Posted by sophlogimo
Well, this is not an either-or situation... regardless of what your Boff and Captain powers are, you need a good weapon layout, or don't you?
No you really don't... as a healer you are going to be doing almost no dmg for the most part.

Some people that have been playing a long time have figured out how too do some dmg... but even they will tell you it pretty much doesn't matter. Honesty most games the healer will do 100-300k in dmg with 2 mil in healing... do you really think there weapons matter much. They don't.

Many moons ago to be a jackas* I loaded my heal boat with 8 transphasic torps and called it the pve hero... and ya I did about the same amount of dmg as when I ran beams. lol That boat wasn't about dmg it was about the 2 mil in healing I racked up every game.

PS I noticed in Opvp today that you got a chance to do a one on one with another cruiser... you likely now see the issue... cruisers do not do dmg faster then healing. They can preasure in a group, but they will not solo kill anyone. That isn't too say its not important to apply preasure too the right person at the right time... its just added group dmg is all... its never going to be the kill shot. (but you CAN, in fact in most games will be the ONLY one capable of keeping the squishy escort up that does have the kill shot)
PSS I guess ((one on ones can be fun... but the game is designed around group play... no escorts don't like to one on one engi cruisers... they often don't have the fire power too down a cruiser one on one either, its often a snooze fest... like I say can be fun but pvp is designed around team play))
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Posts: 120
# 16
02-09-2012, 04:35 AM
Quote:
Originally Posted by sophlogimo
Well, this is not an either-or situation... regardless of what your Boff and Captain powers are, you need a good weapon layout, or don't you?
As other have said you really don't.

On my engy/healing boat I run my weap power as low as it can go.
As for weap's I usually run 8x mk ix phaser turrets "for the proc" or 6x turrets + 2x chroniton mines for the slow proc. And my tactical LT gets 2x tactical team's.
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# 17
02-10-2012, 01:13 AM
I agree with BigRedJedi, RedRicky gives a lot of good advice and insights here.
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# 18
02-10-2012, 06:08 AM
I've just read page 2.. But i'm seeing way to much aux healers!

Don't restrict your self! PvP is different from 1 year ago, teams need all the damage they can get. Cruisers should run a 100 weapon power setup with beams even if they're healing.
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# 19
02-10-2012, 07:07 AM
Quote:
Originally Posted by thumappp
I've just read page 2.. But i'm seeing way to much aux healers!

Don't restrict your self! PvP is different from 1 year ago, teams need all the damage they can get. Cruisers should run a 100 weapon power setup with beams even if they're healing.
Agreed

I think its a matter a balance. If you contribute nothing to damage, then the battle goes longer, and your high aux heals hopefully can keep up in a war of attrition. If you can produce damage and pressure on your teams main target or an off target so that the healer has to multitask, then the battles over more quickly meaning your team wont have to have as much healing.

On the flip side, I've also seen teams successful with full on healers as well. Its going to come down to preference in the end I suppose. IMO, if no one dies on the team, why not put out as much dps as you can also? Very, very few times, I've been in a match that isnt going well and I've switched to full aux healing and it turned the match back into our favor. If your team isnt holding up against theres, its almost never because the healer is doing damage also and not running full aux.
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Posts: 120
# 20
02-11-2012, 08:43 AM
The Scoreboard at the end of the match doesn't tell the whole story.
I ran an Engi tank cruiser for a long time when i first started PVPing. My DPS numbers where very high because i never died, so my beams where scoring through every second of the match. However i was playing for myself, not my team.I was addicted to those final scoreboard numbers. I would throw some heals, but they where more like band aids than heals because i used armor instead of sif generators. It took me some time to wean myself from the scoreboard, & start playing my Engi as a part of a team. To satisfy my craving for high DPS scoreboard numbers i rolled A tac
Edit. i have posted my DPS tank builds in the klingon fleetyard section of the forums if you want to search for them. They work well for killing escorts.
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