Empire Veteran
Join Date: Jul 2012
Posts: 172
# 1 Engineer?
11-02-2012, 10:12 AM
I was wondering after having played two characters all the way to lv 50 as a Tac captain, what people would recommend?

Thinking about trying out an engineer but have never done so, so any help/advice is most welcome! Also a link to a particulary succesful build will be greatly appreciated as always. What i like to "sail" is raptors and my lv 50 B'rel most 'o the time.

Unsure about weapons but if you have any personal preferences concerning those i'd like to hear that as well.
Rihannsu
Join Date: Jun 2012
Posts: 1,702
# 2
11-02-2012, 10:14 AM
Quote:
Originally Posted by henrik68 View Post
I was wondering after having played two characters all the way to lv 50 as a Tac captain, what people would recommend?

Thinking about trying out an engineer but have never done so, so any help/advice is most welcome! Also a link to a particulary succesful build will be greatly appreciated as always. What i like to "sail" is raptors and my lv 50 B'rel most 'o the time.

Unsure about weapons but if you have any personal preferences concerning those i'd like to hear that as well.
honestly go sci if you like those boats. Eng in space a pretty much useless, most people become very disappointed quickly. if you want to run a proper full on healer, with little dmg however...Check pvp forums for some great builds
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Empire Veteran
Join Date: Jul 2012
Posts: 172
# 3
11-02-2012, 10:28 AM
Thanks but the "little" damage does not really sound all that appealing!
Career Officer
Join Date: Jun 2012
Posts: 1,471
# 4
11-02-2012, 10:41 AM
It doesn't seem like you really want to explore a different playstyle though.

You like damage and raptor/BoPs.. thats fine, but engineers and sci *can* excel in different roles with ships 'designed' to compliment those roles. Its not a case that science or engineering can't contribute good damage. Its a matter of them not doing as much as a full on escort. Just like a full on escort not being capable of certain styles of play.

If your not taking ground combat into consideration, then there isn't much of a difference what division you use (as character traits are not division dependent & the exclusive space powers of each division aren't massively game altering). You'll find new challenges in different ships however, perhaps on your existing characters - and it may save you the time in leveling.
nynik | Join Date: Dec 2009
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Starfleet Veteran
Join Date: Oct 2012
Posts: 41
# 5
11-02-2012, 11:46 AM
Quote:
Originally Posted by henrik68 View Post
I was wondering after having played two characters all the way to lv 50 as a Tac captain, what people would recommend?

Thinking about trying out an engineer but have never done so, so any help/advice is most welcome! Also a link to a particulary succesful build will be greatly appreciated as always. What i like to "sail" is raptors and my lv 50 B'rel most 'o the time.

Unsure about weapons but if you have any personal preferences concerning those i'd like to hear that as well.
Well the main thing to keep in mind is Engineer means your going to want to be careful with your build if you want any damage. This of course takes some experimenting based on your style and what you want to do.

Obviously as a tank, take threat control. Drives me nuts in battles when there is an engineer that loses the threat the second I or someone else dings the hull with 1 torpedo lol. The rest is kinda up to you, obviously maxed skill in hull repair, struct integrity, warp core, shield emitters/systems are some of the obvious ones. But stuff like weapon performance/aux performance, are kinda up to you and how you feel.

Aux power, not shields, not weapons, is the most important with eng. as that power helps to significantly improve the healing on your abilities and/or improve damage resistant numbers a lot.

I personally prefer running cruisers with transphasics. Since your damage is going to be limited as a cruiser, why not maximize this with at least being able to do some nice piercing damage? Running the rapid-reload transphasic torpedos with torpedo timer reducing officers makes those run nicely, and now you don't have to worry about shields as much. You can also keep some spare quantum launchers for a quick swap over to deal higher damage with unshielded gates in STFs if you want (just remember to switch back!).

Energy types, that I prefer on cruisers, Phased Polaron, why? Well you got a chance of doing extra instant shield damage, and a chance to reduce all subsystem power levels by 40-50 (assuming you take flow capacitors) for several seconds. Helps for both when your solo leveling around missions and team playing.

Totally up to you on how you want to arrange the # of beams/# of torpedoes.. I prefer an even split to minimize weapons drain.. and that's all about balance there. Do be prepared too btw with torps to do some fancy flying to keep your enemies (minus Cubs) in those torpedo arcs. It will not be nearly as easy as it was with escorts.

So my engineer with an even mix of phased polarons and transphasic torps (with the Jemhadar set), I end up doing fairly decent cruiser damage. Obviously is doesnt match up to a tactical anti-proton/quantum torp build but it certainly allows you to not be in last place for DPS and do some nice tanking on even tac cubes using the appropriate bridge officer abilities (such as Aux to Structural III & Hazard Emitters & Emg Power to Shields)

An Engineer is quite valuable to have around in a team IF they built it to tank right, they especially make those "oops" moments far less painful for everyone on the team usually.
---
"We are the Borg. We will add your biological and technological distinctiveness to our own. Resistance is futile."
Sincerely,
The Cube Assimilating Your Ship Right Now
Empire Veteran
Join Date: Jul 2012
Posts: 172
# 6
11-03-2012, 05:24 AM
Thank you for all the information, it even made me think about trying out different weapon set ups which i never really have!

Still as i so "conveniently" forgot to ask, as a Tac i always "die" way too fast in ground situations, any advice or tips on that? I mean as an engineer you seem to have a little more survivability as i have observed in STF's and such?
Empire Veteran
Join Date: Jul 2012
Posts: 172
# 7
11-03-2012, 08:52 AM
Was thinking about this build for an Engineer that flies a cross between BoP's and Cruisers like a Raptor?
Empire Veteran
Join Date: Jul 2012
Posts: 5,534
# 8
11-03-2012, 10:04 AM
Quote:
Originally Posted by henrik68 View Post
Thank you for all the information, it even made me think about trying out different weapon set ups which i never really have!

Still as i so "conveniently" forgot to ask, as a Tac i always "die" way too fast in ground situations, any advice or tips on that? I mean as an engineer you seem to have a little more survivability as i have observed in STF's and such?
A few things I've learned:

1. Energy Dampening Armor is your friend. The Borg love to one-shot you a lot, but it can help tremendously.

2. If you come under heavy fire, get into cover. Run away even. Use a hypo, let your shields come back, remodulate if needed, and come back into the fight. As an engineer, they can use a self-shield heal as a captain ability and the cover shield ability, which can really help.

3. Have a dedicated healer on a ground mission, a sci healer can be a tremendous help, especially if they're willing to DOFF into it with purple Doctors and Nurses/Medics. That can help ease the burden of having to self heal as much, and allow you to stay in the fight longer.

Lt. Commander
Join Date: Aug 2012
Posts: 101
# 9
11-03-2012, 10:19 AM
Engineers have one really big problem for space IMHO - you don't really need their innate abilities to survive if you have a solid build, and you have no innate abilities to debuff enemy damage resistance. The dps boost from nadeon inversion/eps transfer doesn't compare favourably to attack pattern alpha or go down fighting.

Ground engies get lots of toys to play with, but ground is a bit meh IMHO.
Lt. Commander
Join Date: Aug 2012
Posts: 101
# 10
11-03-2012, 11:26 AM
Quote:
Originally Posted by henrik68 View Post
Was thinking about this build for an Engineer that flies a cross between BoP's and Cruisers like a Raptor?
2xTacTeam rotated is a good idea, 2xEngineering team as well will be useless because they share a cooldown. You would be much better with 2xTac team plus two emergency power to shields which will give you 100% up time and really good surviveability.

Check out this very helpful guide which includes guidance on how to make a keybind that will auto activate and rotate your skills.

http://hilbertguide.com//
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