I'm making this separate from the other Technician thread because this is more about a peculiar issue with the interaction of these three things than a discussion on balance.
So with most abilities, when you activate one they are up for around 10-15 seconds before they go on cool down. If you use Aux2Bat, the cool down is reduced instantly regardless of the abilities up time. So if I pop HE, HE is up for 15 seconds. If I instantly pop Aux2Bat then HE is still up for 15 seconds but the cool down is reduced from 45 to 30 seconds.
EWP is different. First of all, when I pop EWP it's active for 10 seconds. As soon as the effect wears off, the cool down on the icon drops to 21~ seconds and then bounces back to 45. Correct me if I'm wrong, and I may well be, EWP is a 45 seconds cool down of which the first 10 seconds should be while the power is active meaning that when the plasma is done, the ability should be at 35 seconds. That's how these abilities typically work, isn't it?
Now, when I pop EWP and follow it immediately with Aux2Bat, whereas normally the cool down is reduced by 30%, in reality the cool down acts as described above, ignoring Aux2Bat. But, if I wait until the 10 seconds of plasma are done (and the counter drops to 21 then jumps to 45) then pop Aux2Bat, the cool down reduction does work (dropping it from 45 to 30).
If I use Aux2Bat immediately after EWP (while EWP is still active) then the cool down should be dropped to 30 seconds. It should then be at 20 seconds by the time I finish dropping plasma. Of course, if I had a second Aux2Bat then I'd be chaining the same version of EWP at roughly 100% up time, wouldn't I?
in my experience there is at least 30 seconds between each EWP, from as soon as you activate it. so you can start using it again before the first cloud dissipates,each puff seem to last 30-35 seconds. from when the cloud stops touching someone, they are burning and slowed down for... i donno, at least 10 seconds maybe up to 30. thats why you can chain someone if they cant omega, ramming speed or HE out of it. i, the biggest abuser of EWP, cant use it more often then this.
heres another interesting example. ES and AtB don't work well together, its another ability with an active duration, and AtB does not effect it wile its in its active 30 seconds, only during its inactive 15 seconds. if you had 2 copies, you could use the second when you get to that 15 second window for full up time on it, but again atb only effects its cooldown in that 15 second window though.
all other abilities like HE, TSS, CRF, FAW, THY, wile they are in their active period tech doffs can lower their cooldown running in the background. i think ES is the only thing thats different. for a wile now ive been meaning to just equip 2 copies of EWP on a ship and seeing how often i can use them. im pretty sure they can be used as often as they can with 2 AtB though.
to just equip 2 copies of EWP on a ship and seeing how often i can use them.
They trigger a 30s CD on each other with use.
The CD on the first EWP will be down to 25s when you are able to use the second one. Using the second one triggers that 30s CD on the first, bumping it back up to 30s before you can use it.
So basically, you can use one every 30s if you're running two.
As an aside, apparently using two EWP1's and just flying around in circles in SB24 while tossing out heals to folk (dying a few times to Negh ISOs) can get you 1st place pretty easy (that little test made a nice profit, lol)...
Well I just ran a single EWP with dual Aux2Bats and it doesn't let you chain perfectly but it's still pretty interesting.
Pop EWP and after it lays plasma for 10 seconds, the cool down drops to 21 then bounces to 45 (this is the part I'm curious about too). Pop your first Aux2Bat and the cool down drops from 45 seconds to 30 seconds as expected. In 8 seconds your second Aux2Bat is ready, dropping your EWP to 7 seconds.
I agree you cant perfectly link ewps but it can be annoying when it cycles well and lets you really spew.
I fly such a build on one toon.
Does HE not counter EWP anymore?
Or set the CD cooldown back a smidgeon.
Iether way I still find AtB builds legit.
As another noted poster said, in paraphrase, " AtB builds are what Cruisers should have been using all along..". I like them for that purpose.
Roy Hatch (stryker) soldier, friend, and good man.
EWP stops ejecting, recharge shows the 21, bounces to 45.
AtB, the EWP recharge drops to 30 - the AtB#1 recharge starts at 40 but drops to 28.
10s later, you hit your second AtB.
The EWP recharge drops from 20 to 5.
The first AtB recharge drops from 18 to 6.
The EWP cloud sits for 30s after it finishes the 10s deploy.
You're not waiting 30s on the recharge before you drop it again. It's somewhere between 16-18-20s or so, depending on your timing - lag - etc, etc, etc.
So you're going through your second 10s deploy while you still have 10s or so left from the first.
You can deploy EWP faster with dual AtB + 3 Techs than you could with two (with two no AtB/Tech being faster than one no AtB/Tech)...