Starfleet Veteran
Join Date: Dec 2012
Posts: 653
# 1 Bridge officer abilities
02-18-2013, 04:15 PM
What sort of abilities are worth having if you want a tank ship without the ability affecting another ability?
Career Officer
Join Date: Oct 2012
Posts: 152
# 2
02-18-2013, 04:57 PM
Sorry, is that a serious question? If not let me know if you find lots abilities that DON'T affect other abilities cause I would sure like to know myself.
Starfleet Veteran
Join Date: Dec 2012
Posts: 653
# 3
02-18-2013, 05:08 PM
What abilites are best for escorts that want to survive longer?

Last edited by valkarie14; 02-18-2013 at 05:10 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 1,499
# 4
02-18-2013, 05:08 PM
The ability to get another game.

This game has all sorts of abilities that affect the cooldown of other abilities.

You may want to rephrase the question to be more precise.
Empire Veteran
Join Date: Jun 2012
Posts: 1,499
# 5
02-18-2013, 05:10 PM
Quote:
Originally Posted by valkarie14 View Post
I meant it as in i dont want to have them affected too much so i want to pick a good setup where any affected skills wont hamper my repair as the other abilites will cover it
First things first.
What ship?
You an engineer?
Starfleet Veteran
Join Date: Dec 2012
Posts: 653
# 6
02-18-2013, 05:11 PM
Mobius and no im tactical although seeing what engineer can have on ground i would prefer engineer lol
Republic Veteran
Join Date: Jun 2012
Posts: 2,676
# 7
02-18-2013, 05:11 PM
Quote:
Originally Posted by valkarie14 View Post
I meant it as in i dont want to have them affected too much so i want to pick a good setup where any affected skills wont hamper my repair as the other abilites will cover it
a lot of skills have shared global cooldows. like all the Team abilities are shared cooldown, meaning if you ant engineering teams hull heal and science teams shield heals you'll have to wait.

however, if you get skills that are spread out, like several hull heals and several shield heals. a skill pretty much run on all ships, hazard emitters is on a shared cooldown with polarize hull i believe.

so, are you specifically looking for healing of shields/hull that dont share cooldowns with other healing abilities? or what exactly are you asking about?
Joined Sept 09.

Curse you Archived Post.... you stole all my Ideas.

Last edited by tenkari; 02-18-2013 at 05:14 PM.
Starfleet Veteran
Join Date: Dec 2012
Posts: 653
# 8
02-18-2013, 05:19 PM
Yeah seperate hull and shield heals
Captain
Join Date: Jul 2012
Posts: 2,583
# 9
02-18-2013, 05:22 PM
It's quite simple. Things like emergency power to XX affect each other CD. IE using emergency power to shield will increase another emergency power to 15s.
Then, XX team will increase the cd of any XX team. Etc...

Usually, you use tactical team X2, because they are awesome. Rank 1 is enough. Then, emergency power to shield, hazard emitter (good for cleaning plasma dot from borgs), transfer shield strength. If you still have room, reverse shield polarity is awesome to. And you can bring auxiliary power to the structural integrity field for more hull healing.
bring several rank of some of them, since even with shared CD, you can still run 2 of them without to much penalty. Usually, people have 2 emergency power to shield.

I suggest to avoid engineering and science team. They are good, but since you'll run 2 tactical team, to have it all the time, they will always be on CD, or will break your tactical team.

Worth mentioning, hazard emitter, transfer shield strength and auxiliary power to the structural integrity field can be used on another player, or yourself. Be a team player, don't let your teamate die because you kept your heal.
Starfleet Veteran
Join Date: Dec 2012
Posts: 653
# 10
02-18-2013, 05:34 PM
I thought tactical team just got rid of boarding parties
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