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.
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.