Quote:
Originally Posted by doomicile
So when you think about it, Engineers are little more than glorified Duty Officers rather than full fledged Captains.
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Seconded! It certainly feels that way now; even the other powers of Engineers feel like nothing more than regular bridge officer abilities. Let me post the numbers I get for each ability (on a Oddy healboat that specializes in hull/shield healings, no less):
Engineering Fleet:
+
26.6 All Damage Resistance Rating for 30sec
+
16 Starship Hull Repair for 30sec
+
16 Warp Core Potential for 30sec
All three parts of this ability are decidedly less than impressive.
- The +26.6 Hull DR is less than half of what a simple AtSIF3 gives gives to a target, and with the way that resists have diminishing returns, this adds little to no actual hull resist to a ship that is already using armor consoles or is being affected by any one of the myriad +DR boff abilities out there.
- The +16 hull repair
might have been nice, except for the fact that it's equivalent to a single common Mk XI SIF generator. (Plus, ET doffs do similar things.)
- The +16 WCP? A whopping 1.6 extra power in all subsystems! Whoooo!
This ability simply doesn't compare to Sci Fleet (33% reduction to incoming shield damage -- not only a stronger resist than an EPtS3, but shield resist is also generally more useful than hull resist) or Tac Fleet (bonus to entire team's damage, always helpful in taking down a focused target -- also combos well with Tac's other innate abilities!). To be honest, there's rarely an occasion where it feels necessary to apply Engineering Fleet -- the bonuses that it gives are so paltry for the 5min CD that it suffers.
Miracle Worker:
+
17,733.5 Hit Points
5666.2 Shield Regeneration applied once to each facing
Repairs disabled subsystems
(Numbers reported on a sci oddy with 194 Hull Repair and 178 Shield Emitters, so these values are near the top of what it can do.)
This is one of those abilities that initially looks nice, but then you realize just how failtastic it really is.
- +17,733.5 hull points sounds nice... until you realize that the lowly AtSIF3 can do +10,341.6 hull repair AND add a nice hull DR bonus, with only a 15s cooldown. Plus, the hull repair really isn't much of a "miracle" -- it gives me only about 1/4 of my total hull on the Sci Oddy, and for an escort it'll return something closer to 1/3.
- Again, 5666.2 shield regeneration per facing
sounds nice... except that ST3 can do 4249.7 shield heals, clear science debuffs for 5s, and be ready again in 30s (15, if doffed). Other boff abilities like TSS3 will do even more shield healing AND provide shield resist while doing it.
- Repairs disabled subsytems: This one might be nice, but there are sooooo many ways of repairing subsystems (EPtX, batteries, just waiting it out with human boffs and whatever redshirts are alive) that it's hardly worth a 4min cooldown.
- Finally, MW provides an instant heal and subsystem repair... but no resists or other supporting buffs. Unless you've got another trick up your sleeve, MW does nothing more than delay your death by a few seconds. Hardly worth the length 4min cd.
Finally,
Rotate Shield Frequency:
211.6 Shield Regeneration for 30 sec for each facing
Reduces Damage to Shields by
41.6% for 30 sec
(Numbers reported at 115 shield power, with 178 Shield Emitters skill.)
This one is admittedly nice -- in my opinion, it's the eng captain's only actually useful ability. However, it must be noted that its effects are very similar to having an Extend Shields cast by a teammate on you -- the HoT effect is still lower than, say, TSS. And with the long cooldown compared to an actual ExS, you still have to be careful about when to apply it. It practice, it really does feel like nothing more than an ExS that has a longer cooldown and is castable only on self -- it's not the game-changer that APA or SNB are. (Heck, even Sci's comparable skill, Sensor Scan, gives something that boffs can't offer.)
In the end, even Eng captains' healing/resist abiltiies feel like they're nothing special compared to what bridge and duty officers can give -- they're nothing like Tac or Sci, which give abilities that bridge/duty officers can't truly mimic. Thanks to their abilities, Tac and Sci captains define their own playstyle and can control an entire match's dynamic; Eng captains' abilities, unfortunately, lack the same ability.