Captain
Join Date: Jun 2013
Posts: 773
# 1 Need a Little help
12-11-2013, 11:01 AM
I have been trying to find conclusive facts as to what are the better BOFF skills for survivability. I have available 1 Lieutenant engineering station, and 1 Lieutenant Science station.

For my engineer, I went with Emergency Power to Shields (ensign), and Reverse Shield Polarity (lieutenant).
For the Science, I put Transfer Shield Strength (ensign), and Polarize Hull (lieutenant)

I am flying an escort, and am trying to increase my survivability. If what I have is a good setup, are there any suggestions as to what is used first, and what is the best time to use it?

Thanks for any help,

Tim.
Starfleet Veteran
Join Date: Sep 2012
Posts: 999
# 2
12-11-2013, 01:01 PM
It sounds like you have an idea about what your doing already. Depending on how you choose to fly your escort there might be some better choices though.

personally I would use:

Polarize Hull 1, Hazard Emitters 2
Emergency Power to engines 1, Emergency Power to Shields 2.

Hazard emitters are a must for end game content were plasma fire is not uncommon. That they also provide damage resistance and a decent hull heal makes them indispensable.

Emergency Power to Engines + evasive maneuvers is a far better 'OH CRAP' button then reverse shield polarity. RSP will save you only once every 3 minutes. You could need saving more often then that. Running away from something shooting you can be combined with running too something less threatening that needs shooting, so it need not be a huge DPS hit. what's more you usually only need to buy a 5 to 10 second reprieve to recharge a healing ability.

EP2E isn't just for getting away, using it with evasive rather then full impulse lets you start speeding towards your next enemy before full impulse comes online, and when you get their your not waiting for power levels to ramp back up so you can go in weapons hot.

Now if your flying with a lot of auxiliary power, or don't mind popping the odd aux battery then another ability to consider is Auxiliary Power to SIF. The amount of hull healed with less aux isn't impressive so many people undervalue this ability. With decent aux power it will give a reasonable damage resistance bonus, and a more noticeable hull heal. It can be used on your own ship or a team mates and the fantastic thing, it can be used every 15 seconds without doubling it up.

If you would prefer not to use power to engines, or if power to engines does not suit your piloting style then I would recommend using EP2 Shields 1 with Aux to SIF 1.
Captain
Join Date: Jun 2013
Posts: 773
# 3
12-11-2013, 01:40 PM
Thank you for the advise. I don't have any problem with my engine speed. I am mostly a park and shoot player. I am using the fleet Defiant with the cloak from the C-Store Defiant. I move in to the enemy, and unclear on them and open up with everything I have. I reroute the power to my forward shields the whole time.

It allows me to use my ship like a turret.

I know that the escorts are not tanks, and I use evasive maneuvers to run before I get too low on health. I have my 1st power setting to run full power to weapons, and second are shields. The 2nd power setting is full power to weapons and second engines.

I use my 1st power setting, till I need to run. Then I hit evasive and while using it, I have my power going from shields to engines. This get's me away in time, as long as I pay attention, and don't wait too late.

I do have a question though. You suggest that I use Aux to Structural Integrity if I don't use Emergency Power to Engines. If I do that, should I swap my Polarized Hull for something else to heal shields?

As long as my shields can stay up longer, I can survive longer.

The biggest problem I have is they give me 3 tactical station, and one is only an ensign station. I have no torps, so it is a wasted skill. I just wish it was universal.
Starfleet Veteran
Join Date: Jun 2012
Posts: 559
# 4
12-11-2013, 01:48 PM
Catch me in game tonight and I will help set youbup

@steveangelis.
NERF CANNONS - THEY NEED A 50% NERF
CRUISERS NEED A 206% HULL BUFF
Captain
Join Date: Jun 2013
Posts: 773
# 5
12-11-2013, 01:52 PM
Quote:
Originally Posted by empireofsteve View Post
Catch me in game tonight and I will help set youbup

@steveangelis.
Thank you so much.
Starfleet Veteran
Join Date: Sep 2012
Posts: 999
# 6
12-11-2013, 03:09 PM
Quote:
Originally Posted by razar2380 View Post
Thank you for the advise. I don't have any problem with my engine speed. .
Using emergency power to engines isn't about compensating for a problem. Its about the % + to spead bonus. When you use it and evasive together your faster then full impulse. That will put you outside of weapons range considerably faster then evasive on its own would. This makes it a better panic button as if your shields are dropping you may not make it with just the speed boost from evasive.

BTW using emergency power to engines with the defiant makes it quite simple to solo a side in KA space elite. Yes that's right, probe duty, structure demolition and elite cube popping, all on your own.

Quote:
Originally Posted by razar2380 View Post

I do have a question though. You suggest that I use Aux to Structural Integrity if I don't use Emergency Power to Engines. If I do that, should I swap my Polarized Hull for something else to heal shields?
I would keep polarize hull. Its a fantastic resistance buff that will also free you from a tractor beam. You could just stay 5km from your enemy to avoid the tractor but at that range your dps takes a fair hit from falloff. Better to be up close and personal to take out the enemy before your precious tanking abilities are all on cool down. Nose to hull with an elite cube you should be able to take it down quickly enough to not need to disengage, provided your not out of favor with the RNG (random number generator).

As you noted keeping your shields up isn't easy with so few slots to work with. Remember your shields regeneration rate is based off your shield power setting, if your captain skills are pushing that up, and if you select some reputation powers to further enhance your passive shield regeneration then one shield heal should be sufficient so long as your killing things quickly enough.

Quote:
Originally Posted by razar2380 View Post

The biggest problem I have is they give me 3 tactical station, and one is only an ensign station. I have no torps, so it is a wasted skill. I just wish it was universal.
Your not the only one. However as long as you have that third slot you might as well use it. I recommend grabbing some projectile weapon duty officers (3 VR purples) and the new gravemetric torpedo from the voth rep.

Conventional wisdom is to go all energy weapons. And this is great advice in many situations. However I guarantee you that with the duty officers and either that or a regular photon torpedo you will see no detriment (unless your buffing your weapons power a lot your 7th energy weapon isn't hitting as hard as it could any way, and the duty officers will up to refire rate on a fast firing torp to the point where you can happily leave it on auto fire).

Personally I would recommend using the following for single target work:

Tactical Team 1 X2
Torpedo High Yeild 1 and 2
Cannon Rapid Fire 1 and 2
Attack pattern Beta 2 and 3

For AOE:

Tactical Team 1 X2
Torpedo Spread 1 and 2
Cannon Scatter Volley 1 and 2
Attack pattern Beta 2 and 3

If you don't mind sacrificing a very small amount of DPS potential to gain some versatility you could go with a switch hitter build. This enables you to change between single target and AoE modes by simply switching your tactical commander.

Tac C: Torpedo Spread 1, Cannon Scatter Volley 1, Torpedo Spread 3, Cannon Scatter Volley 3

Tac C: Torpedo High Yeild 1, Torpedo High Yeild 2, Cannon Rapid Fire 2, Cannon Rapid Fire 3

Tac LC: Tactical Team 1, Attack pattern Beta 1, Attack pattern Beta 2

Tac E: Tactical Team 1

As your having problems with your tank you might want to avoid any sort of AoE for now though, drawing less agro at a time will help you survive a lot more. AoE is fantastic for high efficiency groups though.

I don't recommend mixing AoE and Single target abilities, By doing this you lose some DPS potential regardless of weather your fighting a single target or a group. Using a switch hitter is far better. If you don't want to do this just going with the most efficient single target build is the best option, unless you always run with a team who also all use AoE.
Captain
Join Date: Jun 2013
Posts: 773
# 7
12-11-2013, 07:55 PM
pwstolemyname, you mentioned that I should be able to take out a Tac cube. Is that solo, and if so, are you talking about the normal STF, or elite?

I have done everything I can think of to boost my DPS using my tactical captain, and I can solo a regular cube on elite, but only if I pull away to recover, then go at it again. Before needing to run, I can get it to 20-25% health first.

A tactical cube on elite is a whole other animal.

For my tactical BOFFs, I have the following:
Commander tactical= Tac Team 1, Beam Overload 2(for the omni beam), Cannon Rapid Fire 2, Cannon Rapid Fire 3
Lt. Commander Tac= Tac Team 1, Cannon Scatter Volley 1, Attack Pattern Delta 2
Ensign Tac= Torp High Yield (Planning to use when I get the rapid fire plasma from Rommie Rep.)

I have tried the build that you suggested, and it is similar to this one, but with a different Attack Pattern for better defense. Would the Attack Pattern Beta be better, instead of Delta?
Starfleet Veteran
Join Date: Sep 2012
Posts: 999
# 8
12-12-2013, 12:22 AM
Quote:
Originally Posted by razar2380 View Post
pwstolemyname, you mentioned that I should be able to take out a Tac cube. Is that solo, and if so, are you talking about the normal STF, or elite?
You had me worried that I had mislead you for a few moments there, but I checked my posts and didn't spot myself saying Tac cube any where. Though I am fairly sleepy right now, maybe I missed it. Any way for clarification:

Taking on a borg cube, on elite difficulty, solo, is doable in any rank 40 and up ship. actually there are a few lower tear ships I think I could manage it in. Taking out an elite tactical cube solo is another matter. I've never had occasion to try as they are never presented at a time when others aren't also piling on them. I am thinking I might be able to pull it off in a few ships using a few builds, but It would be a very risky business and I really don't know for certain. I very much doubt I could do it in the defiant.

Quote:
Originally Posted by razar2380 View Post
I have done everything I can think of to boost my DPS using my tactical captain, and I can solo a regular cube on elite, but only if I pull away to recover, then go at it again. Before needing to run, I can get it to 20-25% health first.
Well I use a science captain with a generalist build (no skills over 6, no points in weapon specialization) I have 54 bridge officers (the maximum before it stops letting you buy them) and a lot of ships. I experiment a lot and have perfected numerous builds.

Now in the ship you are flying I have on occasion been able to pop an elite cube without withdrawing. usually I get it to around the same health level as you do and also withdraw. occasionally I get sloppy and it pops me. The defiant is not the easiest ship to use.

You have me at an advantage though, as a tactical captain you could potentially take it out far faster then I can. You should be able to pop it every time. That you cant right now isn't a mark against you though, your close, and its certainly taken me plenty of time to perfect.

Getting the rest of the way there could mean stream lining your abilities, your equipment or your captain skills. Or it could mean obtaining more reputation powers if you don't have all those yet, or refining your play style.

There are many things it takes time to lean that improve your performance. Leaning to watch your targets buffs, leaning how to manage range to optimize your DPS or help you tank, leaning when to use your heals early for the resistance bonus, or simply to hit your torpedo/overload ability before you reach the enemy so that you can use it again sooner in the fight. All these things come gradually.

Quote:
Originally Posted by razar2380 View Post

For my tactical BOFFs, I have the following:
Commander tactical= Tac Team 1, Beam Overload 2(for the omni beam), Cannon Rapid Fire 2, Cannon Rapid Fire 3
Lt. Commander Tac= Tac Team 1, Cannon Scatter Volley 1, Attack Pattern Delta 2
Ensign Tac= Torp High Yield (Planning to use when I get the rapid fire plasma from Rommie Rep.)

I have tried the build that you suggested, and it is similar to this one, but with a different Attack Pattern for better defense. Would the Attack Pattern Beta be better, instead of Delta?
Attack Patern Beta is fantastic. So long as your keeping agro Delta is too. But Beta will help you every moment you spend firing on a target, unlike delta which is of no use when something cant fire back, or when it is more inclined to fire at something else.

In the case of the elite cube scenario you might well wish to keep delta. But when firing on transformers, generators or probes beta will be better.

You might not want to use the romulan hyper plasma torpedo launcher so long as your having tanking issues. It does do splash damage and you will be dousing yourself with plasma fire quite regularly if you are not very carful. A photon or gravimetric torpedo is much safer and will only do significantly less damage against targets that live a lot longer, like gates or tactical cubes.

The other thing to consider is that the RHPTL fires torpedoes which move much slower and may not reach many of your targets before you kill them. additionally enemies that use beam fire at will, like Tholians, will ensure that many of your torpedo's never impact a target at all.

If I were you I would drop the Omni beam for a turret and use another attack pattern instead of beam overload. by reducing your weapons power beam overload is hurting your dps and a turret will benefit from your rapid fire abilities. Beam overload is of limited usefulness in PVE. Though I myself still use it sometimes for fun. It can look fantastic coming off a defiant with a dual beam bank.

Last edited by pwstolemyname; 12-12-2013 at 12:30 AM.
Captain
Join Date: Jun 2013
Posts: 773
# 9
12-12-2013, 11:12 AM
"You had me worried that I had mislead you for a few moments there, but I checked my posts and didn't spot myself saying Tac cube any where."


Sorry, that was my mistake. I read that the wrong way, you did say elite cube, not tactical cube. I didn't mean to misquote you. Thank you for not being one of the people that lash out when someone makes a mistake like that.

Last night after posting that comment, I used a "nose to hull" tactic against a regular cube on elite. I was able to drop it fast every time. I was right against the hull of the cube, and what got me was I didn't know I would drop it that fast, and it's explosion took me to 42% health. Lol.

I have used the cutting beam, and 2 fleet turrets on the back. The omni beam actually let's me do more DPS. I can use a weapon battery and it makes up for the drop in power. If I can time beam overload right, it will hit at the end of my cannons firing, and the power is almost to max before they fire again. Turret vs omni beam was something I did play around with.

I think that I might switch out my Assimilated shield for the M.A.C.O. though. I do like the Borg tractor beam, but I can do without it. It looks like I may have better survivability with another shield, but keep the other 2 pieces to the Assimilated set.

I am almost T5 Omega, so I will wait till then to make the switch.

I do have a lot more work to do for the other rep systems. I was doing them together, but decided to just do Omega for a while. I ended up with over 7000 omega marks at one point, then converted all but 150 to dil. But, I was just playing around trying to work out the kinks before I hit T5 on all my reps.

Your advise is very helpful, and has given me a lot of ideas for my engineer that I also use. Thank you, and everyone again for the help.
Commander
Join Date: Aug 2012
Posts: 414
# 10
12-12-2013, 08:27 PM
My big 4 are EPtS, TSS, Aux2SIF & Hazard Emitters.

Auxiliary Power to the Structural Integrity Field is excellent due to its measly 15 second cooldown. It also provides damage resistance and while it doesn't heal as much as an Eng Team, it doesn't share cooldowns with anything other than Aux2Bat.

Hazard Emitters flat-Hard counters Borg, thanks to its hull heal, plasma and shield drain cure, and damage resistance. Always have at least 1 copy.

TSS and EPtS are equally good, and if all youre after is heals you can pump more shield power into weapons and auxiliary.
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