Lt. Commander
Join Date: Jun 2012
Posts: 204
# 11
04-10-2013, 09:26 AM
Quote:
Originally Posted by millimidget View Post
I don't see how 30% cooldown reduction can be compared to the 50% reduction of running two copies; can technicians be stacked beyond just the three?
Quote:
Originally Posted by stardestroyer001 View Post
You cannot equip more than three purple Technicians (cannot increase past 30% cooldown reduction on one Aux2Bat), if that's what you are asking.
Great observations. Here's my rebuttal:

Before I begin, I also someone asking if the CD reduction was by chance. It is NOT by chance, as it applies the CD reduction every time Aux2Bat is applied, unless game forbids (you can tell by whether your CD shading on your toolbar is rotating or a bar going down.)

No, you cannot stack more than 3 Technicians, but you CAN have 2 copies of Aux2Bat which does stack (a maximum of 60% cooldown). Because the 2nd copy is also affected by the CD reduction, you can also run the 2nd Aux2Bat every 10 seconds.

Edit: I read an earlier post that also says you can have one copy of Aux2Bat that runs every 15 seconds. I'm not sure how this can be, since the base CD is 40 seconds. With that in mind, you apply the 30% reduction and get it down to about 26 seconds. I'll have to double check that anyhow.

Other than that, here's a sample build: http://skillplanner.stoacademy.com/?...ybatteryboat_0

Last edited by sgtstarfall; 04-10-2013 at 09:47 AM.
Career Officer
Join Date: Feb 2013
Posts: 22
# 12
04-10-2013, 10:12 AM
I'm loving the constructive review and suggestions, it's a great help!
Lt. Commander
Join Date: Jun 2012
Posts: 204
# 13
04-10-2013, 10:29 AM
Speaking of which, here's my sample version of an Aux Tactical Odyssey build: http://skillplanner.stoacademy.com/?...sseyauxbuild_0

There's really only 2 things to remember on this build:

1. you'll need at least 3 rare technician doffs for this to work effectively (52% CD reduction with 2 Aux2Bats)
2. The 2 copies of Aux2Bat is the core of this build. Every other skill, you can swap and play around with.

On a side note, I always wanted to swap out Extend Shields 3 for Boarding Party 3...spamming constant disables is always fun...
Of course you'll probably need a Nurse doff to keep your redshirts count high though

Last edited by sgtstarfall; 04-10-2013 at 03:21 PM.
Lt. Commander
Join Date: Oct 2012
Posts: 245
# 14
04-10-2013, 12:22 PM
Whats with you people and repulsors ?
Career Officer
Join Date: Nov 2012
Posts: 726
# 15
04-10-2013, 12:54 PM
I get the idea behind aux2bat but in practice i dont see it working so great.
You're using 2 skills aux 2 bat, and you need epta for when you want to use your he. Your engi team conflicts wirh your tt. You cant use tss which is a great shield heal and when dou need heals and use epta u cant use epts so thats what i consider bad as well.
In the end you have a lot of conflicts in this build and additional skill requirements just to get some cd reduction which you wouldnt need if you would just take the skills you need constantly twice like faw or something. And when you dont ruin your aux power levels he and tss are much more usefull than a single et even if its cd reduced by aux2bat/technicians.
Career Officer
Join Date: Jan 2013
Posts: 233
# 16
04-10-2013, 01:07 PM
Quote:
Originally Posted by vesolc View Post
Whats with you people and repulsors ?
when you find out let me know,
Career Officer
Join Date: Nov 2012
Posts: 726
# 17
04-10-2013, 02:07 PM
Its fun and used properly quite usefull in a lot of places like azure nebula or nws or against probes or to push stuff away from the kang asf
Lt. Commander
Join Date: Jun 2012
Posts: 204
# 18
04-10-2013, 02:12 PM
Quote:
Originally Posted by vesolc View Post
Whats with you people and repulsors ?
It's a small damage skill that I use in PvP and PvE that goes through all shields. Because of the reduced Aux power from consistent usage of Aux2Bat, I can keep targets in range while still doing damage with it. Other than that, it's also an fail-safe skill that I keep around just in case someone screws up a STF.

Like I said, it's an example build. Swap it out with w/e you want.
Lt. Commander
Join Date: Jun 2012
Posts: 204
# 19
04-10-2013, 03:12 PM
Quote:
Originally Posted by johnsteward View Post
I get the idea behind aux2bat but in practice i dont see it working so great.
You're using 2 skills aux 2 bat, and you need epta for when you want to use your he. Your engi team conflicts wirh your tt. You cant use tss which is a great shield heal and when dou need heals and use epta u cant use epts so thats what i consider bad as well.
In the end you have a lot of conflicts in this build and additional skill requirements just to get some cd reduction which you wouldnt need if you would just take the skills you need constantly twice like faw or something. And when you dont ruin your aux power levels he and tss are much more usefull than a single et even if its cd reduced by aux2bat/technicians.
Great things that you have pointed out there! Let me explain one part at a time:

1. Hazard Emitters Issue: HE is not meant for healing. It is only used as a counter to Borg shield neutralizers and plasma burns. Therefore, it's healing/small hull buff counterpart is just a bonus side-effect in this build.

2. The Need for EPtA: The same could be said for EPtA. They're only needed when up against a power draining opponent to continue the flow of Aux power. Other than that, it's simply a nice boost that you can fit in between EPtS cooldowns. (15 seconds shared)

3. Engineering Team Justification: Because of the nature of this build, we can't rely on any previously mentioned healing abilities due to low Aux power (HE and Aux2SIF). Therefore, I put in Engineering Team. Yes, it does "conflict" with Tact Team...but this is a really long explanation:

Engineering team is completely situational and in a short fight, you should never have to use them. Let's take running 2 tact teams for example. The cooldown to use it again is 15 seconds, regardless. However, in this build, because we have both TT and ET, you can run them side by side OR switch over to only TT or only ET every 15 seconds. While the switch between ET and TT is a hard 15 seconds, if you consistently use TT for example, it's much faster than 15 seconds (which is where I understand you get the de-sync of skills). However, in this build you have a choice of whether to go TT again or ET, versus no choice at all.

ET is also a direct counter to all subsystem disables, such as Viral Matrix, and also grants you some pretty fast hull heals if you're chaining ET back to back.

Having spent several hours thinking about what to put as my Ensign Boff abilities, it wasn't an easy choice to make there. My final justification for both ET and EPtA is that there really isn't any other good Boff abilities to put in at the Ensign level, except for maybe EPtW. Cruisers don't really need EPtEngines, since most people want to shield tank in them. The problem is that there aren't any other versatile skills you can put in there without stepping on your toes somehow.

Addition: You also have to remember that EPtS1 here is also useless because with the Aux2Bat you already have "2 copies" of EPtS3

4. This is an advanced build that requires proper timing and captains to actively choose skills to put out with proper boff ability synergy. If you hate choices and want to just flow with boff synergy, double stacking abilities is the way to go. You limit yourself to an exact pattern that work decently well, but has little versatility. The "conflicts" you see are merely extra choices that weren't there previously. (In no scenario can you put out both EPtS and EPtA at the same time, am I right?)

5. With all that in mind, if you're still convinced that ET sucks and EPtA is unnecessary, here's a swap that can change things a bit - Remove EPtS3 from this build and replace it with something like RSP2 or DEM. Drop ET for EPtS1. Then drop EPtA for EPtW or something. That build works too with a 15 second swap off between EPtS and EPtW should you choose to use both.

Last edited by sgtstarfall; 04-10-2013 at 03:18 PM.
Career Officer
Join Date: Nov 2012
Posts: 726
# 20
04-10-2013, 03:37 PM
thx for the long answer..

perhaps i try it myself sometime. I'm just not sure its really as tanky as i like it with only chained et while loosing tt at the same time.. this just feels wrong and bad
if you factor in that u have to use 3 doffs and the comming changes to eptX i guess it will losse some aditional ground compared to my lets say more standard build.

with my vesta engi more standard build i can tank gates cubes whatever quite well. In the end i really dont like to have to choose between et as my only hull heal and tt because well it just means that when i need a hull heal and use et i loose tt for 15 seconds which can be a long time and will need even more hull heals because of that even with spamming the shield distribution while tt is off.

i know i'm probably quite alone with this but when i take on cubes or especially gates i dont stay at 9.5km or use the spot under the gate where it cant hit u back so i need to be really tanky. Do you feel you can do that with your build as good as i can with mine?
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