Lt. Commander
Join Date: Jun 2012
Posts: 205
# 11
04-25-2013, 12:55 AM
Quote:
Originally Posted by dalnar83 View Post
The current version just gives you stat bonus scaled for you aux power. It's passive bonus to weapon training / energy weapon training/ projectile training. So obviously a ship that sits on 5-10 aux whole time won't get much out of it.
Oo! That's interesting. This would help out Sci officers that go in with full Aux powers. I wonder how much it scales though. I might just run a cruiser with EPtAux
Empire Veteran
Join Date: Jul 2012
Posts: 5,617
# 12
04-25-2013, 01:15 AM
Quote:
Originally Posted by lebtron View Post
Mine has been effective before. To be serious, with aux to bat I feel a bit like cheating (at least in PvE, never tried it in PvP). Its insane what I can do with the D'kora. I even outdamage my beloved Guramba sometimes with spamming that DEM3, cycling EptW, Omega and CRF1. Additional I have a lot more resistance due to being able using RSP and Hazard Emitters more often. Rest of healing comes from the Borg set. I could even tank Donatra until she died before the cloaking buff.

At the moment I see not point in flying escorts as long as I have a D'kora. The damage with the build above is in range of top tier escorts, just the turning is sometimes a problem. But as I heard from tribble, they buff rcs consoles...

Of course D'kora and JHEC are special cruiser, but they are showing how imbalanced cruisers can become with aux to bat.
Ok, I guess my wording was kind of off.

My D'kora was effective before. But I've found that with an A2B build, once I got used to it, has put it at a whole new level. Be it at my normal, AoE, aggro-pulling PvE build, or my more defensive, focus-firing and healing PvP build.

It's made a surprising amount of difference, and I really hope that isn't all killed with the new changes, or this rumored nerf.

Republic Veteran
Join Date: Oct 2012
Posts: 1,986
# 13
04-25-2013, 03:35 AM
Wouldn't surprise me that they are looking to stamp out the last possible way a Cruiser can be successful.
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Captain
Join Date: Jun 2012
Posts: 677
# 14
04-25-2013, 03:48 AM
Quote:
Originally Posted by ussultimatum View Post
This isn't the case on tribble, and Aux to batts already shares CD with Aux to Damps and Aux to SIF. (And if you run 2x Aux to Damps you can't realistically use either of these at all)

It also means you have by and large, really poor healing for yourself.

It can be very powerful, but it's definitely not without its downsides.
Im personally still not fully convinced of aux2bat builds, not sure why.

There are certainly pro's to using it, but there are just as much con's as well.

Advantages:

- You can run 2 EptX abilities with 100% succession pretty much full uptime.
- You can use either one or two engi powers on super fast cooldowns, DEM, RSP.
- You only need 1 Commander tac to get most things rolling for basically the effect of two
- High engine/shield thus more resistant to holds (Bonus defense matter) and Shield regen/resist

Cons:

- Pretty much all aux based abiliites are useless, or only still viable for the cleanse/immunity
- Requires 3 full doff slots for full effect.
- Running both 2 copies of EptX, and using 2 aux2bat versions begin to interfere with throwing out/activating abilities in my personal experience because of activating times. Abilities begin to fight each other. Even distribute shields is somewhat effected or has more delays because of it.
- having an RSP every minute is cool, but also in my personal experience with the matches i did in aux2bat builds in a good 5v5 premade is that its still too situational and hardly if ever taken advantage of a 1m RSP diaper vs 2 minutes. So i still put it in the disadvantage corner.
- No additional full aux backup healing with Hazard/TSS for your teammates, so its quite selfish. Requires additional compensation of healing in your team from other sources.
- Powerlevels fluctiate a bit, i guess thats not much of a problem, its kinda tricky to get the optimal balance.
- Only viable on most Cruiser-type ships with sufficient engi slots, thus most of the time you need to compensate turn rate with alot of RCS consoles thus removing any kind of hull plating etc. otherwise you do no real pressure dmg in the meanwhile because of arc issues. Not that much of a problem tho but still important to note. Although i must say it was kind of lolzy having a 40-44 turnrate on my JHEC (Without omega) its just that i didnt like the ship


Oh well, if it gets nerfed again the whole aux2bat will be total lulz again.

Last edited by darkfader1988; 04-25-2013 at 03:54 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 7,166
# 15
04-25-2013, 04:37 AM
for how powerful it can be, its surprisingly balanced with downsides. every time i die its at least partly because of an aux deficiency. its only really usable on ships that are other wise sub par anyway, or cant be tactically dangerous at all without it. thats all its good for, helping cruisers be more like something they are not. it does not make what they are good at, better.


the rumor is not true, sounds like someone is confused. AtB used to be on the EPt cooldown system, and got moved to the AtS/AtD system. at that moment 2 AtB builds because possible, and the rest is history
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Ensign
Join Date: Aug 2012
Posts: 20
# 16
04-25-2013, 06:20 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
the rumor is not true, sounds like someone is confused. AtB used to be on the EPt cooldown system, and got moved to the AtS/AtD system. at that moment 2 AtB builds because possible, and the rest is history

Thanks for clearing that up, I hope I dont hear anything else about it in game, it was a nasty rumor...
Career Officer
Join Date: Sep 2012
Posts: 560
# 17
04-25-2013, 06:50 AM
Just picked up my fleet sovvie and have 2XAux2Bat on it. Managed to get an hour of game time in (lag was terrible since the last patch) and despite the teething issues that come with any new ship, let alone build, I have to confess its working a treat. The ship is very resilient though I have noticed something interesting: When I use one of the Aux2Bat the second goes on a cool down for only 10 seconds whilst the one used is out for 30 second or more.

Admittedly, I do not have three Technician Doffs, only three Purprle Conn Officer Doffs (two the same skill whilst the third in evasive manuvers) yet so far so good, I cant complain just yet. What type of Technicians does one need in order to make the Aux2Bat even more useful?

Thanks.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Captain
Join Date: Jul 2012
Posts: 2,192
# 18
04-25-2013, 06:52 AM
Quote:
Originally Posted by bugspatteredjack View Post
Just picked up my fleet sovvie and have 2XAux2Bat on it. Managed to get an hour of game time in (lag was terrible since the last patch) and despite the teething issues that come with any new ship, let alone build, I have to confess its working a treat. The ship is very resilient though I have noticed something interesting: When I use one of the Aux2Bat the second goes on a cool down for only 10 seconds whilst the one used is out for 30 second or more.

Admittedly, I do not have three Technician Doffs, only three Purprle Conn Officer Doffs (two the same skill whilst the third in evasive manuvers) yet so far so good, I cant complain just yet. What type of Technicians does one need in order to make the Aux2Bat even more useful?

Thanks.
Ugh, you understand that the build does not have the effect without those three/two technicians aye ? Because these are what makes the build great...
Career Officer
Join Date: Sep 2012
Posts: 560
# 19
04-25-2013, 06:56 AM
Quote:
Originally Posted by dalnar83 View Post
Ugh, you understand that the build does not have the effect without those three/two technicians aye ? Because these are what makes the build great...
Yes, I do understand that. Hence why I am asking what three technicians are people generally referring too. As I stated, I just picked up the ship. I am trying to build it properly but have never done an Aux2Battery build before.

With regards to the technicians, I realize at first it may sound like a stupid question, but as I mentioned in my original post, I have three conn officers but only two share the same skills whilst the third as stated - lowers evasive manuvers cd time.

So my question again is, what three technicians would be best, other than purple quality of course. Thanks.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Captain
Join Date: Jul 2012
Posts: 2,192
# 20
04-25-2013, 06:58 AM
Well those technicians that reduce the cooldown of abilities when A2B ability is used. Those one you get from nebulae doffin
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