Lt. Commander
Join Date: Jul 2012
Posts: 168
Ok, just started venturing into pvp, going as a healer primarily, with weapon load out geared for whatever CC I can achieve. Have had a little advice on where to go with it, and thus far have gone with this......

http://skillplanner.stoacademy.com/?...coldbeerspvp_0

Fermion field in 5th sci slot( no option for it in the planner)

Think I am heading in the right direction, but any suggestions for improvement appreciated.
Captain
Join Date: Jul 2012
Posts: 3,046
# 2
08-13-2013, 01:53 AM
Well your weapon type choices are good however if you are going to stack 3 shield emitters then get the Embassy plasma infused ones so you can use your consoles as a weapon. I would advise that engineering team is less than useful (high power hazards 3 is more effective over time than even miracle worker), subnuke is the only real concern to a player with a good healer, virals can be tanked through, so I would suggest you make yourself harder to kill with a second emergency to shields 1.

Grav well is all well and good for reducing the power of carriers but a viral matrix would serve your team better, I would also trade scatter volley for Attack pattern Delta as resistance is everything, if you take hazards 3 and transfer shield strength 2 then you potentially free up the ensign sci for a tractor beam or a second tac team (though I would use conn doffs to cycle the existing one), your team would probably prefer you take a tractor beam and cycle tac team using doffs.

I would make your disruptor beams your main damage source (though you shouldn't do too much anyway) and would do the story mission to get the plasma-disruptor beams as the two procs have a nice synergy and you don't suffer the 20% plasma damage reduction from STF shields because the plasma proc rides the disruptor damage straight through the shields so you will get more damage from those than the Rommie plasmas.

As for your deflector/engines/shields I have been looking into a way to improve my own science ship and my research into other peoples research points to elite fleet deflector and 2 piece MACO set is the best way to go in terms of cooldowns, though you will need at least 50 engine power (post mods) to make the MACOs work at their best but it is worth it. I'm not sure about the theta vents but at the moment I can't think of anything better to put there, though putting the Fermion console there and getting another plasma infused console might be worth doing as that gives you 4 rolls on the 2.5% chance for plasma proc (if I understand the mechanic correctly)

P.S Welcome to PvP, hope you enjoy yourself and stick around
Lt. Commander
Join Date: Jul 2012
Posts: 168
# 3
08-13-2013, 02:07 AM
With regard to the theta vents, was a choice between that and grav pulse, but the 3 minute cooldown( from memory) on the latter put me off despite it being more targetable.
Captain
Join Date: Jul 2012
Posts: 3,046
# 4
08-13-2013, 02:19 AM
Quote:
Originally Posted by coldbeer72 View Post
With regard to the theta vents, was a choice between that and grav pulse, but the 3 minute cooldown( from memory) on the latter put me off despite it being more targetable.
Actually Grav pulse is probably the more powerfull option overall as it is the ultimate escort disable though people don't like it as there doesn't seem to be a counter. As you are just getting started I would also recommend getting the OPVP channel (See here) and join up for a few of their premades so you can get a feel for things.
Lt. Commander
Join Date: Jul 2012
Posts: 168
# 5
08-13-2013, 02:53 AM
With regard to the embassy consoles, if I do go down that road, would it be advisable to go with single cannons with rapid fire to increase the proc rate?
Captain
Join Date: Jul 2012
Posts: 3,046
# 6
08-13-2013, 02:59 AM
No as that limits your manoeuvring options which in turn makes you more vulnerable to well, everything, as you have to fly slower to stay on target whereas you can fly full speed all the time using beams and still keep on target.
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