Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Career Officer
Join Date: Jun 2012
Posts: 3,400
This is a guide and an analysis of career abilities focusing on Space PvP for organized teams.


A note on PUG Teams vs. Organized (PUGmade/Premade) Teams in PvP:

I'm sure more than a few players feel the PUG experience is an important experience and my intent is not to marginalize those players, perhaps someone would like to pick up the torch and write a similar rating system with that in mind. A lot of this is still applicable anyway, although the less coordinated your team is the stronger Tac will seem and the less powerful Sci will appear. The truth is actually the opposite.

If you are a vet PvPer, this is all going to be pretty obvious to you. Hint: You are not my intended audience.


I chose my number rankings based on my own experience in the game, and chose numbers according to "feel".


Each power has been ranked on a scale of 1 (the lowest) to 10 (the highest). Scores were given based on the overall value the power has for a player functioning as part of a whole team.

This last part is a critical element, if you do not play organized team scenarios some of this might not be true for you.

Careers are listed in the order they appear at character creation.

  • Engineer
  • Science
  • Tactical


Last edited by ussultimatum; 09-10-2013 at 08:50 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 2
09-10-2013, 06:23 AM
Engineer

The Engineer has a suite of primarily self-only mitigation powers, and as such their role on a premade team is often questionable. They are self-reliant, and can be useful to PUG teams, but self-reliance is not particularly a requirement of premade teams due to cross-healing. The Eng brings nothing to help score kills, and does not have any particular abilities to deny or assist on kills on allies either.

This relegates them to a low threat status, and consequently ignorable. Most premade teams will not bring an Engineer and a Sci captain is almost always a better choice. This is pretty unfortunate, and should be rectified.

That being said, the meta has shifted to huge spike and cloaked ships so perhaps there are some niche areas for an Eng that the player base has yet to fully explore.

The diametric opposite to the Tactical captain, the Engineer is also a one trick pony (self buffing mitigation) - unfortunately that trick requires people to shoot you, and nothing the Engineer has can force or convince your human opponents to do this. The reality is that the Engineer was designed as a quasi-tank for PvE with little thought given to PvP.



Rotate Shield Frequency:
RSF is a solid self-buff, with good uptime. Suffers from the same issue many Eng powers suffer from in that it is a self only buff which means the opposing team can simply switch targets (if they were ever firing at the Eng at all) or SNB it off. In addition, with current resistance levels from fleet/rep gear, etc., the amount you gain from RSF is not as useful as it appears on its face and is probably better post-SNB strip if anything. This skill is easily trumped by SNB if used too soon by the Engineer. Making this power usable on allies would turn this from an OK skill to a very good skill.

Tier = Lt.
CD = 90s
10 Point Scale = 5
Self Only


EPS Power transfer:
EPS has been Heavily marginalized by multiple sources of added subsystem power, and is completely negligible as a concern to the opposite team.

Tier = Ltc.
CD = 120s
10 Point Scale = 2
Self or 1 Ally


Nadeon Inversion:
The benefit is decent, if not amazing. However for being a career skill this power should negate all drain, especially drain attacks. Making this power an AoE (with a lesser effect on allies perhaps) would turn this from a mediocre skill into a very good one. This is another ability that has seen its effects ported to items/consoles.

Tier = Cmd
CD = 180s
10 Point Scale = 4
Self Only


Miracle Worker:
A significant heal that repairs downed subsystems. Healing without resistance and greater debuff cleansing makes this less powerful than it should be, falls into the same issue as RSF in that self-only means it is completely ignorable by the opposite team. Changing this from a self-only to a self or ally power, along with greater debuff cleansing and resistance added could turn this into a very good power. The new trait seems like a step in the right direction, but it still requires the opposite team to want to shoot an Engineer (who is already borderline invincible) in the first place. I've given this skill a rating of 6 due to the new trait.

Tier = Cpt.
CD = 240s
10 Point Scale = 6
Self Only


Engineering Fleet:
Due to cool down period, hull resistance diminishing returns, and weakness of hull tanking in comparison to shield tanking this skill is of low overall value, especially compared to other fleet skills. Still, it is a force multiplier which makes it generally better than most of the Engineer's self-only powers.

Tier = VA
CD = 300s
10 Point Scale = 4
Force Multiplier


Last edited by ussultimatum; 09-10-2013 at 10:27 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 3
09-10-2013, 06:24 AM
Science

Science captains are often the most valuable units on a premade team, their role is both debuffing/control and team-wide mitigation. Most premade teams will bring 3 Science captains, and some might even be tempted to bring 5 Science captains if there wasn't an unofficial agreement of "no more than 3 of any captain type".

The reason for this whether spoken or not, is because the Science captain is a force multiplier.
4 out of 5 (and arguably, all 5 of them are) of their career abilities are force multipliers, and generally speaking no self-buffing archetype in any MMO will ever stack as well as a force multiplier.

The Science captain is not a "jack of all trades". The Science captain is the force multiplication specialist bringing to bear some of the most powerful and critical career abilities to any premade match, with Subnucleonic Beam being "the one power to rule them all".

PUG teams rarely take complete advantage of the Sci captain's full suite of powers, so Sci captains are often perceived to be weaker than they truly are and undervalued. Once your team is organized, multiple Sci captains stacking & staggering their powers creates the backbone of any good team.



Sensor Scan:
An AoE resistance debuff (force multiplier) that is based on Aux power, stresses one of the more important cleanse/shield heal resources (Sci Team) on multiple targets at once and also helps to counter cloaking. Has a very high uptime, and frequent use due to low cooldown.

Tier = Lt.
CD = 90s
10 Point Scale = 8
Force Multiplier


Subnucleonic Beam:
The undisputed, single most powerful ability in PvP. This definition holds true in the literal sense as it can strip other Captain buffs from any target . It is the single most powerful force multiplier in the entire game through removing defense buffs and it can be used offensively to set up kills or defensively to neuter the opposing team's damage dealers.

Tier = Ltc.
CD = 120s
10 Point Scale = 10
Force Multiplier


Scattering Field:
An AoE force multiplier (buff) based off of Aux power, tends to do Eng Fleets job better than Eng fleet. Has a good uptime and multiple Scis working in tandem can chain cast it for extended periods of coverage. Only the range keeps it from scoring higher, but with it's solid duration AoE coverage and fire and forgetusage, it is an excellent tool in the current meta-game of decloak alpha strikes.

Tier = Cmd.
CD = 180s
10 Point Scale = 7
Force Multiplier


Photonic Fleet:
This is the only weak power in the Sci captain's arsenal. It creates spam pets, and is now even spammier than previously due to the new trait. The pets are generally weak, causing a distraction or occasionally an annoying Dreadnought class ship. Probably the most useful feature is the UI or sensory overload that 3 captains rotating this can cause on the opposing team.

Tier = Cpt.
CD = 240s
10 Point Scale = 3
*Special Pets, technically a force multiplier as it benefits the entire force


Sci Fleet:
Arguably the best of the "Fleet" abilities as it provides a large, group wide shield resistance buff and can be chain cast by multiple users for extended periods of coverage. Only its long cooldown keeps it from scoring a bit higher - something all Fleet abilities have as a balancing factor.

Tier = VA
CD = 300s
10 Point Scale = 7
Force Multiplier


Last edited by ussultimatum; 09-10-2013 at 08:52 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 4
09-10-2013, 06:25 AM
Tactical

The Tactical Captain's role on a Premade PvP team is damage dealing (duh). Without the Tactical Captain's career abilities, it is unlikely most team's would be able to score consistent and repeated kills in the current passive healing/resist laden environment as the window for a kill is anywhere from 10s to as low as 5s in some situations.

Most premade teams will not usually bring more than 2 tactical captains. While they are important for kill scoring, they can also be a liability due to lack of mitigation powers and overall lack of force multiplication means they do not stack very well.

Tac is a one trick pony, but it is an extremely good trick.




Attack Pattern Alpha:
This is the premier Tactical damage skill and one of two abilities (The other is Subnuc) that still allow teams to score kills on consistent cycles. This skill works perfectly, is powerful but is also controllable by the opposing team through a number of methods (not the least of which is SNB).

Tier = Lt.
CD = 90s
10 Point Scale = 9
Self Only


Fire on My Mark:
What should be an excellent single target force multiplier with a 30s duration, in reality rarely if ever lasts more than 5s on any single target with the heavy prevalence of 66% percent uptime for Tac team and even worse if players use TT to cross-buff each other. That being said sometimes even a 5s window debuff is enough to assist on a kill

Attack Pattern Beta is mechanically better than Fire on My Mark as it is up more frequently and applies both a buff to the user's weapons as well as a debuff to the target. This means that even though TT can clear it, the user is still capable of re-applying it.

Regardless, a well placed and timed FOMM can help turn a good attack into a quick kill.

Tier = Ltc.
CD = 120s
10 Point Scale = 5
Force Multiplier


Tactical Initiative:
Due to the prevalence of CD reduction doffs, and built in boff power redundancy in most Escorts (the Tactical captain's most synergistic combination) this skill has little to no actual value for most escorts, with some application and use for asymmetrical spike builds or Tac station starved offense focused cruisers.

Tier = Cmd.
CD = 180s
10 Point Scale = 2 to 4 depending
Self or Ally


Go Down Fighting:
Now permanently locked to 50% hull requirement, yet also remains on a 4 minute cooldown. Usually SNB'd off and no longer available for an initial big alpha strike nor as an "as needed" boost to help score a kill that might not happen otherwise. It Still packs a large damage boost, with a trait that provides resistance - but also still very vulnerable to subnuc and now an even more attractive target.

Tier = Capt.
CD = 240s
10 Point Scale = 6
Self Only


Tactical Fleet:
This buff does not seem to be working correctly and is only applying a 22% bonus instead of the listed 30%. A useful ability, works as a force multiplier but is also limited due to the extreme cooldown.

Tier = VA
CD = 300s
10 Point Scale = 6
Force Multiplier


Last edited by ussultimatum; 09-10-2013 at 08:53 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 5
09-10-2013, 06:26 AM
Reserved for...STUFF!

Rihannsu
Join Date: Jun 2012
Posts: 1,686
# 6
09-10-2013, 06:50 AM
Quote:
Originally Posted by ussultimatum View Post
/snip

Most premade teams will not bring an Engineer and a Sci captain is almost always a better choice. This is pretty unfortunate, and should be rectified.
Quote:
/snip
Most premade teams will bring 3 Science captains, and some might even be tempted to bring 5 Science captains if there wasn't an unofficial agreement of "no more than 3 of any captain type".
hmm maybe if some more teams could agree on a min 1 of each class rule, this unfortunate thing could be rectified....wait whose team is always very vocal about the impossibility of such a a rule, to maintain the ideal set-up ...


nice guide otherwise, this should replace cryptics own in game documentation for space combat. Maybe an internal memo to sytems and QNA...
Joined 06.10
PvP 2010-2011
PvP 2012-2013

Last edited by havam; 09-10-2013 at 06:58 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 7
09-10-2013, 06:58 AM
Quote:
Originally Posted by havam View Post
hmm maybe if some more teams could agree on a min 1 of each class rule, this unfortunate thing could be rectified....wait whose team is always very vocal about the impossibility of such a a rule, refusing to participate ....


nice guide otherwise, this should replace cryptics own in game documentation for space combat. Maybe an internal memo to sytems and QNA...

I see your point, but the reality is that we are all human and just players.

It's quite a lot to ask, or beg really, someone to rep & maintain a full premade ready Engineer.



It's one thing to recognize an issue, and another to force yourself to use completely inferior mechanics in a game environment that basically forces you to require multiple SNBs.

To be honest the meta-game has shifted so severely that we are bordering on a second Tac being superfluous as well. Long live Sci!


I appreciate the feedback though.


Last edited by ussultimatum; 09-10-2013 at 07:01 AM.
Rihannsu
Join Date: Jun 2012
Posts: 1,686
# 8
09-10-2013, 07:01 AM
Quote:
Originally Posted by ussultimatum View Post
I see your point, but the reality is that we are all human and just players.

It's quite a lot to ask, or beg really, someone to rep & maintain a full premade ready Engineer.



It's one thing to recognize an issue, and another to force yourself to use completely inferior mechanics in a game environment that basically forces you to require multiple SNBs.

I appreciate the feedback though.
sure its also a lot to ask for people not to bring their pvp engs which they invested heavily in term of time and gear. Its seems even more to ask of people not to bring 5xsci because as a matter of personal preference one prefers that combo of 3xsci and 2x tac, which Jorf declared a transcendental quasi religious ideal, that can't face the heresy of full sci teams.

you and your fleet has a style they like. Nothing wrong with that. But just scrap the justification in terms of meta development, and how much it is too ask of you, and stick with the simple truth: "We like it that way, and rather have others go through the hassle then ourselves.
Joined 06.10
PvP 2010-2011
PvP 2012-2013

Last edited by havam; 09-10-2013 at 07:04 AM.
Captain
Join Date: Jun 2012
Posts: 1,343
# 9
09-10-2013, 10:15 AM
Just a little nitpicking - the Engineer power is 'Rotate Shield Frequency', not 'Reverse'.
Take it easy!

Ishmael@scurry5: A Nibbling Sci
"Squeak?"
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 10
09-10-2013, 10:28 AM
Quote:
Originally Posted by scurry5 View Post
Just a little nitpicking - the Engineer power is 'Rotate Shield Frequency', not 'Reverse'.

Edited & fixed, thank you Scurry!

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:45 PM.