Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Agro Controling
01-29-2010, 03:39 PM
Hey all,

So I am trying to build a tank and was wondering if anyone knew how to get the most agro out of your character? I know how to get the Def going but not sure on agro. Thanks!

The Dude Enriquez
Latino Hea
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-29-2010, 03:59 PM
Quote:
Originally Posted by dudeenriquez View Post
Hey all,

So I am trying to build a tank and was wondering if anyone knew how to get the most agro out of your character? I know how to get the Def going but not sure on agro. Thanks!

The Dude Enriquez
Latino Hea
The short answer is: be first in weapons range.

The longer answer is, there really isn't any good way of controlling aggro. There are boff 2 powers that help: fire at will and feed back pulse (I haven't tried either, so i'm not sure how well they do). Neither will pull aggro away from an escort (or even a science vessel).

Disclaimer: I haven't played a cruiser yet, but this seems to be the general consensus from the beta forums. If anyone has actually tried these, let us know how well they work.

I had a couple of ideas:

1. Make extend sheilds work differently. Instead of buffing an allies sheild, make it transfer sheild damage to the cruiser.

2. Have a new power that makes it hard to target allies, but easier to target the cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-29-2010, 06:30 PM
Agro seems to boil down to distance and damage.

CRUISER:
Be close to the enemy, hit the enemy REALLY hard. In a cruiser that meant getting cozy with the target, and pouring fire on constantly. Use both phasers, turn to fire torps at every opportunity. If the enemy switched, toss out a High Yield Quantum torp, then turn around and hit em with another torp.

ESCORTS:
Will always, ALWAYS pull agro unless the Escort Captain has learned to control his damage output. A steady stream of moderate damage, combined with long distance to target shouldn't pull the target off a cruiser as listed above. Simply put, Escort Captains have to learn WHEN to go for their massive Alpha strikes, and when they should cut back.

Not sure on science vessels, never had one pull something off me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-30-2010, 03:28 AM
Pretty sure I saw a skill, either on my Tac captain or on one of my BOs in OB, that according to its description would increase the agro generation for any given action.

At work now, so cannot check for it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-30-2010, 03:44 AM
The "be first is target range" doesnt work, you will take the first brunt of dmg but to trully maintain agro or pick up agro.. Use of Beam arrays and Turrets. Do sweaping advances, change targets often. If you are turning and another ship is in your front tab target and Fire a Torpedo then target back to your original.

Fire all Weapons as apposed to Fire all Beams or Single firing weapons also is a good way to maintain high dmg on the targets you are tryin to agro.

Im not a tank on my ship but i employ the same tactic to not waste weapons not being fired durring combat. I end up tanking the minute i start using this tactic.

For more manageable combat, i would use turrets especially if you are going to need to worry about your shields more than moving and firing, but they dont do a lot of dmg, so sometimes ships get taken off you.


For ground combat use Split beam weapons and there are some agro abilities that you can take when creating your character if i remeber.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6 Cruiser agro
01-30-2010, 04:15 AM
Most Escorts can handle pretty much anything one on one, unless it's a much higher level. In Beta, when I flew a Cruiser with friends who are either piloting Science or Escorts ships, I attacked first and focused on the bigger ships. They picked off the lesser or smaller ones one at a time, all focused on the same target. It seems to be the most efficient way to take down a group. I used beam arrays and mines on both ends. The mine launchers seem to share a cool down but I was able to use Plasma and Photon mines with one having a shorter CD. Anyway, whatever you use for weapons you have to keep the "unattended" ships interested in you. I was able to do that by tabbing to anything within range and laying out mines at every opportunity.

Unlike Tanking it other games, there are no taunts and I was never been able to pull agro off an Escort when something was locked onto them. Killing it was the only way to shed agro. Patience and discretion are called for when grouping. An efficient, disciplined team is something to behold. I've also encountered free for all fights and it's chaos. If people are impatient, overly aggressive, and careless there is little a Cruiser can do to save them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-30-2010, 05:56 AM
yes cruisers dont tank so much as draw fire
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-30-2010, 11:47 AM
Quote:
Originally Posted by MelineAaele View Post
Pretty sure I saw a skill, either on my Tac captain or on one of my BOs in OB, that according to its description would increase the agro generation for any given action.

At work now, so cannot check for it.
If you could check it and let me know, I would appriciate it. Want to pull the agro off the Borg Cube. Ain't no one getting assimilated unless it's me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-30-2010, 11:56 AM
Quote:
Originally Posted by dudeenriquez View Post
If you could check it and let me know, I would appriciate it. Want to pull the agro off the Borg Cube. Ain't no one getting assimilated unless it's me.
its a ground ability called draw fire
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-30-2010, 12:45 PM
Quote:
Originally Posted by faithborn
its a ground ability called draw fire
Ya, I have that on one of my tack BOffs. But have never seen anything to help cruisers tank.
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