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Posted Fri 04 Oct, 2013 3:13 PM
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Last edited by Remissus; Fri 04 Oct, 2013 3:25 PM.
I've seen numerous posts on the official STO forums stating that 5 players running DPS typically make the most optimal team for both STF and PVP content, and that the dedicated healer concept is useless here. A few posts even insinuated that grouping with a healer could doom PVP and STFE groups to mediocrity.
This concept seems a little foreign to me: I've played a number of MMORPGs in my time on the interwebs, and the healer is typically one of the make-or-break positions in a given group. It has always been my experience that good healers make a run easy, while bad ones make it unbearable. Which is partly why I enjoy playing healing and support roles so much myself! I've been running healer on STO for a long time, and always thought I was contributing to my team in a positive manner.
So does the math for Star Trek Online really support leaving healers behind when forming premades/pugmades? Does the staying power brought by having a good healer in the group just not have the kick to make up for having one less DPSer? Am I posting this in the wrong section?! I haven't got the answer to any of these questions. Please enlighten me!
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Posted Fri 04 Oct, 2013 3:33 PM
In space STFs healers are useless as people tend to go for as much DPS as possible so they can achieve the optional, in a semi-experienced group players will have a few healing abilities/traits of their own and can complete an STF without anyone dying.
In any kind of organized PvP a healer or Science support with some healing abilities is a must because everything relies on spike damage.
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Posted Fri 04 Oct, 2013 3:34 PM
On a bad team (like really bad) a tanky ship, or a healing ship can swing it from total failure, to kinda sorta get the job done. DPS is king in STO.
On a good, or even decent team. Everyone will pretty well be able to take care of themselves, or be so squishy no amount of heals will save them. Its kind of sad as I like to play a healer, but its really not very needed.
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Posted Fri 04 Oct, 2013 3:39 PM
I wouldn't say pure DPS is going to win in a PvP match, unless the other side is just pure pugs, I think the standard layout for a premade is 3 Tac and 2 Sci, the Sci are there for support and often fly a ship that is hard to take down. Some teams have gone with 2 Tac and 3 Sci, it works in PvP because of the debuffs and everything, now sadly, engineers don't have much of a role in PvP.
PvE, you don't really need support, except maybe a grav well and other holds, but you can get tac ships that can support that.
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Posted Fri 04 Oct, 2013 3:51 PM
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Last edited by Remissus; Fri 04 Oct, 2013 3:55 PM.
Thanks for the replies, folks.
It was a bit disconcerting to see so many forum posts elsewhere telling me that healers were entirely useless- Good to know that I haven't been gimping my friends by taking up space in their weekly PVP grouping. This is also one less reason for me to get too heavily involved with STFs, I suppose, now that I know!
I'll stick to casual/semi-organized PVP, where my preferred playstyle is actually capable of being beneficial. Because honestly? I've -never- enjoyed playing the DPS game. Not in other MMOs, and certainly not here.
EDIT: Also, Begotten, your avatar is adorable. Just sayin'.
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Posted Fri 04 Oct, 2013 4:01 PM
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Last edited by Three of Seven; Fri 04 Oct, 2013 4:13 PM.
You can still join STFs and other PvE missions with a support ship, so long as the team is balanced, DPS just gets you through faster, try attending fleet events if you get a chance and play STFs or other missions with fleet mates
Oh, and Miku is always adorable!
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Posted Fri 04 Oct, 2013 4:32 PM
Pretty much agree with what others have said.
When doing STFs in a good group no-one should really need support from a dedicated healer, for when you do needs heals you should have a self heal or two and teammates should be able to give out a few heals if someone in the team needs one. As already said with the STFs if your team is focused on DPS then you can complete any of the STFs pretty quickly without much hassle as you can kill off enemy ships at such a rate that you shouldn't be taking much damage.
For PvP it is more a case of balance. If you have a team full of support ships versus a damage orientated team then yeah it isn't going to go well but a ship that is hard to kill can be a great bonus in PvP especially since such a ship will usually frustrate those focused on damage and draw more aggro as a result. PvP is more about having some balance but it should still be damage orientated as if you can't kill off your opponents you won't win.
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Posted Fri 04 Oct, 2013 5:55 PM
The traditional "Tank", "Healer", and "DPS" mindset is kind of non-existent in most situations in STO. Others have explained things in the above way better than I, but that is my take on things.
Yet, that doesn't mean that Sci Captains or Engineering Captains are not needed. There are many situations where their unique skills really make things go rather well. Sci Captains have great neutralizers and debuffs that help the team. Engineering Captains are tough as nails and provide great group support.
Also, if leveling up as a team, a Tactical Captain and Science Captain make a great pair (it's how I leveled up the first time).