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Posted Wed 25 Oct, 2017 4:10 AM
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Last edited by Dark; Wed 25 Oct, 2017 4:18 AM.
So, non-tanks should not use this trait?
The value of the trait depends on the damage you take. If "non-tank" means "never takes damage" then yes, it's going to be worthless. I don't know what content you do and what teams you're in where non-tanks never take damage, because that's one heck of an impressive tank you're running around with.
While there certainly are going to be people who attempt to grab aggro away from tanks with their glass cannons to try to take full advantage of the trait, that's their stupidity and you don't need to get involved with that. That has nothing to do with the trait, that's people being dumb. If they think getting themselves killed for Reciprocity - er, I mean Redirecting Arrays - that's on them. The value of the trait depends on how often you get shot at, that's it.
I don't tank, I don't try to tank, and I get shot at plenty because outside of very limited situations you never see tanks. So in the vast majority of my playtime - it'll be at almost maximum value.
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Posted Wed 25 Oct, 2017 3:30 PM
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Last edited by Scarlett; Wed 25 Oct, 2017 3:33 PM.
That is very fair. For my part, I don't have a dedicated group, yet. Maybe UFP could define/list who in the ranks seriously considers themselves as a "tank" (which is for another discussion I suppose).
My ship preference won't let me tank in the traditional sense, so I too don't try. I think I'll be skipping this ability as my playstyle is more as a supporter to others.
So - what about the Specialization Tree itself? "No Risk, No Reward" looks promising from incoming Crits. "Fix 'Em Up" adds DDR. Overall a very tank-y tree I think.
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Posted Wed 25 Oct, 2017 5:10 PM
The tree itself looks to add a decent chunk of survivability to any ship. I'm aiming to use it on one or two builds soon, see how it does.
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Posted Wed 25 Oct, 2017 9:26 PM
After fiddling around with just the barebones skills I have on Roger, I think that perhaps I had it wrong originally.
Some of the skills I'm going to say are good usage are easy enough, some will make you scratch your head.
Auxiliary To Structural Integrity - shortest cooldown you'll have for engineering.
Science Team - can become the shortest cooldown with doffs
Fire At Will - Spam hitting
Torpedo Spread/Cannon Volley/Distributed Fire - More spam hitting, f you want to spam hit with your turrets or if you want to spread the damage you cause to 1 target to others (get the later!) or if you think you can get your torps on a target.
Jam Sensors - There's a trait that basically turns this into an electrical bomb and if you time it with Distributed Fire...
Charged Particle Burst - Also has a trait that causes a bomb to go off.
Sensor (whatever it is called) - Increases extra damage.
Align Shield Frequencies - Increases regen and hardness for your shields and to your friends.
Narrow Sensor Bands - Cleanses Placates, increases damage for energy weapons
Mixed Armaments Synergy (Miracle) - +20-30% weapon damage for each time a different weapon time goes off (beam, cannon, mines, torpedos) for possbily a 80-120% damage increase (depending on type of MAS).
Destabilize Warp Core - Plants a DOT and if you kill the DOTter within 15seconds, they explode and damage for radiation within an area.
Overwhelm Power Emitters - Drops power levels, adds a DOT and has a nearly 1/3rd chance to disable an entire system.
As you can see, with all these DOTs flying around and as much exotic damage you'll be doing, Temporal with Miracle is also a good one too. Now these are only skills I'm recommending. This isn't a set up or anything. I'm still trying to figure that one out. Also, yes the Science trait that grants electrical damage to exotic damage does indeed apply to all the Miracle Worker skills, so you pretty much want that Skill Trait.
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Posted Mon 30 Oct, 2017 9:50 PM
Kinda wish these large ships had a hangar, would definitely have gotten a 3 pack if they did.