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Posted Mon 23 Oct, 2017 10:00 PM
Been tinkering with it and I think it works very well actually. Still got some tampering to do with a few things here or there, but it is a hefty ship.
I think to run it best you'll need to run both Science Team + 2 Science Skills, Tactical Team + 2 Tactical Skills and finally Auxiliary Power To Integrity + 2 Engineering Skills to get the most bang for your buck though. If you add in both team DOFFs and the two star traits that will increase your ability to cut the downtime to 15-30 seconds, you'll relatively be able to chuck out a Miracle every 45 seconds or less. It'll be a matter of optimizing the set up really.
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Posted Tue 24 Oct, 2017 3:05 AM
Flew the Romulan Tactical version. Can't stand the look of the other two versions, but the tactical warbird looks pretty neat.
Went back to the Scimitar after I unlocked the trait, though. I found the gimmick to be meh. Unreliable and finicky - my normal cycles would trigger things unnecessarily, and rarely did I want to trigger something deliberately because I'd have to fire off abilities I would rather save for other situations.
Would probably fare better if I deliberately used a layout with a scattering of various abilities to take advantage of the gimmick, rather than the generic offensive beamboat I transferred over to grind mastery. There were ships where I puttered around in them even after unlocking masteries because they were fun (like the Fed melted squid science ship), but this one was underwhelming for me even though I liked the look.
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Posted Tue 24 Oct, 2017 12:57 PM
So after a bit more play, you really have to run 3 Engineering, 3 Science, 3 Tactical skills to maximize the usage of it. Low skill usages only, so you'll probably want to run the following:
Science Team
Tachyon Beam (+Trait)
Tactical Team
Beam Overload/Fire At Will (+Overwhelming Force/Redirecting Arrays)
High Yield (+Overwhelming Force/Torpedo Barrage/Weapon System Synergy)
Auxiliary to Structural Integrity
Emergency Power To Shields
Reverse Shield Polarity (+Guardian Trait{think it is the Guardian anyways})
I still am getting the lay of the land, but that's what I'd recommend at the moment.
Also, a lot of the skills Miracle Worker has require you to be taking damage to be effective. So you really want to be able to tank things. Probably want to run the Miracle Worker and Commando packages as 1st and 2nd respectively. The other thing is if you take all the offensive skills (and there are some) and run Temporal Operative instead as first/secondary you could improve those skills immensely.
Again, still working on it.
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Posted Tue 24 Oct, 2017 2:00 PM
How do you find their maneuverability out of interest?
I'm seeing that turn rate of 6 as really sluggish but the extra uni console slot can easily be used to slot a crafted RCS to help there, and not cost you anything from the rest of the consoles.
Tempted to grab the Fed ones, but probably not until a ship sale.
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Posted Tue 24 Oct, 2017 3:16 PM
Debating on the new ships or not as well, though if I decide to go for it, I may as well wait until Black Friday as they’ll probably have a sale around then.
The side view is fairly horrific but they look good from the top.
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Posted Tue 24 Oct, 2017 3:26 PM
It seems to me, if you tank, then you need maneuverability (not necessarily a rule though). The Conductive RCS should be a very good fit within a build for these ships.
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Posted Tue 24 Oct, 2017 4:12 PM
I am also not quite sure if I should buy them. The Klingon ships look quite nice, on the other hand my main is Fed. Maybe I just buy the Tac version(s) for the trait. That is a must for beamboats I guess.
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Posted Tue 24 Oct, 2017 4:23 PM
That is a must for beamboats I guess.
Would it though? I do perceive DPS would increase for the boat, yet wouldn't that risk pulling agro away from tanks? If so, then you'd need to be able to handle the hate. Unprepared ships will likely get pasted, reducing the overall effectiveness of the team.
Is that correct thinking? I mean, everyone can't be a tank, right?
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Posted Tue 24 Oct, 2017 4:28 PM
Would it though? I do perceive DPS would increase for the boat, yet wouldn't that risk pulling agro away from tanks? If so, then you'd need to be able to handle the hate. Unprepared ships will likely get pasted, reducing the overall effectiveness of the team.
Is that correct thinking? I mean, everyone can't be a tank, right?
Ok, sounds about right to me. Let me restate: That is a must for a tank beamboat I guess.
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Posted Tue 24 Oct, 2017 4:32 PM
Cryptic made a mistake with their post so this is not part of the trait.
Reflective Hull III
+50 Energy Dmg Resistance Rating, and Reflects 50% of incoming Energy Wpn Dmg
Lasts until 15,000 Energy Dmg has been reflected (10sec Cooldown after depleted)
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Posted Tue 24 Oct, 2017 4:32 PM
Ok, sounds about right to me. Let me restate: That is a must for a tank beamboat I guess.
Pushing the cost to own the ship aside, it seems to me the onus is on the player with this one. To be fair, I think the jury is still out on this one. So, my idea above is purely speculative.
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Posted Tue 24 Oct, 2017 5:00 PM
So having looked into them a bit more is it just me or do they seem to be aimed at making tanking easier with lots of gimmicky traits, abilities and the fancy MW trick they have?
I mean getting a decent tank is still a pretty good challenge i feel, something I've never been good at. But these ships just look like they are trying to open up tanking to anyone with abilities and passives?
Not sure if that came out the way i meant it to sound.
Just seems to me that if you wanted a tank previously you had to work at it, quite hard. Now with these MW behemoths you just straight out of the box have a massive hull, extra console, FBP + BFAW buff traits, healing passives, all manner of wackiness from the MW gimmick. Seems like it's sort of dumbed it all down a bit.
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Posted Tue 24 Oct, 2017 6:11 PM
I do perceive DPS would increase for the boat, yet wouldn't that risk pulling agro away from tanks?
The premise of your question is flawed, in that it has nothing to do with the trait.
The trait increases the damage done by beamboats when they have aggro. That's it.
Are you suggesting that the non-tanks should be consciously gimping their damage so that the tank can hold aggro?
I'm pretty sure that's not how it works.
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Posted Tue 24 Oct, 2017 6:33 PM
The premise of your question is flawed, in that it has nothing to do with the trait.
The trait increases the damage done by beamboats when they have aggro. That's it.
Are you suggesting that the non-tanks should be consciously gimping their damage so that the tank can hold aggro?
I'm pretty sure that's not how it works.
Derp. Of course, tanks should have agro for the trait to work better. So, non-tanks should not use this trait?
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Posted Tue 24 Oct, 2017 6:40 PM
How do you find their maneuverability out of interest?
I'm seeing that turn rate of 6 as really sluggish but the extra uni console slot can easily be used to slot a crafted RCS to help there, and not cost you anything from the rest of the consoles.
Tempted to grab the Fed ones, but probably not until a ship sale.
The turn rate is pretty bad as you don't have any way of changing the pivot for the ship via kitbash (or at least I haven't managed it yet) and therefore, you definitely need to place an RCS or high turn rate universal console there to offset the turn rate.
If you are wanting to run torpedoes on this ship, you'll need to run the Pilot specialization and I would recommend as much additional help (traits, skills) to offset that as well.
If I can find a kitbash that modifies the pivot for the ship so that it handles better, I'll post up the kitbash for that. All a pivot shift does is just changes how the ship handles, so it doesn't effect the turn rate, but changing how the ship handles can at least change how the path for a turn happens. You rarely get a pivot shift that looks nice though...
Debating on the new ships or not as well, though if I decide to go for it, I may as well wait until Black Friday as they’ll probably have a sale around then.
The side view is fairly horrific but they look good from the top.
I would probably wait for the sale. This isn't a ship that's going to have a good "this is what works well" to it until you figure out the little odds and ends.
It seems to me, if you tank, then you need maneuverability (not necessarily a rule though). The Conductive RCS should be a very good fit within a build for these ships.
Depends. The Miracle Worker Specialization seems to run on the idea of regeneration. If you run that type of tank, you don't need maneuverability.
It also looks like the synergy was built with the Strategist specialization in mind. Remember Strategist grants Increased Healing, Temporary Hull, Reflection, Immunity to Torpedoes, Taunting, BOFF Recharge Time Reduction, and increased Regeneration. Some of these require Threatening Stance On or Off, but combine Miracle Worker with this and you don't probably need the maneuverability at all.
Scratch that, I remember running it on my self-named character Dorian. You had aggro for DAYS running this and it worked out pretty well. Add in an extra 50% hull regeneration from Miracle Worker and you can probably tank for days.
Now make Strategist into a full specialization dammit.
I am also not quite sure if I should buy them. The Klingon ships look quite nice, on the other hand my main is Fed. Maybe I just buy the Tac version(s) for the trait. That is a must for beamboats I guess.
You want to pick up at least the starship trait that lowers recharge times when engineering is used. Combine it with the Tactical and Science and you can have so many good times.
For tanking, you definitely want to run as much multi-attacks as possible. That's a key thing for you to do.
So having looked into them a bit more is it just me or do they seem to be aimed at making tanking easier with lots of gimmicky traits, abilities and the fancy MW trick they have?
I mean getting a decent tank is still a pretty good challenge i feel, something I've never been good at. But these ships just look like they are trying to open up tanking to anyone with abilities and passives?
Not sure if that came out the way i meant it to sound.
Just seems to me that if you wanted a tank previously you had to work at it, quite hard. Now with these MW behemoths you just straight out of the box have a massive hull, extra console, FBP + BFAW buff traits, healing passives, all manner of wackiness from the MW gimmick. Seems like it's sort of dumbed it all down a bit.
It does provide a great option for tanking, sure. But if you just try tanking out of the box with this, without putting the work in, you'll definitely die. As I mentioned before, I died quite a lot before this because I thought "oh, I don't need to actually set this up for tanking". Died quite a lot really.
Don't get me wrong, it'll make this easier for sure. You can get a bulky ship like this and you can basically toss in things and you'll have a bad tank without much thought. So yeah, we'll probably have a flood of tankers here soon.
Personally, I think the Miracle (I'm dropping Worker) Specialization and its skills seem like a synergy skill with Strategist specialization and to actually get more people to have that as a secondary specialization. I also wouldn't be surprised if Miracle leads to Strategist being upgraded to full status.