You can (and might actually want to depending on level / playstyle) slot a trait to reduce the cooldown by a lot when you take damage.Īt rank 47, we get the lovely, lovely Engineering Fleet. Hit this thing just before your transfer all power to the engines and switch off Threatening Stance to leg it. This is your OH-SWEET-HEAVENLY-Q-THE-BORG-ARE-EATING-ME ability. #Star trek online skills planner OfflineMajor hull and shield heal, repairs all your subsystems that have been knocked offline and brings in another set of shields at max rank. Miraculous Repairs is the signature Engineer ability and comes in at rank 37. There’s also a trait that increase Energy Weapon Damage by 15% while it’s active. It’s actual ability before max rank is to reduce energy drain on all systems but, to be honest, you’ll be popping cleanses to get rid of those once they appear rather than this 3-minute cooldown monster. You are firing more than one weapon, right? This increases their damage, penetration and just raw dakka, so is a lovely thing to have active. This increases their power immensely, since your power levels aren’t bouncing up and down on each individual shot. Nadion Inversion, unlocked at level 27, means your weapons now cost jack diddly to fire for 30 seconds at max rank. #Star trek online skills planner fullIt also massively increases the rate at which power is swapped between your various systems, so you can go from full dakka to full turtle very quickly, or just pump it all into engines for a quick getaway. This maximum value increase stacks with other maximum value increases, unlike most others, so you can hit upwards of power levels of 150. At max rank it adds 25 to all your power levels AND to their maximum values with a 2 minute cooldown. You will use this every fight and by the time that 2 minute cooldown is up, you’re likely to need it again.ĮPS Power Transfer is the power you’ll get at level 17 and you want this on at much as possible, either on yourself or that one nutball Tactical captain with a Cannon Scatter Volley III build and gold MkXV cannons and turrets in every slot. It also gets a slight bump to resist being drained. You get some shield healing and a major increase in shield resistance meaning your shields take less damage and heal faster. Rotate Shield Frequency is the first Engineer ability, it comes online at level 7, and boy howdy is it going to be used a lot. Every ability lasts 30 seconds and is on a long cooldown. However Rotate Shield Frequency and, especially, Miraculous Repairs are to be used only when necessary. At least not without being right inside their fleet and harassing them with drunken phone calls/photon torpedo barrages.ĮPS Power Transfer, Nadion Inversion, Engineering Fleet and Intrusive Energy Redirection are almost too useful to not hit them every time they come off cooldown. You can heal the damage done to shield and hull, but can’t really hurt them much directly in return like the Tactical and Science classes. Engy! In Space!Īs stated, the Engineer on its own does very little to stop them pesky space aliens from exploding your poor ship. This guide will be focused purely on the Engineer, not on Kits or ships or races or anything else, just the class. Also you can call in orbital bombardments for extra fun and profit. You build turrets, set up defences, deploy drones, set up dispensers for shield and health regen, and generally make any place you fortify absolute death for anything to approach. Nothing exceptional, though you can survive hits that would down just about anyone else. In space, you are The Tank, with the captain abilities to restore health, fortify shields, and boost your power levels. With the right build you can be a monster, but getting there might be a chore. On the ground, you get a better deal later down the levels with some fantastic Kit Modules.
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