Been using recursive shearing on a target to add +2 entropy and then using the Rapid Decay for a VERY BIG dmg resistance debuff to the target. Rapid Decay lasts 5 seconds just like Recursive Shearing does, but, will have a +1 second added to the time for each point of entropy on the target when it is casted. Rapid decay also consumes this entropy. So with up to five stacks of entropy on a target you can extend the duration to last for 10 seconds. Meanwhile - the point in all of this is that since Recursive Shearing will give the +2 instantly so you can run the Rapid Decay for 7 in total.. A VERY nice combo.
Mixing some of the new school and old school boff powers give way to some real unique things we have not been able to do before.
With the addition of Over Ride Subs - a lot of fun things can happen
Other things like ion and gravity well -
So here are some classic boff station setups that are fun to try - some all old school - some all new - some mixed.
tried and true old school setups for your commander tactical - if your running a ship that does not have a commander tactical and only a lt. commander tactical . drop everything down one training level and remove the tactical team and reserve an ensign station for the tact team " TT " with the exceptions to anything rapid fire 1 - adjust to build in those situations.
Commander Tactical - For Tanking with boosted def. and high resist ( TT 1, target sub system x , omega1, delta 3 )
Commander Tactical - For High Spike DPS ( Torpedo HY1 , Rapid Fire 1, beam overload 3, omega 3)
Commander Tactical - For High Area Of Affect DPS 'AoE' - ( TT, Torpedo Spread 2, fire at will 3, beta 3 )
Commander Tactical - For boosted resist and high def. - ( TT, Delta 1, SUBSTITUTE HERE , omega 3 ) 'substitute according to your main dmg type ie. faw/beam overload for beams, torps hy/spread for torps, or scatter volley/rapid fire for cannons, and you can go with a target subsystem if you wanted to here as well. this is my favorite setup for pvp with NON T6 and w/o a cloak.
Here are some new school commander Intel station setups that I have found amazing.
Commander Tact Intel - CRAZY DPS, disable and boosted def. to single target ( evade target lock 1, ion turbulence, over ride sub system safety 3, Surgical Strikes 3 )
Commander Tact/Intel- Extended Disable target and very high def. (intelligence team 1, electro magnetic probe 1, evade target lock 3, ion turbulence 3)
Synergizing some old and new school works for the best - the over ride subs is probably just as much as a 'broken "aka" Over Powered boff ability as surgical strikes - as both don't actualy give any hard buffs - they just augment the background math on subs system power obviously and the accuracy/crit chance. will come back to examples later on how they affect the dmg/heal numbers. And as of right now - we don't have any doffs that boost intel powers directly on the tool tips the following setups below are perfectly complemented with old school system doffs. ( conn officer zemok, energy weapons officer Beam Overload bypass doff )
Commander Tactical/Intel - For Extreme DPS with reciprocity (Phantom Intel Mastery) , the perfect couple ( beam overload 1, rapid fire 1, over ride subsystem safety 3, surgical strikes 3 )
Commander Tactical/Intel - For Great AoE and Big DPS ( tt, fire at will 2, over ride sub system safety 3, omega 3)
- there are many more great combos not yet even listed - let alone mixing intel and cross boff stations.. example.. Over ride sub system safties 3 and gravity well 3, feed back pulse 3, tractor beam 3, aux to dampeners, aux to battery, emergency power to x - it affects EVERTYING in one way or another... please check back for more...
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