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Lt. Commander
Join Date: Dec 2007
Posts: 120
Jedi Counsel: Engineering BOff Powers

This is to serve as a guide, mostly directed at new players, but may offer some insights to veteran players, as well. If there are any questions, please feel free to use this forum to ask (or send me a PM in-game @BigRedJedi), and I will do my best to try to answer them (along with the aid of my fellow Forum Warriors).

The layout for Power Descriptions will be as follows:
  • Power Name [Abbreviation]: The name of the BOff power (with the shorthand version of the power listed as: [Name])
  • Availability: The rank-slots that the Power can be slotted into, and the availability of the Level 3 versions of the power (whether available as a skill on certain ranks of BOffs, or trainable by a certain class of Captain).
  • Duration: The amount of time that the power is active.
  • Recharge: The amount of time it will take for this power to fully cooldown, once it is activated. (NOTE: This assumes that your BOff will be fully skilled, to ensure the minimum possible cooldown.)
  • Global Cooldown: The amount of time before you can activate a second (different) copy of this skill, or any other skill on the same System (see below). (NOTE: This second copy can be at any level, higher or lower, than the currently-activated copy, i.e. If I activate a Level 1 version of a power, after the global cooldown is over, I can activate a second version of the power, that is either Level 1, Level 2, or Level 3.)
  • System: The 'system' that is affected by the current power, this affects powers that can be 'chained', based on global cooldowns.
  • Subsystem Power Level: If the power is affected by the current powerlevel of one of the ship's 4 subsystems (Aux, Engines, Shields, or Weapons)
  • Skills Affecting: The 3 skills that affect the use of this power.
  • Arc-Limits: If the power has any arc limitations, it will be described here. (Includes whether the power is Self-Only, Self/Ally, Ally-Only, or Enemy.)
  • Counter: What skill/s (if any) counter the effects of this power.
  • Mechanics: How the power actually works, what it does, etc.

Without further ado...


Aceton Field [AF]:
  • Availability: Lt. Commander (1), Commander (2, 3) - Level 3 available on Uncommon or higher Engineering BOffs.
  • Duration: 30 seconds
  • Recharge: 90 seconds
  • Global Cooldown: 60 seconds (2 copies can be chained, 30 seconds up-time, 30 seconds down-time every 60-second timeframe)
  • System: Weapon Modification
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Warp Core Training, Starship Weapon Maintenance, Starship Weapon Efficiency
  • Arc-Limits: Enemy. Forward 90-degree arc of firing ship.
  • Counter: Cleared by Hazard Emitters.
  • Mechanics:
    Aceton Field hits an enemy ship with a radiation DoT (Damage over Time) and inflicts a -50% reduction in their energy weapon damage. The radiation DoT increases based on which Level of AF is used, but all 3 Levels inflict the -50% reduction in energy weapon damage.
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Auxiliary to Battery [A2B]:
  • Availability: Lieutenant (1), Lt. Commander (2) - Version 3 does not, currently, exist in-game.
  • Duration: 10 seconds
  • Recharge: 40 seconds
  • Global Cooldown: 20 seconds (2 copies can be chained, 10 seconds up-time, 10 seconds down-time every 20-second timeframe)
  • System: Emergency Battery (NOTE: Using this power will put your batteries on cooldown, until the global cooldown is finished.)
  • Subsystem Power Level: Effectiveness of the power is tied to the current Aux power level.
  • Skills Affecting: Starship Engineering Training, Starship Auxiliary Maintenance, Starship Auxiliary Performance
  • Arc-Limits: Self-Only
  • Counter: N/A
  • Mechanics:
    Based on your ship's current Aux power level, A2B will distribute your Aux power (draining Aux to 0, for the duration of the power's up-time) to the ship's other 3 subsystems (Engines, Shields, and Weapons). The power has a significant drawback, in putting your ship's batteries into cooldown for the duration of the global cooldown, however, an effective use of this power is to activate an Aux Battery, prior to the activation of this power, gaining maximum effectiveness from the power.
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Auxiliary to Inertial Dampeners [AID, or A2ID]:
  • Availability: Lieutenant (1), Lt. Commander (2) - Version 3 is not, currently, available in-game.
  • Duration: 15 seconds
  • Recharge: 30 seconds
  • Global Cooldown: 20 seconds (2 copies can be chained, 45 seconds up-time, 15 seconds down-time in a 60-second period)
  • System: Auxiliary Power
  • Subsystem Power Level: Effectiveness is based on the ship's current Aux power level.
  • Skills Affecting: Starship Engineering Training, Starship Auxiliary Maintenance, Starship Auxiliary Performance
  • Arc-Limits: Self-Only
  • Counter: N/A
  • Mechanics:
    A2ID gives your ship a significant kinetic damage resistance, a hefty turn-rate boost, and immunity to stun effects, for the duration of the power's up-time. The kinetic resistance (for the hull) and the turn-rate boost are affected by the ship's current Aux power level, but the power's, arguably, most important aspect, is the immunity to the stun effects of both Photonic Shockwave and Tricobalt weaponry.
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Auxiliary to the Structural Integrity Field [ASIF, or A2SIF]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is only available on Very Rare Engineering BOffs.
  • Duration: Instant (for heal), 10 seconds (for resistance)
  • Recharge: 15 seconds
  • Global Cooldown: 15 seconds (1 copy can be chained, sequentially, perfectly)
  • System: Auxiliary Power
  • Subsystem Power Level: Effectiveness of the power is based on the ship's current Aux power level.
  • Skills Affecting: Starship Engineering Training, Starship Auxiliary Maintenance, Starship Auxiliary Performance
  • Arc-Limits: Self/Ally
  • Counter: N/A
  • Mechanics:
    ASIF is a small-to-moderate burst (instant) heal, and a moderate-to-strong All Damage Resistance boost. The damage resistance may be short-term and the hull heal is fairly small (even Version 3, at full Aux, is only about 8k healing), but the ability to trigger the ability every 15 seconds makes this a very attractive option, especially when the higher versions of the skill are employed.
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Boarding Party [BP]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is available on Uncommon and higher BOffs.
  • Duration: Instant
  • Recharge: 60 seconds
  • Global Cooldown: 40 seconds
  • System: N/A
  • Subsystem Power Level: N/A
  • Skills Affecting: N/A
  • Arc-Limits: Enemy
  • Counter: Direct attacks (against the shuttles), Tactical Team (once the shuttles reach target)
  • Mechanics:
    BP launches 3 shuttles (presumably, carrying a team of half-crazed RedShirts) that follow your target until they impact with the target's hull. The shuttles can be targeted (just like any other spam object, such as: mines, heavy torpedoes, etc.) and shot down, prior to their impact with the target's hull. Once the shuttles reach the target, each shuttle that successfully lands on the target will disable one, randomly-selected subsystem (much like Viral Matrix) for a short period of time. Higher-level versions of the skill will disable the subsystems for longer durations. The boarding parties can be cleared (much like the Borg boarding parties) by Tactical Team.
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Directed Energy Modulation [DEM]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 can be trained by an Engineer Captain with 9 Ranks in Starship Weapons Performance
  • Duration: 30 seconds
  • Recharge: 90 seconds
  • Global Cooldown: 45 seconds (2 copies can be chained, 60 seconds up-time, 30 seconds of down-time in a 90-second period)
  • System: Weapon Modification
  • Subsystem Power Level: Effectiveness is based on the ship's current Weapon power level.
  • Skills Affecting: Starship Engineering Training, Starship Weapon Maintenance, Starship Weapon Performance
  • Arc-Limits: Self-Only. Channeled through the ship's weapons, restricted only by those weapons' firing arcs.
  • Counter: N/A
  • Mechanics:
    DEM boosts your damage output by adding a small amount of damage that ignores your target's shields and is applied directly to the hull. This small amount of damage is added for each pulse from your ship's weapons (thus, the more times your weapons hit your opponent, the more extra damage that DEM provides).