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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-21-2011, 02:25 AM
Eject Warp Plasma [EWP]:
  • Availability: Lt. Commander (1), Commander (2, 3) - Version 3 can be trained by an Engineer Captain with 9 ranks in Starship Engine Performance
  • Duration: 5 seconds to deploy the Warp Plasma, 15 seconds total duration that the Warp Plasma cloud persists.
  • Recharge: 45 seconds
  • Global Cooldown: 30 seconds (2 copies can be chained, 15 seconds up-time, 15 seconds down-time every 30 seconds)
  • System: Warp Engines
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Engineering Training, Starship Engine Maintenance, Starship Engine Performance
  • Arc-Limits: Self-Only. Deployed to the rear of your ship and is trailed behind your ship for the duration of the power's up-time.
  • Counter: Hazard Emitters cures the plasma DoT and allows the ship to move again, Attack Pattern Omega will allow the ship to continue moving.
  • Mechanics:
    EWP leaves a bright-green plasma trail, strung along behind your ship as it travels along. Any enemy ship that finds itself in the plasma cloud suffers a Plasma burn DoT and has its engines temporarily disabled. This also affects deployables, including Mines, Heavy Torpedoes, and fighters (often destroying them outright).
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Emergency Power to (Subsystem) [EPtA, EPtE, EPtS, EPtW]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 can be trained by an Engineer Captain with 9 ranks in the appropriate Starship (Subsystem) Efficiency skill (i.e. EPtA3 from Starship Auxiliary Efficiency, EPtE3 from Starship Engine Efficiency, etc.)
  • Duration: 30 seconds
  • Recharge: 45 seconds
  • Global Cooldown: 15 (for different subsystems)/ 30 seconds (for the same subsystem) (2 copies of the same power can be chained for 60 seconds up-time per 60-second timeframe, 2 copies of 2, separate versions of the power can be cycled every 15 seconds for full, 60 seconds of coverage for 2, separate subsystems, every 60-second timeframe.)
  • System: Emergency Power
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Warp Core Training, Starship (Subsystem) Maintenance, Starship (Subsystem) Efficiency
  • Arc-Limits: Self-Only.
  • Counter: N/A
  • Mechanics:
    Adds a certain amount of power to the related subsystem for the duration of the power's uptime. Restores functionality to a disabled subsystem (i.e. EPtS would restore Shields, if disabled by an enemy skill). Each subsystem also carries an additional bonus: EPtA - Grants a small bonus to StealthSight (helps to detect Cloaked opponents), EPtE - Grants a substantial boost to your ship's speed (in addition to the speed boost from higher Engine Power), EPtS - Reduces damage dealt to your ship's shields by a certain %, EPtW - Gives a 5-second boost to your weapon damage. The ability to cycle 2 copies of the same power with no down-time (or 4 copies, 2 each of 2 separate subsystems for a Cruiser) is one of the most important aspects of the EPtX powers.
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Engineering Team [ET]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 can be trained by an Engineer Captain with 9 ranks in Technician.
  • Duration: Instant, 5 seconds (for boost to Engineering Training and Warp Core Training)
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds
  • System: Crew
  • Subsystem Power Level: N/A
  • Skills Affecting: Engineering Team Leader, Starship Engine Maintenance, Starship Hull Repair
  • Arc-Limits: Self/Ally
  • Counter: N/A
  • Mechanics:
    Provides a moderate-to-large instant Hull heal; restores all disabled subsystems (for 5 seconds after the buff is applied to your ship or to an ally); provides moderate-to-large increase to Starship Engineering Training and Starship Warp Core Training skills (for 5 seconds after the buff is applied to your ship or to an ally). Particularly strong in Version 3.
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Extend Shields [XS, or ExS]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 can be trained by an Engineer Captain with 9 ranks in Starship Shield Performance.
  • Duration: 30 seconds (channeled for duration)
  • Recharge: 45 seconds (includes the 30 seconds of channeling)
  • Global Cooldown: 30 seconds (2 copies can be chained for 60 seconds of up-time in every 60-second timeframe)
  • System: Shields
  • Subsystem Power Level: Effectiveness is based on the ship's current Shield power level.
  • Skills Affecting: Starship Warp Core Training, Starship Shield Maintenance, Starship Shield Performance
  • Arc-Limits: Ally-Only, target must be within 7.5k for the channeling effect to work, if Ally leaves the 7.5k range, then returns to within range, the effect is re-applied (assuming that any time remains in the 30-second duration of the channeled effect).
  • Counter: Stun Effect (Photonic Shockwave or Tricobalt Weapons) will disable the channeled effect from the initiating ship (i.e. 'your' ship), but if the targeted Ally is hit with a Stun Effect, he will still benefit from the effect of XS.
  • Mechanics:
    XS provides a moderate-to-strong shield damage reduction to an Ally, and a tiny-to-small shield HoT (Heal over Time) for the duration of the channeled effect, both effects are based on your ship's current Shield power level, when the skill is triggered. The targeted Ally must remain inside the 7.5k range to receive the benefits of the channeled skill, but if they exit that range, then, subsequently, return within range, the effect will re-apply to them, so long as there is still time remaining for the channeled effect.
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Reverse Shield Polarity [RSP]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is available on Rare or Very Rare Engineering BOffs.
  • Duration: 6/8/10 seconds (Versions 1/2/3)
  • Recharge: 120 seconds
  • Global Cooldown: 60 seconds (2 copies can be chained for 12-18 seconds per 120-second timeframe, depending on Versions used)
  • System: Shields
  • Subsystem Power Level: Effectiveness is based on your ship's current Shield power level (however, the effect of the Shield power level is negligible, as incoming fire is typically more than enough to fully recharge your shields, regardless)
  • Skills Affecting: Starship Engineering Training, Starship Shield Maintenance, Starship Shield Performance
  • Arc-Limits: Self-Only.
  • Counter: N/A
  • Mechanics:
    RSP negates all incoming energy damage to your ship's shields (bleedthrough and torpedoes still cause damage as normal), taking a percentage of all incoming energy weapon fire and recharging your ship's shields with that energy. The recharge effect only recharges the facing(s) that is(are) receiving energy weapons' fire, thus, to maximize the effectiveness of the shield recharging effect, you must manually (or with Tactical Team) re-balance your shields to distribute the recharged shield points.