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Lt. Commander
Join Date: Dec 2007
Posts: 120
Jedi Counsel: Tactical 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, you can PM me 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...


Attack Pattern Beta [APB]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 can be trained by a Tactical Captain with 9 ranks in Starship Combat Maneuvers.
  • Duration: 10 seconds for the power (applies debuff that lasts 5 seconds per application)
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained for 20 seconds up-time in every 30-second timeframe.)
  • System: Maneuvers
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Attack Vectors, Starship Combat Maneuvers, Starship Battle Strategy
  • Arc-Limits: Self-Only
  • Counter: Tactical Team clears the debuff.
  • Mechanics:
    APB causes all of your attacks, for 10 seconds, to apply a damage resistance debuff (hull damage only) to your target, which lasts for 5 seconds. The debuff is re-applied with each, subsequent attack (making the timer reset to the full 5 seconds). The debuff does not stack from attacks with different weapons on your own ship, however, multiple ships, each running their own copies of APB, can stack their debuffs on the same target (deriving the benefit of all of them).
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Attack Pattern Delta [APD]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is available on Uncommon or higher BOffs.
  • Duration: 15 seconds
  • Recharge: 45 seconds
  • Global Cooldown: 30 seconds (2 copies can be chained for continuous 15 seconds up-time, followed by 15 seconds down-time)
  • System: Maneuvers
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Attack Vectors, Starship Combat Maneuvers, Starship Battle Strategy
  • Arc-Limits: Self/Ally
  • Counter: Tactical Team clears the debuff.
  • Mechanics:
    APD grants you/ally a hull damage resistance buff (reducing incoming damage to your hull), then applies a damage resistance debuff (hull damage only) to any ship that fires on your ship, which lasts for 5 seconds. The debuff is re-applied to an enemy ship, each time that it fires upon your/ally's ship, for the duration of the power. Like APB, the debuff does not stack from a single ship, no matter how many times it is attacked; however, if the targeted enemy were to attack multiple ships with APD running, the enemy could, potentially, stack multiple copies of the APD debuff on itself.
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Attack Pattern Omega [APO]:
  • Availability: Lt. Commander (1), Commander (2,3) - Version 3 can be trained by a Tactical Captain with 9 ranks in Starship Battle Strategy, or found on Uncommon or higher BOffs.
  • Duration: 15 seconds
  • Recharge: 60 seconds
  • Global Cooldown: 30 seconds (2 copies can be chained for continuous 15 seconds up-time, followed by 15 seconds down-time)
  • System: Maneuvers
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Attack Vectors, Starship Combat Maneuvers, Starship Battle Strategy
  • Arc-Limits: Self-Only
  • Counter: N/A
  • Mechanics:
    APO grants your ship a short-term speed and turn-rate boost; a hull damage resistance buff; a defense buff; an all damage (energy weapons and projectiles) buff; and immunity to movement debuff powers (e.g. Tractor Beams, Gravity Wells, etc.) for the duration of the power.
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Beam: Fire At Will [BFAW, or FAW]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 can be trained by a Tactical Captain with 9 ranks in Starship Beam Weapons
  • Duration: 10 seconds
  • Recharge: 30 seconds
  • Global Cooldown: 20 seconds (2 copies can be chained for a total of 30 seconds up-time, 30 seconds down-time, per 60-second timeframe)
  • System: Beams
  • Subsystem Power Level: Weapon Power
  • Skills Affecting: Starship Energy Weapons Training, Starship Beam Weapons, Starship (Energy-Type) Weapons - Dependent upon your starship's weapons.
  • Arc-Limits: Self-Only, arc of firing weapons
  • Counter: N/A
  • Mechanics:
    BFAW adds 1 pulse per firing cycle of each beam weapon on your ship (increasing from 4 to 5), slightly buffs the damage per shot, and causes each pulse to fire at two targets. If you have a target selected, the first shot of each pulse will strike the selected target (assuming that the given weapon has the target within its firing arc), and the second shot of each pulse will randomly strike an other target, also within the given weapon's firing arc. If no other target is within the given weapon's firing arc, the second shot is wasted. If no target is selected at all (or if the selected target is out of the firing arc of the given weapon), each weapon will fire two, randomly-selected shots, at any target within their respective firing arcs.
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Beam: Overload [BO]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 is available on Rare or Very Rare BOffs.
  • Duration: 30 seconds (or until next Beam attack, whichever occurs first)
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained for continuous up-time, depending on usage, every 15 seconds)
  • System: Beams
  • Subsystem Power Level: Weapon Power
  • Skills Affecting: Starship Energy Weapons Training, Starship Beam Weapons, Starship (Energy-Type) Weapons - Depends on your starship's weapon loadout.
  • Arc-Limits: Self-Only, arc of next beam weapon to fire.
  • Counter: N/A
  • Mechanics:
    BO massively increases the damage of your next, individual beam attack (roughly 7-10x the normal damage of a single beam attack, unleashed at once). This attack drains -50 power from your Weapon Power Level, which is then recovered as normal (via your starship's power recovery mechanics). Due to the very high base damage of this attack, criticals scored with the Overload attack are extremely potent.