Jedi Counsel: Career-Specific Powers (Space)
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Join Date: Dec 2007
05-29-2011, 11:02 PM
Originally Posted by
Question is somewhat related:
How are the CDs or GCDs affected when using Tac Initiative and Photonic Officer 3? I'm considering putting my Tac into a Nebula refit or Intrepid Refit.
I've read/heard around that because the lowest GCD is 15 sec, TI and PO3 become almost useless, but admittedly, been too lazy to test on Tribble
TI and PO both affect a power's Recharge, but cannot affect their global cooldown.
What does this mean, you ask?
Well, let's take Tactical Initiative, for example. Fully skilled (and, since my easiest reference is one of my Escorts, which also has the AEGIS Engine), TI sets the Recharge of all Tactical BOff powers to 47% of their normal Recharge (i.e. multiplies their Recharge time by .47), so how does this affect powers?
Let's look at a few examples:
Attack Pattern Beta
: Has a 30-second Recharge and a 15-second Global Cooldown; so, if I take TI's effect, APB will cooldown in 14.1 seconds; however, the Global Cooldown is hard and fast, thus, even though the power might cool down a little faster than 15 seconds, the absolute soonest that I could re-activate APB (even this same copy) would be 15 seconds after activating the power the first time.
Attack Pattern Delta
: Has a 45-second Recharge, and a 30-second Global Cooldown; thus, the same situation, as with APB, would apply... With TI active, APD would cool down in 21.15 seconds, but the soonest I could re-activate the power would be 30 seconds after the first activation.
Photonic Officer works exactly the same way, although PO's cooldown reductions are not nearly as substantial as TI's, but they apply to ALL of your BOff powers, not just Tactical ones.
Okay, then what does that really benefit me?
Well, for TI, especially, what happens if you are a Tac Officer in a Cruiser? At best, you have 3 Tactical BOff powers. Conventional wisdom would say, take 2 copies of your primary, preferred damage-boosting ability, and (most likely) a copy of Tactical Team. While that is likely the most efficient use of powers for non-Tactical Captains, the use of TI opens up the possibility of swapping out one of your paired abilities and adding a third, different Tactical ability to the mix, but still be able to get cyclic rotations on their usage.
For example, if I wanted to run both Beams and Torpedoes on a Cruiser, I would have to decide (especially if I want the added tanking ability of Tac Team) whether I want to run cycled Torpedo powers, or cycled Beam powers. Knowing that I have TI, however, means that for 45 seconds, every 3 minutes (or, the average duration of a heavy engagement in PvP), I can run one copy of both a Beam and a Torpedo power, and not lose the ability to rotate the skills.
Photonic Officer's flexibility, in applying to ALL BOff powers, works similarly well on other classes of ship, an Escort might be able to have a little more flexibility with Engineering powers, for example, or a Science vessel with its Engineering or Tactical powers.
So, to answer your question, TI is as far from worthless as it gets, since you get it as a Tactical Captain for free, not from a BOff, and you should use it at the start of every Alpha Strike that you have it available.
Photonic Officer, on the other hand, is a little more situational, but many ships can get great usage out of it (particularly the Sci-focused Cruiser and Escorts, along with Science Vessels themselves). As far as PO3 goes, it probably does 'overkill' on the amount of cooldown reduction, but it allows a little more flexibility for a ship, in keeping those Lt. Commander-slots free, especially if you prefer to use Heals (HE3 or TSS3, for example) in those positions.
Hope that helps,