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).
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).
================================================== =====================================

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.
================================================== =====================================

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.
================================================== =====================================

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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-21-2011, 02:26 AM
Hopefully, this can help all players to understand some of the mechanics of these powers, and if there are questions, this is an ideal place to ask those questions, and the Forum Warriors can help to answer them.

Hope that everyone can find some use out of this,
-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-21-2011, 03:39 AM
Excellent guide thank you, it neatly combines all the info spread across dozens of STOwiki pages and the availability table, so much easier to digest. Any chance you'll put together the same for Tactical and Science powers?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-21-2011, 03:52 AM
Quote:
Originally Posted by G.Cockburn
Excellent guide thank you, it neatly combines all the info spread across dozens of STOwiki pages and the availability table, so much easier to digest. Any chance you'll put together the same for Tactical and Science powers?
Planned, as soon as I have another very quiet night at work.

Also plan to do one for Captain-specific Abilities.

Glad that you liked it,
-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-21-2011, 05:27 AM
Quote:
Originally Posted by BigRedJedi
Hopefully, this can help all players to understand some of the mechanics of these powers, and if there are questions, this is an ideal place to ask those questions, and the Forum Warriors can help to answer them.

Hope that everyone can find some use out of this,
-Big Red
I think one thing that is missing - and it might be missing for a lot of "guides" in the game:
A guide about the role and purpose of powers, not how they work, but how you use them. A guide telling you when or why a power is useful.

For example, you list the Emergency Powers skills in one single section.

But fact of the matter is - the 4 serve very different roles and purposes, and cannot be treated equally, even if most of the key stats are the same.

Maybe the most prominent example:
Emergency Power to Shields is the "go-to" power for _every_ ship class to gain shield resistance and healing. It is highly advisable to equip at least one if not two of them (even if that occupies all your Engineering slots), as it can provide you with constant shield damage reduction. This buff alone can help you tank most enemies in PvE, and is basically a pre-requisite to survive in PvP.

More examples:
Reverse Shield Polarity is an interesting power as it provides you what is almost damage immunity for a short time coupled with a strong heal. But it's long recharge time makes it unsuitable as a primary defense - but it can be very useful as a reserve power used in emergency situations - it allows you to roll back the fight, basically, and give you a second chance. But the opportunity cost it presents are big - it is usually better to pick other, more often usable engineering powers before.

Not an Engineering example:
Beam Overload is a skill to provide you with spike damage, e.g. a lot of damage in a short time. If you intend to use it, you should make sure your enemy is not running any significant buff (including speed buffs) and ideally also strongly debuffed to get the most out of it.

This are the types of considerations I mention in my Space Combat Training and Exercise Foundry mission, but I am not sure it's well played there - it requires playing the mission and reading a wall of dialogs if you want to know it all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-21-2011, 05:44 AM
Very nice guide, I wonder what you have to write about the tactical and science abilities...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-21-2011, 06:01 AM
Quote:
Originally Posted by MustrumRidcully View Post
<snip> All sorts of awesome stuff, as usual!
That is where I, hopefully, intend to take these guides, I'm just getting a framework laid, with descriptions of the powers first (because I suspect that there are many players that may not fully understand what all the available powers can do), then delve more deeply into 'how' to employ them effectively.

As always, I welcome your aid in this,
-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-21-2011, 09:23 AM
I don't know how you want to put it but shockwave could be considered a counter to Extends.

also, good post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-21-2011, 10:16 PM
Quote:
Originally Posted by thamupp View Post
I don't know how you want to put it but shockwave could be considered a counter to Extends.

also, good post.
Updated for this (I had forgotten that stuns will disrupt the channeled effect from the initiating starship).

And, thanks.

-Big Red
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