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

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

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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-22-2011, 01:06 AM
Beam: Target (Subsystem) [BTSA, BTSE, BTSS, or BTSW]:
  • 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 comes first)
  • Recharge: 45 seconds
  • Global Cooldown: 30 seconds (for the same subsystem), 15 seconds (for different subsystems)... (2 copies of the same subystem can be used, once every 30 seconds, while copies of 2 different subsystems could be cycled once every 15 seconds)
  • System: Beams
  • Subsystem Power Level: Weapon Power (for the damage of the shot, not the drain)
  • Skills Affecting: Shot damage: Starship Energy Weapons Training, Starship Beam Weapons, Starship (Energy-Type) Weapons; Drain: Starship Operations, Starship Sensors, Starship Sensor Array
  • Arc-Limits: Self-Only, arc of next beam weapon to fire.
  • Counter: Engineering Team clears the drain effect (power then returns as normal), Emergency Power to (Affected subsystem) restores disabled subsystem and helps to mitigate drain, (Affected subsystem) Battery will restore disabled subsystem and helps to mitigate drain.
  • Mechanics:
    BTSX affects your next beam attack, which (if it hits) will cause a power drain on the selected subsystem on your target's ship. If this drain reduces the target's selected subsystem to 0 power, the subsystem becomes disabled. Additionally, there is a 20/30/40% chance of disabling the targeted subsystem outright, regardless of the amount of drain (for BTSS, this will only disable the shield facing that is struck by the attack, not the entire Shield system). Again, it is important to note that the amount which is drained by the attack is affected by the Starship Operations, Starship Sensors, and Starship Sensor Array skills.
================================================== =====================================
  • Cannon: Rapid Fire [CRF]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 can be trained by a Tactical Captain with 9 ranks in Starship Cannon Weapons
  • Duration: 10 seconds
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained for a total of 40 seconds up-time, 20 seconds down-time, per 60-second timeframe)
  • System: Cannons
  • Subsystem Power Level: Weapon Power
  • Skills Affecting: Starship Energy Weapons Training, Starship Cannon Weapons, Starship (Energy-Type) Weapons - Depends on your starship's loadout.
  • Arc-Limits: Self-Only, arc of firing weapons
  • Counter: N/A
  • Mechanics:
    CRF doubles the amount of shots being fired by your Cannon weapons for the duration of the power, and slightly-to-moderately increases the amount of damage dealt by each shot. This power also affects Turrets.
================================================== =====================================

Cannon: Scatter Volley [CSV]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is found on Rare and Very Rare BOffs.
  • Duration: 10 seconds
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained for a total of 40 seconds up-time, 20 seconds down-time, per 60-second timeframe)
  • System: Cannons
  • Subsystem Power Level: Weapon Power
  • Skills Affecting: Starship Energy Weapons Training, Starship Cannon Weapons, Starship (Energy-Type) Weapons - Depends on your starship's loadout.
  • Arc-Limits: Self-Only, arc of firing weapons, secondary attacks limited to 45-degree cone surrounding the primary target
  • Counter: N/A
  • Mechanics:
    CSV is an AoE power that fires your cannon weapons (so long as they are within arc) at your selected target, and up to 2, additional targets, so long as those additional targets are within a 45-degree cone around the primary target. Each shot with CSV also receives a slight damage increase, and the rate of fire is slightly increased for the duration of the power. This power also affects Turrets.
================================================== =====================================

Dispersal Pattern Alpha [DPA]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is 'supposed' to be available to be trained by a Tactical Captain with 9 ranks in Starship Mines, however, this was bugged (Tactical Captains could only train Dispersal Pattern Beta 3, instead of Alpha 3), and I am uncertain if it has been corrected.
  • Duration: 30 seconds (or until the next set of mines is deployed by your vessel)
  • Recharge: 45 seconds
  • Global Cooldown: 30 seconds (2 copies could be cycled every 30 seconds)
  • System: Mines
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Projectile Training, Starship Mines, Starship (Projectile-Type) Weapons - Depends on your ship's loadout.
  • Arc-Limits: Self-Only, affects next, individual mine deployment
  • Counter: N/A
  • Mechanics:
    DPA leaves small clusters of mines in a trail behind your ship as it travels. Higher level Versions of this power release additional clusters. (NOTE: This power does not affect Tricobalt Mines.)
================================================== =====================================

Dispersal Pattern Beta [DPB]:
  • Availability: Lieutenant (1), Lt. Commander (2), Commander (3) - Version 3 is available on Uncommon or higher BOffs.
  • Duration: 30 seconds (or until your next mine deployment)
  • Recharge: 45 seconds
  • Global Cooldown: 30 seconds (2 copies can be chained every 30 seconds)
  • System: Mines
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Projectile Training, Starship Mines, Starship (Projectile-Type) Weapons - Depends on your ship's loadout.
  • Arc-Limits: Self-Only, affects next, individual mine deployment
  • Counter: N/A
  • Mechanics:
    DPB leaves a wide net of mines in a square-shaped pattern, behind your ship when it deploys. Higher level Versions of this power create a larger pattern, containing additional mines. (NOTE: This power does not affect Tricobalt Mines.)
================================================== =====================================

Tactical Team [TT]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 can be trained by a Tactical Captain with 9 ranks in Security
  • Duration: 10 seconds
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained for 20 seconds up-time, 10 seconds down-time, per 30-second timeframe)
  • System: Crew
  • Subsystem Power Level: N/A
  • Skills Affecting: Tactical Team Leader, Security, Tactics
  • Arc-Limits: Self/Ally
  • Counter: N/A
  • Mechanics:
    TT gives your ship a small-to-moderate buff to Starship Energy Weapons Training and Starship Projectile Weapons Training; clears Tactical debuffs from your ship for the duration of the power; and automatically redistributes your shield facings to any shield facings that are receiving enemy fire (much faster and more efficiently than using the 'Distribute Shield Facings' ability). Higher level Versions of this power grant larger buffs and distribute the shields even more quickly and more efficiently.
================================================== =====================================

Torpedo: High Yield [THY, sometimes HYT (for High Yield Torpedo)]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 can be trained by a Tactical Captain with 9 ranks in Starship Torpedo Weapons
  • Duration: 30 seconds (or until your next torpedo attack)
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained every 15 seconds)
  • System: Torpedoes
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Projectile Weapons Training, Starship Torpedo Weapons, Starship (Projectile-type) Weapons
  • Arc-Limits: Self-Only
  • Counter: N/A
  • Mechanics:
    THY boosts the damage of your next torpedo attack by firing a salvo of torpedoes (2,3, or 4), if you are firing Photon, Quantum, Transphasic, or Chroniton torpedoes; or it fires a massive, Heavy Torpedo, if you are firing a Plasma torpedo. (NOTE: This power does not affect Tricobalt Torpedoes or Hargh'peng Torpedoes.)
================================================== =====================================

Torpedo: Spread [TS]:
  • Availability: Ensign (1), Lieutenant (2), Lt. Commander (3) - Version 3 is available on Rare and Very Rare BOffs.
  • Duration: 30 seconds (or until your next torpedo attack)
  • Recharge: 30 seconds
  • Global Cooldown: 15 seconds (2 copies can be chained every 15 seconds)
  • System: Torpedoes
  • Subsystem Power Level: N/A
  • Skills Affecting: Starship Projectile Weapons Training, Starship Torpedo Weapons, Starship (Projectile-type) Weapons
  • Arc-Limits: Self-Only
  • Counter: N/A
  • Mechanics:
    TS gives a slight boost to the damage of your next torpedo attack and fires a volley of torpedoes that create an AoE damage burst, centered on your selected target (approximately 1-3k AoE). Higher level Versions of this power launch additional torpedoes and increase the size of the AoE. (NOTE: This power does not affect Tricobalt Torpedoes or Hargh'peng Torpedoes.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-22-2011, 01:13 AM
Much like the Guide to Engineering BOff Powers, this is to serve, primarily, as a resource for players to reference, if they have a question about the mechanics of a certain power. Discussions and guides about usage of these powers will be in the days to come.

As always, if there are questions, feel free to leave them here, or PM me in-game (@BigRedJedi)
-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-22-2011, 06:53 AM
Never knew the Beam Target skills were affected by sensor skills. Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-22-2011, 07:46 AM
Quote:
Originally Posted by Dreadnought05 View Post
Never knew the Beam Target skills were affected by sensor skills. Thanks!
Actually, I have found that this is a pretty common occurrence, as the in-game information system can be a little... (Yes, I'm going to say it )... 'Cryptic'...

That was one of the main reasons that I wanted to write some of these things out, it may be that something has just escaped a player's notice, and once it's pointed out to them, it all makes more sense. (I know that there have been a lot of instances where having someone explain mechanics to me has been invaluable... That MustrumRidcully guy that's usually lurking around here, he's a good one! )

-Big Red
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-22-2011, 08:33 AM
Great post brother! Much appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-22-2011, 09:56 AM
Quote:
Originally Posted by BigRedJedi
Actually, I have found that this is a pretty common occurrence, as the in-game information system can be a little... (Yes, I'm going to say it )... 'Cryptic'...

That was one of the main reasons that I wanted to write some of these things out, it may be that something has just escaped a player's notice, and once it's pointed out to them, it all makes more sense. (I know that there have been a lot of instances where having someone explain mechanics to me has been invaluable... That MustrumRidcully guy that's usually lurking around here, he's a good one! )

-Big Red
Would you mind if I posted your posts on our fleet website, BigRedJedi?

Site is starfleetops.com and I will give you credit of course.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-22-2011, 10:37 AM
Another informative guide. Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-22-2011, 10:56 AM
Never getting a sticky with the name though, rename it Big red something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-22-2011, 11:03 AM
Quote:
Originally Posted by ThetaNine
Would you mind if I posted your posts on our fleet website, BigRedJedi?

Site is starfleetops.com and I will give you credit of course.
I would be honored to be represented on your Fleet website, ThetaNine, of course you may post it there.

-Big Red
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