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command ground abilitys

bobtheskull99bobtheskull99 Member Posts: 706 Arc User
i'm getting up there in the command tree and i'm toying with the idea of using some command modules

anyone else using these? are they any good?
Post edited by bobtheskull99 on

Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2015
    None of my characters has enough points to be able to use them. I like the results of letting boffs use them though.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • jjdezjjdez Member Posts: 570 Arc User
    edited February 2015
    I've put Delegated Devastation III on my eng and sci BOffs as they are pseudo-healers and the buff to everyone else is good. Hammer and Anvil III is also on those same guys since it's another team-wide boost. Finally, I put Hammer and Anvil II on my other two BOffs which are tacs. Haven't messed with much else though, and decided not to put anything on my actual toon.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited February 2015
    Strategic Analysis and Return Fire are probably the nicer abilities to use.. I'm not sure if it's really worth giving up your Captain's kit module slots when there are exclusive lockbox/reputation/event modules to consider though.
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