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Favorite Bridge Officer Skills?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Torepedo: High Yield aside, what are some of your favorite Bridge Officer Skills?

I've taken a liking to Cannon: Scatter Volley and Target Shields Subsystems. Nothing like firing lots of heavy weapons at once or instantly dropping an enemy's shield.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I've enjoyed "Emergency Power to Shields" as an "Oh TRIBBLE" skill. I'm conflicted on the usefullness of Tachyon Beam and Tractor beam, but I do enjoy the idea behind them. I especially like holding those pesky BoPs in place before they can cloak.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    If you're looking for a good Science Ensign Skill, Jam Targeting Sensors is a must have. Nothing like making any enemy ship unable to shoot you for ten seconds while you blast away. I used Tachyon Beam in Beta but I prefer Target Shield Subsystems now because it usually takes out their shields in one shot. Emergency Power to shields is great, but I used Engineering Team. I might switch out, since I'm an Escort both come in handy. It's a toss up between healing my hull and buffing my shields.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Zodack wrote:
    If you're looking for a good Science Ensign Skill, Jam Targeting Sensors is a must have. Nothing like making any enemy ship unable to shoot you for ten seconds while you blast away. I used Tachyon Beam in Beta but I prefer Target Shield Subsystems now because it usually takes out their shields in one shot. Emergency Power to shields is great, but I used Engineering Team. I might switch out, since I'm an Escort both come in handy. It's a toss up between healing my hull and buffing my shields.

    Another reason you might consider the switch is that Engineering Team and Tac Team are on the same cooldown. If you're a fan of the buffs to dps that Tac team can give, then you might want to give up engineering team.

    As a science ship flyer, I find that buffing my shields > repairing my hull, since our shields are pretty awesome.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The same cooldown? Thanks for that, considering I JUST got an Andorian Tactical with Tac Team on Ensign Rank. I'll have to spend another 450 points to get Emergency Power to 9, but that isn't so bad.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Yeah all the teams are on a shared cooldown, I'm not sure if it is full length or just partial, but still a bit of a pain if you wanted to use more than one.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    i think its a 10 second cooldown before using the next one. not including the actual skill cooldown
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    My favorites at the moment:

    Ground:
    Phaser Turrets. You can train your engineering BOffs in I, II, and III (well, if you train the right skill) and they'll use them all. Mass pew-pew, makes the too slow ground combat go faster.

    Space:
    Engineering Crew. Love the buff aspect of this power. The resists, warp core skill, and the fact that the skill it buffs increases the power of Emergency Power to Shields makes alternating two of this on a cruiser pretty awesome. You take less damage, shields regen faster (when combined with EPtShields), and you heal lots. Ideally, you pop an EPtShields right after you use EC, so that the EPtShields benefits from a double dose of EC goodness.
    AlphaMHC wrote:
    Yeah all the teams are on a shared cooldown, I'm not sure if it is full length or just partial, but still a bit of a pain if you wanted to use more than one.

    They share the same system cooldown, so 20s for the ones you don't use and the full cooldown for the one you did use.

    You can alternate two of them, basically, since they get down to a 45s cooldown fully leveled up.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Emergency power to Shields and Beam Overload are great when my team mate gets booted from the server.

    Beam Overload is also great fun in fleet actions :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Space
    Emergency Power to Weapons gives my guns a nice boost just when I need it, and is nice for T1, but Scramble Targetting Sensors has to be my favourite T2 skill. Make an entire group shoot each other ohhh yes, please. Combine this with Jam Targetting Sensors and you're immune from fire for 24 seconds while you can whale away!

    Ground
    Turrets and dispensors, of every type are a joy. Until they blow up and set you on fire that is... I love them anyway! :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Im the only one who likes emergency weapons to engines ? and aux to battery ? :-)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Dalnar wrote:
    Im the only one who likes emergency weapons to engines ? and aux to battery ? :-)

    Probably.

    Though you might find some others that like Emergency Weapons to Engines close cousin Emergency Power to Engines :)

    Need more speed! Toss more phasers onto the fire!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Reverse Shield Polarity. Nothing like tanking absolutely everything no matter how nasty for 15 seconds. Also like Feedback Pulse. If only they both worked on the Doomsday Machine...

    Hey, does RSP have a global cooldown if I have two engineering officers with the skill?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Boarding Party :D. Just seeing the little shuttles is cool heh.

    Tractor Beam and deploying mines works great also.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I like to have tractor beam repulsors.

    They do extra damage (actually not bad against unshielded targets), they provide an excellent defence against high yield plasma torps and power siphons, they can be used to counter an enemy tractor beam, and they allow me to fly through mine fields without a care (came in handy on 'Hunting the Hunters').

    They will also shove cannon users out of optimum range, which can make BoPs a bit easier to deal with.

    They are not a 'must have', but I do find them very useful :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    So many difficult choices to make.

    Science
    I used tachyon beam in beta and now switched over to tractor beam .

    For Engineer /Cruiser tractor beam seems good at atm as the crusier turns slowly, and if I can hold my opponent in one place for a while that is great , those few seconds is more than enough


    Scramble sensors seems fun , but isnt their a rukle that ships have to be within 3 km of each other .

    Tactical
    Once the tgt is one tractor beam the tac BO uses High Yield torpedoes with Quantam Torpedoes .I absolutely love this skill , nothing better than wracking the ship with a huge damage spike


    Engineering ,
    I have 2 BO that I usually switch over , one has Eng team skill and the other has emergency power to shields
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Tachyon beam level 9 really helps me get the shields down, I used to have emergency power to shields but that didn't help much if the regen is down, so I bought the klingon engineering officer and he has engineering team 1 which adds 1800 health, which is pretty good and it restores about 20% shield regeneration. For tactical i user torpedo spread. Becasue I use disruptors instead of phasers so the beam overload doesn't help me at all.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I currently have Tactical Team I, Engineering Team II and Science Team II, the shared cooldown isn't that bad you can use two of the skills basically before the first skill has reset. So I open with Tactical when I go into comabt and then use Science if I need it followed by Engineering, then I can use Science again after that.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I have Emergency Power to shields,Rotate Shield Freq, and Fire at will...lol I love them all...and one more just cant remember atm
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Viral Matrix - Nothing like totally disabling a ship and putting it dead in its track.

    Tykens Rift looks cool however I dont use it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Science Team is acctually really good. It's an instant shield heal + resistence + ops buff. The ops buff isn't all that useful to non science ships I guess, but it's around +1000 shield instantly even at low aux settings. Also it can be used on other ships, so you can heal your friends if need be.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    As far as Away Teams go, I haven't put much thought into their skills, but I do have Stasis Field and Shield Generator.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Rothnang wrote:
    Science Team is acctually really good. It's an instant shield heal + resistence + ops buff. The ops buff isn't all that useful to non science ships I guess, but it's around +1000 shield instantly even at low aux settings. Also it can be used on other ships, so you can heal your friends if need be.

    Yup, I have HYT on my tac officer, emergency power to shields on my eng, and science team on my sci.

    I run my aux at 50 or higher at all times, so its great to pop while EPTS and rotate shield freq. are on cooldown. If you want to shield tank in a cruiser, I honestly don't see a better choice. :)

    When I rank up I'll go reverse shield polarity and add another eng. with engineering team, just to get a hull heal in there :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    at lower tier the best are for me:
    tac: high yield torpedo, cannon rapid fire
    eng: engineer team
    sci: tractor beam
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    "High yield torpedos", "jam targeting sensors" and "emergency power to shields".
    Also "jam sensors" is very nice.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm split beetween alot of them. For Science I love Hazard Emitters as a decent self/ally hull heal +Resist, Science Team for Shield Heal and Scramble Sensors just for the fun of it. For Engineer I like Emergency Power to Shields, Reverse Shield Polarity, Aux to Battery. I havent gotten it yet but I may like Direct Energy Modulation.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I havent gotten it yet but I may like Direct Energy Modulation.

    DEM is terrible. You get and extra 20 hull damage per shot but get -15% damage.
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