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List of new Command Spec Abilities

johnstewardjohnsteward Member Posts: 1,073 Arc User
For those of us who cant or wont go to tribble here are the new command spec abilities:

T1: Ground
+10% running speed for Team, stacks with teammates
+2% expose chance for team, swt
+2s expose duration for team, swt
7.5% flanking dmg reduction for team, swt
+20% exploit dmg for team, swt

T1: Space
- expose/exploit for space, beams expose, torpedos exploit, 1% expose chance -> torps ignore 50 KDR as exploit
- expose increased to 2%
- shield drain on torp exploit
- on exploit: torps ignore 100 KDR
- on exploit: torps ignore 150 KDR

T2: Ground / Space
(S/G) +2% bonus all dmg per Teammate at Full health/hull, swt (whatever that means for non team stuff)
(S) on shield heal: +10% defense for 10s / max 1/30s
(G) on shield heal: +25% doge chance for 10s / max 1/30s
(S) self+nearby team: +5% hull heal, swt
(G) self+nearby team: +5% health heal, swt

T3: Ground
- exploits reapply expose on 10% chance, doesnt work on its own expose
- increase to 20%
- vaporized targets heal nearby players
- 2.5% expose chance on flanking
- increase to 5%

T3: Space
- 25 All-DR on crit max 1/30s for 5s
- increase to 8s
- increase to 10s
- 30% dmg debuff to targets debuffed by the other one
- increase to 60%

T4: Ground / Space
(G/S) +2.5% spec XP/starship mastery xp per player on team (max 10%)
(S) ongoing removal of debuffs/control effects for 4s / 90s cd
(S) cd reduced to 60s
(G) same as space with 90s cd
(G) same as space with 60s cd


Active Spec: 5% more hp/hull, increase slightly with more spec points in command
lvl 15 unlock: starship trait command frequency: -5min cd on fleet support, no low hull restriction (can be called even on full health)
lvl 30 unock: same, but -10min cd
Post edited by johnsteward on

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    autumnturningautumnturning Member Posts: 743 Arc User
    edited January 2015
    T1: Space
    - expose/exploit for space, beams expose, torpedos exploit, 1% expose chance -> torps ignore 50 KDR as exploit
    - expose increased to 2%
    - shield drain on torp exploit
    - on exploit: torps ignore 100 KDR
    - on exploit: torps ignore 150 KDR

    OBJECTION!

    Enhanced Battle Cloak Torpedo Boat captain.
    All Beam Boat captain.

    I object to this sort of mechanic being tied so explicitly to Energy (expose) vs Kinetic (Exploit). I understand the notion that having mixed weapon types is a ... goal ... for the developers, but it isn't exactly a "goal" supported by the current meta of the game, and this sort of thing won't get us usefully closer to it. The advantages of going All One Type are simply too overwhelming.

    If anything, I'd prefer to have something akin to a "toggle switch" where your ship is either in Expose Mode or in Exploit Mode, with the two being mutually exclusive. That way, instead of having which one of these you are capable of being determined by what gear you Equip, it's instead determined by how you are "commanding" your crew and how you are "fighting" your ship at that time. Make this be an Active Choice rather than a Passive Side Effect of what you do in the Shipyard.
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    martakurillmartakurill Member Posts: 456 Arc User
    edited January 2015
    OBJECTION!

    Enhanced Battle Cloak Torpedo Boat captain.
    All Beam Boat captain.

    I object to this sort of mechanic being tied so explicitly to Energy (expose) vs Kinetic (Exploit). I understand the notion that having mixed weapon types is a ... goal ... for the developers, but it isn't exactly a "goal" supported by the current meta of the game, and this sort of thing won't get us usefully closer to it. The advantages of going All One Type are simply too overwhelming.

    If anything, I'd prefer to have something akin to a "toggle switch" where your ship is either in Expose Mode or in Exploit Mode, with the two being mutually exclusive. That way, instead of having which one of these you are capable of being determined by what gear you Equip, it's instead determined by how you are "commanding" your crew and how you are "fighting" your ship at that time. Make this be an Active Choice rather than a Passive Side Effect of what you do in the Shipyard.

    I have to respectfully disagree. This is the primary reason I'm actually looking forward to the command spec. I want an excuse to use my wide angle quantum, and now I finally have one.
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    alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited January 2015
    Disagree, I think trying to make incentive for the classic Star Trek energy/torp mix setup is laudable. If the numbers aren't enough to make it viable compared to mono-setups, all they have to do is increase those numbers.
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    tinkerbelchtinkerbelch Member Posts: 138 Arc User
    edited January 2015
    +2% bonus all dmg per Teammate at Full health/hul

    I think this is a great first step to encouraging healer support and aggro taking roles in pve.
    It probably needs to be increased to actually see these builds in pve, as 2% per teammate is unlikely enough.
    Especially true since someone focusing on keeping team at full health is not going to be doing much damage themselves as their attention is not on the targets.
    Plus using boff skills ,even healing ones, interrupts weapon firing.
    Not to mention this would give a role for new players or builds where players have not invested in end game gear and upgrades.

    Tank builds could train in threat gen and use attract fire to help keep rest of team at full health by drawing fire. They have no doubt sacrificed firepower for tanking abiltiy and this could be a valuable addition to the team. but not at 2%
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    tom61stotom61sto Member Posts: 3,638 Arc User
    edited January 2015
    Tank builds could train in threat gen and use attract fire to help keep rest of team at full health by drawing fire. They have no doubt sacrificed firepower for tanking abiltiy and this could be a valuable addition to the team. but not at 2%

    Problem is that your threat drops as your damage output drops. If you build for tanking, even with Threat Gen skill and Draw Fire active, you have to have pretty solid damage output to capture aggro from the high DPS ships on your team. It's possible, but very hard to pull off to good effect. Also, 5% of an escort or Sci ship's hull can be burnt off in a blink of an eye by NPC AoEs... You can't aggro AoEs or have enough heals for every single person on your team (unless you dip into damage worse for things like Hull Repair Platforms). See the main discussion thread on this topic.
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    tinkerbelchtinkerbelch Member Posts: 138 Arc User
    edited January 2015
    Dont forget the 2x threat gen and -50% threat of allies for attract fire
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