Bridge Officers
Bridge Officer powers
(This Section is still under construction. Will eventually post when each skill is available and what one is needed to get MKIII of each one along with what each skill does.)
Engineer Officer Skills -
Engineering Team -
(Never Tested)
Emergence Power to Auxiliary -
(Never Tested)
Emergence Power to Weapons–
(Never Tested)
Emergence Power to Shield -
A nice little shield heal and buff. The heal is less than what you would get from Science Team however you also get a defensive buff from this and can use both at the same level giving you two shield heals if you so choose.)
Emergence Power to Engines -
A small boost to your engines. Helpful to close the gap and leave your Evasive maneuvers for when you need mobility or an escape plan. Leaves you with a small boost to engines for a few seconds after.
Boarding Party -
(Never Tested)
Directed Energy Modulation -
(Never Tested)
Auxiliary to Battery -
(Never Tested)
Auxiliary to Dampeners -
(Never Tested)
Auxiliary to Structural -
(Never Tested)
Extend Shields -
(Never Tested)
Reverse Shield Polarity -
(Never Tested)
Eject Warp Plasma -
(Never Tested)
Aceton Field -
(Never Tested)
Tactical Officer Skills -
Tactical Team -
(Never Tested)
Beam Weapon Overload -
(I never tested this one need some numbers)
Beam Array Fire at Will -
(Need some info here as I haven’t tested it since closed beta)
Beam Target Auxiliary -
(Never Tested Though I believe its the same or similar to the version you get when you fly a science vessel. In which case they are highly inconsistant)
Beam Target Engines -
(Never Tested Though I believe its the same or similar to the version you get when you fly a science vessel. In which case they are highly inconsistant)
Beam Target Shields -
(Never Tested Though I believe its the same or similar to the version you get when you fly a science vessel. In which case they are highly inconsistant)
Beam Target Weapons -
(Never Tested Though I believe its the same or similar to the version you get when you fly a science vessel. In which case they are highly inconsistant)
Cannon: Rapid Fire -
(Never Tested)
Cannon: Scatter Volley -
(Never Tested)
Torpedo Spread -
(Need some info here as I haven’t tested it since closed beta)
High Yield Torpedoes -
For Photon and Quantum — Level adds an extra torpedo launch (Mk1 launches 2, MkII launches 3 etc)
For Plasma — Launches a slow moving targetable torpedo that does extra damage based on level and adds plasma fire dot.
Dispersal Pattern Alpha - (I only got to test these with Photon)
Lays a series of mine fields (4 mines per field) MK1 Launches 8 total. MKII Probably does 3 banks of 4 for 12 total.
Dispersal Pattern Beta - (I only got to test these with Photon)
Lays a Wide Net of mines 8 total for MK1 in a similar layout to regular mine field. MKII drops 12.
Attack Patern Beta -
(Never Tested)
Attack Pattern Delta -
(Never Tested)
IAttack Pattern Omega -
(Never Tested)
Science Officer Skills -
Science Team -
A shield Heal. Heals quite a bit to each facing. Quite effective if you want to stay alive longer.
Tachyon Beam -
This skill will drain shields from the enemy. This doesn’t mean it gives it to you but its efficiency depends on your auxiliary setting. Punch an auxiliary battery and hit this and most cruiser or lower will loose atleast one shield facing.
Tractor Beam -
(Never tested myself but it is effectivly a root not a snare. The enemy wont move while this is on them)
Jam Targeting Sensors–
It says placate but that doesn’t mean the enemy will just go away. It effectivly makes them not shoot you for the duration. Quite nice if you need some breathing room.
Hazard Emitters -
(Never tested as I never saw the need. Not many things cause fire damage or other stuff and it doesn’t do that much when its there anyways.)
Mask Energy Signature -
(Never tested)
Polarize Hull -
A nice shield defence buff. Used in conjunction with Emergency power to Shields and Science Team (and Rotate Shield Frequency if your an engineer) and you can tank quite well.
Transfer Shield Strength -
the heal this gives is laughable but the defensive buff could be usefull on a tank. Can’t be cast on yourself.
Scramble Sensors -
Confusion is awesome. The enemies wont randomly change targets they just outright start shooting their allies. Great to use at the start or when the enemies are gather together.
Photonic Officer -
(Never tested but it recharges your officer skills. COnsidering leveling said skills will get them down to a fairly low cd anyways I don’t see the point of this unless you want to double high yeild or something.)
Tractor Beam Repulsors -
(Tested in closed beta but its been changed since then. Need some info on it.)
Tyken’s Rift -
Very cool effect but I am not totally sure as to what it does. It says it deals damage which is low and drains power from all systems when the enemy is nearby. In closed beta I saw this take down enemy shields before but I havn’t tested it since then)
Feedback Pulse -
(never tested)
Charged Particle Burst -
(Never tested. Probably only real usefull for a PVPer to knock guys out of stealth.)
Energy Siphon -
Sends a probe at the enemy to draw power from all of their systems. The Syphon Frigates will use this and in mass it can be fairly effective and dangerous. The drained power is given to your ship to give you a slight boost.
Photonic Shock Wave -
(Never tested)
Gravity Well -
(Never Tested)
Viral Matrix -
(Never tested but had it used against me. This is the only true hold in space combat. Use it and your enemy will be helpless. They can’t even reroute shield power untill it wares off.)
Rquisitioning BO Skills from the Trainer on station -
(This section is to give you a heads up at what skills are available to you bridge officer at what ranks. Take note that some of these will have an “II” next to them. These means that you might be able to find a BO that has said skill on a level earlier but these are strictly from the requisition officer.)
Engineering
Space
En.- Engineering Team I
En.- Emergence Power to Auxiliary I
En.- Emergence Power to Weapons I
En.- Emergence Power to Shield I
En.- Emergence Power to Engines I
Lt.- Boarding Party I
Lt.- Directed Energy Modulation I
Lt.- Auxiliary to Battery I
Lt.- Auxiliary to Dampeners I
Lt.- Auxiliary to Structural I
Lt.- Extend Shields I
Lt.- Reverse SHield Polarity I
LtC- Eject Warp Plasma I
LtC- Aceton Field I
Ground
En.- Mine Barrier (Chroniton Mine Barrier) I
En.- Shield Recharge I
En.- Quick Fix I
En.- Weapons Malfunction I
Lt.- Phaser Turret Fabrication I
Lt.- Rerout Power to Shields I
LtC- Shield Generator I
LtC- Cover Shield I
LtC- Equipment Diagnostics I
LtC- Medical Generator Fabrication I
LtC- Quantum Morter Fabrication I
CMD- Combat Supply I
CMD- Fuse Armor I
Cmd- Support Drone Fabrication I
Tactical
Space
En.- Tactical Team I
En.- Beam: Fire At Will I
En.- Beam: Overload I
En.- Torpedo: High Yield I
En.- Torpedo: Spread I
Lt.- Attack Patern Beta I
Lt.- Attack Pattern Delta I
Lt.- Beam Target Auxiliary II
Lt.- Beam Target Engines II
Lt.- Beam Target Shields II
Lt.- Beam Target Weapons II
Lt.- Cannon: Rapid Fire I
Lt.- Cannon: Scatter Volley I
Lt.- Dispersal Pattern Alpha I
Lt.- Dispersal Pattern Beta I
LtC- Attack Pattern Omega I
Ground
En.- Draw Fire I
En.- Focus Fire I
En.- Leg Sweep I
En.- Photon Grenade I
Lt.- Lunge I
Lt.- Smoke Grenade I
Lt.- Suppressing Fire I
Lt.- Target Optics I
LtC- Fire on my Mark I
LtC- Overwatch I
LtC- Plasma Grenade I
LtC- Stealth Module I
CMD- Ambush I
CMD- Motion Accelerator I
CMD- Stun Grenade I
Science
Space
En.- Science Team I
En.- Tachyon Beam I
En.- Tractor Beam I
En.- Jam Targeting Sensors I
En.- Hazard Emitters I
En.- Mask Energy Signature I
En.- Polarize Hull I
En.- Transfer Shield Strength I
Lt.- Scramble Sensors I
Lt.- Photonic Officer I
Lt.- Tractor Beam Repulsors I
Lt.- Tyken’s Rift I
Lt.- Feedback Pulse I
Lt.- Charged Particle Burst I
Lt.- Energy Siphon I
LtC- Photonic Shock Wave I
LtC- Gravity Well I
LtC- Viral Matrix I
Ground
En.- Gravimetric Shift I
En.- Hypospray — Masiform D I
En.- Medical Tricorder I
En.- Tachyon Harmonic I
Lt.- Tricorder Scan I
Lt.- Vascular Regenerator I
Lt.- Sonic Pulse I
Lt.- Stasis Field I
LtC- Dampening Field I
LtC- Hyperonic Radiation I
LtC- Hypospray — Melorazine I
LtC- Neural Neutralizer I
CMD- Anesthizine Gas I
CMD- Nanite Health Moniter I
Captain Skills that Unlock Bridge Officer SKills
Lt. Commander
Starship Beam Weapons 9 allows for Beam Array: Fire At Will III
Starship Cannon Weapons 9 allows for Cannon: Rapid Fire III
Starship Mines 9 allows for Attack Pattern Alpha III
Starship Torpedo Weapons 9 allows for Torpedo: High Yeild III
*Technician 9 allows for Engineering Team III
**Security 9 allows for Tactical Team III
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Commander
Heavy Escort Captain 9 allows for Attack Pattern Beta III
Starship Auxiliary Systems Efficiency 9 allows for Emergency Power to Auxiliary III
Starship Energy Weapon Efficiency 9 allows for Emergency Power to Weapons III
Starship Engine Efficiency 9 allows for Emergency Power to Engines III
Starship Shield Efficiency 9 allows for Emergency Power to Shields III
Starship Deflector Dish 9 allows for Tachyon Beam III
Starship Sensor Array 9 allows for Jam Sensors III
Starship Tractor Beam 9 allows for Tractor Beam III
*Explosives 9 allows for Chroniton Mine Barrier III
*Generators 9 allows for Shield Generator III
*Personal Shields Engineering 9 allows for Shield Recharge III
**Firearms 9 allows for Suppressing Fire III
**Grenades 9 allows for Photon Grenade III
**Martial Arts 9 allows for Leg Sweep III
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Captain
Tactical Escort Captain 9 allows for Attack Pattern Omega III
Starship Engine Preformance 9 allows for Eject Warp Plasma III
Starship Shield Preformance 9 allows for Extend Shields III
Starship Deflector Field 9 allows for Feedback Pulse III
Starship Hazard Systems 9 allows for Hazard Emitters III
Starship Sensor Probes 9 allows for Scramble Sensors III
*Field Fortifications 9 allows for Cover Shield III
*Field Logistics 9 allows for Combat Supply III
*Firearms engineering 9 allows for Quick Fix III
*Turrets 9 allows for Phaser Turret Fabrication III
**Stealth 9 allows for Stealth Module III
**Tactics 9 allows for Fire on my Mark III
**Threat Control 9 allows for Stun Grenade III
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Admiral
Starship Weapon Systems Performance 9 allows for Directed Energy Modulation III
Astrometrics 9 allows for Charged Particle Burst III
Photonic Theory 9 allows for Photonic Shock Wave III
Spatial Anomaly 9 allows for Gravity Well III
*Armor Engineering 9 allows for Equipment Diagnostics III
*Drones 9 allows for Support Drone III
**Advanced Warfare 9 allows for Target Optics III
**Close Protection 9 allows for Overwatch III
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*Engineering Officer Only
**Tactical Officer Only
***Science Officer Only
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