Officer Specialization
Endurance (4/4)
Side Arm Efficiency (4/4)
Energy Defense (2/2)
Kinetic Defense (2/2)
Side Arm Accuracy (2/2)
Dire Strikes (2/2)
Synaptic Stimulator (1/1)
Environmental Purge (1/1)
Bacta Flush (2/2)
Automated Diagnosis (2/2)
Officer Squad Command
Leadership (4/4)
Rapid Deployment (4/4)
Initiative (3/3)
Advanced Tactics (1/1)
Focus Fire (1/1)
Medical Supply Drop (1/1)
Inspiration (1/1)
Scatter! (1/1)
Tactical Supply Drop (1/1)
Identify Weakness (2/2)
Charge! (1/1)
Last Words (1/1)
Reinforcements (1/1)
Advanced Paint Target (1/1)
If i made an officer?
What classes are you guys missing? I wouldnt mind doing an officer.
Officer?
Moderator: Genie
- RoamingMadness
- Uber Nerd
- Posts: 2008
- Joined: Fri Dec 02, 2005 1:19 pm
- Contact:
Officer?
You may say that I'm a dreamer
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
Since I respec the fish off of officer, we really dont have one. Most of the guys have commandos or spies atm, I have a medic and there are a few Jedi. Horizen has one of every toon, but he dont play
Officers are pretty sweet. Even though I am more partial to the pistoleer officer, there are quite a few specs that make for a pwoerful combination when you toss in the officers main skills; group buffing.
Officers are pretty sweet. Even though I am more partial to the pistoleer officer, there are quite a few specs that make for a pwoerful combination when you toss in the officers main skills; group buffing.
- RoamingMadness
- Uber Nerd
- Posts: 2008
- Joined: Fri Dec 02, 2005 1:19 pm
- Contact:
You told me nothing ;-;
You may say that I'm a dreamer
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
Okay, then let me tell you something
Officers are a primary support class, however this does not mean they cant handle their own. When I say primary support, their most useful skills and abilities are those that benefit the entire group; especially in PvP situations. For the most part these abilities are the Squad Leader buffing abilities; Tactics and Focus Fire. Both of these skills last about 5 minutes and grant a bonus to precision/strength(Focus Fire) and constitution/agility (Tactics) (IIRC) Focus Fire benefits the groups ability to crit whereas Tactics beneficial towards survival (health and defense stats).
Squad Leader buffs dont end there. An Officers bread and butter are from Scatter and Charge. Each of these abilities grants a small bonus to help the group either escape or deal an amount of increased damage, but for the most part they are the only group snare removals. Inspiration is another sweet deal, giving the entire group within range an instant action heal and an action reduction for a small time frame.
There are 3 main categories for Officer after the essentials though. The Melee Officer, Pistoleer or the Explosives. Now Explosives can be combined with either of the other two, however there is the possibility of going all out Explosives line and dropping some serious area pain.
Melee Officers are more of a "spike damage" template; the Officers main purpose is to deal a lot of damage in a short amount of time. Its called spike because its a one time deal- once you drop yer spike damage onto a target they either need to die fast or become so incapacitated/controlled that standard attacking can finish the job. Decap is the main spike damage but its cooldown takes a while (hence the lot of damage fast part) Crippling Vortex adds a bleed, a snare and quite possibly roots an AREA around the Officer of 15m but it too is melee.
Pistoleers spend a lot more points than the Melee line but has a lot less action cost AND faster cooldown on attacks. Pistoleers best feature is the steady DPS it lays down from a much further range than Melee, but it lacks the hit-em hard power the Melee can dish. Pistoleers also can share a secondary 60 second buff with a group to increase damage and lower action cost while weilding pistols.
Explosives Officers have more leniency when it comes to points spent as most of the Officers points will normally be spent in this tree to begin with. (In other words; a lot of the temps list above dabble in the explosives, however because they deal with a weapon type, a good chunk of points are spent in the weapon specific trees as well)
With explosives, the sky is the limit (48m limit that is) and all the explosive tree adds some beneficial goal towards the overall explosives side of the Officer; either increase in damage/criticals, or lower action cost. With Superior Firepower and its cooldown reduction, dealing heavy AoE damage is quite scary some times, especially in PvP environs. With more points freed up from disregarding the weapon specialization trees, an explosive unit can dabble in stim drops, better sure shot/paint target damage/action reduction or max out stat bonuses from the Officer Specialization Tab (Precision, Con, Strength, Stamina+ mods)
My personal favorite template is this one right here
Officers are a primary support class, however this does not mean they cant handle their own. When I say primary support, their most useful skills and abilities are those that benefit the entire group; especially in PvP situations. For the most part these abilities are the Squad Leader buffing abilities; Tactics and Focus Fire. Both of these skills last about 5 minutes and grant a bonus to precision/strength(Focus Fire) and constitution/agility (Tactics) (IIRC) Focus Fire benefits the groups ability to crit whereas Tactics beneficial towards survival (health and defense stats).
Squad Leader buffs dont end there. An Officers bread and butter are from Scatter and Charge. Each of these abilities grants a small bonus to help the group either escape or deal an amount of increased damage, but for the most part they are the only group snare removals. Inspiration is another sweet deal, giving the entire group within range an instant action heal and an action reduction for a small time frame.
There are 3 main categories for Officer after the essentials though. The Melee Officer, Pistoleer or the Explosives. Now Explosives can be combined with either of the other two, however there is the possibility of going all out Explosives line and dropping some serious area pain.
Melee Officers are more of a "spike damage" template; the Officers main purpose is to deal a lot of damage in a short amount of time. Its called spike because its a one time deal- once you drop yer spike damage onto a target they either need to die fast or become so incapacitated/controlled that standard attacking can finish the job. Decap is the main spike damage but its cooldown takes a while (hence the lot of damage fast part) Crippling Vortex adds a bleed, a snare and quite possibly roots an AREA around the Officer of 15m but it too is melee.
Pistoleers spend a lot more points than the Melee line but has a lot less action cost AND faster cooldown on attacks. Pistoleers best feature is the steady DPS it lays down from a much further range than Melee, but it lacks the hit-em hard power the Melee can dish. Pistoleers also can share a secondary 60 second buff with a group to increase damage and lower action cost while weilding pistols.
Explosives Officers have more leniency when it comes to points spent as most of the Officers points will normally be spent in this tree to begin with. (In other words; a lot of the temps list above dabble in the explosives, however because they deal with a weapon type, a good chunk of points are spent in the weapon specific trees as well)
With explosives, the sky is the limit (48m limit that is) and all the explosive tree adds some beneficial goal towards the overall explosives side of the Officer; either increase in damage/criticals, or lower action cost. With Superior Firepower and its cooldown reduction, dealing heavy AoE damage is quite scary some times, especially in PvP environs. With more points freed up from disregarding the weapon specialization trees, an explosive unit can dabble in stim drops, better sure shot/paint target damage/action reduction or max out stat bonuses from the Officer Specialization Tab (Precision, Con, Strength, Stamina+ mods)
My personal favorite template is this one right here
- RoamingMadness
- Uber Nerd
- Posts: 2008
- Joined: Fri Dec 02, 2005 1:19 pm
- Contact:
interesting..
i wish there was a good site with information
Are supply drops worthless? can you stack buffs? etc etc
i wish there was a good site with information
Are supply drops worthless? can you stack buffs? etc etc
You may say that I'm a dreamer
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
But I'm not the only one
I hope someday you'll join us
And the world will be as one
There probably isn't any meaning in life. Perhaps you can find something interesting to do while you are alive. Like how you found that flower. Like how I found you.
Buttons aren't toys.
Theres only one supply drop really worth taking, the cooldown timer is too long to make both of the actual supply drops worth waiting for (There is a single use heal and a multi use damage/crit buff)
The reinforcements are reusable I assume, however they cannot be traded and are perma dead when well, killed. They arent really all that interesting either. The only supply worth taking is the tactical stim with the damage buff but otherwise the supply line makes you a true support from behind enemy lines, not worth taking imo unless you wanna be the groups "mother"
The reinforcements are reusable I assume, however they cannot be traded and are perma dead when well, killed. They arent really all that interesting either. The only supply worth taking is the tactical stim with the damage buff but otherwise the supply line makes you a true support from behind enemy lines, not worth taking imo unless you wanna be the groups "mother"