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Ramalina
03.27.2014 , 09:29 PM | #63
Active Abilities

Offensive Crew Active Abilities

Concentrated Fire: Increases Primary Weapon crit chance by 36% and secondary weapon crit chance by 16% for 6 seconds. Range Self. Cooldown 60 seconds.

A fairly significant DPS increase, and a 50% damage per shot increase on the ones that crit. Will perform more reliably when used with high rate of fire weapons that are kept on target for long bursts. Stacks nicely with both Quad Laser crit upgrades and Targeting Telemetry crit upgrades.

Recommended for: Quads & Pods scout builds, possibly also for Quads builds of strikes.
Not recommended for: Ships that don't do the majority of their damage with primary weapons, such as gunships and some Pike/Quell builds.

Hydro Spanner: Repairs your ship's Hull for 308 points over 6 seconds. Range Self. Cd. 40 s
This received a significant buff in 5.5, and with more shield piercing damage is now significantly more appealing. However, a real repair ability (drones or probes), can still do more healing in 12 seconds than this can do in one minute, so if your team has someone flying a healing support ship Hydrospanner is still a very questionable pick.

Recommended for: Ships with no other self repair options flying on teams without team repair options. Even then you should think twice about whether another active crew ability might be better (be advised that other options will be better than hydrospanner at least five times out of ten).


In Your Sights: Reduces target's evasion by 20% for 20 seconds. Range 5 km. Cd 60 s.
Hate it when all of your shots miss scouts and gunships but hit strikes and bombers just fine? this would be the active ability for you. Only affects one target per activation, so remember to use it on the most annoying one.

Recommended for: Pilots whose blood pressure increases to dangerous levels when all bajillion shots they fired at that scout miss. Note though, that Wingman provides an equivalent effect, and will work for every target you shoot at while the buff is active instead of only one, AND will allow you to get the benefit when engaging at max range with long range weapons.


Lingering Effect: Target receives debuff that applies a DOT of 200 damage over 10 seconds if hit by a weapon before the debuff wears off. Range 5 km. Cd 60 s.
Might kill an enemy that one more shot would have probably finished off anyway. Buffed in 5.5, but still probably not a great choice.

Recommended for:
People who don't remember to use crew active abilities. If you're not using it, it doesn't matter if it's less impressive than the other options.


Defensive Crew Active Abilities

Bypass: Increases shield piercing of all weapons by 18% for 15 seconds. Range Self. Cd 60 s.
Shield piercing is great stuff, that's even better if you can combine it with ignore armor. For gameplay fairness reasons some of the weapons that have ignore armor do not have shield piercing. Use this ability to tip the scales in your favor. Stacking shield piercing is also a good option. Clearly designed by a believer in, "the best defense is a good offense." Slightly buffed in 5.5, still relatively niche. Best if stacked with weapons such as HLCs, Concussion Missiles, or Thermite Torpedoes that have a moderate amount of piercing to begin with. Slug Railgun and Rocket Pods are so reliant on accuracy that they benefit much more from Wingman's accuracy buff than from the piercing buff from Bypass. Is it worth it on Plasma railgun if your manual aim is superb? Probably not?

Recommended for: Ships that fire weapons at other ships. Bonus points if you can give shield piercing to a weapon with ignore armor.


Lockdown: Immediately drains 40 engine power from the target. Range 5 km. Cd 45 s.
Allows you to replicate at short range the aspect of ion railguns that has generated hundreds of pages worth of angry rants on the SWTOR GSF forums. For maximum poetic justice, equip on a type 1 scout and use to hunt down and kill type 1 gunships.

Recommended for: REVENGE!!1! Also for aggravating people and keeping elusive targets from running away.

Nullify: Hull damage reduction increased by 30% for 6 seconds. Range Self. Cd 60 s.
If you're one of those slightly odd people that really believe in the value of damage reduction, you should probably take this. Just remember that you should only use it when the weapons being fired at you are ones that don't have armor ignore. Note that this is a better option for Imperials because Broonmark gives both a 9% passive damage reduction and Nullify. For the Republic crew options you have to choose one or the other, and unless you plan on really needing 99% damage reduction for 6 seconds on a strike fighter (pike or clarion) the 9% passive will likely be a better choice.

Recommended for: People who are stacking damage reduction on their ship and have memorized every armor ignore weapon, component, upgrade, and ability in GSF. Possibly also for clearing minefields by boosting through them at 99% damage reduction.

Running Interference: Evasion increased 15% over 20 seconds, applies to up to 2 additional friendly ships within 3 km provided they stay in range. Cd 60 s.

Clearly the best general purpose defensive crew active ability.

Recommended for: All ships. Remember to trigger it near allies to maximize the benefits if you can. Bombers, type 2 gunships, and type 1 strike fighters lose less if taking other defense oriented actives because their low base evasion means that the additional evasion from running interference isn't as good as it is on ships with good passive evasion.

Servo Jammer: Target's maneuverability and speed reduced by 20% for 20 s. Range 5 km. Cd 60 s.
Like a weak and much easier to aim version of sabotage probe. Help keep more maneuverable ships in your sights, or use when they're turning close to an obstacle in hopes that it makes them crash.

Recommended for: People who want the trial version of sabotage probe, maybe bomber pilots having trouble hitting faster ships with blasters.

Suppression: Target's accuracy is reduced by 25% for 20 seconds. Range 5 km. Cd 60 s.
If the range on this were 15.5 km, it would be very, very popular. Works sort of like a targetable evasion that works against only one attacker. If the opposite faction has that one guy in a type two scout, this would be a nifty ability to complicate their life if you're flying a ship with fairly high evasion. Might also confuse people who KNOW that the ship you're flying can't have any evasion. HACKS! Does not coat your ship in funky glow that makes people wait until glow has faded to start shooting at you. Due to range limitations almost useless against railguns.

Recommended for: Confusing opponents who don't know all of the crew abilities, cases where you know in advance that there's only one really good player on the other team who will fly either a scout or strike fighter. With the existence of running interference there's really no reason to take suppression, working against all opponents and against railguns is worth more than a 10% gain in evasion against a single target in the vast majority of cases, that's even without RI's ability to buff nearby allies.

Tactical Crew Active Abilities Lots of overlap with Defensive crew options.

Nullify: Hull damage reduction increased by 30% for 6 seconds. Range Self. Cd 60 s.
See description in Defensive abilities.

Running Interference: Evasion increased 15% over 20 seconds, applies to up to 2 additional friendly ships within 3 km provided they stay in range. Cd 60 s.
See description in Defensive abilities.

Suppression: Target's accuracy is reduced by 25% for 20 seconds. Range 5 km. Cd 60 s.
See description in Defensive abilities.

Wingman: Increases accuracy by 20% over 20 seconds. Applies to up to 2 allies that remain with 3 km for the duration. Cd 60 s.
Good for making shots at ships with lots of evasion have a much better chance of hitting. Since it only counters at most 20% evasion or weapons tracking penalty, don't waste it by using it while the target's defensive cooldown are activated.

Recommended for: Pilots who think their targets have an unjustly high amount of evasion. Especially if they fly in close formation with friends who agree that targets have too much evasion. Stack with combat command from a type 3 scout or strike and you can get 40% accuracy buff, enough to completely negate baseline evasion even on scouts that are stacking it.


Engineering Crew Active Abilities


Hydrospanner: Repairs your hull for 308 over 6 seconds. Range Self. Cd 40 s.
See description in Offensive abilities.

Lockdown: Immediately drains 40 engine power from the target. Range 5 km. Cd 45 s.
See description in Defensive abilities.

Servo Jammer: Enemy target's maneuvering and speed decreased by 20% for 20 seconds. Range 5 km. Cd 60 s. See description in Defensive abilities section.

Slicer's Loop: Target cannot regenerate energy for 8 seconds. Range 5 km. Cd 60 s.
Half as good as the other ion railgun ability that really annoys people. Not really all that useful unless the target is already out of energy, or is going to be energy depleted very soon.

Recommended for: being moderately annoying to the target.


I'll make a valiant attempt to remember to make corrections (especially if reliable sources are cited), add well considered thoughts that people point out should be added, etc. Comments in the next few couple of pages are probably most likely to be reflected in updates, or issues brought up in new threads. Mostly because I don't read this thread all that often, and as it grows I'm more likely to miss new comments in the mass of the thread.

Additional articles in the Stasiepedia:
Using video recordings to improve your piloting.
Requisition Guide for Beginners
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

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