New Command Specialization

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Dancamvet
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New Command Specialization

Post by Dancamvet »

FROM STO ANNOUNCE - ENJOY


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The Captain Specialization system that came with Delta Rising has offered players a new purpose for their continued efforts, even after reaching the new level cap of 60. Specializations offer additional advancement opportunities, exciting new abilities, and a whole new set of options for building out your captain’s capabilities.

With the upcoming launch of our 5th Anniversary Update, we will be offering our first expansion of the system in the form of a new Primary Specialization:
Command Officer

Overview

The life of a Command Officer isn't easy. You need to make the difficult choices, shoulder the responsibility for those decisions and coordinate the actions of your peers and subordinates. But, if you're up to the challenge, the rewards and recognition may be worth the burden of leadership.

The Command Officer builds upon the concept of coordination and communication, as it pertains to combat in the Star Trek Online universe, both in Space and on the Ground. You, as a Command Officer, will gain access to abilities that allow your entire team to exceed previous limitations and perform more effectively as a unit.

Many of the abilities unlocked through the Command Officer Specialization also stack, if there are multiple Command Officers on a single team. But even solo, these team-wide benefits will affect your entire away team of Bridge Officers.

Since Command Officer is a Primary Specialization, it cannot be active at the same time as your existing Intelligence Officer Specialization. However, all captains will have the opportunity to invest additional Specialization Points into the Command Officer specialization, even if it is not active.

With the introduction of a new Primary Specialization, we are also increasing the cap on Specialization Points from the existing 60, up to a new max of 90.

Scaling Passive

As long as you have the Command Officer Specialization as your primary, you will gain:

+5%-15% Maximum Health and Hull Capacity

This bonus starts at 5% once you have a single ability purchased and the Specialization is active as your Primary. It scales up with each additional ability purchased, up to a total of 15% once the Specialization is complete.

Starship Trait

As with previous Specializations, purchasing abilities in the Command Officer specialization will unlock new Starship Traits.

After 15 abilities are purchased, you will unlock:


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Command Frequency
Your advanced Command training has granted you access to special communications frequencies that can be used to more readily call for assistance in battle.
- The “Low Health” requirement is removed from Fleet Support
- Cooldown of Fleet Support reduced by 5 minutes

After 30 abilities are purchased, you gain access to Improved Command Frequency, which functions the same as above, but reduces the cooldown of Fleet Support by an additional 5 minutes.

Once unlocked, this Trait can be made active on any starship you own by adding it to an active Starship Trait Slot in the Trait selection window.

Abilities

The below list is only a small sampling of the abilities that can be unlocked through advancing in the Command Officer Specialization.


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Forward March
(Ground)
+10% Sprint Speed for Team (stacks with multiple Command Officers, up to +50%)


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Victory Cry
(Ground)
Any time a foe is successfully vaporized within 20m of you; trigger a large team-wide Heal.


ImageResilient Expose
(Ground)
Using an Exploit attack on an Exposed target has a 20% chance to refresh the Expose effect, rather than consume it.


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Expose Weakness
(Space)
Energy Weapons gain a 1% chance to Expose enemies to Torpedo Exploits.
Torpedo Exploits ignore 20 Kinetic Damage Resistance Rating.


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Violent Detonation
(Space – Requires Expose Weakness)
Torpedo Exploits now ignore 50 Kinetic Damage Resistance Rating.


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Achilles’ Heel
(Space)
Next outgoing Critical Hit will apply -25 All Damage Resistance Rating for up to 10 seconds.


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Debilitating Weakness
(Space – Requires Achilles’ Heel)
Achilles’ Heel effect also reduces foe’s outgoing damage by up to 60% while active.


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Superfluous Emitters
(Ground + Space)
For each teammate (and self) at Full Health/Hull, you gain +2% Bonus Damage


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Extrovert
(Ground + Space)
For each Player on your team (not Bridge Officers) gain 2.5% additional Specialization XP and Starship Mastery XP.

Many additional abilities can be unlocked in this Specialization, to improve your Ground and Space combat capabilities, as well as the overall effectiveness and survivability of your teammates.

Bridge Officer Specialization

Alongside the exciting changes appearing with the Bridge Officer Training Revamp (Blog Link Here), the Command Officer Specialization will grant Captains the ability to add the Command Specialization to any existing Bridge Officers! This will grant them access to additional Bridge Officer Abilities on both Space and Ground, further increasing their versatility and value as a member of your crew.

We will be sharing additional details regarding the Bridge Officer version of the Command Specialization in a future Dev Blog, so keep an eye on our website for that information!

** All of the above details, especially those listed for Abilities, are subject to change prior to launch.



Jeremy “BorticusCryptic” Randall
Systems Designer
Star Trek Online

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Sysil
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Re: New Command Specialization

Post by Sysil »

Once I reach level 60 I will start doing the things I like. This means that my XP gains will be minimal so I will gain specialization points rarely.

So adding more specialization abilities is totally useless for me.
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Merlin
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Re: New Command Specialization

Post by Merlin »

Sysil wrote:Once I reach level 60 I will start doing the things I like. This means that my XP gains will be minimal so I will gain specialization points rarely.

So adding more specialization abilities is totally useless for me.
Agreed, I think I'm working on my second or third Spec point since hitting 60, which brings me up to 10? total I think so far. Therefor I might get to lvl 30 on the Int spec sometime next year.
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Re: New Command Specialization

Post by Husker »

This should be Cryptic's new company logo.


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asimogorov
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Re: New Command Specialization

Post by asimogorov »

Merlin wrote:
Sysil wrote:Once I reach level 60 I will start doing the things I like. This means that my XP gains will be minimal so I will gain specialization points rarely.

So adding more specialization abilities is totally useless for me.
Agreed, I think I'm working on my second or third Spec point since hitting 60, which brings me up to 10? total I think so far. Therefor I might get to lvl 30 on the Int spec sometime next year.
I think it might be helpful to only activate specialization skills in either space or ground and not mix them up at first round for each toon. This way one toon can be made up to date in either space or ground quicker.

Well it might not save much time, but some?! I'm afraid, I might not be able to keep up with all the new specialization either!
Pottsey
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Re: New Command Specialization

Post by Pottsey »

Expose Weakness and Violent Detonation seem to be completely overpowered. It looks to boost torp hits to 50k to 100k for single hits and crit hits to 150k to 200k+
Hevach
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Re: New Command Specialization

Post by Hevach »

At this point I'd rather have five new reputations than one new specialization. I'd rather have a new R&D school, for that matter (We are getting one, but levels basically don't matter in it, you get everything at level 0 and as far as I can tell there's no crits on anything).

All the other grinds are front-loaded. With reputation bonuses and queue R&D boxes, you can do a quick run from New Romulus through the sphere to the Delta Quadrant, run some queues as they pop during, and fill up all your time-gated grind in an hour or two. If you stick around another hour, you can get some more rep exp, but you already got 90% of your daily exp covered either way.

R&D is a long grind, but everything from 15 to 20 is just fluff (you get the last unlocks at 15), and you have some of the most important stuff by 10, which is where the curve just starts to get steep.

Even item upgrades aren't too prohibitive until you hit mk XIV and want to start doing quality upgrades (I've found time investment in both R&D and material collection makes the blue upgrade packs more efficient than purple anyway). Progress isn't as quick as reputations, but it's reliably steady and for the most part equipment doesn't change that quickly.

There's just no way to steadily progress specializations, though, short of eye bleeding grind.
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Merlin
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Re: New Command Specialization

Post by Merlin »

Maybe start Specialization at lvl 40, or 30 even.
Eldiora
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Re: New Command Specialization

Post by Eldiora »

Or maybe revert this horrible, horrible fiasco with the xp need being increased my a ludicrous factor?

But I guess my hopes that Cryptic will ease that stupid Spec grind even a little bit with the introduction of more and more specs is in vain.

Have you seen the Commanding Officer ground abilities for kits? Oh there is some glorious stuff there (altough again gated behind shitty spec grind).

Also there is an ability that increases team wide damage by 40% but sets your ground weapons offline...(I wonder if a) the buff applies to yourself b) the team ever tought a second about melee tacs :evil: )
Sorotia
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Re: New Command Specialization

Post by Sorotia »

What I don't get, with them adding specialization points doesn't that kind of defeat the point of them removing the rep traits we got at every rep level?

I'd say new players would fall farther behind with the specialization system than the old rep trait system...
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