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Officer Abilities Cheat Sheet (And some tips)

JaySanti

New member
Here is a quick reference spreadsheet of all abilities that can be learned on Officer. The data below assumes you are using max rank. There is no reason not to use max rank, as in order to get GA procs you have to use max rank abilities in most cases. All the data collected was either discovered in the open source code or playtested. Damage values may not be 100% accurate, but I can confidently say that anything that wasn't pulled directly from open source is 99% accurate. Nothing you see here should be incredibly off what is live on Beyond today.

Please note that "WC" stands for Weapon Contribution. Weapon Contribution is the damage values you'll see in your inventory or examine window on your weapon. (See below photo)
WC.PNG

Also note that the below data are BASE values. As in before any buffs, gear, or any other factors. This data serves as a beginning point to help you figure out your own calculations.

I. OFFICER ABILITIES

OffiCheatSheet1.PNG
OffiCheatSheet2.PNG



II. Tips to Enhance Your Performance


1. Keep Your Runs Up!

Scatter.PNGcharge.PNG


A wise man once said.... "Runs runs runs runs hooooly F*CK runs!"

If you're the GA in the group, make sure you are always keeping a Charge or Scatter (people call them "runs") up as often as possible. It's extra movement speed, which makes maneuvering through instances faster or avoiding area of effect damage. Both Charge and Scatter clear and make the group immune to snares. You would be surprised how many snares exist in this game, and no one is trying to be snared. In legendary heroics and hard modes, many random NPC mobs will have False Hope and Crippling Vortex (they root) so keeping a Scatter up is important. In PvP, this is even more crucial. Keep a Scatter up as often as possible. If there's another GA in your group, call your Scatters and coordinate so you don't override each others runs.

2. Don't Underestimate Overcharge and Sure Shot


overcharge.PNGsureshot.PNG

Overcharge: This ability doesn't hit very hard, but it being on a 1s cool down means you can constantly press it. Which means two things: (1) The action procs you will gain from this is insane, plenty of value here for such a low action cost. And (2) This damage will add up tremendously if you're on top of pressing it, especially if you're using Carbines.

Sure Shot: This ability has one of the highest base damage in the entire profession's ability pool, while also factioring in 150% of your weapon contribution's damage. On a 3s cooldown, this ability has the same benefits as Overcharge: (1) Lots of action procs, and (2) lots of damage. If you build Sure Shot exotics and invest a little into the expertise, this ability can hit for 5k+ on a good crit or strikethrough.

Take a look at this parse of me on my GA doing IG Hard Mode. I did over 15 million damage on this run (top damage of the run) and look at how much of that damage came from Sure Shot and Overcharge.

breakdown.PNG


Put these attacks on your easiest binds you can press, because you will pressing them a lot. Nearly 25% of all your damage can come from these two abilities.


3. The Grenade Volley

volley.PNG


Officer's aoes/grenade are what we usually call our "volley" because you want to cast them all back to back. It creates a good amount of burst damage, which is especially beneficial in PvP because then medics have less chances to heal up any damage that is done to someone. The important things to remember: (1) Hit Artilley Strike first because it has the longest cast time, and (2) hit Superior Firepower ("SFP") LAST. This is because if you hit SFP at the end, you'll have enough time on SFP's duration to throw a second volley. Which is double the amount of joy you'll feel when everything goes boom and bodies start dropping.
 
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