Ability: Beam Array: Overload
This ability hugely increases the damage caused by your next beam attack from either a Beam Array, Dual Beam Bank and some Omni-Directional Beam Arrays. When activated, Beam Overload applies itself to all your beam weapons, however when the first weapon fires, it is cleared from all others, meaning that it may only be fired once per activation. The skill can be used effectively to quickly lower a shield facing, or to inflict significant burst damage to an exposed hull.
The ability's damage is a set multiple of the underlying weapon damage, with higher ranks providing a larger damage multiplier. Increasing your training in weapons skills will improve the underlying weapon damage, resulting in an increase in the damage of Beam Overload. Because of its higher base damage, a Dual Beam Bank will inflict a more damaging Beam Overload than a Beam Array.
With higher ranks of this ability, the proper tactical consoles, and significant weapons training, it is possible to inflict well over 30,000 points of damage to an exposed hull on a critical hit.
Since the update ST.42.20140720a.7, The mechanics of Beam Overload has changed. Beam Overload attacks are now always a Critical Hit. No longer drains Weapon Power.
Having one Beam Overload buff active will prevent you from activating any other copies of Beam Overload. Consuming a Beam Overload buff to fire a beam overload will trigger a 5 second cooldown period during which no other Beam Overload powers can be activated. This 5 second cooldown period is not triggered if the buff just wears off due to duration/unuse, or if the buff is purged by a dispel effect.
- Profession: Tactical
- Locale: Space
- Game Description: Overload improves your next beam array [sic] attack. Overloading your beam weapon delivers an extremely powerful blast that will always critically hit.
- Used by: Captain
- Target: Self
- System: Beams
- Ability Type: Buff
- Activation: 0.6 seconds
- Range: N/A
- Starts 15 second cooldown on:
- Duplicate ability cooldown:
- 15 seconds
- Modified by:
- Subsystems Power Level
- Duty Officer
- Energy Weapons Officer
- Chance (50%) to reduce the time for any beam special attack to recharge after use by 2.5-10 seconds
- Energy Weapons Officer
- Trained by:
- Scaling (Per Skill Point):
- Damage multiplier always remains the same.
- Skill training improves underlying weapon damage, resulting in more total damage.
|Ability/User Rank||CD||SPR||Ability Effects|
|Rank I: Ensign||30s||250||
|Rank II: Lieutenant||30s||500||
|Rank III: Lt Commander||30s||750||