In the interest of heading off any speculation or misinformation regarding the Dominion Duty Officers that may crop up once they become available in-game via the Dominion Lock Box, we figured that we'd go ahead and give out the complete information and stats on these unique officers.
Here's a thorough explanation of all of their names, species, traits, and specializations. We'll also detail out their new Duty Officer Active Roster Powers, what effect they can have on combat, how they can be countered in PvP, and even a few tips on potential tactics.
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat.
* Since AP: Delta debuffs any enemy that hits the target affected by it, this Doff increases the likelihood that enemies will turn their fire upon that target.
* AP: Delta can be used on yourself or your allies, so this buff can also be used to increase the Threat generation of a teammate.
* Since Doffs obtained from a Lock Box are not unique, it's possible to obtain many copies of this officer. The equip limit on Security Officers is 3, so the maximum benefit you can gain from this is 300% Threat Generation.
* In PvP, the Threat generated by a player only matters vs. Carrier Pets. And even then, only if their owner does not have any Carrier Command toggles active.
Whenever you activate Shield Recharge, you have a small chance of rendering the recipient nearly immune to all shield damage for several seconds.
* For this officer, it is a 20% chance and the buff lasts 6 seconds.
* This ability sets your Shield Resistance to 99%, but Bleedthrough calculations are not affected.
* This means that incoming damage will still apply a small amount of hitpoint damage, but your shields will remain active longer.
* Your Bridge Officers will also be able to make use of this effect, if using Shield Recharge.
* Enemy abilities that damage shields directly (like Tachyon Harmonic) will still function normally - the affected shield will not have extra resistance to this type of drain.
* In PvP, an enemy that has this buff will appear to have a bubble around them. You can use shield drain or shield penetration abilities to overcome the buff.
Creating a Medical Generator has a chance of also creating a Shield Generator, and vice versa.
* For this officer, it is a 40% chance.
* This power is fairly self-explanatory, but unique in that it amplifies two different powers with a single officer: Shield Generator and Medical Generator.
* Having this active can allow you to more quickly assemble defensive arrangements.
* It will also function with Bridge Officer fabrications.
* There is no real counter to this, other than destroying the generator that is created.
Causes your Scramble Sensors ability to also debuff the recharge timers on any affected targets.
* For this officer, it is a -50% debuff that lasts 10 seconds. It will always occur as long as the Duty Officer is on your active roster.
* All targets affected by your Scramble Sensors will be afflicted with this debuff.
* It has a short duration, effectively only "disabling" powers that have recently been used, since powers that are activated while under this effect will have their standard recharge timers reset by the debuff expiring, long before the cooldown would have ran out.
* A 50% debuff to recharge speeds means that a power that would normally cool down in 60 seconds will require 90 seconds instead. However, since the debuff only lasts 10 sec, this only really has a noticeable effect on powers that have <10 seconds remaining on their recharge cycle. Anything else will have its recharge period restored to normal when the debuff expires.
* In PvP, Science Team will cleanse both this effect, and the standard effects of Scramble Sensors.
Each Boarding Party shuttle launched from your ship has a chance to come equipped with a Point Defense Turret that will fire upon the nearest enemy target.
* For this officer, it is a 40% chance. This is determined on a per Shuttle basis, not "all or nothing" at the time of power activation.
* The Point Defense Turret is roughly half as effective as those seen on player-launched Bio-Neural Warheads, and will always fire upon the nearest enemy (including mines, targetable torpedoes, carrier pets and enemy boarding parties).
* The counter to this remains the same as any Boarding Party while it is en route to its intended target - destroy the enhanced shuttle(s). They are fairly weak, and highly susceptible to AoE attacks such as Photonic Shockwave and Tractor Beam Repulsors.
Activating Overwatch will also remove all active Debuffs from you. Higher rank versions will also cleanse debuffs from some of your nearby teammates.
* For this officer, all debuffs are cleansed from yourself and up to 3 nearby teammates.
* This cannot cleanse "Assimilation" if your teammate has already become a Borg Drone. (Use the Omega T5 Reputation Power for that instead)
* In order for the cleansing effect to work on teammates, they must be close enough to benefit from the effects of your Overwatch ability. The cleanse effect only activates once, at the time of activation, and does not continue to pulse over the duration of Overwatch.
* Bridge Officers can make use of this enhancement, potentially cleansing debuffs from you if you remain near them in combat.
* This enhancement does not change the functionality of Overwatch. It still cannot be activated while Held, Stunned or Disabled. You will need to find an alternative method to cleanse these control effects.
* In PvP, this is a counter in itself. Your only option if your debuffs are removed from an enemy using this ability, is to reapply them. If you are fighting an enemy that makes frequent use of this ability, try baiting them with a less-favorable debuff (such as Fuse Armor) before applying a more powerful effect (such as Weapons Malfunction).
When using Neutral Neutralizer, this officer gives you a chance to Confuse any enemy under its affects for several seconds.
* For this officer, it is a 50% chance per target affected, and lasts 6 seconds.
* Neural Neutralizer will remove affected enemies' abilities to target you. Adding a Confuse effect to the power may cause them to target their allies instead of yours.
* In PvP, this is categorized as a "Mental" debuff and can therefore be cleansed by using Melorazine.
* Willpower skill and Traits such as "Mental Discipline" and "Logical" will all reduce the duration of the debuff.
Each Dominion Duty Officer itempack will reward a single one of the above officers, and can only be obtained by opening a Dominion Lock Box using a Master Key.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Causes your Scramble Sensors ability to also debuff the recharge timers on any affected targets.
* For this officer, it is a -50% debuff that lasts 10 seconds. It will always occur as long as the Duty Officer is on your active roster.
* All targets affected by your Scramble Sensors will be afflicted with this debuff.
* It has a short duration, effectively only "disabling" powers that have recently been used, since powers that are activated while under this effect will have their standard recharge timers reset by the debuff expiring, long before the cooldown would have ran out.
* A 50% debuff to recharge speeds means that a power that would normally cool down in 60 seconds will require 90 seconds instead. However, since the debuff only lasts 10 sec, this only really has a noticeable effect on powers that have <10 seconds remaining on their recharge cycle. Anything else will have its recharge period restored to normal when the debuff expires.
* In PvP, Science Team will cleanse both this effect, and the standard effects of Scramble Sensors.
Will this effect apply to Antimatter Spread as well, or only scramble sensors?
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat.
* Since AP: Delta debuffs any enemy that hits the target affected by it, this Doff increases the likelihood that enemies will turn their fire upon that target.
* AP: Delta can be used on yourself or your allies, so this buff can also be used to increase the Threat generation of a teammate.
* Since Doffs obtained from a Lock Box are not unique, it's possible to obtain many copies of this officer. The equip limit on Security Officers is 3, so the maximum benefit you can gain from this is 300% Threat Generation.
* In PvP, the Threat generated by a player only matters vs. Carrier Pets. And even then, only if their owner does not have any Carrier Command toggles active.
First, I have to ask, have you played with these powers or are you just going by code? Theory crafting can fall short of real world play.
Second, a buff to boarding party, the least used power in the game probably? Maybe I'll pick up a few of these cheap (since I know they will be) to play around with. Why not make it 100 percent chance. With three shuttles, this would become 1.5 times the damage of a PDS on the warhead, and way more fragile. I mean why not?
Also, what damage type is the PDS? Does it change between FED and KDF or is it some neutral type?
Each Boarding Party shuttle launched from your ship has a chance to come equipped with a Point Defense Turret that will fire upon the nearest enemy target.
* For this officer, it is a 40% chance. This is determined on a per Shuttle basis, not "all or nothing" at the time of power activation.
* The Point Defense Turret is roughly half as effective as those seen on player-launched Bio-Neural Warheads, and will always fire upon the nearest enemy (including mines, targetable torpedoes, carrier pets and enemy boarding parties).
* The counter to this remains the same as any Boarding Party while it is en route to its intended target - destroy the enhanced shuttle(s). They are fairly weak, and highly susceptible to AoE attacks such as Photonic Shockwave and Tractor Beam Repulsors.
* Since AP: Delta debuffs any enemy that hits the target affected by it, this Doff increases the likelihood that enemies will turn their fire upon that target.
* AP: Delta can be used on yourself or your allies, so this buff can also be used to increase the Threat generation of a teammate.
* Since Doffs obtained from a Lock Box are not unique, it's possible to obtain many copies of this officer. The equip limit on Security Officers is 3, so the maximum benefit you can gain from this is 300% Threat Generation.
I sense some teammate-griefing potential here...
(Not sure why people would do it, but it seems almost inevitable that if players can grief their own teammates, they will do so almost as often as they would their opponents)
Second, a buff to boarding party...Why not make it 100 percent chance. With three shuttles, this would become 1.5 times the damage of a PDS on the warhead, and way more fragile. I mean why not?
Also, what damage type is the PDS? Does it change between FED and KDF or is it some neutral type?
Assault Squad Officers have an Equip Limit of 3. We don't intend to change our Equip Limits that are already in place, which are set based on Specialization. So, since you have the option of slotting 3 ASOs, we had to find a way to make doing so beneficial. Hence, the % chance per shuttle.
The PDS is Disruptor on Klingon boarding party shuttles, and Phaser on Federation boarding party shuttles.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
(Not sure why people would do it, but it seems almost inevitable that if players can grief their own teammates, they will do so almost as often as they would their opponents)
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
... if I open a lock box, will I get a "rare Dominion Duty Officer Cadre" or will I get "Etak'kas Duty Officer"?
You will get a "Dominion Duty Officer" item pack which opens up to grant you one of the officers listed above. He/she can be traded until you have equipped them to your Active Roster.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Another question about equip limits. Do the equip limits go across space and ground? For instance, you have here an assault officer that fits in space. Does that mean that if I slot three of these space assault officers that I can't slot any ground assault officers?
Another question about equip limits. Do the equip limits go across space and ground? For instance, you have here an assault officer that fits in space. Does that mean that if I slot three of these space assault officers that I can't slot any ground assault officers?
This is correct. Equip Limits are bound directly to Specialization, and aren't concerned with the distinction between Space & Ground.
The exception to this is Warfare Specialists. Although they are technically (internally) separate Specializations.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
The AP doff looks funny, we'll be able to get rid off zombie cruisers not willing to take the aggro in STFs. It might become a standard on any PvE escort build. :P
Most of these abilities look fine to me from a pvp perspective, except the shield recharge one. Sadly you don't seem to care much about ground pvp with all the unbalanced released with this lockbox and the previous ones. After the Tholian one shot upgraded gun, the invincible engineer. "Use a counter" don't work on ground, because ground builds aren't versatile. This is a statement you shouldn't make on ground. No tac can use sci kit parts and vice versa. What happens if a team has no sci/no tachyon harmonic kit? The standard ones are stupid and the borg one is clearly overpriced.
I'm mixed about the confuse effect. 6 seconds looks rather short but if used wisely it could be devastating, especially if confused on alpha strike. But the very short range of neural neutralizer makes it fine until further review.
"Use a counter" don't work on ground, because ground builds aren't versatile. This is a statement you shouldn't make on ground. No tac can use sci kit parts and vice versa. What happens if a team has no sci/no tachyon harmonic kit? The standard ones are stupid and the borg one is clearly overpriced.
Here's a Counter that every single person in the game can use on the Ground: Get Behind Cover.
All you have to do is break Line of Sight with somebody, and they are powerless until they can re-establish visual contact.
Confuse on ground is POWERFUL. hit an engineer with it his pets attack him and his friends. He can be killed by is orbital strike and mines I use it when an Engineer tries to fuse and malfunction me and then orbital strike when they are standing to close since they are in animation lock(all of which needs to be done away with on ground) their orbital strike kills them and their mines kill their friends. I dont think it works on Sec teams though. the three current ones mind meld, seduction, and Shard do that, the shard is weaker but the first two are powerful not if you stack this new confuse with mind meld or seductions eppp. Sci's will be even more fun.
and yes most sci kits that have have shield removers basically suck. but that shield thing actually makes engineers able to actually do their tanking job on the ground.
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
As I suggested many moons ago in another thread about wanting threat increase included with APD, it should be, that if applied to another player it DECREASES their threat.
So it can be used to save team mates from aggroed AI. Resistance buff and decrease in threat would be nice to drop on team mates I think.
What ships other than tanks would want threat dumped on them? Even if there was a resistance buff included, they still have the aftermath of the aggro to deal with.
I can see the use case for tacs, dumping aggro on cruisers, but the doff is effectively useless for cruisers with APD. Could there maybe be a varient that decreses aggro with APD? So cruisers running APD can decrease aggro of team mates? (still retain +threat to self though)
Hmmm it must be this photonic KDF doff that hamlet one is broken then... Tried putting it on as a 3rd conn officer for TT cd reducer but it won't go on active roster when I try putting it there...
I was hoping this information would become available soon. Didn't expect it quite this soon, but thanks! I look forward to acquiring all of these for my crew.
I hope they don't get into fights with the Jem'hadar that I already have.......
Edit: BTW, thanks for keeping the list small. I liked the method of collecting the Temporal DOFFs, but there are just too many to be bothered with.
The AP doff looks funny, we'll be able to get rid off zombie cruisers not willing to take the aggro in STFs. It might become a standard on any PvE escort build. :P
I don't think that's how it works. If they sit there and don't shoot anyone, they're not going to get aggro from the targets YOU shoot.
You cast AP Delta on a friendly teammate and any damage THEY do gets increased aggro (and the regular benefits of AP Delta of course). What this means is that if you're an Escort doing Torpedo Spreads and Scatter Volleys and some joker casts AP Delta on you, congratulations, you've got increased aggro (up to 300%!) from every target you just hit. Hope your Evasive Maneuvers aren't on cooldown!
I can see the use case for tacs, dumping aggro on cruisers, but the doff is effectively useless for cruisers with APD. Could there maybe be a varient that decreses aggro with APD? So cruisers running APD can decrease aggro of team mates? (still retain +threat to self though)
Self-targetting. As a Vesta-pilot Sci that can draw the attentions of ISE's final tac cube, I would much rather have the aggro I generate be overwhelmed by a ship that's ready for this level of attention instead of having the cube drop to the next-highest aggro giver - most likely some kind of CRFing escort...
And, if the cruiser self-targets and keeps the aggro, the team benefits from APD's damage reduction effect, by dumping -threat on me, the targetting will shift, and Delta's debuff only lands on mobs targetting the protected vessel...
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
lolomgwtfbbqroflcopter...
Um, SB24? Gorn Minefield? Come on, tell me people won't use this to send their competitors to respawn. lol. Seriously, tears in my eyes lulz.
Hmmm, what shall we call you? Delta simply won't do anymore. Attack Pattern Derp? Attack Pattern Doyouseewhatididthere? Attack Pattern Donthatetheplayer...
Really, this doff should have been a Vorta.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat.
Each Boarding Party shuttle launched from your ship has a chance to come equipped with a Point Defense Turret that will fire upon the nearest enemy target.
When using Neutral Neutralizer, this officer gives you a chance to Confuse any enemy under its affects for several seconds.
Hmm...interesting.
To start, at least these have somewhat of a PvE focus. I like the APD one, because that is a purely PvE DOFF...but just a potentially abusive one. Actually no, it WILL be abused, because people will get it, and they will use it in PvE on purpose to cause grief.
Which is extremely unfortunate, because the people who would use it right, are going to do so, yet there will be a lot who don't do that. I'll call it now: You'll probably have to change it so that it cannot add the threat to other people anymore.
Shame really, I love the idea of this DOFF, but don't look forward to the eventual abuse.
The next two DOFFs I like a lot, because I mostly play as my Fed engineer, and having better usage for some of kit powers that aren't used as much is pretty nice.
Question: What level is the medical/shield generator spawned at? Like level 1, 2, or 3? Because if it's just level 1, that doesn't feel too useful.
That aside, the Fabrication Specialist kit (especially the Romulan versions), Support Technician, and Equipment Technician just got a LOT more useful. I mean, chances to get a generator without having to use Bunker anymore is great! Plus the possibility of invincible shields for a few moments is good too in PvE, because shields barely mean spit most of the time.
3 Diagnostic Engineers with the Shield Recharge DOFF...I feel giddy about it already. Talk about some BIG buffs for engineers on the ground.
The SS DOFF is gonna be nasty. Not even so much because it does the debuff, but more the fact that it just prevents your opponent from using powers as quickly. Not to mention...SS DOFFs, SNB DOFFs, SNB from a sci, etc. You could potentially keep someone completely shut down from their BOFF powers pretty much.
I like the Boarding Party DOFF in theory at least. It could add a bit of interesting, if inconsistant extra DPS.
Question: Does this 'stack' in a matter of speaking with the Flight Deck Officer that can grant more shuttles when you use Boarding Party? Also, does it work with Marauding Force shuttles?
The Overwatch DOFF is nice. A good cleanse, not much I have on it.
The Neural Neutralizer DOFF, well, that adds a potent Confuse chance to a captain power. I like it. I look forward to what might happen with that. Scis I feel are a bit lacking in DOFF powers on the ground (outside of the healing ones).
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Any chance the Vorta is female? I've been informed by Dathan, Kilara and Yelgrun that the Paradan females are resisting their advances and the holodeck is "no longer sufficient"......
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat.
* Since AP: Delta debuffs any enemy that hits the target affected by it, this Doff increases the likelihood that enemies will turn their fire upon that target.
* AP: Delta can be used on yourself or your allies, so this buff can also be used to increase the Threat generation of a teammate.
* Since Doffs obtained from a Lock Box are not unique, it's possible to obtain many copies of this officer. The equip limit on Security Officers is 3, so the maximum benefit you can gain from this is 300% Threat Generation.
* In PvP, the Threat generated by a player only matters vs. Carrier Pets. And even then, only if their owner does not have any Carrier Command toggles active.
Oh god, really? This DOff should get a quote on its roster like 'Trolling is life!' or whatever. I mean this is just perfect for fleets like Starfleet Dental.
but the doff is effectively useless for cruisers with APD.
I think this is untrue.
100% to 300% extra threat is fairly massive.
Any Cruiser dedicated to tanking is going to have at least some ranks in threat control, and this will be the leash that lets you yank NPC attention to you right away.
On top of this there are +threat consoles that you could slot if you really felt you weren't getting enough aggro (or can't slot APD).
If 6 to 9 ranks in threat control, +300% threat on use of APD, is not enough for any captain of any endgame ship - I think they'll need to make sure they are actually firing their weapons.
Oh god, really? This DOff should get a quote on its roster like 'Trolling is life!' or whatever. I mean this is just perfect for fleets like Starfleet Dental.
If we were only allowed to have powers and missions that were devoid of any chance to grief others there would be almost no game left to play.
My advice is avoid the PUG queue, whether or not doffs like this exist.
On top of this, Bort has specifically told you already in this thread they are watching this power with intent to change the function to self only if necessary.
The DOFF powers look pretty sweet... too bad, though, because I already have more Jem'Hadar running around my ships than I really want... I'm a Starfleet/KDF captain, not a Vorta from the Dominion.
Oh well... I've got to admit that I could certainly use these in my roster, which leads me to an important question.
Are these Dominion DOFF's bound, or can they be moved between characters on an account or traded?
Because if they're bound to one character, I really don't see a good reason to take a chance on getting these.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Are these Dominion DOFF's bound, or can they be moved between characters on an account or traded?
It would be a new precedent if they were bound, up until now none (or few, if my memory has failed me) of the new DOFFs from packs like this with special powers have been bound.
Cryptic and/or PWE (most likely) recognize people buy some of these lockboxes with intent to recoup cost by selling items on the exchange for in game currency (which also deflates RMTs - this is probably also why things like Lockbox ships, Keys, Fleet Ship Modules, some costumes, etc. are all unbound and sellable).
In essence its easier to make profit through volume purchases, they cast a wide net to catch small purchase buyers rather than make things bound and hope for a few big fish to invest heavily.
The prior is a much safer strategy, imo, and it's the one we are seeing in practice.
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat."
Bort, if it becomes an issue, just tie it into attack pattern beta. Then it becomes an AoE taunt for Cruisers.
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat."
Bort, if it becomes an issue, just tie it into attack pattern beta. Then it becomes an AoE taunt for Cruisers.
Feel free to peruse the link in my sig for reasoning as to why APD is the best choice for a threat power.
Quick Summary:
> APB is already better than APD in nearly every way in PvE.
> APD grants resistance to the recipient as well as a debuff to the target(s) - and functions similar to Draw Fire on the ground without the actual Threat component.
> Stacks with APB and encourages different ship classes to carry different patterns for better synergy.
Comments
Scramble Sensors only.
Cryptic - Lead Systems Designer
"Play smart!"
This...this is awesome.
Thanks J-man, really.
Guess I gotta remove it from my sig...:D
First, I have to ask, have you played with these powers or are you just going by code? Theory crafting can fall short of real world play.
Second, a buff to boarding party, the least used power in the game probably? Maybe I'll pick up a few of these cheap (since I know they will be) to play around with. Why not make it 100 percent chance. With three shuttles, this would become 1.5 times the damage of a PDS on the warhead, and way more fragile. I mean why not?
Also, what damage type is the PDS? Does it change between FED and KDF or is it some neutral type?
Nouveau riche LTS member
I sense some teammate-griefing potential here...
(Not sure why people would do it, but it seems almost inevitable that if players can grief their own teammates, they will do so almost as often as they would their opponents)
Raptr profile
Assault Squad Officers have an Equip Limit of 3. We don't intend to change our Equip Limits that are already in place, which are set based on Specialization. So, since you have the option of slotting 3 ASOs, we had to find a way to make doing so beneficial. Hence, the % chance per shuttle.
The PDS is Disruptor on Klingon boarding party shuttles, and Phaser on Federation boarding party shuttles.
Cryptic - Lead Systems Designer
"Play smart!"
What I mean is, if I open a lock box, will I get a "rare Dominion Duty Officer Cadre" or will I get "Etak'kas Duty Officer"?
If the later are they bound to the character that opens the lockbox, or can they be moved/traded?
Yes, this is a concern we're keeping on our radar. Hopefully players will not find it necessary to annoy one another with this power, and we can keep it in-game in its current state. If not, we may force the benefit to attach to the power only if you are targeting yourself. We'd rather not have to do that.
Cryptic - Lead Systems Designer
"Play smart!"
You will get a "Dominion Duty Officer" item pack which opens up to grant you one of the officers listed above. He/she can be traded until you have equipped them to your Active Roster.
Cryptic - Lead Systems Designer
"Play smart!"
Nouveau riche LTS member
This is correct. Equip Limits are bound directly to Specialization, and aren't concerned with the distinction between Space & Ground.
The exception to this is Warfare Specialists. Although they are technically (internally) separate Specializations.
Cryptic - Lead Systems Designer
"Play smart!"
Most of these abilities look fine to me from a pvp perspective, except the shield recharge one. Sadly you don't seem to care much about ground pvp with all the unbalanced released with this lockbox and the previous ones. After the Tholian one shot upgraded gun, the invincible engineer. "Use a counter" don't work on ground, because ground builds aren't versatile. This is a statement you shouldn't make on ground. No tac can use sci kit parts and vice versa. What happens if a team has no sci/no tachyon harmonic kit? The standard ones are stupid and the borg one is clearly overpriced.
I'm mixed about the confuse effect. 6 seconds looks rather short but if used wisely it could be devastating, especially if confused on alpha strike. But the very short range of neural neutralizer makes it fine until further review.
God, lvl 60 CW. 17k.
Here's a Counter that every single person in the game can use on the Ground: Get Behind Cover.
All you have to do is break Line of Sight with somebody, and they are powerless until they can re-establish visual contact.
and yes most sci kits that have have shield removers basically suck. but that shield thing actually makes engineers able to actually do their tanking job on the ground.
Give me a ground class-wide evasive maneuver and we can talk about this.
God, lvl 60 CW. 17k.
As I suggested many moons ago in another thread about wanting threat increase included with APD, it should be, that if applied to another player it DECREASES their threat.
So it can be used to save team mates from aggroed AI. Resistance buff and decrease in threat would be nice to drop on team mates I think.
What ships other than tanks would want threat dumped on them? Even if there was a resistance buff included, they still have the aftermath of the aggro to deal with.
I can see the use case for tacs, dumping aggro on cruisers, but the doff is effectively useless for cruisers with APD. Could there maybe be a varient that decreses aggro with APD? So cruisers running APD can decrease aggro of team mates? (still retain +threat to self though)
I hope they don't get into fights with the Jem'hadar that I already have.......
Edit: BTW, thanks for keeping the list small. I liked the method of collecting the Temporal DOFFs, but there are just too many to be bothered with.
I don't think that's how it works. If they sit there and don't shoot anyone, they're not going to get aggro from the targets YOU shoot.
You cast AP Delta on a friendly teammate and any damage THEY do gets increased aggro (and the regular benefits of AP Delta of course). What this means is that if you're an Escort doing Torpedo Spreads and Scatter Volleys and some joker casts AP Delta on you, congratulations, you've got increased aggro (up to 300%!) from every target you just hit. Hope your Evasive Maneuvers aren't on cooldown!
Raptr profile
Self-targetting. As a Vesta-pilot Sci that can draw the attentions of ISE's final tac cube, I would much rather have the aggro I generate be overwhelmed by a ship that's ready for this level of attention instead of having the cube drop to the next-highest aggro giver - most likely some kind of CRFing escort...
And, if the cruiser self-targets and keeps the aggro, the team benefits from APD's damage reduction effect, by dumping -threat on me, the targetting will shift, and Delta's debuff only lands on mobs targetting the protected vessel...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
lolomgwtfbbqroflcopter...
Um, SB24? Gorn Minefield? Come on, tell me people won't use this to send their competitors to respawn. lol. Seriously, tears in my eyes lulz.
Hmmm, what shall we call you? Delta simply won't do anymore. Attack Pattern Derp? Attack Pattern Doyouseewhatididthere? Attack Pattern Donthatetheplayer...
Really, this doff should have been a Vorta.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Hmm...interesting.
To start, at least these have somewhat of a PvE focus. I like the APD one, because that is a purely PvE DOFF...but just a potentially abusive one. Actually no, it WILL be abused, because people will get it, and they will use it in PvE on purpose to cause grief.
Which is extremely unfortunate, because the people who would use it right, are going to do so, yet there will be a lot who don't do that. I'll call it now: You'll probably have to change it so that it cannot add the threat to other people anymore.
Shame really, I love the idea of this DOFF, but don't look forward to the eventual abuse.
The next two DOFFs I like a lot, because I mostly play as my Fed engineer, and having better usage for some of kit powers that aren't used as much is pretty nice.
Question: What level is the medical/shield generator spawned at? Like level 1, 2, or 3? Because if it's just level 1, that doesn't feel too useful.
That aside, the Fabrication Specialist kit (especially the Romulan versions), Support Technician, and Equipment Technician just got a LOT more useful. I mean, chances to get a generator without having to use Bunker anymore is great! Plus the possibility of invincible shields for a few moments is good too in PvE, because shields barely mean spit most of the time.
3 Diagnostic Engineers with the Shield Recharge DOFF...I feel giddy about it already. Talk about some BIG buffs for engineers on the ground.
The SS DOFF is gonna be nasty. Not even so much because it does the debuff, but more the fact that it just prevents your opponent from using powers as quickly. Not to mention...SS DOFFs, SNB DOFFs, SNB from a sci, etc. You could potentially keep someone completely shut down from their BOFF powers pretty much.
I like the Boarding Party DOFF in theory at least. It could add a bit of interesting, if inconsistant extra DPS.
Question: Does this 'stack' in a matter of speaking with the Flight Deck Officer that can grant more shuttles when you use Boarding Party? Also, does it work with Marauding Force shuttles?
The Overwatch DOFF is nice. A good cleanse, not much I have on it.
The Neural Neutralizer DOFF, well, that adds a potent Confuse chance to a captain power. I like it. I look forward to what might happen with that. Scis I feel are a bit lacking in DOFF powers on the ground (outside of the healing ones).
Oh god, really? This DOff should get a quote on its roster like 'Trolling is life!' or whatever. I mean this is just perfect for fleets like Starfleet Dental.
I think this is untrue.
100% to 300% extra threat is fairly massive.
Any Cruiser dedicated to tanking is going to have at least some ranks in threat control, and this will be the leash that lets you yank NPC attention to you right away.
On top of this there are +threat consoles that you could slot if you really felt you weren't getting enough aggro (or can't slot APD).
If 6 to 9 ranks in threat control, +300% threat on use of APD, is not enough for any captain of any endgame ship - I think they'll need to make sure they are actually firing their weapons.
If we were only allowed to have powers and missions that were devoid of any chance to grief others there would be almost no game left to play.
My advice is avoid the PUG queue, whether or not doffs like this exist.
On top of this, Bort has specifically told you already in this thread they are watching this power with intent to change the function to self only if necessary.
Oh well... I've got to admit that I could certainly use these in my roster, which leads me to an important question.
Are these Dominion DOFF's bound, or can they be moved between characters on an account or traded?
Because if they're bound to one character, I really don't see a good reason to take a chance on getting these.
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It would be a new precedent if they were bound, up until now none (or few, if my memory has failed me) of the new DOFFs from packs like this with special powers have been bound.
Cryptic and/or PWE (most likely) recognize people buy some of these lockboxes with intent to recoup cost by selling items on the exchange for in game currency (which also deflates RMTs - this is probably also why things like Lockbox ships, Keys, Fleet Ship Modules, some costumes, etc. are all unbound and sellable).
In essence its easier to make profit through volume purchases, they cast a wide net to catch small purchase buyers rather than make things bound and hope for a few big fish to invest heavily.
The prior is a much safer strategy, imo, and it's the one we are seeing in practice.
100% (double) Increased Threat Generation for the target of your Attack Pattern Delta. The bonus from multiple copies of this officer is capable of stacking to generate even more extra Threat."
Bort, if it becomes an issue, just tie it into attack pattern beta. Then it becomes an AoE taunt for Cruisers.
Feel free to peruse the link in my sig for reasoning as to why APD is the best choice for a threat power.
Quick Summary:
> APB is already better than APD in nearly every way in PvE.
> APD grants resistance to the recipient as well as a debuff to the target(s) - and functions similar to Draw Fire on the ground without the actual Threat component.
> Stacks with APB and encourages different ship classes to carry different patterns for better synergy.
But yeah.... Vorta: WANT!
My character Tsin'xing