I always hear about getting the three technicians for A2B Cruisers, or making sure to get the Doff that gives your Tractor Bream a shield drain if you're flying a shield drain science vessel, but what about escorts? What Active Space Doffs do they most benefit from?
In case it matters, the escort I am specifically trying out is the Mirror Ha'feh Assault Warbird, and I've got an eye toward running STF Elites. Until I've got the dilithium for Romulan Plasma Dual Heavy Cannons, I'm using three Plasma Disruptor Hybrid Dual Heavy Cannons and the Romulan Hyper Plasma Torpedo in the fore, and two Disruptor Turrets and the Kinetic Cutting Beam in the aft. For Tactical Boff abilities, I got dual Tactical Teams and dual Attack Pattern: Betas, as well as one Cannon: Scatter Volley and one Cannon: Rapid Fire. And of course, I have Attack Pattern: Omega in the Commander Tactical slot. For the extra Science slot I get from the ship being the Mirror version, I slotted in Tractor Beam, just in case I needed to snag a troublesome Nanite Sphere or Probe. Given all that, I once again ask, what Space Doffs would I derive the most benefit from?
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
I always hear about getting the three technicians for A2B Cruisers, or making sure to get the Doff that gives your Tractor Bream a shield drain if you're flying a shield drain science vessel, but what about escorts? What Active Space Doffs do they most benefit from?
Imho the question is hard to answer, as Doffs improve skills, rather than a certain type of ship.
A science ship running torps will profit from a projectile doff, while an escort running an all-energy setup won't and vice-versa. Certain escorts can take a LtC Sci, so a Gravimetric Scientist makes sense, while others can't, so it would be useless. There are even escorts where you could make an A2B-build work.
So in the end, you'd probably end up with a list of every viable space doff out there...
Imho the question is hard to answer, as Doffs improve skills, rather than a certain type of ship.
A science ship running torps will profit from a projectile doff, while an escort running an all-energy setup won't and vice-versa. Certain escorts can take a LtC Sci, so a Gravimetric Scientist makes sense, while others can't, so it would be useless. There are even escorts where you could make an A2B-build work.
So in the end, you'd probably end up with a list of every viable space doff out there...
I was kind of afraid that the answer would ultimately be, "Well, it depends...." which is why I listed the ship I run, as well as the weapons and abilities I use. But if, even with all that, the answer is still "It depends...." or "It's up to personal taste/playstyle", then I guess I'll just have to go back to experimenting with Doff setups on my own.
Which I'm perfectly fine with; I just wanted to make sure that, again, there wasn't an "optimal" setup for escorts like there kind of is for A2B ships, with the three technicians.
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
I just wanted to make sure that, again, there wasn't an "optimal" setup for escorts like there kind of is for A2B ships, with the three technicians.
^^ exactly.. all the doffs for escorts basically enable one to remove an extra ability as long as he puts enough doffs for that ability on his ship.
For example, suppose you want to use only 1 copy of APO instead of 2. In that case you'd equip 3 APO doffs (overkill) which will get your cooldown to about 33 seconds on that one copy. (15% * 3 = 45% of 60 seconds = 33 seconds) Remember, the global cooldown on the 2nd copy of APO is 30 seconds.
Most tac doffs are like this and escorts really suffer because of it. You are not able to equip any doffs to surpass the global cooldown (at that i have experimented with)
But in Star Trek Cruisers Online, most can chain A2B with RSP and ultimately reap the exploited benefits of A2B especially when it comes to overcapping subsystem powers on a vessel that has more power than escorts already, but.. Cryptic says "hey, we know our code better than you", so it goes on for more than 6 months. But, I digress....
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
Depends on what build u playing. Escorts are great using rushing tactics, so, its probably that you will have a cannon / beam build on the front. Then you should get your energy weapons officers on assignments to increase the energy output of the energy weapons or something else, for example. I honestly, never pay too much attention on buffs (posted a message ages ago and nobody anwsered) since they last only for 1,5 hours and you cant control when you want them. I usually end with 3 or 4 buffs that i never can use because i am on ground missions or something else.
But there is no specific assignments recommended for any class of ship, depends on the stuff you have or the build you carry.
Two purple tac team doffs are great for escorts. They're a good value compared to the cost of purple aux2batt doffs too. A pair basically allows you to run with one Tactical Team instead of two, making room for another torpedo spread of high yield torp or something. They also improve your attack patterns, which are helpful when your tac has Alpha baked in and can train beta.
Two purple tac team doffs are great for escorts. They're a good value compared to the cost of purple aux2batt doffs too. A pair basically allows you to run with one Tactical Team instead of two, making room for another torpedo spread of high yield torp or something. They also improve your attack patterns, which are helpful when your tac has Alpha baked in and can train beta.
Ooh, that does sound nice. I'm all for freeing up a BoFF slot AND improving my attack patterns.
I don't suppose there's a cheap and/or relatively easy way of getting one's hands on two purple tactical team Conn Officer Doffs, like getting the purple Technicians from the B'tran Cluster colonization Doff missions?
Or are they gonna be yet something else I'll need to save up money for to buy on the Exchange?
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
Decrypt Holonovel Code Fragment can reward a Hamlet, who is a purple TT Conn Officer. Note that it can also reward Horatio who is a purple Aux2Bat Technician.
They are both fairly rare drops though, you would probably be better off buying Hamlet on the exchange and grinding Support B'Tran for technicians.
On aux to batt build I see a lot of people running APB with DEM. This allows you weapons power to bleed through shields and APB is a resistance debuffer, so damage to hull increases. Now with DEM it is best to run Marion. I think he is a systems eng, he increases energy weapons drain by +200. I have two Marion's but never equipped. I would love to see how much resistance Marion gives.
Keel'el, 3x Damage control engineer, 1x Cannon cooldown doff
Run with EPtW2 and EPtS1
You should be able to alternate EPtW2 and EPtS1 every 15 seconds. For the important fights tactical initiative will eliminate the risk of you getting a failed DCE proc gimping you.
Best I can suggest is steer clear of doff's that provide a chance at something. Unless their chance is a 30% or greater, you will tend to need fill more than one doff slot to make good use of them. Doff's that are a guaranteed benefit are more opted to be used, because well they guarantee their benefit.
Comments
1 guy decreases the cooldown on Cannon special abilities.
1 guy decreases the cooldown on torps (As I run a ROM torp to)
1 guy gives a chance for a sheild heal on a successful attack
1 guy decreases the cooldown on BOFF abilities
1 guy decreases the cooldown on science abilities.
Imho the question is hard to answer, as Doffs improve skills, rather than a certain type of ship.
A science ship running torps will profit from a projectile doff, while an escort running an all-energy setup won't and vice-versa. Certain escorts can take a LtC Sci, so a Gravimetric Scientist makes sense, while others can't, so it would be useless. There are even escorts where you could make an A2B-build work.
So in the end, you'd probably end up with a list of every viable space doff out there...
I was kind of afraid that the answer would ultimately be, "Well, it depends...." which is why I listed the ship I run, as well as the weapons and abilities I use. But if, even with all that, the answer is still "It depends...." or "It's up to personal taste/playstyle", then I guess I'll just have to go back to experimenting with Doff setups on my own.
Which I'm perfectly fine with; I just wanted to make sure that, again, there wasn't an "optimal" setup for escorts like there kind of is for A2B ships, with the three technicians.
^^ exactly.. all the doffs for escorts basically enable one to remove an extra ability as long as he puts enough doffs for that ability on his ship.
For example, suppose you want to use only 1 copy of APO instead of 2. In that case you'd equip 3 APO doffs (overkill) which will get your cooldown to about 33 seconds on that one copy. (15% * 3 = 45% of 60 seconds = 33 seconds) Remember, the global cooldown on the 2nd copy of APO is 30 seconds.
Most tac doffs are like this and escorts really suffer because of it. You are not able to equip any doffs to surpass the global cooldown (at that i have experimented with)
But in Star Trek Cruisers Online, most can chain A2B with RSP and ultimately reap the exploited benefits of A2B especially when it comes to overcapping subsystem powers on a vessel that has more power than escorts already, but.. Cryptic says "hey, we know our code better than you", so it goes on for more than 6 months. But, I digress....
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
But there is no specific assignments recommended for any class of ship, depends on the stuff you have or the build you carry.
Ooh, that does sound nice. I'm all for freeing up a BoFF slot AND improving my attack patterns.
I don't suppose there's a cheap and/or relatively easy way of getting one's hands on two purple tactical team Conn Officer Doffs, like getting the purple Technicians from the B'tran Cluster colonization Doff missions?
Or are they gonna be yet something else I'll need to save up money for to buy on the Exchange?
They are both fairly rare drops though, you would probably be better off buying Hamlet on the exchange and grinding Support B'Tran for technicians.
Marion and dem is amazing for cannons...starting to be phased out for beams though.
Warp core engineer is great if you have a spare slot
Space warfare specialists are also great if you have a spare slot
2 technicians are required for any and all aux2bat builds
3 projectile doffs are required for any torpedo build
All other doffs are extremely specialized, the above doffs besides techs/projectiles would substantially boost any build
My PvE/PvP hybrid skill tree
Keel'el, 3x Damage control engineer, 1x Cannon cooldown doff
Run with EPtW2 and EPtS1
You should be able to alternate EPtW2 and EPtS1 every 15 seconds. For the important fights tactical initiative will eliminate the risk of you getting a failed DCE proc gimping you.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Damage Control Engineers are also nice, allowing you to run two different EPtX abilities with nearly constant uptime.
Blue doffs of these specializations are fairly cheap. But you need at least two of them to be somewhat effective.