Or if you don't want Combat Supply, then Equipment Technician.
If you go with Support Technician, my choices would go along the lines of:
1 Quartermaster (reduce CD on Combat Supply), a blue works well
3 Diagnostic Engineer DOFFs (add ranged damage buff to Equipment Diagnostics), purples if you can manage
1-2 Damage Control Engineers (chance to add a resistance buff to Quick Fix), blues will work
1 Transporter Officer (chance to beam in a medical or shield generator when you use the other ability)
1 Biochemist (reduce recharge on hypos, shield charges, and power cells), blue will work, purple if you have the money.
Or for Equipment Technician:
3 Diagnostic Engineers, same as above
1 Biochemist, same as above
1-2 of a DOFF type I can't remember atm, which can let your Weapons Malfunction spread to other targets. I want to say Systems Engineer, but I just cannot remember right now.
1-2 Hazard System Officers, which give a chance to let your Fuse Armor deal double electrical damage.
For the Transporter Officer, don't worry about getting that one too much, it only comes in a purple and is 'ok' at best. I just mentioned in case you were curious about what to do with the Shield Generator from the Support Technician kit.
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.
1-2 of a DOFF type I can't remember atm, which can let your Weapons Malfunction spread to other targets. I want to say Systems Engineer, but I just cannot remember right now.
The duty officer you are thinking of is a Diagnostic Engineer Variant. This forces the player to choose between bonus weapon damage via equipment diagnostics and chain weapon malfunction.
The duty officer you are thinking of is a Diagnostic Engineer Variant. This forces the player to choose between bonus weapon damage via equipment diagnostics and chain weapon malfunction.
Oh yes, thank you. That explains why I couldn't remember, because I really don't use those.
In that case, hmm...you'd be fine with the 3 Diagnostic engineers that can boost Equipment Diagnostics, along with the Biochemist and 2 Hazard System Officers. That is the build I mostly use for my Fed eng, and it does quite well overall.
(Mind you as a note, these builds are pretending as if you have the 6th DOFF ground slot unlocked as well btw. If you don't have that yet, then of course something will have to be taken out)
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.
Oh yes, thank you. That explains why I couldn't remember, because I really don't use those.
In that case, hmm...you'd be fine with the 3 Diagnostic engineers that can boost Equipment Diagnostics, along with the Biochemist and 2 Hazard System Officers. That is the build I mostly use for my Fed eng, and it does quite well overall.
You do also have the new Hirogen Damage Control Engineers. They provide a 25% chance to deal massive electrical damage when using Weapon Malfunction. I've seen it as high as 46 damage/second per duty officer. It is quite painful when all three proc at the same time, it's about 1,656 shield bypassing electrical damage over 12 seconds. Assuming 45% electrical damage resistance; that is 910.8 electrical damage to a player over 12 seconds. Fortunately, the odds of getting all three to proc at the same time is 1.5625%. It's a very powerful method for an engineer to kill another player, but at least it comes with a heavy required investment.
You do also have the new Hirogen Damage Control Engineers. They provide a 25% chance to deal massive electrical damage when using Weapon Malfunction. I've seen it as high as 46 damage/second per duty officer. It is quite painful when all three proc at the same time, it's about 1,656 shield bypassing electrical damage over 12 seconds. Assuming 45% electrical damage resistance; that is 910.8 electrical damage to a player over 12 seconds. Fortunately, the odds of getting all three to proc at the same time is 1.5625%. It's a very powerful method for an engineer to kill another player, but at least it comes with a heavy required investment.
Oh wow, I haven't messed with them at all, but they are seriously that potentially strong? *whistle*
I know what I am gonna go waste some EC on later then.
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.
Oh wow, I haven't messed with them at all, but they are seriously that potentially strong? *whistle*
I know what I am gonna go waste some EC on later then.
Yes, though you do need a decent amount of skill points invested into Modification Specialist. Quite a few things buff the electrical damage done by these duty officers as well.
Yes, though you do need a decent amount of skill points invested into Modification Specialist. Quite a few things buff the electrical damage done by these duty officers as well.
Are you sure the DOFFs can do that well? I mean, I have 7 points in Modification Specialist, and while the tooltip said 19.7 damage a tic, I never seemed to get more than 11 points a tic on the enemy, and they didn't seem to be affected by Diagnostic Engineer DOFFs.
Mind you I was fighting basic Borg drones on Deferi (they are a good source of cheap, respawning enemies to test on), and only had 2 DOFFs equipped at the time. So if it was me, and I needed to do something different, I'm glad to accept and fix any mistakes I've made.
I forget, how do you unlock the 6th Doff slot? Also, Biochemist Doffs do work on Boff Sci kit type powers as well?
I believe you need a tier 2...Operations, on your Spire, or get an invite (not a fleet invite, just an invite to see it) from someone who has it. It'll put you back 150,000 FC to buy it.
As for biochemist DOFFs, there are a few different ones. The one I've mentioned in this thread affects Hypos, Shield Charges, and Power Cells by reducing their cooldowns, but otherwise affect no other abilities or anything. There are other Biochemists that do affect some sci kit powers though, yes. You can only equip 1 Biochemist at a time though.
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.
You do also have the new Hirogen Damage Control Engineers. They provide a 25% chance to deal massive electrical damage when using Weapon Malfunction. I've seen it as high as 46 damage/second per duty officer. It is quite painful when all three proc at the same time, it's about 1,656 shield bypassing electrical damage over 12 seconds. Assuming 45% electrical damage resistance; that is 910.8 electrical damage to a player over 12 seconds. Fortunately, the odds of getting all three to proc at the same time is 1.5625%. It's a very powerful method for an engineer to kill another player, but at least it comes with a heavy required investment.
Are you sure the DOFFs can do that well? I mean, I have 7 points in Modification Specialist, and while the tooltip said 19.7 damage a tic, I never seemed to get more than 11 points a tic on the enemy, and they didn't seem to be affected by Diagnostic Engineer DOFFs.
Mind you I was fighting basic Borg drones on Deferi (they are a good source of cheap, respawning enemies to test on), and only had 2 DOFFs equipped at the time. So if it was me, and I needed to do something different, I'm glad to accept and fix any mistakes I've made.
/snip
Duty Officer: Damage Control Engineer (Ground)
FED = Darr // KDF = Taj
Ability: Targets hit by your Weapons Malfunction have a chance to be afflicted with an Electrical Damage-Over-Time effect.
Tooltip: 25% chance: ~16 dmg per sec for 12 seconds.
Details:
* The damage this ability inflicts each second can be modified by buffs that improve "All Damage" (though those buffs must be present at the time of application, not after the fact).
* Increasing your "Modifications Specialist" ground skill will also increase the damage.
* Electrical damage is included in the "All Energy Damage" heading for the purpose of resistance calculations.
* Boffs can activate this proc if the Doff is on your Active Roster.
Duty Officer: Diagnostic Engineer (Ground):
*Chance to increase "ranged" damage
Duty Officer: Diagnostic Engineer (Ground):
*Weapons Malfunction has a chance to chain to nearby targets.
The original info provided by majortiraomega must have been from a team pvp match where the engineer's weapon malfunction ability could have been under the effect of the Tactical Strike team ability, Rally Cry, or Battle Strategies since those skills boost "All Damage" and are team based or can be cast on team members, unlike the normal diagnostic engineer which only boosts ranged damage. Either way better than the normal Fuse Armor damage, [ unless you are using all 3xPurple Hazard System Officers for the 45% chance to double Fuse Armor's damage and they all procc'd. ]
A secondary question would be does it work with the chained weapon malfunction doff which you could then run:
Comments
Or if you don't want Combat Supply, then Equipment Technician.
If you go with Support Technician, my choices would go along the lines of:
1 Quartermaster (reduce CD on Combat Supply), a blue works well
3 Diagnostic Engineer DOFFs (add ranged damage buff to Equipment Diagnostics), purples if you can manage
1-2 Damage Control Engineers (chance to add a resistance buff to Quick Fix), blues will work
1 Transporter Officer (chance to beam in a medical or shield generator when you use the other ability)
1 Biochemist (reduce recharge on hypos, shield charges, and power cells), blue will work, purple if you have the money.
Or for Equipment Technician:
3 Diagnostic Engineers, same as above
1 Biochemist, same as above
1-2 of a DOFF type I can't remember atm, which can let your Weapons Malfunction spread to other targets. I want to say Systems Engineer, but I just cannot remember right now.
1-2 Hazard System Officers, which give a chance to let your Fuse Armor deal double electrical damage.
For the Transporter Officer, don't worry about getting that one too much, it only comes in a purple and is 'ok' at best. I just mentioned in case you were curious about what to do with the Shield Generator from the Support Technician kit.
The duty officer you are thinking of is a Diagnostic Engineer Variant. This forces the player to choose between bonus weapon damage via equipment diagnostics and chain weapon malfunction.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Oh yes, thank you. That explains why I couldn't remember, because I really don't use those.
In that case, hmm...you'd be fine with the 3 Diagnostic engineers that can boost Equipment Diagnostics, along with the Biochemist and 2 Hazard System Officers. That is the build I mostly use for my Fed eng, and it does quite well overall.
(Mind you as a note, these builds are pretending as if you have the 6th DOFF ground slot unlocked as well btw. If you don't have that yet, then of course something will have to be taken out)
You do also have the new Hirogen Damage Control Engineers. They provide a 25% chance to deal massive electrical damage when using Weapon Malfunction. I've seen it as high as 46 damage/second per duty officer. It is quite painful when all three proc at the same time, it's about 1,656 shield bypassing electrical damage over 12 seconds. Assuming 45% electrical damage resistance; that is 910.8 electrical damage to a player over 12 seconds. Fortunately, the odds of getting all three to proc at the same time is 1.5625%. It's a very powerful method for an engineer to kill another player, but at least it comes with a heavy required investment.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Oh wow, I haven't messed with them at all, but they are seriously that potentially strong? *whistle*
I know what I am gonna go waste some EC on later then.
Yes, though you do need a decent amount of skill points invested into Modification Specialist. Quite a few things buff the electrical damage done by these duty officers as well.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
http://sto.gamepedia.com/Fleet_Spire
Are you sure the DOFFs can do that well? I mean, I have 7 points in Modification Specialist, and while the tooltip said 19.7 damage a tic, I never seemed to get more than 11 points a tic on the enemy, and they didn't seem to be affected by Diagnostic Engineer DOFFs.
Mind you I was fighting basic Borg drones on Deferi (they are a good source of cheap, respawning enemies to test on), and only had 2 DOFFs equipped at the time. So if it was me, and I needed to do something different, I'm glad to accept and fix any mistakes I've made.
I believe you need a tier 2...Operations, on your Spire, or get an invite (not a fleet invite, just an invite to see it) from someone who has it. It'll put you back 150,000 FC to buy it.
As for biochemist DOFFs, there are a few different ones. The one I've mentioned in this thread affects Hypos, Shield Charges, and Power Cells by reducing their cooldowns, but otherwise affect no other abilities or anything. There are other Biochemists that do affect some sci kit powers though, yes. You can only equip 1 Biochemist at a time though.
Duty Officer: Damage Control Engineer (Ground)
FED = Darr // KDF = Taj
Ability: Targets hit by your Weapons Malfunction have a chance to be afflicted with an Electrical Damage-Over-Time effect.
Tooltip: 25% chance: ~16 dmg per sec for 12 seconds.
Details:
* The damage this ability inflicts each second can be modified by buffs that improve "All Damage" (though those buffs must be present at the time of application, not after the fact).
* Increasing your "Modifications Specialist" ground skill will also increase the damage.
* Electrical damage is included in the "All Energy Damage" heading for the purpose of resistance calculations.
* Boffs can activate this proc if the Doff is on your Active Roster.
*Based on the info dump from BorticusCryptic http://sto-forum.perfectworld.com/showpost.php?p=14744411&postcount=1
Duty Officer: Diagnostic Engineer (Ground):
*Chance to increase "ranged" damage
Duty Officer: Diagnostic Engineer (Ground):
*Weapons Malfunction has a chance to chain to nearby targets.
The original info provided by majortiraomega must have been from a team pvp match where the engineer's weapon malfunction ability could have been under the effect of the Tactical Strike team ability, Rally Cry, or Battle Strategies since those skills boost "All Damage" and are team based or can be cast on team members, unlike the normal diagnostic engineer which only boosts ranged damage. Either way better than the normal Fuse Armor damage, [ unless you are using all 3xPurple Hazard System Officers for the 45% chance to double Fuse Armor's damage and they all procc'd. ]
A secondary question would be does it work with the chained weapon malfunction doff which you could then run:
*1 chained weapon malfunction doff
*3 Hirogen weapon malfunction doffs
to maximize the damage potential but a pretty heavy doff investment.