A total of eighteen new Duty Officers are included in the Xindi-Terrestrial Lock Box! (9 Fed, 9 Kdf)
Each of these officers has a new Active Roster Ability (described below). While they do not have R&D Specializations, like the previous Xindi Doffs did, these officers are instead Ultra-Rare quality, which will enhance their impact on rewards and outcomes when used for Doff Assignments.
They also all come with a total of five traits, including Resolve.
-- ADVISOR -- Active Roster Ability:
(Space) Grants a chance to reduce the cooldown on Bridge Officer and Captain hull heal powers by 5 seconds, when activating any shield heal.
* 25% chance: Reduce cooldown on Hull Heal powers by -5 sec
-- ARMORY OFFICER -- Active Roster Ability:
(Ground) Whenever you summon a Turret or a Drone there is a chance that the remaining cooldown on all other Turret and Drone abilities will be reduced.
* 25% Chance: Reduce cooldown on Turret and Drone powers by -10sec
-- BIOCHEMIST -- Active Roster Ability:
(Space) When activating any damaging non-weapon Bridge Officer ability, there is a chance that your outgoing threat will be reduced dramatically for a short amount of time.
-- BIOLOGIST -- Active Roster Ability:
(Space) When activating any damaging non-weapon Bridge Officer ability, there is a chance to gain an Accuracy boost for a short amount of time.
-- DIAGNOSTIC ENGINEER -- Active Roster Ability:
(Space) When activating any hull healing ability, you have a chance to have your ship's Auxiliary power boosted, which in turn improves the effectiveness of many abilities while also improving your perception and hangar recharge rate.
-- DIPLOMAT -- Active Roster Ability:
(Space) Adds a chance to instantly restore a portion of your maximum hull capacity each time you activate Feedback Pulse or Reverse Shield Polarity.
* 20% chance: Restore 2% of Max Hull when activating Feedback Pulse or Reverse Shield Polarity
-- DOCTOR -- Active Roster Ability:
(Ground) Any time you activate a Science Kit healing power you have a chance of reducing any remaining cooldowns on all other Science Kit healing powers.
Medical Tricorder, Triage, Hypospray: Dylovene, Nanite Health Monitor and Vascular Regenerator
* 20% chance: Reduce cooldown on Science Kit healing powers by -5 sec
-- EXPLOSIVES EXPERT -- Active Roster Ability:
(Ground) Each time you fire on a foe with an Exploit Attack, you have a chance to cause a small radiation explosion at the target to deal extra damage to them and any other nearby foes.
* 10% chance: Moderate Radiation damage in a 5m radius at target's location (damage split among affected foes, up to 5 max)
-- PROJECTILE WEAPONS OFFICER -- Active Roster Ability:
(Space) Each time a torpedo weapon is activated, you have a chance to apply a boost to torpedo damage for 15 seconds. This boost may stack up to 3 times.
* 20% chance: +5% Kinetic Damage Bonus with Torpedoes for 15 sec (stacks 3 times)
-- DIAGNOSTIC ENGINEER --
Active Roster Ability:
(Space) When activating any hull healing ability, you have a chance to have your ship's Auxiliary power boosted, which in turn improves the effectiveness of many abilities while also improving your perception and hangar recharge rate.
Want!!!
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
Meh, no interest in DOFFs that give me a "chance" to do something, especially when that chance is 20% or less. I'd much rather use DOFFs that are guaranteed to do something for me each and every time a condition is met.
The ground doffs are pretty nice(Doctor will definitely help EG-Induction Field combing), as is the new Projectile doff(I will be looking into getting one for my Armitage). While there's nothing.. mold-breaking.. here, they all look pretty solid and otherwise useful for just doffing at the very least.
-- ARMORY OFFICER -- Active Roster Ability:
(Ground) Whenever you summon a Turret or a Drone there is a chance that the remaining cooldown on all other Turret and Drone abilities will be reduced.
* 25% Chance: Reduce cooldown on Turret and Drone powers by -10sec
-- DOCTOR -- Active Roster Ability:
(Ground) Any time you activate a Science Kit healing power you have a chance of reducing any remaining cooldowns on all other Science Kit healing powers.
Medical Tricorder, Triage, Hypospray: Dylovene, Nanite Health Monitor and Vascular Regenerator
* 20% chance: Reduce cooldown on Science Kit healing powers by -5 sec
-- EXPLOSIVES EXPERT -- Active Roster Ability:
(Ground) Each time you fire on a foe with an Exploit Attack, you have a chance to cause a small radiation explosion at the target to deal extra damage to them and any other nearby foes.
* 10% chance: Moderate Radiation damage in a 5m radius at target's location (damage split among affected foes, up to 5 max)
For these Ground abilities, are BOffs counted? In other words, if my BOff Engineer summons a turret or my BOff Sci uses Medical Tricorder, will my Eng/Sci captains' kit cooldowns be reduced? What about my Tac captain? Will his BOff's abilities get CD reduction?
And then for the Explosive Expert, how does that work with BOffs, if at all?
Or in all these cases is the "You" only the Captain? So the Armory Officer and Doctor have no use on anything but an Eng and Sci, respectively?
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
That projectile weapons officer sounds nice, but it'll be tough giving up a cooldown reduction slot for them. I'm not sure if the damage increase will make up for torps firing less often.
A Biochemist with Eidetic and Logical? Yes please.
OTOH, that Explosives Expert is useless with Stubborn; it's a Disaster trait for Defuse Mine Field and Dilithium Mining, which are the two core assignments for which that specialization is essential.
Fleet Admiral L'Yern - Screenshot and doffing addict
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
Adds a chance to instantly restore a portion of your maximum hull capacity each time you activate Feedback Pulse or Reverse Shield Polarity.
* 20% chance: Restore 2% of Max Hull when activating Feedback Pulse or Reverse Shield Polarity
There's got to be something wrong with the wording.
20% chance for a 2% heal when activating the ability?
Somebody with 60k hull...20% chance for a 1200 heal every how many seconds one can activate the ability? Even if one were to take into account damage resistance and viewing it as an effective addition back to hull health...hrmmm.
these officers are instead Ultra-Rare quality, which will enhance their impact on rewards and outcomes when used for Doff Assignments.
The EMH doff was only the beginning. I change my opinion on these, they are very valuable for doffing purposes. I went straight to the abilities and completely missed this aspect of them.
-- ARMORY OFFICER -- Active Roster Ability:
(Ground) Whenever you summon a Turret or a Drone there is a chance that the remaining cooldown on all other Turret and Drone abilities will be reduced.
* 25% Chance: Reduce cooldown on Turret and Drone powers by -10sec
-- DIAGNOSTIC ENGINEER -- Active Roster Ability:
(Space) When activating any hull healing ability, you have a chance to have your ship's Auxiliary power boosted, which in turn improves the effectiveness of many abilities while also improving your perception and hangar recharge rate.
* 10% chance: +25 Auxiliary Power for 10 sec
Lol, I'd say this is a bad idea, but Aux2bat builds would have to sacrifice in other areas in order to slot these.
-- DOCTOR -- Active Roster Ability:
(Ground) Any time you activate a Science Kit healing power you have a chance of reducing any remaining cooldowns on all other Science Kit healing powers.
Medical Tricorder, Triage, Hypospray: Dylovene, Nanite Health Monitor and Vascular Regenerator
* 20% chance: Reduce cooldown on Science Kit healing powers by -5 sec
-- EXPLOSIVES EXPERT -- Active Roster Ability:
(Ground) Each time you fire on a foe with an Exploit Attack, you have a chance to cause a small radiation explosion at the target to deal extra damage to them and any other nearby foes.
* 10% chance: Moderate Radiation damage in a 5m radius at target's location (damage split among affected foes, up to 5 max)
Doctor doff - I'd love the equivalent for offensive abilities
-- DIPLOMAT -- Active Roster Ability:
(Space) Adds a chance to instantly restore a portion of your maximum hull capacity each time you activate Feedback Pulse or Reverse Shield Polarity.
* 20% chance: Restore 2% of Max Hull when activating Feedback Pulse or Reverse Shield Polarity
That's the only one that could be interesting, but 2% ? And a proc, not even guaranteed ? No thanks.
At this point, the heal cooldown reductions have to add up to more than 50% when you combine everything.
Quite frankly, the space cooldown doesn't mean anything anymore. An a2b build will bring them to base CD. And if you don't play that, then reciprocity and various buffs, doffs, traits and whatnot will do the same anyway.
Quite frankly, the space cooldown doesn't mean anything anymore. An a2b build will bring them to base CD. And if you don't play that, then reciprocity and various buffs, doffs, traits and whatnot will do the same anyway.
A2B and heal boat don't mix up well unless you plan on somehow boosting Aux power after you drain it with aux2bat (Even if the aux drain from it is buggy as all hell)
Can someone better at builds and math than me let me know if that diagnostic engineer is helpful for synergy with the positive feedback loop trait, or the 10% is too low a chance for it to really matter?
Granted, most ships that could benefit would be at or near 125 aux anyway...
Can someone better at builds and math than me let me know if that diagnostic engineer is helpful for synergy with the positive feedback loop trait, or the 10% is too low a chance for it to really matter?
Granted, most ships that could benefit would be at or near 125 aux anyway...
That depends, if you run your Aux power at or very near 125 to 135 (Depends on warp core) then it's not worth it (Unless the +25 can surpass the max power level which I doubt).
Like you said, most ships that use heals and exotic damage already run with Aux maxed. This would benefit engineers more IMO.
-- DOCTOR -- Active Roster Ability:
(Ground) Any time you activate a Science Kit healing power you have a chance of reducing any remaining cooldowns on all other Science Kit healing powers.
Medical Tricorder, Triage, Hypospray: Dylovene, Nanite Health Monitor and Vascular Regenerator
* 20% chance: Reduce cooldown on Science Kit healing powers by -5 sec
Meh, no interest in DOFFs that give me a "chance" to do something, especially when that chance is 20% or less. I'd much rather use DOFFs that are guaranteed to do something for me each and every time a condition is met.
Agreed, "chance" boff aren't the least bit interesting, not unless the chance is at least 75%.
Agreed, "chance" boff aren't the least bit interesting, not unless the chance is at least 75%.
Well, I'd say that also depends on how often those dice get rolled. Something that, say, procs 10% chance every time a beam attack does damage is going to be fairly useful for a FAW build, simply by the sheer frequency of the checks against the proc.
Fleet Admiral L'Yern - Screenshot and doffing addict
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
That depends, if you run your Aux power at or very near 125 to 135 (Depends on warp core) then it's not worth it (Unless the +25 can surpass the max power level which I doubt).
Like you said, most ships that use heals and exotic damage already run with Aux maxed. This would benefit engineers more IMO.
I do have a build that runs a split weapon/aux setting from time to time and drains to pump to full. Might be interesting there.
Thanks for the confirmation on my suspicions though.
Well, I'd say that also depends on how often those dice get rolled. Something that, say, procs 10% chance every time a beam attack does damage is going to be fairly useful for a FAW build, simply by the sheer frequency of the checks against the proc.
One of the timecops has a power with a 1% proc rate. I think Isis? Anyways, that proc is checked each time you hit an anemy with a energy attack, so 1% is actually not as bad as it sounds.
A 10% chance on a ship that cycles EngTeam*2 well.... that'll get used a bit more than other ships.
-- PROJECTILE WEAPONS OFFICER -- Active Roster Ability:
(Space) Each time a torpedo weapon is activated, you have a chance to apply a boost to torpedo damage for 15 seconds. This boost may stack up to 3 times.
* 20% chance: +5% Kinetic Damage Bonus with Torpedoes for 15 sec (stacks 3 times)
Almost interesting, but I would only ever see one stack as I run a Hargh'Peng. What really needs to happen is to ease some of the restrictions that have been unfairly employed against the people's Hargh'Peng.
-- DOCTOR -- Active Roster Ability:
(Ground) Any time you activate a Science Kit healing power you have a chance of reducing any remaining cooldowns on all other Science Kit healing powers.
Medical Tricorder, Triage, Hypospray: Dylovene, Nanite Health Monitor and Vascular Regenerator
* 20% chance: Reduce cooldown on Science Kit healing powers by -5 sec
At last a new DOFF that affects sci ground healers, hurrah! Much needed seeing as there are precious few. Interesting that dylovene counts as a heal, mind you, when it doesn't restore health (even if it boosts maximum).
A2B and heal boat don't mix up well unless you plan on somehow boosting Aux power after you drain it with aux2bat (Even if the aux drain from it is buggy as all hell)
As I said, with reciprocity and DOFF you can achieve the same results.
-- PROJECTILE WEAPONS OFFICER -- Active Roster Ability:
(Space) Each time a torpedo weapon is activated, you have a chance to apply a boost to torpedo damage for 15 seconds. This boost may stack up to 3 times.
* 20% chance: +5% Kinetic Damage Bonus with Torpedoes for 15 sec (stacks 3 times)
Severely under-powered, this doff. I can equip 3 of them on my torp bomber, and receive a maximum of 15% damage with just torps... OR, I can equip Torosek + Exocomp, and receive 20% damage to all weapons any time I pop a weapon battery.
Highly recommend buffing it so it's not actually worse than other options.
Severely under-powered, this doff. I can equip 3 of them on my torp bomber, and receive a maximum of 15% damage with just torps... OR, I can equip Torosek + Exocomp, and receive 20% damage to all weapons any time I pop a weapon battery.
Highly recommend buffing it so it's not actually worse than other options.
Comments
Want!!!
Link: How to PM - Twitter @STOMod_Bluegeek
but its only 2% restoration
not enough to save anybody
The ground doffs are pretty nice(Doctor will definitely help EG-Induction Field combing), as is the new Projectile doff(I will be looking into getting one for my Armitage). While there's nothing.. mold-breaking.. here, they all look pretty solid and otherwise useful for just doffing at the very least.
For these Ground abilities, are BOffs counted? In other words, if my BOff Engineer summons a turret or my BOff Sci uses Medical Tricorder, will my Eng/Sci captains' kit cooldowns be reduced? What about my Tac captain? Will his BOff's abilities get CD reduction?
And then for the Explosive Expert, how does that work with BOffs, if at all?
Or in all these cases is the "You" only the Captain? So the Armory Officer and Doctor have no use on anything but an Eng and Sci, respectively?
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
OTOH, that Explosives Expert is useless with Stubborn; it's a Disaster trait for Defuse Mine Field and Dilithium Mining, which are the two core assignments for which that specialization is essential.
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
It does kind of read like...eh?
There's got to be something wrong with the wording.
20% chance for a 2% heal when activating the ability?
Somebody with 60k hull...20% chance for a 1200 heal every how many seconds one can activate the ability? Even if one were to take into account damage resistance and viewing it as an effective addition back to hull health...hrmmm.
That either has to be a typo or the most useless doff ever.
The EMH doff was only the beginning. I change my opinion on these, they are very valuable for doffing purposes. I went straight to the abilities and completely missed this aspect of them.
40%+ crit chance anyone?
At this point, the heal cooldown reductions have to add up to more than 50% when you combine everything.
Awesome engineer ground doff. Very nice.
Lol, I'd say this is a bad idea, but Aux2bat builds would have to sacrifice in other areas in order to slot these.
Doctor doff - I'd love the equivalent for offensive abilities
Explosives expert - Very nice
Quite frankly, the space cooldown doesn't mean anything anymore. An a2b build will bring them to base CD. And if you don't play that, then reciprocity and various buffs, doffs, traits and whatnot will do the same anyway.
A2B and heal boat don't mix up well unless you plan on somehow boosting Aux power after you drain it with aux2bat (Even if the aux drain from it is buggy as all hell)
Granted, most ships that could benefit would be at or near 125 aux anyway...
That depends, if you run your Aux power at or very near 125 to 135 (Depends on warp core) then it's not worth it (Unless the +25 can surpass the max power level which I doubt).
Like you said, most ships that use heals and exotic damage already run with Aux maxed. This would benefit engineers more IMO.
Can i slot 3 of them, or only 1?
Agreed, "chance" boff aren't the least bit interesting, not unless the chance is at least 75%.
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
I do have a build that runs a split weapon/aux setting from time to time and drains to pump to full. Might be interesting there.
Thanks for the confirmation on my suspicions though.
A 10% chance on a ship that cycles EngTeam*2 well.... that'll get used a bit more than other ships.
My character Tsin'xing
Almost interesting, but I would only ever see one stack as I run a Hargh'Peng. What really needs to happen is to ease some of the restrictions that have been unfairly employed against the people's Hargh'Peng.
At last a new DOFF that affects sci ground healers, hurrah! Much needed seeing as there are precious few. Interesting that dylovene counts as a heal, mind you, when it doesn't restore health (even if it boosts maximum).
Also thanks for the info; I have added them to my list here: http://sto-forum.perfectworld.com/showthread.php?t=1099371
Severely under-powered, this doff. I can equip 3 of them on my torp bomber, and receive a maximum of 15% damage with just torps... OR, I can equip Torosek + Exocomp, and receive 20% damage to all weapons any time I pop a weapon battery.
Highly recommend buffing it so it's not actually worse than other options.
These doffs work for torpedos too?:eek: