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Which are the best Duty Officers for a Tactical Federation Officer?

Which bridge officers are necessary for a Tactical Federation Officer?

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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    Any “necessity” depends on your build always but on most high end ones I know peeps throw in for tac toons in space:

    - Conn officer: AP /TT cool down reduction
    - Energy Weapon Specialist (crth or critd energy weap attacks, blue or better)
    - Damage Control Engineer (EptX cdr)
    - Systems Engineer to reduce Weapons Energy Drain (only if u use direct energy modulation)
    - Warfare Specialists: for example if u fight the Borg use the respective one.
    - Development Lab Scientist: Adds Resistance Debuff to Feedback Pulse (when you use Feedback Pulse)
    - Fabrication Engineer: Increases the duration of Reverse Shield Polarity by 2-8 seconds (only if u use reverse shield polarity)
    - Quartermaster: reduce battery cd (if you use 3 or more battery devices)
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  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    TItle says duty officers. Post says bridge officers. Please clarify.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited November 2016
    it also doesn't say if it is for ground or space...
    space doffs are 100% depending on your BOFF abilities and are completely irrelevant for your captain abilities. For ground it is the other way round (almost, since ground boffs also benefit from certain ground doffs).

    Doffs that are essential are research doffs for your R&D progression...
    Go pro or go home
  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    Duty Officers? Well, I like to go with Assault Officers with the reduced grenade cooldown and Security Officers with the increased Security Escort manpower, but that's just my own playstyle. If you're a melee-type, there's one Assault Officer ability that increases the chance for melee knockback, I believe.

    Bridge Officers... keeping in mind that you have Attack Pattern Alpha instead of Miracle Worker (Eng) or Photonic Fleet (Sci), you've got two ways to go - Alpha Strike build, as much damage as possible in the least amount of time, so you'll want plenty of tactical and exotic damage-sci abilities; torp high yield and spread, Gravity Well, Tachyon Beam, Vent Plasma Coolant (Eng) and such.
    The other way to go is the slugger, which gears your science and engineering BOffs towards healing to keep your ship in the fight longer while you wear down an enemy. For this build, you want Tactical Team (especially with the DOff that allows it to remove boarding parties) in at least one Tac BOff slot.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
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