Greetings Mighty Admirals -
Ok, so I have been able to remind myself the role of Boffs and how to "plug them in". Help me, please, to remember the logic on how to upgrade by using the Exchange. One of my luxuries in returning to the game is a stash of cash to start from. As stated in an earlier post, I have started a new toon to relearn the game. Remind me what to look for in purchasing Boffs? Does rarity = better Boff? Do I aim for initial skills, or accepting changing/upgrading those later? Of the 'standard races', why is one more desireable over another? Why do I care if my new Science Boff is Vulcan (200K creds) or Bjoran (900 Creds)? Seems I can load a 'very rare' crew for minimal investment if I don't mind the look.
And any suggested websites pointing the way would be greatly appreciated.
As always, thank you in advance for the advice!
Rud
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romulans have the generally agreed on best trait Romulan Operative/Superior Romulan Operative, republic characters can get them though doffing, everyone else has to get then though the fleet embassy holding.
non-republic captain can only get ones with Romulan Operative as tactical boffs.
other good traits:
Engineered Soldier (Space) on Jem'Hadar Vanguard boffs from the c-store, can only have one from each career.
Pirate on Nausicaan, from doffing if kdf aligned. from maxing Diplomatic commendation if fed. if not kdf you get one but is freely reclaimable if you don't have another Diplomatic commendation boff. I think anyway.
also on the Hierarchy Science/Intelligence Officer gotten from the mission Alliances which you can only get one and I don't think you can reclaim him, so if you get him keep him no matter what.\
anything else I think is ether not that great, or too big of a pain to get for me to recommend.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
Rarity is associated with stronger traits. The game labels these as 'superior' traits.
Whether your new science boff is Vulcan or Bjoran is mainly about personalization and setting up your away team the way you want it.
Yes, there are some traits that are more desirable for certain roles. The good news is you could use most any boff you already have while deciding what's best for you.
Don't forget to check your available tab (J key) to see what boffs you've been awarded via ranking up.
Boffs for space duty on your ship would be part II of the story. They would only really matter if you're really trying to get the most out of things and are doing every else reasonably well.
If your character is Federation, Romulan, KDF, Jem'hadar, a member of a Fleet, has been through the Delta Quadrant without picking up the 'Potato Head' boff, or has completed rank IV diplomacy in doffing there would be additional things to mention with respect to what are good choices for space duty boffs.
Anyone else? I appreciate any and all guidance.
Rud
Also perhaps what you'd like to focus on? Are the bridge officers being used for your away team or space duty (the bridge officers slotted on your ship)?
The 're-learning' character in question is a Starfleet Science Officer. Just made Lv35, Captain. I am traveling around in a Long Range Science Vessel (Stations: 1 Commander Science, 1 Lt Sci, 1 Lt Tac, 1 Lt Eng).
I am focused on space duty with this thread. Trying to understand how to maximize the Boff facet, while also learning how the other facets all fit together (Doff, etc). My Captain has put all skill development into shields so far. In terms of beams vs disruptors vs torpedoes vs ??, I am open to guidance.
Whats optimal for my setup? Thanks again!
As a Federation Starfleet Officer some bridge officers you can look forward to as you progress are the Potato Head science boff once you make your way through some more missions and end up in the Delta Quadrant and if you doff, focus a little on Diplomacy and after reaching Tier 4 you can choose a boff as a reward which is usually a Nausicaan Engineer.
Both have the trait Pirate.
I usually throw in a couple of humans for the Leadership trait as well but this is entirely optional given the benefits received.
Efficient is another trait that some look for and might be ok if you were stuck at level 35 for the rest of your career and had an entire crew of them but given the modest returns and high prices sometimes asked imho they just aren't worth it as the power gains are negligible at best.
As a Science Captain you can fly whatever you like but going the pure science damage route using torpedoes & exotic damage, controls, drains, and things that proc your secondary deflector works rather well, even more so if you focus on it. Builds such as this aren't doing much of their damage via energy weapons.
Your skill tree could look something like this if you decide to go all in on science.
Yes, there's 3 skill points left over as just because the spend skill points light flashes in-game doesn't mean you have to spend them.
The extra points could be used for coordination protocols x3 if you end up in a science carrier or used to bolster a pure science build with one each into things such as full impulse energy shunt, advanced exotic particle generators, and advanced impulse expertise or control amplification for a good looking science skill tree.
Perhaps off topic given the title of your thread but thought it worth while to throw out a science skill tree while you're still ranking up for your consideration.
Best of luck out there.