From the original Link:
http://www.perfectworld.com/blog/?p=571271
The alternate active roster abilities include:
?Deflector Officer?Chance to reflect damage while using Polarize Hull
?Flight Deck Officer (Variant 1) ?Increase Carrier Defense while in Recall Mode
?Flight Deck Officer (Variant 2) ?Increase Fighter Accuracy while in Intercept Mode
?Flight Deck Officer (Variant 3) ?Increase Fighter Damage while in Escort Mode
?Tractor Beam Officer?Drains -10 Engine Subsystem Energy with Tractor Beam Repulsors
?Doctor?Triage and Medical Tricorder can trigger a second heal
?Geologist?Create a Gravity Well effect on ground when using Gravimetric Shift
?Gravimetric Scientist?Create an aftershock Tyken's Rift (same functionality as existing Gravity Well aftershock)
?Nurse/Medic?Increased Crew Recovery when crew is <75%
?Assault Squad Officer?Extra Team Heal and AOE Rez on Rally Cry
?Energy Weapons Officer (Variant 1) ?Reduce recharge time on Cannon Rapid Fire and Cannon Volley
?Energy Weapons Officer (Variant 2) ?Reduce recharge time on Beam Overload and Fire at Will
?Security Officer?Increase melee Crit Chance and Crit Severity (ground)
In addition to any Duty Officers you receive, you also will get one (1) of the following special bonus prizes:
?A stack of Gamma Quadrant commodities (which will be in high demand with the new Fleet Advancement and Starbase system)
?A stack of Gamma Quadrant consumable devices (new devices based on the Gamma Quadrant commodities)
?An Alien Artifact (available in both "Powered" and "Unpowered" versions)
?A random Mk XII Very Rare Console
?or the jackpot prize? a Tuffli Class Freighter Ship Pack
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~
Kotaku
[SIGPIC][/SIGPIC]
Comments
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
these doffs give incredible mileage to buffing what your ship is weaker at. fly a cruiser? conn doffs and and beam doffs just doubled the number of tactical powers you have! or in an escort, nearly full up time with EPtS with only 1 copy with the right doff, and the distro doff for the best shield heal in the game at the click of a brace for impact!
i guess this evens out the further overpowering of healing thanks to the current doffs, if you have these new energy damage doffs. of course those that have neither will be even more helpless then ever. the level of entry is raised again
But really....I'm getting pretty sick of all this TRIBBLE they want us to buy.
Can we get like 3 extra active space doffs?
Really I guess it just means I'll have to cut back on my sdo's
there are attack patterns doffs
http://www.stowiki.org/T%27likchik%27zi
http://www.stowiki.org/Zemok_Jenro
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
mmm can mount BO3 on that badboy or move Bo1, up to a second 2.. put APD2 in... Run a target engine 1 in the last ensign.
Mmmmm
Multiple Tykens You say hmmm... with an aux to bat powered cool down... ya that could be annoying as all hell with some siphen pods.
really worry me.
My (PvE, at least) space setup is deflector ability heavy. If my old deflector officers lose their current ability, my build has just been nullified and I'll have to go back to my escort.
Cannon Rapid Fire doesn't need to recharge any faster than it can due to the TRIBBLE damage it puts out.
The Doctor one also has be a bit worried. Healing is as powerful as it needs to be on the ground, we don't need more. I'm having flashbacks to that 5v5 match where there were 5 medics spamming heals on the other team, this will be even worse.
The Security Officer one... I'm all for getting rid of pet spam, but Tacs don't really need any more crit severity or chance.
Ugh, Duty Officers have had a nasty effect on PvP, why do they keep bringing in more stupidly overpowered ones?
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
have fun kill bad guys!
-horizon
I am looking forward to your PvP thread.
Let's talk about my Tactical Freighter, the S.S. "Share Holder Value"
and I look forward to mancom's screenshots of winning PvP matches in a Golfball + Freighter team.
We'll have to deal with the fact that DOFF swill continue to wreak havoc on PVP, at least until Gozer saves us from all the evil. Or fails trying.
Mustrum "No, serious, I am, this could make an awesome joke thread" Ridcully
BO3 is over rated by the way. Misses way too much to be useful. Reduces overall dps due to power drain.
Looks like I'll be opening loads of packs
Let's talk about my attack D'Kora ship U.S.S ChastityBelt.........Let's not because I'm right your wrong. Actually your math and logic is flawed and I'm just awesome.
Sound familiar guys?.....lol
Will this be an outrageous alternative to Feedback pulse, could you use both at the same time to cause opponents to rage quit after self killing too much :P?
Also will it improve with any skills?
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
We care about your feedback. Please hold the line
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Polarize Hull has ALWAYS (that includes before doffs) hands down the best basic ship skill in the game. (ok well perhaps second best after evasive).
The difference between good players and not so much good players pre doff junk was the people that knew when to use it and when not to.
Polarize Hull almost completely negates dmg from (for a total of 15 seconds... on a short cool down)
1) Torps
2) Rams
3) Gravity Well
4) Tractor Beam Repulsors
5) Photonic Shockwave
Of Course now we have 3 doff choices all of which make Brace for Impact insanely good.
Considering the cool down on BFI... it should have been the first thing EVERYONE hit the min there shield was about to go bingo... yes not many people run torps... but these days almost all the pets do... and enough people run spreads to clear the pets that you can't afford a low kinetic resist when you loose a facing... BFI for the win every time.
Hopefully we can get some testing in pre-holodeck, give some constructive feedback, and devs may adjust the stats accordingly.
That might be a blind hope, maybe I'm living in a parallel dimension.
In this case, I hope that they don't just hold the line.
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
The TT change drastically reduced the value of Fire on my Mark.
Attack Pattern, FAW/BO and CRF doffs reduce the importance of Tactical Initiative.
How long before APA gets nerfed too?
Come on PWE/Crytptic has tons of great ideas to make us all Tacy Tacs... However your right lets help them along.
Khan Noonien Singh (clone) - Revenge Officer - Stacks up to 3x - brace for impact provides a 50% dmg boost, 10% bonus crit rate, and 25% bonus crit severity for the duration of the brace for impact effect.
I still find a use for GDF in pugs at least, but you've got to bait 'em.
Good point about Tactical initiative, they might want to redesign the skill completely, I won't say another damage % buff . Perhaps something like:
resets cooldown completely on Tactical Bridge officer skill next used or words to that effect.
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
im starting to think tactical initiative should reduce cooldowns for more then just tactical skills. its only real use on an escort was chaining CRF3 instead of using CRF3 and then CRF1. its all but useless on an escort if you use these doffs. its only an ok skill on non escorts currently imo.
That would be a major nerf seeing as it sets all tac skills to there global for 45 seconds now...
Tac init is fine honesty its still one of the best capt skills in the game... its just annoying to see its feet get stepped on so hard... seeing as now a sci or engi could setup a ship to have rapid fire 3 up ALL the time.... where as it was the tacs only that could run it for 1 min at a time previously... it is a major nerf to tac in general. A sci with rapid fire doffs enough to hit the global... will be able to run around with the best parts of the tac init buff running all the time and still nuke people.... about the only thing Cryptic could do to buff sci scorts more would be to add a doff that reduces the subnuke cool down... and I have a really bad feeling that... lol
hahahahahahahahahahahaahahahahahahahahahahahahah
Sorry, had to be done.
Even if it did go to tribble or redshirt (it won't) they wouldn't listen to any balance related concerns anyway.
Exactly Balance whats that... all they want to know there is... does it work. Heck 95% of the time they don't listen to "hey X doesn't trigger at all... or woops you messed up cause Y turns on god mode." lol