Err, what doffs should I be using? And right now I only have 5 slots for doffs even though I could easily upgrade to 6.
My Doffs are as follows:
1. Devin Ernesto Gourlay - Rare (Reduces the Cannon Special Attacks recharge time)
2. Jyneth - Rare (Chance for +Accuracy and +Perception for Tactical Team)
3. Vito Giovanni Ribb - Uncommon (Reduces the Tactical Team and Buff recharge time)
4. Bozed - Uncommon (Reduces the Cannon Special Attacks recharge time)
5. Tasia Dayle Jabubek - Uncommon (Reduces the Cannon Special Attacks recharge time)
That's my doffs. What would be a good replacement for them?
Here's my build:
http://www.stoacademy.com/tools/skillplanner/?build=ragnarokfreedom_7303
I like Cannons and I love the Manticore.
Could someone answer me in terms of what are the BEST duty officers?
The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
Comments
The big dps doffs are probably the enrgy weapon ones that stack CritD - purples are very expensive and but blues not so much, 3 crit severity types might raise dps by 10%. Not sure doffs 2 & 3 are doing much for you. A sixth doff slot can be unlocked in the spire. For tanking ET or ST cooldown doffs aren't terrible ideas. I think you have to ask yourself if you want more dps or better durability.
The Arbiter weapon power starship trait would fit much better than the Scryer shield heal one, it gives increased fire rate and reduces weapon power use on EPW, and with two of those you'll have 100% up time. All hands on deck speeds up alpha, fomm and tac fleet plus the 2 sci abilities. Looks like you have a bunch of 3k zen ships, so maybe those are options for you.
The universal seating on the Manticore offers exceptional flexibility, changing the boff abilities may change doff priorities, that ship can also be flown with a lot of sci or a ton of eng, it only lacks an intel seat.
I could definitely get my hands on rares of those CrtD doffs. I got myself the Arbiter and I love it, especially with that trait it has.
Here's my Fleet Arbiter Build: http://www.stoacademy.com/tools/skillplanner/?build=messiahrebornwcannons_7303
I love Phasers Cannons mostly.
One thing I thought of later is
ST:O piloting has 2 polar style, park n shoot and zoom around pew pewing, both have significant boosts:
Park n shoot has personal trait Anchored - last time I looked 14m on the exchange, its a good lock box thing
Zooming around has Pilot specialization starship trait Pedal to the Metal 1 & 2, 1 unlocks with 15 specializtion points in pilot and 2 with a complete 30 points
Obviously park n shoot does not fit well with pilot or reciprocity, and pedal to the metal is useless for a park n shoot DBBer. Talking up to 20% extra deeps.
With my fumbling fingers zooming around with DHCs is not going to work well, for better pilots I've seen it work fine, especially when escorts were king, those pre-Rom Bug ship pvpers were something.
Also for that remaining device slot the crafting system has a weapon damage boost battery giving 20% extra energy weapon damage for your battery skill duration or the featured mission reward from 'Broken Circle' the Reactive Armour Catalyst for what I would guess is the biggest heal a tac can slot as a clicky( probably forgetting some odd set bonus - wine fuelled typing.)
Think on this: doff extra deeps plus arbiter traits deeps plus anchored/pedal.... plus weapons battery
Not sure if Feds can obtain a superior infiltrator reman doff to work with the Arbiter cloak for an extended ambush
The only times I actually do the zooming around is when its Tholians since their webs are irritating...
Is it best to use both anchored and pedal? dunno, its insanely expensive to find out unless you're filling pilot anway. I've only recently started with pilot so may not have a toon get pedal 1 this year with no chance of hitting pedal 2 for a long time.