test content
What is the Arc Client?
Install Arc

Best Doffs for Active Space duty

What are some of the best Space Doff abilities? Particularly ones that are only found in boxes or on the exchange.

Comments

  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    That depends entirely on your build. In some builds some DOffs will outperform others, but then in a different build would be completely worthless. Also, with a lot happening in the balance changes, it's hard to say what will be good afterwards.
    This is a link to the STO wiki thta lists all the different DOff powers.:
    sto.gamepedia.com/Duty_officer
    FaW%20meme_zpsbkzfjonz.jpg
    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • postinggumpostinggum Member Posts: 1,117 Arc User
    The OP should note that often the blue grade doff is usually almost as good as a purple, at a fraction of the cost on the exchange, so a pretty good group can be affordable and the perfect group super expensive. Cheap purple doffs also come from doff missions, fleet stores, getting lucky with general recruiting, with occasional missions and as the final reward in each doff accolade.

    Well resourced players will currently have ships that have a lot of cooldown reduction and tons of subsystem power, as those things get rebalanced some currently cheap doffs might become more sought after. Healing is getting nerfed a bit, this could place a premium healing boosting and damage restistance boosting doffs( like the aux2damp one.)

    For combat the crithit and critd boosting doffs have been very nice, I've no idea about current pricing but would expect purple to be insanely pricey. Many moons ago I liked the weapons to extra shield power ones, which might become useful again.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    I brought it up because I saw a doff I had never seen before randomly on the exchange last night.
    I never knew there was a Doff that extended the duration of Reverse Shield Polarity and now I kinda want one.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    Are the ones that reduce recharge on the "Team" abilities worth using? I use Tac Team a lot, partly for the dmg buff but mostly because it's just quicker and easier than adjusting shields manually.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    Basically like most things in the game, I'd really like to find a list where someone highlighted all the options that sound really useful, but are actually garbage if you understand how the game mechanics work. I'm tired of buying stuff and then finding out later that it either doesn't work the way I thought it did or modifies something that's not nearly as important as it sounds.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    edited March 2017
    That depends entirely on your build. In some builds some DOffs will outperform others, but then in a different build would be completely worthless. Also, with a lot happening in the balance changes, it's hard to say what will be good afterwards.
    This is a link to the STO wiki thta lists all the different DOff powers.:
    sto.gamepedia.com/Duty_officer

    Yeah see...I have trouble trusting lists like this because if I notice there's even one missing(and there's more than one...at least all of the K13 doffs), I assume there must be more missing that I'm NOT aware of.
  • jslynjslyn Member Posts: 1,788 Arc User
    edited March 2017
    Are the ones that reduce recharge on the "Team" abilities worth using? I use Tac Team a lot, partly for the dmg buff but mostly because it's just quicker and easier than adjusting shields manually.

    Sure. It will cut down on needing to stack two Tac Teams or the downtime between uses of one.

    Help us make informed suggestions. If you answer the following questions, then we can help you out a lot better than if we just guess. It will make a big difference. Please, tell us:

    What type of Ship do you have?

    What Bridge Officer Abilities do you have on your ship?

    What about your preferred play style? Is it All Beams? All Torpedoes? A mix of both? Science Damage? Team Buffer? Debuffer? Healer?
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Some sense of budget and what issue your ship(s) have would help: are you blowing up too much, moving slowly, want more general power, want more dps.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    I was mostly hoping to get an idea of which ones are useful...and more importantly which ones are useless!

    I'm trying to find a build I really like. I ground (or is it grinded in this instance) the TRIBBLE (wanted to use another word...can we swear on these forums?) out of this game since I started just before the first summer event. So I have lots of traits and consoles to work with. It might take me a while to get up the EC to do anything major as most of my assets are not liquid right now. I have a few high price items posted on the exchange, a few thousand beam upgrades and like 400 omega fragments to sell when the market becomes more favorable.

    I will probably use my Fleet Arbiter as I like it best of all the ships I have used. So I want to be somewhat tanky but still put out decent damage. The doffs I am most familiar with are the ones that affect torps and GW. My current plan only includes one torp but I'll probably still slot a Sci boff with GW.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    Seriously?? It censors c r a p???
  • jslynjslyn Member Posts: 1,788 Arc User
    edited March 2017
    Useless is relative to the Build. What is great on one is useless on another.

    'Gravimetric Scientist' has a variant that spawns multiple GWs, and a variant that reduces it's cooldown.

    If you use "Emergency Power To [Subsystem) then 'Warp Core Engineer' DOffs grant those a chance to boost all subsystems' power levels.

    "Damage Control Engineer" drop the cooldown on those "Emergency Power To [Subsystem]"

    Since you use mostly energy weapons, the "Energy Weapons Officer" has some variants that you might like. Some reduce cooldown on "Fire At Will" and "Beam Overload". There is a tanky variant that boost your Shield Power Levels when you fire.

    "Conn Officer" variants can boost your "Attack Pattern" skills, which give several buffs or debuff depending on attack pattern. Some variants drop the cooldown on "Evasive Maneuvers" which means higher defense and turn rate.

    "Astrometrics Scientist" variants can add extra heals when using "Hazard Emitters", which is an ability every ship should have slotted anyway.


    On a side-note, if you like Gravity Well, the Dyson Reputation has a torpedo that creates them on critical hits.
  • tiberious#6095 tiberious Member Posts: 183 Arc User
    Not sure what you want exactly. You ask for a list, you got one, then you say you don't trust the list. It's a starting point. You can try a white or blue version for cheap before deciding to go for a purple one, though myself, not sure purples are worth the price.

    The prices I see for a purple Gravimetric Scientist don't seem worth it to me relating to Gravity Wells. 10% chance for a fourth modifier at 10 times or more the prices of blues. Blue version is just working out fine for me and I paid 350,000 EC for it. One or two nights of Admiralty. And I could do just fine in the game without the blue one as there is only 25% chance for the first modifier gets kicked off. I focused my time, energy and funds on Control Expertise and EPG related components, captain traits and ship traits to make Gravity Well strong as well as having decent weapons for backup and lots of set bonuses to back those two up. Doffing is just something a little extra.

    From what I see playing this game, doffs are just small pieces of the build, not adding much to it. They don't make a huge difference on a build, just a small one. Boffs and how you set are them up and use them as well as the synergism you have between the space and weapon components along with captain skills and your own piloting skills are the most important things for a build. Of course having everything between XII and XIV doesn't hurt either, preferably purple. :) So crafting to upgrade can be useful and definitely takes time and EC and dilithium.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    I use mostly basic abilities Tac, Sci and Eng Team, Torp Spread, Beam FAW, the only attack patterns I have really messed with are omega and a little delta, Emer Power to weapons and sometimes shields, Rev Shield Polarity, Hazard Emitters, GW, sometimes Energy Siphon but mostly on characters that dont have any good ship traits but the event ships.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    My human tac recently jumped to his yorkton from his arbiter, but kept doffs due to my laziness: 3 x energy weapon, a mixture; 1 hazard emitter chance of extra heal to self; recharge for engineering team, probably not a great choice but okay; Damage Control Engineer chance extra power from eptx, another old one that becomes more useful with plasmonic leech to be nerfed. Only the energy weapon doffs are ones I'd say are definite go for, rest is a bit trial and error.

    Energy weapons officer that offer extra critH or critD or boost shield power are very good because you can stack three of them, some doffs stack and others are one only. The crit buffing ones are really expensive now, they are genuine difference makers if you've got 35m+ spare each just for blues, loading up with those can give you up to an extra 10% dps, find another doff that can do that.

    Cooldown boosting doffs are obviously more useful if you've not got a lot of other cooldown boosts running, or if you do have boosts and want that bit more so a single copy of a power hits global. On an arbiter its nice to have epw3 and enough cooldown to keep it up.

    The arbiter is cursed with an commander eng slot, rsp + doff is a good option for that, the alternative commander power is probably auxtosif for which there is no really good doff.

    I stopped with the extra grav well doff as stuff would usually be blown up.

    Quartermaster battery doff can be good if you spam batteries trying for perfect runs with those +20% damage batteries. Maybe not an everyday item but useful for peak deeps.

    I've long like the aux2damp doff, matter-anti matter specialist which lengthens a2d and adds bonus energy resistance, the arbiter has 4 eng slots to fill and with cooldown reduction an extended a2d has very high up-time. I'd recommend having one of those on the roster even if not using it for a particular build.

    If using the trait that adds damage boost to brace for impact, you'll be spammin B4I in which case adding the hazard system doff adds some damage resistance - not great but there is synergy.

    I haven't tried the K13 doffs that can boost ship skill stat, suppose they are like a poor man's Inspirational Leader.

    Tractor repulsor pull is a long time favourite of dpsers as it bunches spheres for more deeps, but is expensive, produces aggro and prompts replacing grav well with repulsors.

    Deflector ability recharge doff can be good if you've loaded up with grav well and dsrb, these synergise well with an arbiter running dbb, faw and maybe kemo. That higlights the issue of boff seats trade-offs, either you get deflector abilities by going sci with the universal or go more tac/intel and lose grav well, if they'd only had a ltcomsci and ltcomeng and ltcomuniv it would have been perfect.

    People used to load up with WCE and DCE to maximise eptx, this has become redundant with Leech, literal power creep and cooldown boosts, we'll see if its quite so redundant after balancing.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    It's weird how I've played the game so long and have been able to learn so little about character setup and combat strategy....I'm practically an expert at grinding, Admiralty, doffing, making EC over the long run...I know not to do anything without a bonus. I only upgrade on upgrade weekends, 95% of everything I have bought has been on a sale...stuff like that.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    It's weird how I've played the game so long and have been able to learn so little about character setup and combat strategy....I'm practically an expert at grinding, Admiralty, doffing, making EC over the long run...I know not to do anything without a bonus. I only upgrade on upgrade weekends, 95% of everything I have bought has been on a sale...stuff like that.

    The game does a really poor job of teaching that. It used to be a lot worse. Power creep has allowed people with even poorly set-up builds to perform decently enough to get through content, these days. But in the past if you just did whatever* (the game never told you "that might not be a good idea"), you could have a really hard time with content and probably be the cause of most queued mission failures.

    * As a fleet leader I actually still get the occasional newby that didn't realize that using beams of all different damage types and using the console that boosts beams was worse than choosing one damage type and using consoles specifically for that. (As well as other equally crazy build issues.)
    FaW%20meme_zpsbkzfjonz.jpg
    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    So far I have tried Torps and Plasma builds (the engines on the Na'kuhl ships make the most godawful noise). When I used Torps, my few beam weapons were Polaron so I'm trying a Polaron build now.

    The guy that makes Reverse Shield Polarity last longer looks really good. I'll probably use the doff that reduces cooldown on GW...but I have little experience with other offensive Sci abilities so I'm open to suggestions.
    Maybe the cooldown reduction for Emer Power to Weapons to work with Emergency Weapons Cycle. I also have Temporal Ally, Invincible, and Supremacy...but I don't know which traits are best to use either.
    I have a Na'kuhl doff that has a chance of applying hull heal for my damage, triggered by using Tac abilities.

    When I looked at doffs a couple of years I ago I somehow came to the conclusion that doffs who buff Torps were better than the ones that buff Energy weapons and this was way before I tried my Torp build.
  • tempus64tempus64 Member Posts: 806 Arc User
    I tend to just build all my alts pretty much the same way and so they end up with 2 Conn DOFFs to reduce TT cooldown so I can just run 1, I run 1 warp core Eng and 2-3 Damage Control Engs. But of course it also comes down to things like the ship. If run an escort type ship I might run 2 TTs and so use those 2 DOFFs for maybe something to boost beam damage.

    If you want real advice, then you have to enter your complete build on http://www.stoacademy.com and then people can at least have some sort of idea what you're trying to do as opposed to getting them to just throwing darts at a target in the dark.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited March 2017
    In light of the space adjustments and the nerf to attrition warfare I think the most important doffs in my active roster will be conn officers (to sync AP) and damage control engineers (drake) again. The latter will also boost power levels of 2 systems of choice nicely to compensate a bit for the leech nerf.

    Took me quiet some time over the weekend but I already adjusted my 10 builds. Glad I can put all those expensive doffs I got the past years to work again.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Drake build explanation https://www.reddit.com/r/stobuilds/comments/24pn8o/highly_logical_dragon_and_drake_and_aux2batt/

    This old and does not allow for other sources of cooldown reduction.
  • legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    which means someone will need to get on the ball and make updated drake/dragon builds​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Doffless Drake: 3 Kremin engineering boffs and 100 point in engineering cooldown ability. This will not fit sensibly on most ships and certainly not on dps maximising builds. Works pretty well on a cruiser with eng/specialisation seating. Not sure what the changes will do to this.

    Peak Efficiency trait could really help lessen the cost, but that requires your ship be at least at 80% health. The comes from the Vonph lockbox ship, currently going for a min of 150m EC, this could jump in price.
  • staq16staq16 Member Posts: 1,181 Arc User
    I suspect in the new meta, good old Damage Control Engineers will get a run again. 2-3 Purples will give you close to full uptime on any Emergency Power abilities, allowing you to slot 2 and run them pretty constantly with minimal attention.

    Given the reduction to Attrition Warfare and Plasmonic Leech, I can see this becoming an attractive choice again. It's certainly a good basic tactic, especially if you've got a big cruiser with multiple Lt / Lt Cdr eng slots.
  • lonedragon27lonedragon27 Member Posts: 35 Arc User
    It seems with the combination of skills, traits and equipment I have, the cooldown for Emergency Power to X is only 32 seconds. I can live with a 2 second downtime and save slots not using Damage Control Engineers.
Sign In or Register to comment.