Yeah, it doesn't bother me as much on the various doff mission cooldowns, because a lot of those I don't expect to chain over and over anyway (it might not be up when it comes off cooldown). Epohh and Bird raising, on the other hand, are both things that you want to (and can guaranteed) do every day, and so it's much more…
This is my own take on an A2B Corvette; some placeholders in the warp core and console slots until I have a chance to test things/my fleet finished the dil mine upgrade. I'm still debating which skill is best to put in that Lt. Cmdr. tac slot, but I've never used TS3, so we'll see how that goes.…
Depends on where your skills and presets are at. I run a DPS setup that gets 125 weapons power and 94 shield power, and that's before my EPtS rotation brings shields up to 116. Which makes S-> a much better option than W->.
Has anybody tested with Tachyon beam whether the stacks shed depends on Aux or the level of the ability? I'm thinking about setting up a boff for CE, but few of the ships I fly have better than a Lt. Sci station.
Also, Particle Gen only affects the damage of those powers, which is still going to be tiny even with a bunch of skill points into it (I know, I tried going that route with my Romulan Sci captain).
According to the thread chlamidiot linked, the CD reduction is based on the full CD, not whatever's remaining. This fits what I've seen on my cruiser alt, where A2B will immediately refresh an ability that's far enough into its recharge cycle. Which is good for using APO, as it means you can get a lot closer to global with…
I was considering going a similar route with my Corvette, though I've heard A2B is less than stellar on escort-y layouts. That being said, why have 2 copies of scatter volley when A2B will be bringing it down to shared CD? Replace one with CRF for when you want single target damage. Sadly, there's nothing useful you can do…
Those are just fluff; the repeatable shows up for everyone the same in the current map tab, so it can hardly be dependent on your individual completion of other repeatable assignments.
My KDF alts exist solely for marauding, so my priorities are shaped by that. Basically, I prioritize assignments that help me build my stable of marauding doffs, and then grab any marauding missions I can with the rest. So the colony chains that give you useful marauders (i.e. Arucanis, Khazan, Afehirr, Betreka, and to a…
The Betreka and D'Kel doffs are good for military offensive missions, and the Betreka doff is a Jem'Hadar, which helps with those Shroud assignments. I'll also add that the Fed doff for Azlesa, Kuvak, while not stellar for Support, has a lot of juicy traits for filling holes in other assignments (including all the crit…
The mission "Undying" in the Wasteland chain awards a level-appropriate rare melee weapon. In addition, I believe during "Coliseum" if you run back to the weapon racks instead of making your escape right away you can pick up a rare. Aside from that, the Caitian/Ferasan assignment chain unlocks a rare repeatable doff…
Ground: For a Tac, I would lean more towards Acute Senses than Telepathy, as you're better served by emphasizing the exploit rather than the expose. Like you, I'm inclined to leave Creative off, especially with that kit selection. Personally, I like Strike Team Specialist better than Situational Awareness, but I can see…
I would assume that it improves grenades, and I confirmed on Tribble that it improves Lunge and Sweeping Strike. I did not think to test whether it would affect buffs/debuffs, but I would guess that it does not, since those don't do direct damage.
That doesn't match my testing. I've watched the secondary power level go down with weapon power drain on a W->X core, and I've watched the secondary level increase after using EPtS on a S->X core.
It's all plasma damage, but keep in mind that the plasma torp does *kinetic* damage with a plasma dot. The plasma dot and any plasma beams/cannons you use will be boosted by the set, but the main torpedo damage will not.
Or it might just be a perception issue. The Mogai has a broad wingspan and an oddly placed turning point, which makes it feel unwieldy despite the fact that it has a turn rate nearly as good as an escort.
I don't do ground STFs, but for the likes of Colony Invasion and Starbase Incursion, I like to run with an Operative Kit using a Pulsewave and Sniper Rifle (both antiproton). Using the Jem'Hadar armor and shield because I haven't bothered to get any ground rep gear. I also keep around a falchion and the close quarters…
You certainly could ditch Covert, especially if you don't use Stealth Module that much. If you don't need the ground stealth bonus, there are better traits for improving your damage. I'll also echo Aexrael in finding Situational Awareness underwhelming. A slightly better than average expose chance on an ability you use…
Don't know what to tell you then. If you go to the bridge of someone who has it, and you don't have it on cooldown, and you are talking to their engineering officer, it should show up. If it isn't, then you may have a bug on your hands.
Does every mechanic need to be broadly useful? Does every minor mechanic really need to be "fun," especially considering how subjective that is? If the measure of every mechanic is its impact on endgame, you must see a lot of irrelevant additions to LoR.
I've been using Doff Trekker and this website in tandem. I like the website because it can be used to track/search for assignments that Trekker doesn't bother to track. Also, I can actually file reports to the website (that's working for me now, by the way, I was the one PM'ing you a couple of days ago from the doffjobs…
The thing is, even with a minimal power setting and a full suite of efficient boffs, you're still only looking at maybe +4 or so power in those minimized power settings. It can help you get a dumped power setting back up to average level, but your own warp core skills and your ship's warp core will be far more significant.…
I'm using a Field Stabilizing [E->S] Warp Core I got from the doff assignment. Which is fun, because it makes viable a preset (high weapons and engine, low shields and aux) which I wouldn't normally consider using.
A very useful breakdown. Not just for what Doffs to have, but also what the best assignments to watch out for are. I'll echo generator88 in saying that, for right now at least, having two Matter-Antimatter specialists for Experimental Warp Core Upgrades is a good idea. You often need two of a specific specialization…
They're still there, but for whatever reason they've been moved off the main mission list (wish I could have had them hide those damn exploration missions instead). If you go to "Starfleet - Info" and ask Jiro "What missions do you have available?" you can pick them up remotely.