The Ultimate Cruiser thread 2.0
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Join Date: Jun 2012
Duty Officers 101
06-22-2012, 04:09 PM
The title explains what this post is about.
The first step into understanding the doff system (which is usually fairly straight up and down easy) is understanding what powers you want to accent the most.
Lets start with the healing Rig.
There is a doff that increases all of your power levels 20 percent of the time (on the green level) by 15 each time you use Emergency power to X. This one is one of my favorites for several reasons, not least among them is hey whatever subsystem you neglect just got a 15 power boost. That's always nice. It doesn't seem like much, but every little bit helps (as if you have your power settings correct on a cruiser EPTS1 suddenly hits max shield power when this procs for example. And procced shield power is always handy)
this doff is called the Warp Core Engineer.
There's a maintenance engineer that also reduces the cool downs of all Eng Team, for anything using ET3 this is mandatory. Development Lab Scientist works the Sci Team down, and I think the Con Officer for Tac team (not that you should really run this one since you're more focused on healing in -any- cruiser). This is a pretty handy one to have on a cruiser as well, as it can free up bridge officer slots for other stuff like say Aux To Inertial Dampeners so you can keep your Extend Shields going when the photonic shockwaves come to play.
The tactical DOFFs which give you a chance to shield heal every time you use Brace For Impact are also incredibly useful (as often you are using that when your shields are near dead anyway) I recommend 2 of those on almost any ship. This doff is called the Shield Distribution Officer.
Obviously there's only five doff slots you can work with. So your best bet is to play with them all till you find the balance you like. Those are my immediate favorites for Cruisers however. (and the Brace for impact, and EPTX doffs are my faves for all ships in general yeah it ends up eating 3 to 4 of them really you don't need more than 2 of the BFI doffs unless you are rolling Escort and with a cruiser 1 is often adequate)
Playing with the just these doffs can help your cruiser better fit it's chosen role particularly the damage and heal roles. Example you might want more Maintence Team helpers on a DPS cruiser so you can cram more dps oriented, or powers that in the long run will help your dps (such as aux 2 damp) . So you run more there, than you would in a pure healer.
Control DPS/Heal cruisers things get interesting with DOFFs, cause you get some really neat ones like the one that boosts your chance to immobilize a target every time you use Warp Plasma. Having the Maint engineer, or 2 that reduce Team CDs really helps this loadout (if they are green or better. Ideally you go with 2 blue ones , then get a BFI shield healing doff, and 2 of the warp plas ones)
with a control ship the reduced evasive cooldown doff is even worth looking at as it gives you potentially better chances to employ warp plasma, and still give you some defensive capability. (I wouldn't take more than 2 though and only if they are blue level personally)
Or you can choose to stick with the EPTX Doff that boosts power levels, mix in the warp plas, and a couple BFI Doffs, with the deflector cd reduction doffs..
I wish I could be more specific with DOFFs but they really are an experiment till you find your balance thing. These are the ones I solidly recommend for cruisers though.
EDITORs NOTE: I will be updating this to reflect the most recent doff wave.