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Another poster mentioned that we didn't really have any dedicated threads about the existing DOFFs and their effect on PvP.
It seems to me there are quite a few that are actually very relevant - for example those that reduce the cooldowns of the various team skills, or the Brace for Impact Shield Heal Buff. Or the "Subnuke DOFF".
I don't really have a good overview at all, but I am sure others have.
What DOFFs are good (preferable name the actual name of the officers "job", e.g. Energy Weapons Officer, so noobs like me aren't guessing which one it is).
I'd guess that as long as you'd get a blue quality guy they might be useful, but only lasting for 4 seconds is a bit of a bummer. A question though. How do they go about stacking? Can I use two blue hazard officers to get a total of 40 resistance for 4 seconds? Same with the shield DOFF. Can I stack 5 blue shield distribution DOFF's or do I get diminishing returns or even a hard cap at, say, a set amount of shield regen?
I'd guess that as long as you'd get a blue quality guy they might be useful, but only lasting for 4 seconds is a bit of a bummer. A question though. How do they go about stacking? Can I use two blue hazard officers to get a total of 40 resistance for 4 seconds? Same with the shield DOFF. Can I stack 5 blue shield distribution DOFF's or do I get diminishing returns or even a hard cap at, say, a set amount of shield regen?
Some DOFF's are stackable, if they are, they only stack to 3. Others only allow 1 per type. The shield distribution officer can stack, not sure about the HSO though.
If you take two conn officers you can get away with using only one Tactical Team, as they lower the cooldown by a lot. This is handy if you play in a BoP, and don't want to use two tactical bridge officers. Useful for sci and engineering ships too, that don't have two tac boff slots.
Brace for impact (shield distribution officers) ease the transition when you finally get rid of those reverse shield polarity abilities.
Well maybe we should mention that the Shield distribution doff, is possibly the best one to have on any ship, Its not a bad idea to put 3 of them on any ship infact. They scale with aux power but that doesn't really matter, even on a low aux setting they are great.
I think many people consider the Subnuke doff, shield distribution doff to be very powerful.
Then there are those that are just meaningless for pvp atleast and one I can think of immediatly is the transfear shield strenght doff, that basicly dont do anything in pvp.
Defletor Officers are handy for sci captains. They reduce the recharge time of all deflector abilities.
Tractor Beam Officers - Drain Shields with tractor beams, scales on quality
Conn Officers - Chance to reduce recharge time on Evasives
Maintenance Engineer - I think there are actually 2 types of these. 1 gives a buff depending on the type of battery used (exocomp). The other reduces recharge time on Engineering Team (thanks Vampir888)
Development Lab Scientist - Reduces the recharge time of Sci Team
Projectile Weapons Officers - chance to reduce the recharge time on torpedoes and torp abilities
Energy Weapons Officers - chance to reduce the recharge time on BTS abilities edit: 2 types, the other is the infamous SubNuke Doff
Gravimetric Scientist - Chance to produce aftershock gravity wells - Scales with quality, can produce up to 4 additional GW's with a purple officer - nonstackable
Sensor Officer - Applies weapons damage debuff to target when using Sensor Scan (thanks Roach)
Shield Distribution Officer - Chance to partially recharge shields when using BFI - stackable. I don't actually use this one on a sci ship, some of the others are so much tastier
Defletor Officers are handy for sci captains. They reduce the recharge time of all deflector abilities.
there are only 4 deflector dish powers i though? grav well, tykens rift, tachyon beam, and energy syphion?
grav well and tykens rift both cant ever go below a 40 second cooldown (i may be mistekn on the rift but i know for sure on the well its global is 40 seconds)
so that deflector doff while sounding handy only effects those 4 powers. now if it also effected some gear powers (ie the maco heavy grav beam) itd be a lot more handy...
Conn officers currently give double the cooldown reduction than what is noted in the tool tip. So you can get 15 sec cooldown on Evasives
Damage Control reduces cooldown on EPTX powers on use. Get engineering up and you can have a blue and purple holographic doffs from your replicator (Engineering xp is easy to get, fab support, listening posts those new shipboard ones)
The Tractor Beam Doff, unlike what the tool tip says, its not maxed to 10 pulses, it fires every damage tick. So for TB1 15 ticks (i think?), TB2 34 ticks, TB3 40+ (?), that's a lot of shield drain (-85 per tick with a green on my sci ship)