Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Active Space DOFF Basics
12-13-2011, 02:02 PM
TL;DR - If you haven't really figured out who to put on your active Space DoFF roster, seriously just slot 3x Shield Distribution Officers and 2x Conn Officers.

This is NOT: a matrix of all the space Doff abilities nor exactly what their buffs are - by the numbers - for whatever rank they are.

This is: a collection of hints and tips, as well as some broad and biased recommendations by me as to what DoFFs you should use in space.

Basic principles:
1. If you slot more than 1 doff of the same type that has a percentage to work, the percentages do not add up. They each get checked individually (so yes, more than one can be triggered).
2. Under no circumstances will DoFF cooldown bonuses allow a skill to be triggered faster than it's global cooldown.
3. DoFFs that have exceedingly low percentages of triggering, or that do not stack well if you use 2 or 3 of them, should not be used. As an example, consider the Deflector Officer. You can slot up to 3 on a ship. Each gives you a 5% chance to reduce any deflector powers (grav well, energy syphon, console based skills such as KDF's isometric charge) to 80%/70%/60%/50% of the base cooldown. So if you spend 3 of your precious 5 DoFF slots on these Deflector Officers, you have an 85.7% chance that nothing will happen. Considering that these important and powerful skills (such as grav well 3) fire off quite slowly (once per minute, or longer for the console-based power)... you should only expect it to trigger once or twice per 10 times you use a deflector skill... quite a long time without predictable benefits. Further, if you get very lucky and have all 3 of the Deflector Officers trigger (.0125% - nearly never) your cooldown won't be any better than what one rare/very rare deflector officer would set it as.
4. Conversely to #3, above, doffs that have reliably-predicable benefits should be used.
5. **DOFFs in space are powerful enough that NO discussion of "builds" are complete without a 5-DoFF listing**

"Must-Slot" DoFFs.
Slot thse DoFFs unless you have a really good reason to do something else.
1. SCIENCE OFFICER ONLY - Sensors Officer. You're going to use Sensor Scan no matter what, right? Once every 120 seconds or so? Then why not drop -75 offensive debuff on your target as well for 4-10 seconds (depending on rarity). A real lifesaver, and procs 100% of the time, so really a must-use for science officers. Not a science officer? You can't use sensor scan, so NEVER slot a Sensors Officer.
2. Shield Distribution Officer. You can use up to 3. These guys are special cause each one gives you 2 chances for shield repair. One is an instant buff and one is a Shield Heal-Over-Time. That's great, cause shield HoTs are fairly rare (RSP, TSS, ES i think). They proc 20-50% of the time... so using 3 gives you 3 chances to have a large instant shield-heal and 3 applications of decent shield HoT for 15 seconds. They trigger when Brace for Impact is used. It has a 60-second cooldown... so using these SDOs basically gives you a free shield heal every minute.

Situational DoFFs.
These DoFFs are really good, but only if you have the appropriate BoFF skill.
1. Warp Core Engineer (20% chance to raise all your power levels every time you use EP2whatever) - great for cruisers cycling 4 EP2whatevers every minute.
2. Gravemetric Scientist - gravity well aftershocks. Best DoFF you can have if you use Gravity Well.
3. Projectile Weapons officers. If you use ALOT of torps (such as a max-aux science ship) maybe a PWO is good.
4. Energy Weapons officers. I'm not sure if they affect the built-in Target Subsystems from a science ship. I AM sure, however, that there are better DoFFs to use.
5. Flight Deck Officer (KDF ONLY) - if you need to launch deployables or boarding parties faster, these work.

Marginal DoFFs
These DoFFs may seem good, but they don't do enough in practice for me to use them
1. Matter-Antimatter specialist. Doesn't EWP already slow stuff down alot? Why immobilize them on top of that (10% of the time... if they are already in your plasma).
2. Systems Engineer. A buff for viral matrix. Still not a good skill to use.
3. Tractor beam officer. Nerfed during F2P beta... don't drain enough now to use. Used to be TOO good.
4. Transporter Officer. Use Transfer Shield Strength alot? Are your friends always getting disabled with boarding parties? If so, PM me and I'll sell you some Transporter Officers...
5. Astrometric Scientist. Minimum cooldown for TW is 5 minutes. Not fast enough to waste DoFF slots.
6. Warp Theorist. Probably good in PVP. I'd use it if it slowed the target, not just debuffed turn rate.
7. Conn officer. Evasive maneuvers is good. More frequent evasive maneuvers is better... but too unreliable to trust when you really need it.


Bad DoFFs
These DoFFs are either non-functional or come up against GCD issues or are just too... not right.
1. Damage Control Engineer.
2. Maintenance Engineer.
3. Deflector Officer. See rant above - they look really tempting, but you will be disappointed.


Probably Really Bad but I'm going to make a special build to see:
Technician (with chaining 2x Aux2Emergency Battery) + Photonic Studies Scientist (with Photonic Officer)

Questions? Comments? Notice something I didn't? Post here and I'll update!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-13-2011, 02:02 PM
>>reserved<<
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-13-2011, 03:05 PM
Very useful to me. I am very interested in people's analysis and impressions of the active roster abilities. Good write-up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-13-2011, 03:36 PM
If your using HY torps the Projectile Weapons Officer can be incredibly devastating.

I'm using two quantum torpedo launchers up front and each torp seems to have a chance of triggering the reduction for both launchers.

When I use HY III it seems each of the 4 torps can trigger the proc. Then when they hit their target it also seems they are triggering the reduction.

If I get in close to a target so they hit sooner at times I can fire my torpedoes faster than my Dual Heavy cannons for sustained bursts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-13-2011, 03:56 PM
Quote:
Originally Posted by Body_Surfer
If your using HY torps the Projectile Weapons Officer can be incredibly devastating.

I'm using two quantum torpedo launchers up front and each torp seems to have a chance of triggering the reduction for both launchers.

When I use HY III it seems each of the 4 torps can trigger the proc. Then when they hit their target it also seems they are triggering the reduction.

If I get in close to a target so they hit sooner at times I can fire my torpedoes faster than my Dual Heavy cannons for sustained bursts.
Good point. Another point about the Projectile Weapons Officer I forgot to include is that it triggers on special torpedos as well (CONFIRMED: Transphasic Cluster Torpedo... speculation: harp'eng) and reduces their very-long cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-13-2011, 04:15 PM
I am definitely curious about this topic but I don't have a lot of experience with it yet.

I know that my fleetie combines the Tachyon beam proc with the tractor beam shield drain and it ends up knocking shields down pretty cleanly on most ship mobs, it seems like that "build" might have some merit?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-13-2011, 06:30 PM
Good post, and I just have to agree with you. Same way I figured it is, even if im not yet fully equipped with active Doffs.
I also I prefer something that is certain to happen, even if it is mediocre, to something that has a low chance to be really good. It might just not happen when you need it the most.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-13-2011, 07:31 PM
Quote:
Originally Posted by Body_Surfer
I'm using two quantum torpedo launchers up front and each torp seems to have a chance of triggering the reduction for both launchers.
I haven't entirely confirmed it, but my rear tricobalt comes off cooldown a LOT in STFs with three projectile officers slotted, so I've suspected the same. Buffed up tricobalts are pretty deadly in STFs with so many key targets having no shields. It's my main reason for using two con officers, and why I'm looking for ways to up my turn rate when MVAM's on cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-13-2011, 08:48 PM
Energy Weapons officers can affect the built in Sci ship skills I saw this occur frequently on Tribble when I was messing with a GW3 + tractor beam w/ doff+ tacy beam and torpedos build... was using the subsystem skills (especially shields and engine as it would lock down a ship rather well in a GW3)

I have however moved onto using GW3 + EWP1 (using a D'kyr') and have noticed that there seems to be no point in the immobilization proc on EWP unless they change it to being immobilized AFTER the plasma cloud dissipates, and even then the % is too low to really be useful.

But ya the amount of drain on Tractor beam doff is far less, and probably could be re-tuned if a middle ground can be found, but I fear that it will either be super drain or negligible to ignore.

And I have seen the Projectile Officer's proc affect the cooldown on a harg'peng, but the Harg'peng's have a 10s minimum cooldown so the benefit is limited

But yes, triple Shield Distribution Officers is nice especially if you get your hands on 3 blue/purple Shield Distribution Doffs is very nice.

The sensors officier is only really handy for trying to dampen an enemy dps spike since the downtime ratio for length of proc vs cooldown of sensor scan is pretty bad. 4-10 seconds proc length with a 90 second cooldown. Even with a Purple Doff for 10 seconds that is a 1/9th uptime so it is not good for sustained reduction of DPS, but time it right and it can neuter a DPS spike... but that changes the spam sensor scan into save it for anti-DPS spike duty... and you have a short window.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-14-2011, 01:51 PM
Quote:
Originally Posted by sharkball View Post
TL;DR - If you haven't really figured out who to put on your active Space DoFF roster, seriously just slot 3x Shield Distribution Officers and 2x Conn Officers.
Any reliable method to get Shield Distribution Officers? I see one green I can buy for dilithium, but other than that I guess I have to wait for random recruits?
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