Lt. Commander
Join Date: Dec 2007
Posts: 120
I played the Doff system every day twice a day intill I hit RA then stopped. it give no more exp for me. what benefits do the Doffs give me now that I am atop level? I hear that they will be part of the leveling system for fleet star basses but I do not get how that would work?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2012, 10:39 AM
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2012, 10:39 AM
If you slot certain DOffs into your Active Roster, they do provide benefits to you. Buffs, or chances for buff, reduced cooldowns, etc.

As Geordi LaForge used to say: Reading is Fundamental.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2012, 11:17 AM
Not to mention you can get some rare items, a steady income of dilithium, crafting materials, bridge officers etc. It's actually pretty usefull all the time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2012, 04:51 PM
Apart from giving you a steady income of dilithium they also can give you schematics as well
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-11-2012, 11:35 AM
Once Season 6 goes live, gaining duty officer cxp above Tier IV will also give you the ability to earn Fleet Marks for starbase construction.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-11-2012, 01:03 PM
Ok so here is the deal I read "duty officers 101" sticky and realize that this system is way mor complicated then it seems!

saying this I HAVE NO CLUE!!!

Is there a better more "noob-ish" step by step guide? I have TONS of duty officers in my roster. Should i be looking at all of them when assigning for missions or are the "recommended" officers good enough. I have always avoided the red restricted missions because I guess I am lazy to gather the junk needed to do them. Are the missions worth my troubles? do they yield more exp and dilithium then the "free" missions?

halp
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-11-2012, 01:13 PM
In the system, go to the Duty Officers tab, then down to Active Space and Active Ground. You can slot 5 doffs in each. When you select doffs you'll see they have things in their descriptions like "Chance to beam down additional security escorts when using Security Team," or "Reduces cooldown on Engineering Team," and so forth. The 5 you have slotted in space and ground will alter you and your bridge officer's powers.

Rarer doffs have better effects - higher proc chance, higher cooldown reduction, etc - and some unique ultra rare doffs have alternate roster powers (there's a Xindi acquatic energy weapons officer who has a 1% chance to strip buffs from targets with energy attacks, most energy weapons officers reduce the cooldown on target subsystem powers).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-11-2012, 04:22 PM
Quote:
Originally Posted by Engraverwilliam View Post
Ok so here is the deal I read "duty officers 101" sticky and realize that this system is way mor complicated then it seems!

saying this I HAVE NO CLUE!!!

Is there a better more "noob-ish" step by step guide? I have TONS of duty officers in my roster. Should i be looking at all of them when assigning for missions or are the "recommended" officers good enough. I have always avoided the red restricted missions because I guess I am lazy to gather the junk needed to do them. Are the missions worth my troubles? do they yield more exp and dilithium then the "free" missions?

halp
The "Recommendations" are good enough. IIRC, the system selects recommendations based on maximizing success and minimize failure ... period. It does calculate for critical or disaster. To max crits, and hence more/better stuff, you have to select DOffs with the Crit (or success) traits in green and not use DOffs with the failure and/or disaster traits in red.

General rule of thumb: Rarity beats ONE crit trait. Example, a Blue DOff with no crit trait will generate MORE crit% than a Green DOff with one crit trait.

Missions that require consumables can be accomplished by using the same consumables awarded after completing a "free" assignment. There are plenty of assignments that will grant seismic stabilizers, or warp coils, etc. Just turn those around and use them for the assignments that require them. Also, If you haven't done the "Colony Chain Assignments" you are missing out on a valuable set of very, VERY useful DOffs. These DOffs are ONLY available through support assignments which are available (and repeatable) AFTER completion of the seven (7) assignment chain.

Those chain assignments require consumables that have no other method of acquisition other than purchasing. Your best bet is to buy everything from the civilian freighters in Sirius sector. (NOT: Mudd, Ferengi, Azura, Azura II, etal.) Doing this will save you about 35% off the costs if you had bought them from your replicator.

Think of the "Active Duty" DOffs as tactical advantages for space and ground. You want to slot the DOffs that are going to best augment your ship build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-11-2012, 05:35 PM
Tranceaddict, is there any way to improve the chance of the exploration cluster chains appearing? I'm to Commander on two Fed characters now and I've only ever had one single one appear.

Also, is there a more reliable way to get doffs from a certain department other than spending ludicrous amounts of EC on the exchange? I tried turning in doffs at the Academy, but I only ever get Civilians back, regardless of which department the input doffs are from.
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