Advanced Doffing

Advanced Training –Duty Officer

Duty Officer (DO) assignments are often seen as daunting and tedious, but with the right strategy they can be the most profitable activity in the game.  Once a solid roster is established, doffing can generate large amounts of dilithium, energy credits, and fleet marks in a very regular, repeatable manner.  Solid recruiting will also supply some very useful doffs for space and ground duty, eliminating the need to pay for anything but lockbox officers.  Doffing starts to shine as you increase your number of toons. Once you have solid rosters, you can complete a round of doffing very quickly – and each character increases your dilithium refining.  As you get several toons in each faction, you can reach a point where they give doffs to startup toons, drastically cutting the time for them to become generators themselves.

The right mix: we all like our Feds and some prefer Klingons, but having both is best for doffing.  Feds excel at recruiting – they will build their rosters more quickly and level up their recruiting better.  This means they will more often be able to sell off spare doffs and generate EC.  Klingons excel at generating contraband, dilithium, and commodities.  One Klingon, once up to speed, can generate enough contraband for itself and a Fed – depending on how aggressive you are, you could turn in contraband 1-3 times a day on all toons.  In addition to contraband, Klingons generate large amounts of commodities through marauding – share what’s needed with the Feds and the replicator will be a distant memory!

Doffing also generates regular XP, so it speeds up leveling, and helps generate specialization points when you hit level 60.

Once you max out your various categories, excess doff XP (CXP) can be turned in for fleet marks.  This makes it very useful and profitable to run high XP doff missions, even if they don’t give any dilithium or other payback.  You can very easily generate all the marks you need from doffing – Colony Invasion and Fleet Alert will become hazy recollections.

So, put simply – doffing can generate most of the resources you need so you can focus your play time on having fun instead of grinding!

Navigating the doff screens

The doff system unlocks as you level your character – click on the experience bar on the top of the screen and read the level descriptions for details as it may vary by faction (Fed side is level 11).  Once doffing unlocks, you’ll be hailed about your starting roster and the doff button will light up – it’s the center button under the mini map that looks like three heads.  This button is used for doffing, R&D, and Admiralty – it will flash green if any assignments complete in any of those systems.

There are five tabs on the doff screen – Overview, Roster, and Duty Officers all apply to doffing.  Admiralty and R&D are other systems.

The “Overview” is a summary page – it shows how many doffs you have, how many assignments are running, etc.  On the right side, it shows your progress on leveling each of the doff categories – the max level is 4 at 100,000.  Click on the icon next to each category for a list of the rewards at each tier.

The “Roster” tab has multiple categories:

– Officer roster:  shows your complete roster.  You can filter the list by quality, doff type, status, etc.  There’s a small drop down arrow under the filter with more options.  Clicking on an officer on the left brings up their detail page on the right.

– Active space: doffs give space combat buffs

– Active ground: doffs give ground combat buffs

– Sickbay: doffs can be injured during assignments and will go to sickbay for a short time.  Sick bays show up in your assignment total, but do count toward your limit.  So, if you have a limit of 20 assignments and have 3 officers in sickbay, you could see 23 assignments running.

– Cargo Bay – fairly useless.  Shows items in your bank, but doesn’t show everything such as bound items.  Can help see how many commodities you have, though.

– Brig – how many prisoners you have?

– Passengers – how many colonists you have?

– “Request More Duty Officers” is on the bottom left – it gives you options to buy doff slots and officer packs from the Zen store.  More importantly, the right side of the screen shows any officers that were recruited from the last round of doffing – check here after completing a round of missions!

 

The “Duty Officers” tab is where the missions are:

Click the plan button on an assignment to bring up the mission screen.  The game will automatically assign doffs, and these are usually the best choices.  Click the select button to make changes – remember that some missions permanently take doffs (officer exchanges, executions, etc.) so read the details!  There should be a warning in red print if the officer will be lost.

Current map – assignments localized to your current location in sector space.  These will change as you move around from sector to sector.  Watch this page while moving thru sector space to see where the borders are.  There is a bug currently which causes a third set of missions to appear on the border between two sectors – you     have to stop on the border when they appear to get them.  The sector update timer in the bottom left shows when the missions are changed.

Personal – shipboard assignments.  These can also change by sector.

Department Heads bring up a screen of the various departments, each of which also gives more assignments.  These too change by sector.

Check your department heads in every sector or you’re missing out!

In Progress – missions currently running.  They can be canceled at any time for a refund of any costs.  If the mission is cancelled soon after starting it, it will go back to the screen it was taken from.  Mistakes here are very forgivable, so feel free to take a low quality mission and cancel it later if you find a better one.

Completed missions – collect rewards or acknowledge failures.  If a mission won’t complete, think full inventory, full roster, full brig, full passengers, etc.

Assignment log – lets you go back and see mission results.  Very useful when deciding which missions were worth running, or what crits yielded.

Assignment chains – shows how far along you are in all chains that  you’ve started, and what the next step is.

Doff Types

You can recruit and retain various types of doffs.

– The profession specific ones (military, science, medical, etc.) are for   running assignments and putting on active duty to increase your combat   abilities.  Each assignment requires different types and numbers of these   doffs, so you’ll want to pay attention and keep the more useful ones.

– Civilians also count as part of your primary roster

– Bartenders, Chefs, and Entertainers are used for niche assignments and are not overly useful to most people.  Especially when you have limited roster space, use the various means of exchanging them for more useful  doffs, sell them, or give them to missions that take them permanently.

– Advisors and diplomats are useful for many missions and should be kept.

– Refugees are gold!  Use them for Asylum missions to improve your roster!

– Prisoners take up space in the brig – you can have up to 20.  Watch how many you have, as a full brig will stop you from collecting rewards on an assignment giving prisoners.  White prisoners are very valuable on the Klingon side.  Feds have some uses for them, but don’t hesitate to discard them on a Fed if needed.  The exceptions are blue or purple prisoners – they can be exchanged for very good duty officers.

– Colonists count as passengers – you can carry up to 20.  Colonists are very valuable at all stages of the game, and should never be discarded.

Also, there are varying qualities of officers, following the same color coding as everything else in the game:

– White doffs are the worst.  Look to exchange them for better ones early on, and give them to the starbase at later stages.

– Green doffs are better.  They each give a 5% increase to XP and doff XP rewards on a mission.  Once your roster has shifted to mostly blues, use the greens for exchange fodder to get better ones.

– Blue doffs are competent.  They each give a 10% bonus to XP and doff XP rewards, and generally yield decent success rates.  These are the backbone of your crew for a long time.  Later on, when the purples take over, sell the blues for EC.

– Purple doffs are the goal.  They each give a 20% bonus to XP and doff XP rewards and typically allow for outstanding success and crit rates. Purple doffs can be very valuable. R&D also needs doffs of various types, and higher quality gives bonuses there as well.

Bound doffs, and Active duty

Like weapons, doffs can be bound or unbound.  How you acquire them usually determines whether they are bound or not.  To see if an officer is bound, open your roster and look for a small padlock icon on the right side – if it’s there, you cannot sell that doff on the exchange.  You can use unbound doffs to run assignments and they will stay unbound.

In addition to using them for duty assignments, you can assign doffs to active space or ground duties.  They each give a specific bonus to your combat abilities.  Generally speaking, the strength of the bonus relates to their color, so it usually is only worth using blue or purple doffs for active duty.  Putting any doff on active duty makes it bound.  You’ll get a warning if you try to assign an unbound doff to active duty.

You can have 5 space and 5 ground officers on active duty, and this can be expanded to 6 at the fleet spire.  The active duty power is listed on each doff in the roster page, and right clicking on the doff brings up a more detailed page.  You can stack up to 3 of each of most doffs on active duty, but some are limited to one.  Doffs cannot run assignments while on active duty, so this should be avoided until your roster is decent.

Recruiting

When you start doffing, you are given a small number of white or green doffs.  Before you can accomplish anything, you need to expand and improve.  Later on, excess doffs will become a steady source of EC as you sell them off.  For these reasons, recruiting should always be the first priority for all toons.

You can buy doff packs from the Zen store and on the exchange.  You can buy individual doffs from the exchange, at the Academy for dilithium, or from the fleet starbase for fleet credits.  The assumption of this guide is that you are trying not to use those methods – they are entirely avoidable!

When you start out, do NOT discard or give any doffs to the starbase.  Also, when you unlock your R&D, hang on to the white doffs you are given – they’ll come in handy later.  Early on, you cannot afford to waste anything.

In the beginning, you have a limit of 100 duty officers in your roster – this is not enough!  Make it work for as long as you have to, but you’re going to eventually have to expand your rosters to get the most out of it.  There are options in the Zen store to expand your roster by 25 or 100 – it is more cost effective to do it by 100, so wait until you can afford it.  The max limit is 500, but 200-300 will start to be comfortable.  Build up your dilithium, convert it to Zen, and dedicate as much as you can to this – it will pay back later.

Later on, when the fleet marks you’ve generated have given you some spare fleet credits, go to the shuttle bay in the Romulan Embassy.  The commodities dealer on the platform sells extra doff assignment slots.  It’ll cost around 200,000 fleet credits for all three, and will increase the maximum number of assignments you can run at once from 20 to 23.

Academy Recruiting Assignments

The very first thing to do when starting out is to go to the Academy, Klingon or Fed, and grab all of the recruiting missions.  These officers can also be found on the fleet starbase if it’s fully leveled, and Romulans also have more on New Romulus in the command center. At Starfleet Academy, get the cultural exchanges from:

– Vulcan (bottom of circular walkway outside of main building)

– Andorian and Tellerite (together behind NW building) Inside the NW building, talk to the personnel officer for 5 more:

– General Recruiting: Costs 1000 dilithim and gives a pack of several doffs.  It’s not really worth it, but if you have excess dilithium, it’s an option.

– Tactical officer cadre

– Engineering officer cadre

– science officer cadre

– Civil corps recruiting

This can be done about twice per week. Most of the doffs will be white, but it fills the roster for running early missions and exchanges.

While on the topic of the personnel officer, there are two other functions that can be useful.

– Reassign Underperforming Officers lets you turn in 5 doffs of a chosen quality and gives one of the next quality back.  So turn in 5 whites to get 1 green.  There is a dilithium cost, and it is higher for higher quality doffs.  For this reason, using this option is not generally recommended unless you’re in a hurry and have plenty of dilithium. You can very quickly butcher a roster by doing this.  Even though you end up with better officers, you don’t have any control of which ones you get.  It’s strongly recommended that you do the day’s doffing first, and make sure the doffs you need are on assignment while you “grind up” the rest.

– Exchange officers lets you give one higher quality officer for three lower quality ones.  There is no cost for this one, and it can be useful for turning unneeded green doffs into whites for the starbase, or turning bound blue or purple doffs into unbound lower quality ones that can be sold.

Nebula Support chains

Building your crew and converting white doffs up to purples can be time consuming, but there are ways to get very good officers very early on.  There are nebulas spread across the map that give additional doff assignments when you fly up to them.  Each of these nebulas has a seven step doff chain which needs to be completed.  The final step in the chain gives a blue doff specific to each nebula.  These doffs are:

Delta Volanis:        Doctor

Arucanis Arm:       Tractor Beam Officer

Hromi Cluster:      Astrometrics Scientist

Khazon Cluster:    Projectile Weapons officer

Afehirr Nebula:     Energy weapons officer

Eridan Belt:           Gravimetric Scientist

Rolor Nebula:        Shield distribution officer

Betreka Nebula:    Assault squad officer

Zenas Expanse:     Warp Theorist

B’tran cluster:        Technician

T’ong Nebula:        Secuirty officer

D’kel star cluster: Armory officer

Eridon Nebula:     Fabrication engineer

Azlesa Expanse:    Deflector officer

The blue doff is nice, but more importantly, once the chain is done, each nebula gets a repeatable mission: “Support ______ Colonization efforts.”  For Fed characters, this mission is amazing – for successful completion (which can be 100% with good doffs), it gives a refugee (used later) every time.  Klingons have it worse, as they only get a prisoner.  If the support mission crits, you get the same type of doff as the chain, but purple!

So, after completing the chain in the B’tran cluster, I’ve already received a blue Technician.  I get the support mission, and it crits.  I receive a purple Technician now (Fed or Klingon).  If I’m a Fed, I also get a refugee which I can trade for another doff later.  You can run the support mission every time it comes up, and get the purple doff every time it crits.

The down side is that the blue and purple doffs are bound, so they cannot be sold.  The doffs are great for active space or ground duty, though, and can be used to form the backbone of your doff roster.

About Doff Chains

Before getting into the details on the nebula chains, a few notes about doff chains in general:

– Most chains are very much worth completing.  Some are localized to a sector, others may show up anywhere.

– Chains are easy to spot, as the first mission in the chain will have a designation in the title.  (1 of 10) after the title means it’s the first mission in a ten step chain.

– Completing a chain usually either gives a reward, or opens up repeatable doff assignments that themselves are valuable.

– The great thing about chains is that they progress whether the individual steps pass or fail.  If I run step 5 in a chain and the mission fails, step 6 will still come up next time.

– Don’t forget that you can look in the Roster tab under Assignment Chains to see your status on all of the chains you’ve started.  In the case of the Nebulas, this can help you plan which nebulas you should visit each day.

Nebula Support Chains

Back to the nebulas – the requirements are listed out below.  Check your assignment chains tab to see where each chain is, and plan out which nebulas you’re prepared to advance before flying there.  If you get one of the steps and don’t have the doff you need, you’ll need it again for the others!  Buy the cheapest of that doff you can find on the exchange and make sure not to get rid of it.  Many of the nebulas are far from bases, so getting the Azure comm code (or Klingon/Romulan equivolent) is highly recommended.

You’ll need a lot of colonists to finish the chains.  Any time you doff, watch for the “Resettle Colonists” mission – it generally comes up about once per day on the current map or under the Operations officer, and gives 5 colonists.  If you run out, you can buy them on the exchange as well.  Do not use colonists for anything else until the nebulas are done.

The steps are:

Colonial Site Surveying (1 of 7) – Always available

– Requires: 2 astrometric probes, 1 Science officer, 2 other officers – Takes 1 hour to complete

Establish additional Forward Base (2 of 7) – Always available

– Requires: 20 provisions, 2 stem bolts, 2 comm arrays, 3 colonists – Takes 20 hours to complete

Establish additional First-In Colonies (3 of 7) – Check nebula to see if it’s available

– Requires: 50 provisions, 3 stem bolts, 3 industrial energy cells, 4 colonists – Takes 20 hours to complete.

Fortify Additional Colonies (4 of 7) – Check nebula to see if it’s available

– Requires: 10 shield generators, 1 technician, 1 officer from engineering, 1 armory officer, 1 officer from security category, 1 of any other officer. – Takes 20 hours to complete

Transport Additional Settlers (5 of 7)  – Check nebula to see if it’s available

– Requires: 20 provisions, 5 medical supplies, 2 warp coils, 5 colonists – Takes 30 minutes to complete

Establish Additional Military Bases (6 of 7) – Check nebula to see if it’s available

– Requires: 20 shield generators, 10 medical supplies, 15 provisions, 3 stem bolts, 1 Tactical officer,        1 Engineering officer, 1 Quartermaster and 2 of any other officers. – Takes 20 hours to complete

Renoun (7 of 7) – Always available

– Requires: nothing,  takes 15 minutes to complete

– Rewards blue doff specific to nebula

Support ______ Colonization Efforts

– Repeatable once chain is done

– Check nebula to see if it’s available

– Requires: 1 Advisor or Diplomay and 4 of any other officers.- Takes 4 hours to complete

– Success rewards a refugee to feds or a prisoner to Klingons

– Critical success rewards purple doff specific to the nebula

Useful Nebula Repeatable

There are other missions in the nebulas that open up once the chains are done.

For good CXP rewards (leveling doff categories):

– Neutralize (Fed or Klingon) interference

– Establish listening post

For dilithium:

Transport additional colonists (requires 5 colonists)

Facebook

Twitter

Donate Now!