Doff Walkthru or Guide
Some other things to consider when using doffs for active duty:
They are removed from your reserve roster, so you can't send them on missions. This makes their traits unimportant, so you don't have to look for someone with good traits if you are throwing them on active duty.
The usefulness of the power increases with the quality of the doff. A green doff may offer a 5% chance to do something while a purple one will offer 20%. This means if you're wanting to experiment with a power, you can try one of the lower quality ones (even the best powers are cheap to buy on green doffs) then if you like it, you can save up for a higher quality doff.
Remember to save up for the extra active duty slots at the fleet spire, they are 200% worth the investment. Even if you throw a green doff in that extra slot, that extra little boost is worth having someone in there.
Like was said before me, if you're not playing a hardcore build, your doffs won't make or break you, but you can have a lot of fun playing around with the powers. Stuff like the gravimetric scientist making extra gravity wells is pretty cool if you're just starting to play around with the gravity well. But some of the special powers on the new doffs can really change the way that your skills work. There is a voth doff that makes it so your tractor beam repulsors pull your target instead of pushing them away, which changes how you evaluate the skill. Some other doffs add bonuses on to skills, making things that may have seemed mediocre seem much cooler. Some of the hirogen doffs add a chance to take subsystems offline when using various abilities (subnucleonic beam, aceton beam, etc), this might make these powers more attractive if you build around them.
Just some food for thought :)
They are removed from your reserve roster, so you can't send them on missions. This makes their traits unimportant, so you don't have to look for someone with good traits if you are throwing them on active duty.
The usefulness of the power increases with the quality of the doff. A green doff may offer a 5% chance to do something while a purple one will offer 20%. This means if you're wanting to experiment with a power, you can try one of the lower quality ones (even the best powers are cheap to buy on green doffs) then if you like it, you can save up for a higher quality doff.
Remember to save up for the extra active duty slots at the fleet spire, they are 200% worth the investment. Even if you throw a green doff in that extra slot, that extra little boost is worth having someone in there.
Like was said before me, if you're not playing a hardcore build, your doffs won't make or break you, but you can have a lot of fun playing around with the powers. Stuff like the gravimetric scientist making extra gravity wells is pretty cool if you're just starting to play around with the gravity well. But some of the special powers on the new doffs can really change the way that your skills work. There is a voth doff that makes it so your tractor beam repulsors pull your target instead of pushing them away, which changes how you evaluate the skill. Some other doffs add bonuses on to skills, making things that may have seemed mediocre seem much cooler. Some of the hirogen doffs add a chance to take subsystems offline when using various abilities (subnucleonic beam, aceton beam, etc), this might make these powers more attractive if you build around them.
Just some food for thought :)