Duty Officers

This page will provide information about Duty Officers.

What is Doffing?

A long time ago, STO included something called "Exploration Clusters." These areas included procedurally-generated missions of... questionable quality, mostly revolving around giving a random NPC a certain amount of commodities. This system was eventually removed for many reasons--one of them being that the missions it gave felt like something lower-ranking officers should be doing.

To replace it, the Duty Officer system was introduced. It allows players to assign duty officers ("doffs") to missions that are more fitting of a junior officer--auditing diplomatic correspondence, correlating star charts, etc. These missions take place "in the background," so to speak, and happen in real-world time. In essence, they are "fire and forget:" assign your officers, wait some real-world number of hours, and reap the rewards.

And speaking of rewards: through the doffing system, it is possible to earn XP, dilithium, energy credits, rare commodities, equipment, special bridge officers, and even additional doffs. When managed correctly, doffing can be quite lucrative on a number of levels.

What Makes A (Good) Doff

The short answer is that almost every element of a doff in some way influences how useful that doff is. Some elements, however, are more important than others. In this section, I will explain the various traits of a doff and how they impact gameplay.

Faction

Most doffs are aligned to a faction--either FED, KDF, or ROM, with the vast majority being either FED or KDF (and consequently usable by those faction's allies). Cross-faction doffs do also exist, mostly as special rewards or as part of C-Store doff packs. If you are buying doffs from the Exchange, always check to ensure that the doff you are buying is usable by your faction. By default the Exchange lists all doffs, whether your character can use them or not. Caveat emptor.

Rarity

Doffs follow the same rarity scheme as items: Common, Uncommon, Rare, Very Rare, Ultra-Rare, and Epic. The obvious benefit of higher-rarity doffs is that they contribute a higher chance of success to a mission. However, a particularly large benefit when grinding is that they also contribute bonus Commendation XP to a success or crit based on their rarity. Uncommons contribute +5%, Rares +10%, and Very Rare and higher contribute +20%. Thus, in many ways the rarity of a doff is the most important factor when grinding Commendation XP.

R&D School

Some doffs are affiliated with certain R&D schools, allowing them to be used to create certain items. Any more of an in-depth look than that is somewhat outside the scope of this guide; however, do note that R&D doffs are valuable even at lower rarities. Always double-check for this before selling, downgrinding, etc.

Department

Each doff either belongs to one of the six departments (tactical, security, engineering, operations, science and medical) or is a civilian. This is one of the factors that determines which doffs can go on which missions. There is little to say here beyond that civilians are generally worse than the other types, as they qualify for fewer missions.

Specialization

This is the other major sorting mechanism for which doffs can go on what missions. It also determines the doff's ability when added to your active roster. Note that many specializations have more than one ability; usually, the alternate abilities can only be obtained from sources such as lockboxes.

Ability

The ability is what sets the price for doffs, generally speaking. Some abilities are borderline useless; some have created the most famous builds in the game. For example, the Technician variant that boosts Auxiliary Power to the Battery is the entire focal point of A2B builds--and, therefore, Technicians command a very high price. Also of note are Aegis doffs, which function similarly to R&D school doffs. Do note, however, that for the purposes of the doffing mission system abilities do not matter at all.

Traits

Traits give you bonuses to the chances of various outcomes on certain missions. For example, a Peaceful doff may get a bonus on a Diplomacy mission. Do note that when farming Commendation XP, one should try to have as many Critical Success traits as possible but as few Success traits as possible. This is because Success chance cuts into Critical Success chance.

In general, be on the lookout for doffs with the Telekinetic, Shroud, and Resolve traits, as these are required for some very rewarding missions. Efficient is also almost always helpful when it appears. Conversely, Stubborn and Unscrupulous are almost always negative; for any departments other than Tactical or Security, Aggressive is as well.

Bound/Unbound

Like items, doffs can be bound to your character. This will ONLY happen if they are put on active duty. The major disadvantage of binding doffs, aside from not being able to trade them, is that most bound doffs cannot be downground into multiple doffs of lower rarity.

Race, Name, Quote, Etc.

The other descriptive attributes of your doffs are pure flavor and do not matter. Do note, however, that doffs with odd, offensive, or funny names can command a slightly higher price on the exchange.

Doffing Builds

Faction

If you are building a character solely for the purposes of doffing, the KDF has many advantages over the Federation in terms of assignment access. You should be a KDF-aligned Romulan, however, as Romulans have access to a third set of doffs the other two factions cannot use. (If you have purchased the Legacy of Romulus Pack, they also have access to four bonus doffs.)

Race

Race only matters for the Federation; Ferengi offer a marginal benefit in reducing the cost of purchased commodities that may be required for missions. This is not generally enough to outweigh the advantages a race might offer other aspects of the character's playstyle. Play whatever race you would like to play.

Ships

Other Bonuses

The Uses of Doffs

Of course, what doffs are and how to get them is in service to for what you actually want to use them. Generally speaking (and not counting a few odd exceptions, such as the assignment in the Wasteland arc), there are four uses for doffs:

Commendation XP (CXP) Grinding

Why Do This?

Recruits, free doffs, transwarp, passive flark grinding, a nifty uniform (FED)

Guide to Grinding The Top Six

Particle Traces and other bridge missions, colonial chains, analyzing Gamma commodity properties, Undine BZ, Dyson allied/contested when available, one at K-13, one at the Research Lab, and two at the Dilithium Mine. Tour the Galaxy also gives exploration.

Guide to Grinding Diplomacy (FED Only)

Orias T-junction

Guide to Grinding Marauding (KDF Only)

Follow route, keeping in mind Beta borders

Dilithium (Dil) Farming

Colonial Transportation

Relocate to Borders plus Colonial chains--look for crit traits

Marauding (KDF)

Follow route, keeping in mind Beta borders

Get Contraband

Give to Security Officer

Active Duty Roster Optimization

Why Doffing?

Technicians are incredibly expensive

Where to Find Desirable Doffs

Fleet Project Resources

Convert all doffs possible to unbound via OXP

Downgrind to white

Turn in to Fleet projects (Coordinate Colonization can take any white, even Refugees or Prisoners)


The Free Way: Recruitment

Academy Recruitment Missions

The personnel officer on the Academy offers several recruitment missions that grant common duty officers. A few of the missions found here are free and essential to run if you need officers:

The personnel officer also offers some costly missions that you might decide to run:

Several cultural exchange missions that grant free doffs of their species might be found elsewhere- as an example, you can obtain Trill in the Beta Ursae sector, or Betazoids in Sirius. Check your Operations Department Head in sector space to find these missions if they are available.

Colonization Clusters

Colonization Clusters are the various nebulas you can interact with in sector space. Each of them, from Delta Volanis to the B'tran Nebula, has a colonization mission chain you can use to earn doffs. For each cluster, you'll burn through 12 colonists, 105 provisions, 30 shield generators, 15 medical supplies, 8 self-sealing stem bolts, 3 industrial energy cells, 2 astrometric probes, 2 communication arrays, and 2 warp coils.

Tau Dewa Aid

The Suliban Cell Ship bridge has a console that grants these unique missions. They take several days to run but grant a free officer based on your success rating and with one of the rare Romulan Survivor abilities. If you don't have a cell ship yourself- as most of us don't- you can often find invites in big channels, like RedditChat or NoP Public Service.

Resettle Colonists

Obtaining colonists is essential for colonization missions and beneficial in general. Most come from the Resettle Colonists mission, which has a cooldown, but will otherwise often appear with your Operations Department Head in many sectors. The colonists obtained can be fed directly into the fleet starbase and purchased or sold for energy credits on the Exchange- but keep in mind that you can only hold 20 passengers at a time.

Asylum Missions

Asylum missions turn a refugee doff into another, rarer doff. These can be found throughout sector space- particularly in Sirius, Alpha Centauri, Iota Pavonis, Beta Ursae, and the systems Andoria, Vulcan, and Sol. If none are showing up under Current Map, get cozy with your Operations Department Head before moving on to the next center. You can get refugees in most of the same ways you get other civilian doffs. If your normal grind doesn't grant any, you can often buy them cheaply on the Exchange. Because blue and purple refugees can be used effectively in the mission Recover Repressed Memories from Refugee, and because you'll often get a lower quality doff even with their better success chance, I keep or sell these and use common or uncommon refugees in missions.

Prisoner Exchange

There are a few Prisoner Exchange missions in the game.

Instigate Defection

This mission nets you a rare or very rare Klingon officer on success or crit success. It can be found under your Tactical or Security Department Head in many sectors.

Officer Exchange

The orange sector blocks have several Consular Authority mission chains that are very quick and easy to finish. Once finished, the Officer Exchange mission shows up in different variations under your Operations Department Head in Beta Ursae, Alpha Trianguli, and Zeta Andromedae. It allows you to permanently send away any of your officers and obtain a random officer in return. This is best run with R&D holograms or other common or green officers you really want to get rid of- sending away a purple like the mission suggests can't result in any increase in quality.

Reclaim Assimilated Borg Drones

This assignment sometimes shows up under your Medical Department Head in Sirius, Omega Leonis, Regulus and Eta Eridani sector blocks, so be sure to check it once in a while. On a crit success, you get a random green or blue Liberated Borg officer.

Other Chain Missions

The Easy Way: Packs

Once you have a decent stash of fleet or energy credits, you can boost your roster with purple doffs from various packs. These all show up under the Reward Packs category of the exchange.

Purple Packs

If you just need more purple in your roster and have the FC/EC for it, pick the cheapest of these.

Other Packs

The fully-sized Duty Officer Packs are somewhat expensive packs that guarantee a rare or better and may grant additional rewards on the size.

Cadres make less guarantees as to the rarity of the doffs within and don't grant the additional rewards of fully-sized packs. They're a fairly cheap way to obtain doffs to downgrind or feed to the starbase.

The cheapest packs on the Exchange, Mini-Packs grant a small handful of doffs from the same pool as the their normal pack. Most doffs that come out of them will be common or green, but they are a great way to flood your roster and feed the starbase.

I'd like to give an honorable mention to the Xindi lockbox here. It doesn't guarantee doffs, but it rewards a decent number of Fleet Support packs and mini-packs, and has a chance to directly grant you an ultra-rare Xindi doff with a rare specialization. Since they're earned directly (and randomly) instead of in packs, the only reliable way to get them is from the exchange.


Other Ways To Get Doffs

Mission Doffs

Bundled Doffs

Commendation Doffs

As you level up in commendation rank, the duty officer contact will give you a choice of a free doff appropriate to the commendation. You can buy the ones you don't pick later- very rares at rank 4 in each category will cost you 10200 Dilithium. In addition, Engineering, Military, and Medical commendation ranks unlock Emergency Hologram duty officers. They have very useful traits like Resilient and Photonic and are always worth the EC it costs to print them.

Reputation Doffs

Tier 1 of Task Force Omega reputation unlocks a store for blue security and projectile weapons officers, and Tier 3 unlocks very rare officers of the same specializations. At 15000 dilithium for a purple, they’re expensive, but can be a useful for torpedo ships or security missions.

Fleet Holding Doffs

At 125000 fleet credits each for purples, doffs from fleet holdings are expensive but useful.

Event Doffs

Several doffs are earned from special, limited-time events. You can repeatably get a blue officer by playing the Hearts and Minds mission every Friday the 13th, so be sure to mark your calendar. Other than that, most of these doffs are limited-time.

Commodities

Various assignments need commodities to be run. These include many of the higher-xp assignments as well as several chain missions. You can run missions with commodities stored in your bank instead of your inventory, so you can often run missions with less effort later if you plan ahead and keep everything you need in the bank.

Energy Credit Commodities

Most assignments only require common commodities that you can replicate or purchase with energy credits. While you can often replicate these on the fly if you have the EC, this ends out being more costly than preparing in advance and buying from another source. These are found most cheaply from freighters flying around in Sector Space, or onboard a SCS or Tuffli bridge. Ferengi captains can get a slight discount for their purchases, and captains with the ferengi 3pc set can get them at an even bigger discount, but since commodities are so cheap to begin with it's not a huge amount saved.

Below are some of the most common uses of commodities:

I usually prefer to have large stacks of the cheaper or commonly used commodities in my bank, and a small number of other ones. If you choose to do so, tailor these numbers to your available bank space and the types of missions you prefer to run the most- and storing them at all is completely optional. If you decide not to use them on missions, they can also be given to certain Starbase projects.

Contraband

Contraband is an incredibly valuable commodity. The starfleet security officer contact, colloquially known as "The Kitty", will let you turn in a stack of 5 contraband in exchange for 2000 unrefined dilithium. This is generally considered the only worthwhile use of contraband outside of completing chain missions that require it, like the Facility 4028 Fugitives chain. The federation kitty can be found by the window in the Operations wing of Earth Spacedock, as well as on other starbases, or can be summoned in sector space by a captain in a Tuffli Freighter.

In addition to the dilithium utility, Contraband can consistently be bought or sold between players at a high price. Many people run Klingon alts for the express purpose of farming it in huge quantities. Federation characters who want in on this scheme can generally get Contraband from the following sources:

Gamma Quadrant Commodities

The orange-colored sector blocks that make up Cardassian and Bajoran space, as well as Deep Space Nine itself, often have missions that reward rare-quality commodities. There are Trade missions to earn small amounts of each, or they can be found as side rewards in various lockboxes and doff packs. The blue rarity doesn't mean much, since to players they are significantly less valuable than the green Contraband. Even so, there are many high-cxp doff missions that are only possible through the use of these commodities.

Call Freighter

If you have a mission to run in sector space and lack the commodities, with only minutes left on the clock, have no fear- this is exactly why you have that Azura Personal Comm Code from "Stranded in Space". A last-resort Exchange, Mail, and Bank contact, these summonable freighters are second only to a Tuffli or SCS in on-the-go utility.

The Tuffli can also summon a Security transport, and the D'kora with the Ferengi 3pc can summon a Ferengi Privateer. If you happen to be near one of these ships when they're called, you can get the missions from them as well.

Raising Your Limits

Doff Cap

You can increase your total roster size as high as 500 by buying incremental upgrades from the C-store. It helps to upgrade once you have enough doffs that you bump into your current limit when opening packs or grinding doffs to feed to the starbase.

Assignment Cap

You can increase your maximum number of assignments to 23 by buying cap upgrades at the Fleet Embassy. These extra slots cost 50000, 75000, and 100000 fleet credits, and are bought in order of price. Weirdly enough, they're sold at the Consumables console in the shuttle bay.

Active Roster Cap

You can increase your active roster limit and therefore the number of doffs you can benefit from in ground and space. The doff contact at the Fleet Spire sells these upgrades for 150000 fleet credits each.

Alts

You can mail doffs to yourself by dragging them into the items window and transfer them to your other characters. If one character isn't enough, you can offload your surplus onto alts or kit out a new character for doffing of their own.

The Eternal Fleet Credits Grind

How do you turn all these green and blue doffs that you've outgrown into fleet credits or nice, shiny purple doffs? The Personnel Officer can help!

Commons

By this point, you don't really need your common officers anymore, right? You've probably got or can get at least enough blues for everything you need. This is handy, because the starbase is very, very hungry for common doffs, and rewards those who provide these sacrifices with 300 fleet credits per soul. It's the most consistent way to get fleet credits in a large fleet like ours, because no matter how fast the fleet marks and expertise fill up, not even dedicated grinders will be able to completely fill a mission's doff requirement very often. If you're hurting for fleet credits, open mini-packs and spam recruitment missions everywhere you find them to get a whole pile of junk commons, greens, and even spare blues and purples. You can downgrind anything better than common doffs to produce more common doffs and therefore more fleet credits- instead of having to hope you get to snipe the fleet mark requirement out of a project instead of someone else, you can simply sign in after the projects have rolled over and fill the empty requirements.

Buying and Selling

If you have the EC, you can straight-up buy mini-packs on the exchange. They turn into at least 1500 fleet credits worth of doff each. If you don't have the EC, and don't feel up to earning it in other ways, just continue the free doff grind until you get lucky- eventually, one of the refugees or officer exchanges is gonna net you something expensive like a technician, and when you sell it, you can use the EC to buy a whole bunch of mini-packs.

Downgrinding

This is the time-consuming clicky bit where you turn unwanted uncommons into common doffs, now suitable sacrifices for starbase projects. Once you can fill all your missions with blues and purples, Run the "Exchange Officers" mission from the Personnel Officer on any greens you're willing to spare for three common doffs each. If you have blues or purples you don't need, you can repeat the process on them, too.



Upgrinding

Once you've run out of doffy things to spend dilithium on and have a nice cushion of purple doffs, you might think about turning those almost-useful blues into purples. At a somewhat harsh cost of 5000 dilithium, you can run the "Reassign Underperforming Officers" assignment, and magically duct tape 5 duty officers into a single, purple mega-officer. This even has a small chance of creating an ultra-rare from the standard pool. I do this myself, sometimes, but between the doff cost and the dil cost, most people don't consider it worthwhile.