User:Marhawkman/Arcane Index

This list will be sorted by the requirements to use a DOFF. The goal is to make it easier to identify options. Some options can be used indirectly, some must be used directly. For example: Armory Officers can spawn extra turrets when you use a kit power to summon a turret. But they also work when Bridge officers do that. The tactical doffs to summon more guys when you use Security Team don't seem to work on any ability other than the actual Security Team power.

=Any= These do not require specific skills or character classes and thus can be used by anyone with the right gear or traits.

General

 * Armory Officer(APU-Phoenix box) Doubles chance to expose(any gear with a chance to expose works)
 * [ANY] Consultant(Temporal Agent Barrett) 5% more XP
 * [ANY] Ground Warfare Specialist(Na'kuhl lockbox) med chance on activation of a Captain ability to heal the next 5 times you deal damage
 * [ANY] Ground Warfare Specialist(Na'kuhl lockbox) med chance on activation of a kit power to heal the next 5 times you deal damage
 * [ANY] Warfare Master(Gamma Recruit reward) +10% damage
 * Somog (FED)/Somog (KDF) from Mission: Time in a Bottle: gives you GPL for killing things(this doesn't actually help you win in ground combat though)

Melee

 * [ANY] Assault Squad(Cardassian Lockbox) 15% chance to knock enemies you hit with melee
 * [ANY] Security Officer(reinforcements/Krenim Temporal Specialist) increased melee crit chance and severity

Ranged

 * [ANY] Assault Squad(Delta Alliance) low chance for Crit Chance buff when firing energy weapons
 * [ANY] Assault Squad(Delta Alliance) low chance for Crit Severity buff when firing energy weapons

Devices
=Engineer Captain= These can be used by any Engineer Captain regardless of Kit.
 * [ANY] Biochemist(fleet support?) reduced recharge on stims, shield charges, and power cells
 * [ANY] Entertainer(Risa) gives a bonus to dodge (last 5 min) if you dance under a disco ball 10 sec
 * [ANY] Medic/Nurse(standard) med chance to summon medics on use of Hypo(or the Pahvan healing prism)
 * [ENG] Fabrication Engineer(standard) med/high chance to make a duplicate support drone(or summon a support drone when using DOT-7)

=Engineer Skills= These affect specific skills but don't actually require you to be an Engineer Captain. =Science Captain= These can be used by any Science Captain regardless of Kit.
 * [eng] Armory Officer(standard) good chance to spawn more eng(only?) turrets
 * [ENG] Armory Officer(Xindi-T lockbox) Whenever you summon a Turret or a Drone, there is a 25% chance that the remaining cooldown on all other Turrets and Drones abilities will be reduced 10 sec.(is this only ENG? or does it work for uni kits?)
 * [eng] Damage Control Engineer(Rom Survivor/Suliban Cellship/Borg Lockbox) high chance to add a damage resist buff to quick fix
 * [eng] Damage Control Engineer(Hirogen Predator) 25% chance to add electrical damage to weapons malfunction
 * [eng] Diagnostic Engineer(Liral) med chance to add a massive shield resist buff to shield recharge
 * [eng] Diagnostic Engineer(standard) high chance add a damage boost to Equipment diagnostics
 * [eng] Diagnostic Engineer(Rom Survivor/Suliban Cellship/Borg Lockbox) high chance to make weapons malfunction an AoE
 * [eng] Explosives Expert(standard) med chance to spawn extra quantum mortars
 * [eng] Explosives Expert(Rom Survivor/Suliban Cellship/Borg Lockbox) med chance for chron mines to disable enemy weapons
 * [eng] Hazard System Officer(Rom Survivor/Suliban Cellship/Borg Lockbox) high chance to double the damage of Fuse Armor
 * [eng] Quartermaster(standard) reduces recharge time of combat supply
 * [ENG] Quartermaster(Rom Survivor/Suliban Cellship/Borg Lockbox) adds a small damage resist aura to Cover Shield
 * [eng] Security Officer(Hirogen Predator/Krenim Temporal Specialist) 20% chance to hold for 5 sec per chroniton mine detonation
 * [eng] Shield Distribution Officer(Voth Lockbox) Forcefield dome has 50% chance to knock down enemies

=Science Skills= These affect specific skills but don't actually require you to be a Science Captain. =Tactical Captain= These can be used by any Tactical Captain regardless of Kit.
 * [sci] Biochemist(standard) enhances sci kit powers that cause debuffs
 * [sci] Biochemist(Rom Survivor/Suliban Cellship/Borg Lockbox) good chance to add charges to NHM
 * [sci] Biochemist(Rom Survivor/Suliban Cellship/Borg Lockbox) sonic pulse roots targets
 * [sci] Biochemist(Rai) sci kit powers heal more on Rigelians, Romulans, Remans, and Vulcans
 * [SCI] Biologist(standard) increases duration of the Anesthezine Gas and Tricorder Scan Sci captain powers
 * [sci] Biologist(Delta Alliance) high chance for bonus heal on Vascular Regnerator
 * [sci] Botanist(standard) med chance to make Melorazine or Dylovene a team buff
 * [sci] Counselor(standard med chance to apply a willpower buff when Science buffs and heals are used.
 * [sci] Doctor(standard) med chance to add a max HP buff to Medical Tricorder or Vascular Regenerator
 * [sci] Doctor(fleet support/temporal LB) med chance to get a bonus heal when using Triage or Med Tricorder
 * [sci] Geologist(standard) med chance to reduce CD of Exothermic induction field and Hyperonic rad(does it work on variants?)
 * [TAC] Quartermaster(Delta Alliance) med chance to add an expose to Fire on my Mark
 * [TAC] Security Officer(standard) med chance to beam in extra Security team

=Tactical Skills= These affect specific Tactical skills.