TacOfficer Odyssey DPS/Tank Build
Hello to everyone,
I recently reached the rank of Vice Admiral and finally could use the odyssey,however i feel that I could be doing better,with the right build,so here is my current build.
I think that I could switch the betwen DPS and tank by switching the officer on the universal console as I have an Engineer with:
A few notes on my ship:
Aegis Set,5x Anti-Proton Beams(Mk X),1x Anti-Proton Dual Beam Bank(X),2xQuantum(1 Fore,1 Aft)(MkXI and X)
RCS Accelerator(Mk XI),EPS Flow Regulator(MkX),Plasma Distribution Manifold(MkX),Antimatter Spread
2xShield Emitters(X e XI),Field Generator(XI).
So any suggestions to change my build,BOFF,consoles,Skills so it could be more effective,I also would like something that could counter the borgs Tractor Beam(Polarize the hull at the moment) and the shield neutralizer(I know hazard team do this) beyond those skills i have cited.
PS:A doubt,the Reactive Shielding on the aegis,how much is that resistance? The usual 20%?
Thanks in Advance.
Did I do something wrong with the formating,no opinions yet.:confused:
The Odyssey is not a ship well suited to a tactical officer. It's simply too slow to be able to bring weapons to bare, making the dual beam bank option (as favoured on the Sovereign) far less effective. As with other slow turning cruisers like the Galaxy Retrofit and Star Cruiser, the bulk of your firepower lies primarily on your broadsides, making beam arrays the optimal choice. Unfortunately, being a tactical officer, you do not have the energy management skill of an engineer so the preferred choice of eight beam arrays (no torpedoes) is not really viable. This is the second reason the ship is ill-suited to your class.
Thirdly, I don't know what you've done with your bridge officer setup, but I would strongly advise against putting a tactical officer in to that Lieutenant Commander universal station, as you will lose far too much of the ship's (formidable) tanking ability to sustain yourself against even an average Escort build.
Also note that you cannot change out bridge officers in the midst of combat, so the notion that you could 'switch out' between DPS and Tank roles is largely academic, as any average build can steamroll non-STF PVE, and you will lack the flexibility to do much more than nip at heels in PVP. In Elite STFs... well, again, I'll be honest - You need an escort. You do your team no favours by flying this ship in its present form.
If you absolutely must fly this ship, accept that your palette of tactical options will be considerably more limited than what you would get in a Sovereign or Excelsior, and rely on your captain's own abilities (Fire on My Mark, Attack Pattern Alpha, Tactical Fleet and Go Down Fighting) to carry the battle, as your ship doesn't have the tactical depth to make it a viable alternative to the assault cruiser withou sacrificing significant staying power.
(If you think you can do without that Engineering/Science position, further consider that you are hampered by the fact that the Odyssey is slower than a three-toed-sloth on a rainy Sunday, so you can't exactly escape when things start to get hot. More likely, you'll be grabbed by a gravity well or tractor beam and punished accordingly.)
I'd suggest waiting until March when the C-Store version is released. By all means fly her now to get a feel for how it handles, but expect your build to change. The screenshots 'leaked' by CaptainGeko suggest strongly that the ship will see its Ensign Science station return to a Universal option, which combined with saucer separation may return some tactical viability to the ship. Until that time, she is almost exclusively best used by engineers.
A note on your equipment...
I notice you are using an RCS Accelerator console. Frankly, you are better off dropping it, as the bonus if confers to your turning stats is based on percentage rather than whole degrees. Thus, 35% of 5.5 degrees per second works out to be barely 1.9 degrees - meaning you haven't even matched the Sovereign on base turns. Learn to fly the ship without it, and consider an alternative that improves your shields or hull.
Conspicuously asbent is the Assimilated Borg Console. I wouldn't leave spacedock without that one, either.
On the Aegis set bonus... You should realise that the resistance bonus (5%, stackable several times) only applies to the hull, not your shields, which makes it a dangerous proc to rely on. The state of spike damage in this game right now is such that if you have lost your shields, there is very little you can do to save your ship this side of the Engineer class. You will explode faster than you thought possible. (A single critical hit might be all it takes....)
For this reason, I'd recommend playing a few STFs to get yourself the Borg Deflector and Borg Engine. Your turn rate will be better for it, and the hull and shield heal is far more valuable than the bonuses offered by the Aegis set. By all means, if you like the capacity of Covariant shields, then continue to use the Aegis shield until you can work up enough STF runs to get yourself the MACO MkXI or XII. You will not be disappointed.
Thanks for the reply Koppenflak,I began noting that,I was cosiderably more effective in combat with the Sovereign(1 tac console and the tac boff station),guess i was so excited to flying an odyssey I overlooked that.Maybe it was because the PvE enemies can barely scratch the 13,800 shields.
Now an important one should I go back to the Sovereign,get the Excelsior or swap to an Escort(Which I am heavily considering,if so,will I have to respec or that build is good enough.
As for the Aegis set
Didn't know about that it really gave the impression the shields became more effective with that.
Thanks for the reply it was very clarifying.
Feedback on my build please
They are described here:
So yes, the stacking resistance only has an effect on your hull. It does very little to protect your shields. Ultimately, the best thing about the Aegis shield is that it is 'levelless' so you may equip it the moment you hit Rear Admiral and keep it all the way until VA without really incurring any kind of penalty. Even discounting the set bonuses, it's still a respectable choice for cruisers purely due to its high capacity. My Engineer still uses it, and will continue to do so until I can be bothered grinding out the STFs to get the MACO shield.
As for your ship choice... Well, to be honest, I am in no position to tell you what ship you should, or should not be flying. It really is your decision, and I encourage you to fly the ship you enjoy. Don't let dogma and internet opinion ruin the game, as it ultimately depends on what you want to do.
If you want to be competitive in PVP, then certainly you want to remain on the cutting edge of the status quo, which might mean making sacrifices in what you 'enjoy'. To that end I can advise you on the 'best' matches for your specific career class, but if you're here for casual PVE and Normal-difficulty STFs, then by all means - fly the ship you like the most.
If your question is more generally directed as to what I believe suits me as a tactical officer, then I can give you several answers. For a start, I don't fly just one ship. I've always loved the Sovereign, and for casual PVE and friendly PVP, that is the ship I will fly. Many will tell you the Excelsior is the better ship for Tactical officers due to its Lieutenant Commander tactical station, but for my part... I simply enjoy the Sovereign more, and find more utility in the second Ensign tactical power.
If I'm playing competitive PVP or feel the need to 'express myself' to the Klingons in Kerrat, I'll fly a Fleet Escort as she benefits from a second engineering station.
If I'm playing Elite STFs, then I'll swap to a Defiant, because the concept of 'survival' tends to be secondary to outright damage, and the 'glass' in her cannon isn't as bad when practically every ship is being one-shotted by Tactical Cubes anyway.
Used to be that I flew a MVAM Prometheus as well, and I still have the ship. Ultimately, the only reason I don't use it more is that I came to the realisation that I only flew escorts when I was doing things that required serious amounts of firepower, and the Prommie comes out as a better option for Science officers than Tacs.
I hope that helps.
One of the motives I created this thread was because I wanted to refine my build and ship to STFs,maybe Elite,(mainly for the MACO and Omega sets),I really thought that I could still use the oddy,but It appears I will have to leave her to FEs and maybe fleet actions,so any advice of having her on peak efficiency(I will put an Armor console and already installed the Borg console) and if you could point the way to a good Escort(don't worry I also like Sisko's adventures in the Defiant )build I would be grateful.Was considering the MVAM when I saw that Tac Lt.Cmdr and Cloak on the Defiant,but I think the same as you, everyone should fly the ship they enjoy, it's a game and you are supposed to have fun after all.:D
1) It's quite easy to build a Sovereign build that is effective in anything up to and including "normal" STFs. I will frequently fly mine in STFs with no problems completing the optional, on all three missions. The +1 Odyssey should have bridge officer stations that will allow you to copy your Sovereign build over to the new ship, with a nearly identical layout. The key differences between the vessels will be their consoles and maneuverability. This will allow you to retain your effectiveness in the Sovereign now, while planning for the Odyssey in a couple of weeks time.
2) The Saucer Separation ability of the new Odyssey will seriously benefit tactical captains that wish to fly it. The trade off for this will probably cost you a considerable percentage of your hull strength, but will allow you to turn as quickly as vessels smaller than your own weight class. This is ideally the best way to switch between the DPS/Tank roles you outlined in your opening post, as it becomes a function of ability rather than assignment.
I run my Sovereign as follows:
6x MkXI Phaser Beam Arrays [Dmg]x2, [Acc] (3/3)
2x MkXI Quantum Torpedo Launcher [Dmg]x2, [Acc] (1/1)
Engines: MACO Mk.XI
Deflector: MACO Mk.XI
Shields: MACO Mk.XII
EPTS1, Engineering Team 2, Power to SIF 2, RSP3
Lieutenant Commander Engineer: (Equiv. Odyssey Universal)
EPTW1, Engineering Team 2, EPTS3,
Transfer Shield Strength 1, Hazard Emitters 2
Tactical Team 1, Torpedo Spread 2
Ensign Tactical (Equiv. Odyssey Universal)
Beam Fire at Will 1
ENG: Plasma Dist. Manifold, Borg Console, EPS Console, Field Emitter
SCI: Field Generator, Shield Emitter Array
TAC: 2x Phaser Relays, Zero Point Quantum Chamber
I've posted the above build to demonstrate a few things on how I run my cruiser. The first to note is that with suitably high Auxilliary power, my lower-level heals (Transfer Shields, Aux to SIF and ET2) all work just as capably as the higher level versions when combined with other factors of the build. (I mentioned earlier that Shield strength at the current point in the game is more important than hull due to the spike damage expected in most situations.)
You can keep your Aux power levels up by using Auxilliary batteries. I keep at least 4 stacks of 20 on me at all times, as they are by far the ones I use the most... They're further improved by putting some points in the Starship Batteries skill, as well.
I run MACO shields. No secret that these are counted as some of the best in the game, as they combine very high overall capacity with excellent resistance and only 5% bleedthrough as they are resilient. The last point is how I'm getting away with the lower level bridge officer abilities, as if my hull is being damaged... Well, at a certain point you need to know when it's time to retreat. :p
Consequently I run as many shield-boosting consoles as I can reasonably get away with to keep the shields up, and use overlapping EPTS1 and 3 to keep the power levels high which in turn helps with resistance. Why the disparity? Because I consider the healing function of EPTS secondary to the power bonus.
If I were to jump in to an Odyssey, I expect my build wouldn't really change much. I would be sacrificing damage output through the loss of a tactical console, obviously (In all probability, I'd drop the zero point module as Torpedoes are a secondary weapon) but I would gain considerable bonuses in shield power.
This is why I recommend the Sovereign, as it offers you a starting point with which to explore your options before you jump in to the Odyssey. Once you get a feel for which abilities work for you, and which don't - you can begin to chop and change out to your individual taste.
...So far as escorts go, well... The Defiant truly is a glass cannon. She'll explode often in STFs, but you get a lot of mileage in the DPS department through the sheer, brute force of having 3 tactical stations with which to festoon (a word not used enough) with multiple versions of cannon rapid fire, tactical team and various attack patterns.
The Fleet escort loses a small amount of that potential (the ensign station) in exchange for greater engineering abilities, and allows you to stay in the fight longer. Again, I mentioned earlier that I use overlapping versions of Emergency Power to Shields for the power bonuses, and this escort allows me to use that through two versions of EPTS1, plus a hull heal in Aux to SIF1.
The MVAM Prometheus gives you a Lieutenant Commander Science station. Thats really all I need to say there - she's great for tanking, has all the benefits of high-end tactical powers, and can split in to one of three attack modes that essentially function as secondary Attack Pattern skills.
There is no 'incorrect' choice. Indeed, nothing is stopping you from flying all three, should you so desire. :)
Ok,I will go back to my Soveriegn until the +1 Oddy then,really liked your build,very similar to what I used on mine execept for the quantum chamber ,will look into it to.Only other difference is that I use antiprotons instead of phasers.And Aegis set.
Really liked this build
What about High Yield Torpedo??
Another question does the quantum chamber really helps, I know the Sovereign is much more manouverable than the oddy but isn't more beneficial to have a third beam Relay(in my case Anti-Proton Mag Regualator).
Anyway thanks for the quick reply,by what you are saying when it comes to the borg it's better to kill then faster ,heh makes sense they are the borg after all.
I've been having a blast in my own odyssey as a tactical captain. I don't do elite STFs or PvP mind you, and it does have some weaknesses, but for what it's worth here's what I've gotten a massive amount of enjoyment out of:
7x MkXI Plasma-Disruptor Hybrid Beam Arrays
1x MkXI Quantum Torpedo Launcher [CritH], [CritD], [Acc] fore
Engines: MACO Mk.XI
Deflector: Assimilated Deflector
Shields: Assimilated Shields
EPTW1, EPTW2, EPTS3, Aux to SIF 3
Lieutenant Commander Tactical:
Tac Team 1, APB1, Torp Spread 3
Polarize Hull 1, Transfer Shield Strength 2
Transfer Shield Strength 1
ENG: Borg Console, Neutronium Mk XI x3
SCI: Field Generator, Impulse Burst Console, Thunderchild Point Defense system
TAC: 2x Disruptor Induction Coils
I find the plasruptors to be a remarkably excellent weapon, the bonus accuracy is now no longer +75% but it still helps a tad with the high yield plasmas and they do abnormally high base damage - against the borg who don't dodge a lot, that can add up quickly. Stacking the disruptor -resist proc up with fire on my mark and attack pattern beta is also lovely.
In the future I intend to swap the maco engines for the assimilated engines and the assimilated shields for the maco shields when I get the tech drop, but the three piece borg set bonus goes a long way towards fixing the vulnerability problems inherent in only having four engy powers and spending two of them quite greedily on EPTW. The lack of Hazard Emitters has been far less of a problem than I could have imagined in the normal STFs given how necessary it was when I was flying my escort. APB/FAW is a pretty amazing combination, especially if you throw in your tactical career powers in a glorious burst. APB + FAW2 + APA + Tactical Fleet + Go Down Fighting + EPtW2 doles out some respectable damage in short order. The sheer depth of the Odyssey's hull and shields, especially when you've got loads of resists for both from neutronium, aux to sif, subspace field modulator, and on the shields side EPTS3 and TSS2, gives Go Down Fighting a whole new dimension of awesomeness. Having your fleetmates synchronize their activations of FOMM and sensor scan and APB to hitting your Go Down Fighting lets you jump from 700 damage a beam shot to 7000, before crits.
I would be extremely hesitant to take this build anywhere near an Elite STF at this time; I've heard that a properly built tanking cruiser can withstand firepower of that magnitude but believe me my odyssey is nothing like a properly built tanking cruiser and will likely go splat in short order in an Elite STF. That said, it's an absolute blast to fly this ship in normal STFs; torp spread 3 and the fire at will 2 combo of doom + the thunderchild point defense gun gives you concentrated damage vs a single target and lots of area damage vs a swarm of probes or nanite generators or whatnot.
Hope this helps! :)
EDIT: For emergency power to <x> 3, you have to trade the BOff to an engineering captain for training. I tried out high yield tricos, I wouldn't recommend it really. I prefer spread; it does nearly as much damage to way more targets and frequently you need to hit lots of targets in STFs. I may be imagining things, but I believe Torpedo Spread also has a wider arc than high yield or standard torp attacks, so it helps some in hitting hard to reach targets.
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