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Tactical Officer Odyssey Build
Just got my triple pack of Odyssey Cruisers today at last. I'm flying a tactical officer at the minute and I'm trying to find a way to get a decent amount of tanking out of it, whilst giving a decent punch at the same time.
Weapons etc are to be confirmed on exact flavour but at the minute I'm tending to think the science variant as I believe the Sensor Analysis to give a better potential effect on my damage compared to the third tactical console slot. The addition of extra slots elsewhere in the build helps too. I'm currently toying with the following: Universal Lt. Comm (Tactical): TT1, APB1, BO3 Universal Ens (Sci): HE1 Tactical Lieutenant: FAW1, FAW2 Engineering Commander: EPtW1, EPtW2, RSP2, DEM3 Science Lieutenant: SciT1, TSS2 Weapons are all beam arrays, with the exception of a single Tricobalt Mine launcher to give me a little punch in STFs that don't depend on my turn circle. Console wise I'm running the Odyssey Set for the extra turn and defensive bonuses. I've got EPS conduits filling my engineering slots, Shield Emitter consoles in science, and phaser consoles. I'm grinding up to the MACO set at the minute, but the Defl, Eng, and Shields are all pretty standard MK XI Purples for now. Any thoughts or input greatly appreciated. |
I've got a similar set up on my Tac Oddy, except that I've got A2SIF3 as my Cmdr Eng power, and APO1 as my LCdr Tac power.
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Ummmmmmm, no EPTS? No DBB to use that BO3? And what Doffs?
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Emergency to Shields feels redundant, with ST1, RSP2 and TSS2 my shields are pretty solid. Doffs I'm holding judgement on until I've explored the new ones properly. |
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Also you have 3 beam powers (FAW1, FAW2 and BO3) which all share the same cooldown. You won't be able to cycle them properly and should probably drop one because you are rendering one of those powers useless. Just stick with two. There are still some good options for that other tactical BO power which you can use. |
Cannons,and turrets,be original My setup is
Weapons Fore 3x MKX2 ATP Single Cannons + 1 Quantum torp Aft 4x MKX2 ATP Turrets Deflector Maco Mkx2 Engine Borg Shied Maco Mkx2 Consoles Engi-Chev separation,Borg Console,any two Armors Sci 3x Field Gens Tac 3x ATP mags Commander Engi-ET1,EPTW2,ETPS3,AuxToSif LTC Tac-THY1,CRF1,ATO1 Lt-Sci TSS1,HE2 Lt Tac-TS1/THY1,CRF1 Ens Tac-i cant remember.....pick what u want Doffs 2x Purp Conn Officers Tac team CD 2x Purp Maintenance-Engineering CD 1x Purp Cant member name but it has a chance of giving you 25 to all Power when using any EPTx skills I wreak havoc on ESTFs and i absolutely shred almost everything in PVE,this is not a PvP build,its just a fun alt to a beam boat |
See my thread called Federation Ship Build Guide that I have a full odyssey build. There's also other ship builds to.
Note the build is for the free odyssey |
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I'm not a fan of the Tac-heavy Oddy or DEM, but from looking at what you have, if I wanted to stay that flavor but just make minor adjustments (as opposed to a much more extensive rebuild), I'd go with Commander Engineer EPTW1, EPTS2, Aux2SIF2 (for the resistance boost, though the heal doesn't hurt), DEM3 LtCmdr Tactical TT1, APB1, APO1 (for speed boost and anti tractor beam) Lt Tactical FAW1, BO2 Lt Sci HE1, TSS2 Ensign Sci ST1 And then slot 2 purple Damage Control Engineers, so every time you activate one of the Emergency powers you have a 2x35% chance of cutting the cooldown back to 30 seconds, and you'll get to make that 'roll' every 15 seconds if you cycle the two powers constantly. Rough math says that should give you a ~90% uptime on both powers. |
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