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How's my Toon?
Hello all! I just wanted to post this to get some feedback about how I could improve my toon.
UPDATED 12/19/12!!! Vice Admiral Setok Career: Tactical Officer Shields: Mk XII Advanced Fleet Personal Shields Armour: Mk XI Jem'Hadar Body Armour Weapons: Mk XI M.A.C.O Phaser Battle Rifle Mk XI Tetryon Full Auto Rifle Kit: Mk XI Tact - Operative Devices: Mol'Rihan Tribble (Just for the Marks) Frequency Remodulator Winter Tribble (Again, just for the Winter Event) Gambling Device Setok has been trained in nerve pinches, is highly logical, and has been retrained with a new (perfect, for me) skill layout that gives him a good bit of everything, like a proper Captain should have. U.S.S. Lexington NCC-91701-B Type: Oddysey Operations Cruiser Fore: Mk XI Polarized Disruptor Beam Array (Very Rare) Mk X Quantum Torpedo Launcher (Rare) Mk XI Dual Polarized Disruptor Beam Bank (Very Rare) Mk XI Polarized Disruptor Beam Array (Very Rare) Deflector: Aegis Deflector Dish Engines: Assimilated Subtranswarp Engines Shields: Aegis Covariant Shield Array Aft: Mk XI Polarized Disruptor Beam Array (Very Rare) Mk X Quantum Torpedo Launcher (Rare) Mk XI Polarized Disruptor Beam Array (Very Rare) Mk XI Polarized Disruptor Beam Array (Very Rare) Consoles: (All are MK XI or Mk X, Rares) Eng: Saucer Sep, Field Emitter, RCS Accelerator, Isometric Charge, Neutronium Armor Sci: Field Generator, Emitter Array, Assimilated Module Tact: Torpedo Modifier (I can't remember the name) and a Disruptor Modifier (Again, can't remeber the name.) Thatnks for reveiwing my specs, please leave any and all feedback below!! Also, I will be updating this periodically as I take in suggestions and apply them :) |
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Second, your Tet full auto rifle. The full auto part is K... the Tet part really isn't. Tetryon is useless on ground. By the time it procs, their shields are ALREADY gone. Phasers, Disruptors, Plasma, Polaron, those are where to go. Come to think of it, the Jem'Hadar Rifle isn't too bad. Hell, the entire ground Jem'Hadar set is pretty passable. Third... When you say "Anti -Borg Sniper Rifle", do you mean the MACO Battle Rifle, or a normal Phaser Sniper Rifle with a Borg mod? Fourth up is your Shield/Engine/Deflector. You've got two parts of Space Jem'Hadar, and you're not using Polaron, so the passive is worthless. The 3-piece isn't too hot, so I'd recommend going with a new set. Retro Borg on an Odyssey is wonderful. It's a very survivable set. The only other really popular set for the Odyssey is the MACO Space set. I, personally, am not a huge fan of it, but it'll work. Fifth: CONSOLES. Straight shield/weapon power isn't a good idea. You're running an Odyssey, it'll have enough power anyway. I highly recommend going AT LEAST two RCS Accelerators for turn rate. Some Neutronium Armor wouldn't be bad, either. Take, as well, some Warhead Yield Chambers and Directed Energy Distribution Manifolds in Tactical slots for increased damage. Science... Go for the Assimilated Module and a few Field Generators for increased Shield Cap. It's kind of dated, but this is my Odyssey Item build. It's geared more for Tanking than damage, but she's a HELL of a tank. The devices are effectively interchangeable wit whatever you have. Other than that, you're pretty good. Just skill up properly, and you're set. |
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A few notes, since that was published around S6 Launch: 1: Replace the Paratrinic Shield with the Assimilated Regenerative Array. It may have a lower cap, but it has an unGODly regen rate, and you will have a LOT of shield heals. 2: In the Commander Engineering Bridge Officer Slot, replace the Lieutenant-slot power Aux to Dampers with Aux to Batteries. It also helps if you have a purple Technician DOff on active for the BOff Power cooldown reduction. For this, I recommend your power levels be 60 Weapon, 60 Shield, 25 Engine, 55 Aux. Aux to Bat will drain aux into everything else, like a miniature EPS Power Transfer. 3: The Ensign Science Slot is basically whatever you want it to be. I like Mask Energy Signature, but it's not a requirement. Feel free to swap that for anything. Polarize Hull might not be a bad idea. 4: Engineering Team 3 is trained by Engineering Captains, you'll have to find someone to train it. However, it IS 10,094 Hull every 30 seconds (about 18% of the Odyssey's hull), so it's MORE than worth it. 5: Reverse Shield Polarity comes from Purple Engineering BOffs. On the exchange, you should be able to find one pretty cheap. I specced a friend of mine into this build, and the BOff was 7.7k EC. 6: The Lieutenant Commander Universal can be anything. I like the added damage. Torpedo Spread 3 comes with the Jem'Hadar Tactical Officer from Facility 4028. This build, when done properly, can survive fire from an Elite-difficulty Tactical Cube almost indefinitely, but your reaction time must be EXCELLENT. Your primary damage is AoE (Fire at Will and Torp Spread). This is to get aggro on you, so that your team can wipe the enemies without much issue. |
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Thanks for the feedback, and even though I am a Tac Officer, I have a few of those Eng skills such as Reverse Shield Polarity and Engineering Team. The next time I go ingame, I am gonna be training my BOFFs in a few of these skills. I decided to stick with the Tetryon Beams now, but added turrets to the aft slots. I found that for me, that worked better than the plasma beams. I am still experimenting around though, and may get a retrain token here before long. |
for ground gear you may want the advanced fleet armor with 80% crit severity. incredible dmg boost.
i prefer the operative kit (there is no MK XI version^^) and an antiproton shotgun (pulsewave) to take out an entire grp of enemies at once...atleast in fleetactions thats possible, not in stfs. i allways use 2 set parts of the MACO to get the shieldheal and 3 parts for stfs...MK X is sufficent. That you must get, it's obligatory. gambling machine is the way to go for a tactical...not a tribble. if you havent got a gambling machine, get a tribble that gives + dmg. your ship is severly lacking...in other words not really elite stf fit. too many projectile weapons...rainbow energy weapons, go for one type. this would be my suggestion. 2 tac teams is obligatory actually to keep shields facing allways at the side you are fired upon. Tractor beam repulsor is a hell of an allround ability...keeps heavy plasma torpedos clear, works as croud control in many, many situations...or is simply an amazing kinetic damage ability against stationary targets. you can use the jem hadar set, but use the full set...i would suggest 3 piece borg though. or 2 jem hadar + the borg deflector. or 2 MACO /KHG you are too late to get all the good stuff for free, since before season 7, equipping your ship (character) with MK XII purples was kind of childs play...now it expensive and takes forever. But what you need is the assimilated console...obligatory! and put it into an engineering console slot. turnrate consoles on a cruiser are a waste. get some universal consoles like subspace jump. the 2 neutronium in icegavels ship are OK, but plz do not waste your tactical console slots with the same conoles he has...get 2 phaser dmg consoles and use atleast 6 beam arrays...with max power to weapons. or if you stick with the jem hadar set use a polaron setup, you get 7.6% more dmg with 2 pieces as a bonus. (consoles, beams) torpedos: either quantum or photons in PVE, forget the rest and forget mines. your setup should be something like: forward weapons: 3x beam array 1x quantum torp launcher (if possible the 180 degree version from the regent) or even 4x beam array aft weapons: 4x beam array which energy weapon type is your personal preference...plasma or tetryon are very cheap to get on the exchange. consoles and weapons most successfull tac cruiser builts are beam only, and they use atleast 2 times EPtW 1 or 2 to work against the energy drain. Those are actually the cruisers that can really hurt, even in PVP. there are also many excellent builds on the forum...just google STO cruiser builds and look around before you respec or buy stuff. http://sto-forum.perfectworld.com/sh...d.php?t=249906 is an excellent thread for this subject. i urge you to read through this thread a little before doing anything. |
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Ophidian cane holds your opponents Shard of possibilities spawns two clones of you. Quote:
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I'd recommend sticking to one energy weapon type, as specific energy type consoles give a better boost then generic ones. If you're stuck on using torps, I'd recommend you use 6 beam arrays. |
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Thank you guys for the input! As for the topic on the Borg/MACO gear, I am putting into my projects as quick as I can, or as quick as my EC supply holds out. In about a week, I will be at Teir I Omega. I know where all you guys are coming from, when I first started I was real careless about what went where or how I did my skill points, and now it shows during Elite STF's when I have to withdrawn for about five minutes to let my ship recover and keep running to a starbase to get Components to repair damage. You may not be aware, but I have about a 2 page document filled with helpful notes from u guys when I retrain my capt. As for my weapon loadout, I have some reasons for my torpedo launchers. I went for the transphasic one due to the shield penetration ability it has, and then being able to throw about 6 quantums at an enemy. I will be replacing the mine launcher with a Tetryon beam as nobody ever gets near my mines, and they just time out and explode. |
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Ok, I went in STO today and got all my officers trained up like you said, and I believe I will stick with it. I made it completely thru a Elite STF without hassle. The Borg couldn't break thru my shields, because I was wiping them out so fast. I want to thank you for your help on this. |
Updated 12/19/12
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