Ensign
Join Date: Dec 2012
Posts: 5
I'm back to STO after a few months (pre-Legacy of Romulus season) of hiatus. When I left I was running this build:
http://skillplanner.stoacademy.com/?...odysseybuild_0
Which worked OK (mainly for PvE). I was at least able to get 2nd and sometimes 1st place in the Crystalline Entity special. I'm looking for some suggestions/comments. I'm an engineering captain looking for tanking/damage mainly. Any thoughts?

Thanks.
Captain
Join Date: Jun 2012
Posts: 3,005
# 2
10-14-2013, 06:28 AM
Looks solid.
2 things i'd change: AP:beta or delta instead of beam overload, TSS2 instead of science team 2

also with 2-3 damage controle engineer doffs you can do with 1 copy of each EPtS and EPtW the same thing as with 2 of each.
which means you have a LTCmdr slot for TAC at your disposal, and that means more bang.

the tanking part is largely coverd by your engi captain anyway, so with that setup you are already far beyond anything that could actually hurt you.

a purple conn doff and a blue conn doff (both to reduce tac team cooldown) can bring down your tac team cooldown with only one copy to 16 seconds.
+ 2 purple DCE and a purple warp core technician would be my doff setup.

to get more bang, you wanna double up on APbeta/delta so you can rotate them with 100% uptime. combined with BFAW you are constantly debuffing enemies around you for your team.


also get from the nukara reputation the nukara particle converter console and a fleet armor console from the fleet mine.
http://skillplanner.stoacademy.com/?build=oddytac9_0

there are also fleet elite warpcores with a modifier that gives 3,3% dmg for each subsystem above 75 total energy...for an engi that means basically fulltime 13,2% more dmg.
Go pro or go home

Last edited by baudl; 10-14-2013 at 06:46 AM.
Ensign
Join Date: Dec 2012
Posts: 5
# 3
10-14-2013, 11:27 AM
Thank you so much for the reply! I had no idea about the DCE doff buff. Back when I remember starting this build, the idea was always to cycle EPtW->EptS->EPtW->EptS, that way it was always, up, but the doff does make it much easier.
So, based on the research it seems that the best DOFF load out would be:

2 x Damage Control engineers (for about 70% chance of refresh)
2 x Tactical Team Conn (to reduce tac team) and
1 x Warp Core Engineering (for the extra power levels)

Some questions though:

Is it worth having a dual tac team boffs with the conn officers? is that a further reduction? it seems redundant but I'm not sure.

I see that you take off the Aquarius module, but keep the separation module. I only had all 3 because of the set bonus (which never really seemed that good), but I never really do the saucer separation, since I'm usually ok with the slower flying (you can adjust to escort and always broadside them if you think ahead). I love that leeching module, but it requires a ship, so that might take long while before I get it.

Is it better to get ETtW 3 and EPtS 1 as opposed to the opposite? I always thought that the shield buff you get from 3 was better than the weapons. I usually run on Weapons/75, Shield/75, Engine/25 and Aux/25.

I left just before the Nukara came as a rep option, so I'm still slowly working through those :-)

I love the new build though. Thanks again!
Captain
Join Date: Jun 2012
Posts: 3,005
# 4
10-15-2013, 01:57 AM
no, either 2 tac teams or 2 tac team boffs...the dublicate cooldown remains 15 seconds either way.

the 3 console set got buffed...the saucer now fires grav wells when all 3 consoles are equipped, the stowiki page is already up to date on this change.
personally i'd say that if you can't fill the slots with more usefull consoles, like the ones you get from fleet embassy and fleet mine, stick with the set, but once you got your hands om some good ones just remove them.
i consider the chevron console the best, because it further buffs dmg potential once separated and the saucer has (or now had) some cool abilities and moderate firepower.
If the aquarius was launchable during separation mode, i'd use it too, but it isn't. that is the main reason i never liked it.
the bees heal too little to actually make a significant impact imo. and there is only "so much" heal that makes sense to use in PVE.
what i mean by that is, not to over emphasise on healing...well placed aux2sif, HE, TSS are sufficent in any PVE content.

now about EPtW3 or EPtS3, that is completely up to you. If you feel that you can survive well enough with EPtS1 there is no reason to increase your tanking potential, and you have room for a higher dmg potential. You must tune this yourself.
I personally felt comfortable with an engi captain to tank anything with only little boff abilities to increase tanking capabilities.
aux2sif3 is already a very, very nice hull heal, and so getting your hull damaged ocasionally isn't an issue.

the plasmonic leech console is gold and buyable from the exchange now, but it does not stack with the proc from the maco shield, which i would swap out for an elite fleet resiliant shield if possible.
Go pro or go home

Last edited by baudl; 10-15-2013 at 02:04 AM.
Ensign
Join Date: Dec 2012
Posts: 5
# 5 Final Build
01-28-2014, 06:53 PM
I'd like to thank you, baudl, for all the advice you've given me, it's been very helpful.
So I finished my build and thought I would share to anyone interested. This is a high end build and very expensive. I still haven't gotten all the pieces, but it's something good to work towards:
http://skillplanner.stoacademy.com/?...sseybuild_5030

A few Notes:
  • I run 3 damage control engineers (2 purple, 1 blue), which makes my EPtS/W be almost always constantly on. It still misses sometimes, but it's rare. I also run a warp core engineer for that extra power boost. I'm still on the fence about the final slot. Although I lean towards BFI cd reduction.

  • I have my levels odd. Basically, I'm trying to take advantage of the warp core's power that increases my damage 3.3% for every power over 75. I run my weapons at 100, just because will all the boosts I can fire all 7 beams and cutting beam constantly at all times. The shields I can set to 30 and I still get my power buffed to 80 without ANY powers or CDs. I run aux and battery as close to 75 as possible. The plasmonic leech, the warpcore engineer, and EPS power transfer pretty much guarantees every power over 75 (and shield pretty much max) ALL the time.

  • I got the Hillbert Guide's spacebar macro, and I make sure I put both AP:B, TT, and BFaW on tray 7, which guarantees all those powers will be, if not 100%, then 90% uptime. This means constant shield balancing, aoe beams, and defuffs to everything your beams touch at all times.

  • For shield heals you have EPtS and TSS. For hull you have AtSIF and HE. All but EPtS can be used on an ally to assist.

Now, I don't run PvP, so I have no idea what the performance would be. For PvE, however, I can take on pretty much anything and survive. Damage won't be top against a finely tuned escort, but I don't really have much of a problem going above 10k. I do use my saucer separation a lot, it gives extra weapon power and it gives great handling. This way if I'm orbiting and need survival-bility, I use the full ship, if I need speed and maneuverability I separate.

The shield can be exchanged for a resilient for less hull damage. I find that the regen one is best for me, simply because I already have a lot of shield power and hull hit points.

Anyways, I hope this helps anyone out there with cruisers. Let me know if you have any questions, or suggestions.
Captain
Join Date: Nov 2012
Posts: 4,791
# 6
01-28-2014, 07:50 PM
I would swap eptw1 to epte1 and epts3 to eptw3

Maybe toss in a single aux2bat or double aux2inertial dampeners for the lolz.

If dps isn't that big of concern. Why not turn your boat into a bad ass drifter?

Just a thought, the extra maneuvering is pretty addicting
Chive on and prosper

Anarchy Nexus recruitment thread

My PvE/PvP hybrid skill tree
Captain
Join Date: Jun 2012
Posts: 3,005
# 7
01-29-2014, 04:30 AM
wouldn't change a thing at this point.
If you feel that you can do without an RSP in PVE, you could try out DEM.
Since you are a engi captain, healing is not a big issue and EPtW3 would really boost dmg output a fair bit.
If you feel this setup is just the right balance between staying alive and tossing the casual heal to others then keep it.

increasing maneuverability via inertial dampeners and whatever isn't really worth it, while having separation console.
I think the chevron increases base turn by 5 anyway.

for a single aux2batt i see no reason, it would require very rare technician doffs and those are not cheap. the cost/effect with a single a2b isn't worth it, if you don't have everything already stored.
Other cruisers are better suited for it anyway.
Go pro or go home
Ensign
Join Date: Dec 2012
Posts: 5
# 8
01-29-2014, 10:53 AM
The turn rate IS pretty addictive, which is why I'm usually constantly in separation mode UNLESS I need a lot of survavibility. What I usually do in most cases is get the attract fire command aoe everything (which also debuffs everything) and survive and help others survive while healing my teammates and myself. Switch to weapons once you have all the ships in hand for the extra dps boost. But, really, this ship is not meant for much maneuverability, its meant more to take on pretty much anything and survive. I can go toe to toe with an elite cube without any problems. It takes a long time to kill, but it won't make a dent my defenses.

The EPtS3 vs EPtW3 I investigated. I don't really see that much of a boost in weapons damage, but the shield heal is specially nice. It basically comes down to whether you like strong shield heals. I may test again with DEM with EPtW3.

The RSP is nice to have as an "oh crap" button, but you're right, I seldom use it now. I'll take a look at DEM for more DPS.
Career Officer
Join Date: Jun 2012
Posts: 2,696
# 9
01-29-2014, 12:11 PM
Quote:
Originally Posted by galatian99 View Post
The turn rate IS pretty addictive, which is why I'm usually constantly in separation mode UNLESS I need a lot of survavibility. What I usually do in most cases is get the attract fire command aoe everything (which also debuffs everything) and survive and help others survive while healing my teammates and myself. Switch to weapons once you have all the ships in hand for the extra dps boost. But, really, this ship is not meant for much maneuverability, its meant more to take on pretty much anything and survive. I can go toe to toe with an elite cube without any problems. It takes a long time to kill, but it won't make a dent my defenses.

The EPtS3 vs EPtW3 I investigated. I don't really see that much of a boost in weapons damage, but the shield heal is specially nice. It basically comes down to whether you like strong shield heals. I may test again with DEM with EPtW3.

The RSP is nice to have as an "oh crap" button, but you're right, I seldom use it now. I'll take a look at DEM for more DPS.
EPTW3 isn't mainly about the damage boost, although nice, it's about the huge amount of weapon power you get from it which allows you to overcap your weapon power more, especially with beams. The closer your weapon power stays to 125 the more damage you do.

The rest is up to the captain to pilot and activate buffs effectively .
Ensign
Join Date: Dec 2012
Posts: 5
# 10
01-29-2014, 08:38 PM
Quote:
EPTW3 isn't mainly about the damage boost, although nice, it's about the huge amount of weapon power you get from it which allows you to overcap your weapon power more, especially with beams. The closer your weapon power stays to 125 the more damage you do.
With this setup , I run full beams with all my weapons and shields power always capped (with EPtW1/EPtS3), and aux and engine at no less than 75. This is what allows the 4 x 3.3% increase from the Warp Core. I still use EPtW as part of my normal rotation. I just simply did not see a significant dps boost in my parser with level 3 rather than level 1. The EPtS3 though is a much nicer shield heal than the 1 though.
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