Their is no point in taking points 7, 8 or 9, in any of the performance skills as you will only get +1 power to these systems (for the combined 3 points)
Aux performance will give you 6 power points for 6 levels, and considering only A2SIF3 and HE even use aux, and the bonus from only 6 extra power is neither here of their, they are not worth taking.
You could if you wanted to, drop some of the points from the T2 torpedo tac skill, and take skills to improve attack patters in T1, then use the left over skill points for either energy or kinetic hull resistance.
I reviewed your build and here is what I think:
I prefer to use FAW and Attack Pattern Beta in Conjunction to apply Beta to many targets at once. Therefore I need points in my attack patterns. Also, as a Tactical Captain, I need points into Attack Patterns to improve my Alpha, and when I'm flying other ships, Omega.
Taking points out of Auxiliary Performance is fine, I guess, if that's what you want to do.
However, putting points into EPS and Starship Impulse Thrusters is kind of meh. According to the math, the benefit you get from the extra points is negligible, especially the turning. Since, in my build, I use an EPS Flow Regulator console, my weapon power stays high while I use FAW.
Since the Dreadnought doesn't have the ability to greatly improve its' turning, I don't use Torpedoes. I find that I put out enough damage without Torpedoes.
Also, just today, there were changes made to Power Insulators. I may invest more points into that skill at some time along with Inertial Dampeners. As it stands, your build has no points in either of them.
Other than that they seem to be rather similar.
My best advice, fly what works for you, until you decide that it doesn't.
I changed a few things around; like adding the easier-to-get Classic Blue Phasers; re-orienting things to focus around an Engineering player, and adding Weapons, Shields, Engine and Auxilliary Batteries, but mostly it's the same build.
How does that sound?
Oops, forgot the Skills I have as an Engineering Officer in Space and on the Ground. New link:
(Sorry; I missed Link 1 because my Internet is messing up; cutting off when I least expect it to...)
The first thing that I notice is that you're an Engineer Captain. Since you're using this BOFF setup, and you're an Engineer Captain, I don't think you should have any points into your Attack Patterns.
Other than that the rest of the skill build is so similar that it would be a wash, unless I'm just not noticing that the rest is identical? Or perhaps there was a problem when you edited your skills?
Sometimes STOacademy Skill Planner does not save your skills if you edit and already created build. Start the skill planner from scratch and post your build and perhaps it will work then.
What I do is I take one of the upper tray rows, say 7, and stick the EPtW, EPtS, and a few other goodies in there, then have the space bar trigger them in succession along with fire all phasers. On the advice of the original build I stuck a qtorp up front for burst damage, so I tend to keep that on manual control for when I see a shield drop.
This one and the other Dragon build Z threads have been most useful for me.
Since i have found this thread yesterday, i haven't had time to extensively test this build, but as far as i can see it works surprisingly well, i just need to get the MACO Shield and some better weapons.
I worked a lot on finding an alternative loadout that while maintaining the key features of dragon build let you dish out an higher damage that is always useful in STF, this is the result after trying most of the ships including dreadnought:
8x Phaser beam banks XII
Assimilated Subtranswarp Engines
Assimilated Deflector Array
Neutronium Armor XI x3
Field Generator XI x3 (+ 35% shield capacity, now it stacks.)
3x Phaser Relay XII
Eng. Ens. – EPtW 1
Tac. Lt. – TT 1 / Beam Fire at Will 2
Tac. Lt Cmd. – TT 1 / Beam Fire at Will 2 / Attack Pattern Beta 2
Eng. Cmd. – EPtW1 / EPtS 2 / EPtS 3 / Extend Shield 3 (or Aux to Struct 3)
Sci. Lt. – Transfer Shield Strength 1 / Hazard Emitters 2
Using the universal lt cmd slot for a tactical officer gives you the chance of using double tactical team 1 and more DPS abilities, what you loose in engineering tank abilities you get back using tactical team for moving shields where they are needed.
More dps, good tank against burst fire.
I have removed all the Odiseey consoles since for STF they are not so useful on my hopinion.
I have removed all the Odiseey consoles since for STF they are not so useful on my opinion.*
You seem to be vastly underestimating the advantage of the odyssey's consoles in STF's. One of the largest complaints that people had about the 2 year anniversery Odyssey when it was first released and was at first being used in STF's was that the ship turned so slowly that it practically screamed for a person to be loading 4x RCS Accelerators to even make it playable. Add to this the fact that the ship couldn't really function defensively, as well as other ships if you were to do that.
However one of the things that makes both the Advanced Odyssey so great is that it has the potential to utilize a single console that allows it to use Saucer Seperation, there by gaining not just an increase to mobility, but to it's weapon power as well. The only concern of the Saucer Seperation is that it costs you 1000 crew (not a problem since you start with 2,500 crew), 5% of your shield HP, 15% of your Hull HP, 10 Shield Power, and 10 Aux Power. But ultimately the advantages it gives the Odyssey outweight the disadvantages it penalizes the Odyssey with... To top this off you also have the potential to use the Aquarius Escort. This little ship has so much manueverability and raw firepower as to make it the perfect compliment to the main ship. Additionally the Aquarius features a point defense system that when combined with the main Odyssey can protect both ships more effectively against things like Heavy Plasma Torpedo's and the like.
Finally there are the Worker Bees. These extra small craft make the Odyssey so darn resilient that it is near to impossible to destroy it... even if you ignore having 3x Field Generators. Oh and it should be noted that while three Field Generators are capable of providing a full 105% boost to your shield capacity right now... once the 4:00 AM Pacific Standard Time Maintenance of this evening occurs, this will no longer be the case as Cryptic's programers are installing a fix that will mean the end of that particular glitch. While you will still be able to stack Field Generators, you will not get the full affects from multiple field generators that are on the same ship.