Captain
Join Date: Aug 2012
Posts: 3,553
Yeah you guys are probably sick of me and my cruisers, but I decided to do it right this time and actually build a skill tree etc using the Skill Planner to give a more in-depth idea on what I had in mind. This is a primarily PvE build, but I am thinking maybe using it in PvP.

Skills:
http://www.stoacademy.com/tools/skil...OddyTestTank_0

Equipment Loadout:

Fore Weapons: Polaron/Tetryon/Phaser Beam Array mk XII [crth][acc][borg]x4
Aft Weapons: Polaron/Tetryon/Phaser Beam Array mk XII [crth][acc][borg]x4
(the x/x/x means OR, not AND)

Shields: MACO mk XII
Deflector: MACO mk XII
Engine: Borg Assimilated Subtranswarp Engines

Devices: (see above link)

Tactical Consoles: Assimilated Module, Worker Bees
Engineering Consoles: Neutronium mk XI (rare)x4 OR Neutronium mk XI (rare)x3 RCS Accelerator mk XII (white)
Science Consoles: Field Generator mk XI (rare)x4

I was thinking pretty much pure tank. As you guys can see, very little damage output, but huge damage resist and lots of shields. As you can also see from the skill tree and BOff layout, I was going for making as much noise as possible to distract the NPCs and still have good heals for use on either myself or other players (whoever needs it more).

Sooo yeah, any input would be nice. Thanks!
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
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Lt. Commander
Join Date: Jul 2012
Posts: 232
# 2
10-05-2012, 08:08 PM
Basic flaw of your idea:
If you don't deal damage, nobody will shoot at you, and it doesn't matter if you're tanky or flying around in paper mache.

Also: Eight beams at no bonus to weapon power is actually less damage than just six beams and two empty slots.

This whole build is destined to be a totally useless brick, nothing more.
Captain
Join Date: Aug 2012
Posts: 3,553
# 3
10-05-2012, 08:16 PM
Quote:
Originally Posted by flekh View Post
Basic flaw of your idea:
If you don't deal damage, nobody will shoot at you, and it doesn't matter if you're tanky or flying around in paper mache.

Also: Eight beams at no bonus to weapon power is actually less damage than just six beams and two empty slots.

This whole build is destined to be a totally useless brick, nothing more.
For use in PvE, hence the points in Threat Control.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Lt. Commander
Join Date: Jul 2012
Posts: 232
# 4
10-05-2012, 08:20 PM
Quote:
Originally Posted by hereticknight085 View Post
For use in PvE, hence the points in Threat Control.
Threat Control adds a multiplier to the threat generated by your damage. Too bad, you lack damage -> you'll lack threat.

Basic guide to PvE: optimize for damage, then make sure you survive the aggro.
You're doing it wrong. Again.
Starfleet Veteran
Join Date: Jun 2012
Posts: 286
# 5
10-05-2012, 08:26 PM
I have a similar build for PvE. IMHO the 4 Sci console slots for Field Gens make it the best tanking ship. I only have a few differences. Here's my build:

Eng Cmdr: EPtW1, RSP1, EPtS3, AuxSIF3
Univ Lt Cr: TT1, APB, BO3
Tac Lt: TT1, BFAW2
Sci Lt: HE1, TSS2
Univ Ensn: PH1

DOFFS
1 Blue and 1 Purple Shield Distribution Off (BFIs)
3 Purple Dmg Control Eng (allows me to get away with only 1 copy of EPtS/W)

3 AP/Phaser Mk XII (Borg) BAs, 1 Hargh'peng Mk XI - Fore and Aft

3 Borg and 1 MACO XII Shield

Devices: Red Matter, Sub Space Fld Mod, Deuterium, Engine Batt

Consoles:
Eng: Pt Def System, Blue Mk XI Neutronium, Blue Mk XI Monotanium, Borg
Sci: 4 x Field Gens
Tac: 2 x AP or Phaser

Power Levels: Almost always in Attack preset, but use Speed Preset to get around especially in CSE and KASE.

I've very recently decided to get more serious in PVP so I have changed my skills to reflect this. Here are my skills from STO Skill Planner:

http://www.stoacademy.com/tools/skil...onulinuoddy1_0


Using phasers (Borg) mostly since i have the phaser point defense system and use Relays in my Tac Consoles.

I use BO3 in place of APD for nice burst dmg and shield stripping as well as being a single target skill.

DPS and turning are lousy, of course, but I only blow up when I get lazy and don't pay attention, and I love tanking Cubes, the Assimilated Carrier, as well as Donatra. Since recently switching to a full 9 pips in Threat Control even threat using escorts have trouble switching NPCs' attention away from me. And it's great for the team, because the scorts can focus all their dps without fear of reprisal.

Last edited by sonulinu2; 10-05-2012 at 08:29 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,580
# 6
10-05-2012, 09:30 PM
http://www.stoacademy.com/tools/skil...hp?build=985_0

My suggestions. APB and APD share a cooldown, and since the goal it to gain aggro I would just go with delta since you also get the slight damage resistance bonus.

FAW1 reduced your damage output where FAW2 does slightly more damage.
Adding feedback pulse will also allow you to take advantage of having everyone shoot at you.

Tractor beam wont be as useful as a heal especialy if your not going to spec into it.

While EPTS3 is a powerful ability cycling 2 EPTS1's will still keep you alive and frees up that ltc slot for somthing else, I suggest RSP it can be a real butt saver. But if not then you could also use EWP for cc duties.

If you are going to rely on batteries you should spec into the battery skill some.

As well as somthing into your resistance abilitys.

I would also suggest no more than 6 beam arrays at once. I would add a chroniton torp fore and aft just for the slow potential. Possibly a plasma. Also I would use disruptors since the damage de-buff makes everything hit harder, Its almost like having beta.

As for consoles I would use 3 neutroniums with an rcs should get your turn rate to 10.0 or so. Then 3 field emitters with the worker bees and the borg console with a disruptor console. you could also run just 2 field emitters with the bees and an emitter array and 2 neutroniums with a sif generator and the rcs, to make all your heals a bit stronger.
Career Officer
Join Date: Jul 2012
Posts: 2,612
# 7
10-06-2012, 03:33 PM
Quote:
Originally Posted by hereticknight085 View Post
Yeah you guys are probably sick of me and my cruisers, but I decided to do it right this time and actually build a skill tree etc using the Skill Planner to give a more in-depth idea on what I had in mind. This is a primarily PvE build, but I am thinking maybe using it in PvP.

Skills:
http://www.stoacademy.com/tools/skil...OddyTestTank_0

Equipment Loadout:

Fore Weapons: Polaron/Tetryon/Phaser Beam Array mk XII [crth][acc][borg]x4
Aft Weapons: Polaron/Tetryon/Phaser Beam Array mk XII [crth][acc][borg]x4
(the x/x/x means OR, not AND)

Shields: MACO mk XII
Deflector: MACO mk XII
Engine: Borg Assimilated Subtranswarp Engines

Devices: (see above link)

Tactical Consoles: Assimilated Module, Worker Bees
Engineering Consoles: Neutronium mk XI (rare)x4 OR Neutronium mk XI (rare)x3 RCS Accelerator mk XII (white)
Science Consoles: Field Generator mk XI (rare)x4

I was thinking pretty much pure tank. As you guys can see, very little damage output, but huge damage resist and lots of shields. As you can also see from the skill tree and BOff layout, I was going for making as much noise as possible to distract the NPCs and still have good heals for use on either myself or other players (whoever needs it more).

Sooo yeah, any input would be nice. Thanks!

First thing I noticed about your build, is that you have no less than 3 EPtX powers running on your Commander Engineer. That has a way of not working out, as (ideally) you want to run 2x EPtS powers continuously, so there'd be no real room any more for EPtW (as they're all on shared cooldown). There are ways (with doffs) to run a shortened cycle of 1x EPtS + 1x EPtW, but then you don't need EPtS3 any more.

So, have a look at the changes I made:

http://www.stoacademy.com/tools/skil...=tankyody_2031

In that build you will have the following pairs run continuously:

2x EPtS1
2x TT1
And BFAW2/BFAW3

IMHO, 2x EPtS1 + 2x TT1 are the basis for any decent tank (always extra shield, always repped on the right facings). In my above build you can press a gratuitous TSS1 (not on shared cooldown) and a RSP2.

I also added an ATB1 + DEM3, for hefty foe hull/shield debuff, and a HEM2 for clearing crap thrown at yourself.

Naturally you could replace, say, DEM3 for AUX2SIF3, which is also very powerful. But in your BFAW build, I feel that DEM3 is the perfect compagnion.


Now, onto your consoles:

"Tactical Consoles: Assimilated Module, Worker Bees"

Nope. Tactical consoles should be reserved for dmg mods; nothing else, really.

"Engineering Consoles: Neutronium mk XI (rare)x4 OR Neutronium mk XI (rare)x3 RCS Accelerator mk XII (white)"

Odessey deserves blue Mk XII Neutroniums at least. :) And if you use the Chevron separation, there won't be any need for RCS console at all.

"Science Consoles: Field Generator mk XI (rare)x4"

Um, no; that is way excessive. What you want is at least 1x Field Gen, 1x Shield Emitter Amplifier (or 2x Field Gens, depending on your taste). Also, keep in mind Ody is primarily a hull tanker. So you may want to consider the Biofunction Monitor as well.

So, I'd go with 4x Neutronium for eng. And the for sci, 1x Field Gen, 1x Chevron separation (or 1x Shield Emitter Amplifier), 1x Biofunction Monitor, 1x Borg Assimilated console. And then you have your 2 tact consoles freed up for dmg consoles.
Career Officer
Join Date: Jul 2012
Posts: 2,612
# 8
10-06-2012, 03:59 PM
Quote:
Originally Posted by hereticknight085 View Post

Shields: MACO mk XII
Deflector: MACO mk XII
Engine: Borg Assimilated Subtranswarp Engines

Devices: (see above link)

Tactical Consoles: Assimilated Module, Worker Bees

Also, while indeed the MACO shield is a good substitue for the Borg shield, with only 2 pieces of the Borg set you lose the Regenerative Shielding (and you really want that bonus).

In your case, if you really want to kling to having a tractor beam, you might even want to consider doing the full Borg set, as it gives you the Assimilated Tractor Beam, which rocks (extra powerdrain + extra dmg).

All up to you, of course. But in your setup I see no particular justification to use the MACO deflector per se, at the expense of Regenerative Shielding.
Captain
Join Date: Aug 2012
Posts: 3,553
# 9 The Actual Oddy I Fly
10-07-2012, 07:56 PM
I did some minor tweaks as I said I would in my other thread, and came up with this.

http://www.stoacademy.com/tools/skil...uild=OddyTac_0

Probably still needs work, and I am kinda at a loss as to what to do with my extra ensign tac slot on my lt tac, since I already have the two purple conn officers that reduce CD on tt1. Also the double transfer shields, it seems to work ok, but I think I need to change that. As you can see though, I removed that excess of EPtX that I had earlier, and replaced it with a RSP. Hopefully that increases survivability without losing out on too much damage? Not sure, hence why I am asking.

As for skills, I did some research and found out that putting 9 points into a lot of skills is excessive since the bonus is just not really worth it (esp the X performance, you can spec only 7 points in and only lose 1 power). So I did some mods, haven't actually put them into practice yet (respec tokens expensive lol), but was just checking to see viability first. So I modified the space skills some. Ground skills you can pretty much ignore.

As for builds, since I am trying for damage output, I am using the tac oddy, and here is what I run:

Fore Weapons: AP BA mk XII [crth][acc][borg]x3 Quantum Torpedo Launcher mk XII [crth][acc][borg] (would be open to changing that, and don't have the regent so can't get the 180 torp)
Aft Weapons: Clone of Fore Weapons (also open to changes)

Shields: MACO Resilient Shield Array mk XII (for the proc and cuz they are just really good shields)

Deflector: MACO Graviton Deflector mk XII (for the increased tankiness and the 2 piece MACO bonus, which actually works well on a cruiser imo)

Engines: Assimilated Subtranswarp Engines (for the +5 engine power bonus and the 2 piece borg bonus)

Devices: Subspace Field Modulator (don't have the deuterium surplus or red matter capacitor or would use them as well) (also possibly going to use batteries even though I am not specced in them, but I have a ton lying around)

Tactical Consoles: AP Mag Regulator mk XII (uncommon, and one common)

Engineering Consoles: Neutronium Alloy mk XI (rare, still can't afford the mk XII rares or very rares yet, but working on it)

Science Consoles: Field Generator mk XII (uncommon, again still can't afford better at this point... crap so damn expensive lol), Assimilated Module (for two piece bonus and it's overall pretty much universal usefulness), Chevron Separation Module (for it's obvious offensive capabilities)

DOffs: Unchanged from original post.

Soooooo yeah, hopefully a tad better?

Input wanted =)
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
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