My engineer is closing on 50 and currently working on figuring out his end game build. Yes I could probably do better on another ship but been only flying cruisers and I like the look (i'm weird I know.
I'd love a good critique on the build I'm going to working towards in the link above. All advice good or bad is welcome. Looking for a tank build. I'm sure there's better ways to improve.
I take it you're equipping the consoles merely for the set bonus? With your weapons layout (6 beam arrays) you don't really need the saucer separation at all. Your damage isn't affected by more turning since beam arrays broad side. In any case, I'd move the tactical console up to science, drop a field generator for it, and add in another antiproton mag regulator. The whole point of running the tactical version was to get more firepower after all. Which means you should utilize the tactical console space for boosts to your antiproton beams.
Mainly would keep the chevon separation just for that scenario if I need to turn as much as possible just in case. Or just lower my skill points in Impulse engines and switch it to engine power for better turn rate?
And yes keeping all 3 consoles for the set bonus with the tachyon one to improve turn rate but maybe drop that one as another option.
Hmm...curious. Do you know the Aux2Bat Technician cruiser build? It would free up a lot of your double stacked abilities, such as Tactical Team, EPtS, and Beam:FAW. It would be like running 2 copies of EPtS3 or any other high end Boff skills, negating the need to double stack any skill entirely.
Also, I too would move the Aquarius Escort Console in place of the Field Generator. Adding another antiproton mag regulator would help your much needed DPS output (esp. since you're an engineer). If you're confident enough, you could also run without the neutronium alloys, since the idea is to never let the shields go down. Put the two universal consoles into the engineering slots and then add a Shield Emitter console to bump up the effectiveness of TSS and EPtS.
Auxiliary to Battery that's the one that dumps all your auxiliary power into the other power systems right with the Technician doffs that reduce cool downs? But isn't it a random chance for the cool down reduction?
Another option is getting Conn Officer doffs. It is about the same price wise, and lets you run only one copy of TT. There is a blue Energy Weapons doff that also will reduce the CD on FAW by 7.5 seconds. Again pretty decent. I would suggest looking into those, and hopefully they are within your price range EC wise.
Another thing I would do is look at the Dragon build, which is a favorite of mine. Basically running four EPtX skills.
I use the above doffs along with a Warp Core Engineer, who has a chance to give you 25 bonus power for 8~ seconds after an EPtX skill.
For reference sake here is my own Ody.
Lt Com uni: TT1, ATB1, FAW3
Ensign Uni: EPtW1
Lt. Tac: TS1, ATB1
Com Engi: EPtW1, EPtS2, EPtS3, AtSIF3
Lt. Sci: HE1, TSS2
Console wise, you never want to put universals in your tactical slots, ever. I balance mine between Engi and Sci, though with the Three set, along with the Borg and Zero Point, I only have room for one Field Generator and Neutronium. I do not really notice a problem surviving however.
Last edited by melisande77; 04-09-2013 at 11:06 PM.