Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Please judge my Tac Oddy build
03-15-2012, 04:37 PM
First off, i'm still relatively new to STO. I bought the Tac Oddy today because, I will admit, I want to be in the same ship as the new Enterprise. Lame? Perhaps. But there it is.

That being said, i'm coming from a Sovereign build I liked alot and i'm trying to outfit the Odyssey to be viable in STF Elites and perhaps someday PvP. My goal is to offer decent damage and heals for others/self. I'm pretty set on my consoles, weapons, etc, but want some advice on my BoFFs. Please critique and offer any suggestions!

Layout of Bridge Officers
Commander Engineer: ET I, ET II, APSF II, RSP III
Lt Cmdr Universal (Engineer): EPW I, EPTS II, EPTS III
Lt Tactical: Tac Team I, TS II
Lt Science: TSS I, TSS II
Ens Universal (Sci): Tractor Beam I

DoFF Space Layout:
Tactical: 2 Brace for Impact Buff
Engineer: 1 Increase ship power on EP buff
Ops: 1 Deflector Ability Cooldown Buff, 1 Tractor Beam Shield Strip Buff


I have thought about taking the EPW I out and putting in Transfer Shield I - but I don't know if its worth giving up EPW I. Any thoughts?

Also, in order to compensate for the very slow turn rate, I'm experimenting with running 3 Phaser Arrays and 3 Phaser Turrets. That way when i'm facing an enemy, all my weapons are brought to bear, and even when I have to turn, i'm hitting the enemy with at least 75 percent of my weapons.

Thanks in advance for the replies!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-15-2012, 09:14 PM
With the caveat that I don't do a hell of a lot of ESTFs or any PVP, it looks fairly decent to me. That having been said, I'm certain you'll get a lot of people telling you to get out of the Odyssey altogether, so be prepared for that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-15-2012, 09:22 PM
Get out of the oddy alto- :p

In all seriousness, you could do much worse. A few suggestions from my end, however.

Drop reverse shield polarity to 1, replacing Engi team 2 and bump Aux2SIF into it's place. RSP only gains shield regen with level, not duration, and is essentially silly to take beyond rank 1. Take extend shields II in the open slot. The reason to drop the second engineering team is pretty obvious, I feel. (You're rotating with tactical team after all, right?)

Drop TSS1 OR tractor beam for hazard emitters. TSS is great but doesn't quite stack well with itself flawlessly. You pretty much must have hazard emitters on every ship, because it clears borg shield neutralizers, aceton beams, warp plasma, theta radiation, har'peng torpedo procs and a host of other nasty things. It's also a good hull heal that won't conflict with engineering team or aux2SIF.

Net change: You gain hull tanking, keep the same RSP duration, lose the option of a second eng team and 15 seconds of cooldown off TSS in exchange for a hull HOT/cleanse and the best ally shield support ability in the game.

Keep a second engineer for when you know you're solo with the same skills and switch extend out for eject warp plasma or something if you really don't feel you'll team much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-16-2012, 01:47 AM
If you want to do decent dmg, as you have already stated, you need to run at least 2 copies of EPtW1, so you can keep your weapon power at 125.

Also when you run multiple copies of the same EPtX system, they need tp be of the same level, this way you can maximise its your power levels.

As stated, RSP3, is wasted, take RSP1 and A2SiF3 and you have 3 Boff powers on crew. The more I look at this build, the more I think it needs some serious work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-16-2012, 04:55 AM
Thanks all for the replies. The main reason I have RSP III is because it's the only thing at Commander rank worth using to me. My only other options are Aceton Beam or Warp Plasma. Since i'm a Tac captain, I don't have the ability to train any other engineering skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-16-2012, 07:49 AM
Aceton Beam is an awesome tanking ability. It doesn't buff your resists but reduces your enemies damage. Warp plasma adds a nice DoT on any ships in the cliud an reduces their speed, this is a more offensive skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-16-2012, 08:13 AM
Quote:
Originally Posted by Argolisk View Post
Thanks all for the replies. The main reason I have RSP III is because it's the only thing at Commander rank worth using to me. My only other options are Aceton Beam or Warp Plasma. Since i'm a Tac captain, I don't have the ability to train any other engineering skills.
What? I'm a Tac Captain and I wouldn't drop my A2SiF3 for anything, just ask in /zone for someone to train your BOff with it. (they will probably do it for free as well)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-16-2012, 08:53 AM
Unless something changed recently, A2SiF3 isn't a player-trainable power, it has to be found on rare and very rare BOffs as an existing ability.

I'm looking at using the Science Odyssey, what does everyone thing about this build?

Commander Engineer - EPtS1, RSP 1, ETeam3, A2SiF3
LTC Science - HE1, TSS2, FBP2
LT Science - (ST1?), TSS2
LT Tactical - TTeam1, BFAW2
Ens Engineer - EPtS1

The theory of the build is to rotate EPtS1 and TSS2 constantly (slight gaps will occur in the TSS rotations) for as much shield tank as possible, use BFAW to draw attention from as many targets as possible with the captain skilled in Threat Control, then use FBP to return incoming enemy fire while (hopefully) maintaining shield integrity, and using ETeam, A2SiF, and HE for hull heals (and maybe the work bees). Sensor analysis helps to improve damage from focused attacks, the extra science console slot could be used to improve FBP damage a bit.

I'm honestly not quite sure what to put in the second ensign science slot. In the past I've run with 2 HEs, but since Shield Neutralizer isn't nearly as powerful as it once was, nor as commonly fired (from what I can tell), it doesn't seem necessary anymore. It might still be nice to have it in case the first is on cooldown and I'm getting hammered, rather than taking Science Team for an extra shield heal that conflicts with Tactical Team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-16-2012, 09:03 AM
Quote:
Originally Posted by ShinobiDragoon View Post
Unless something changed recently, A2SiF3 isn't a player-trainable power, it has to be found on rare and very rare BOffs as an existing ability.

I'm looking at using the Science Odyssey, what does everyone thing about this build?

Commander Engineer - EPtS1, RSP 1, ETeam3, A2SiF3
LTC Science - HE1, TSS2, FBP2
LT Science - (ST1?), TSS2
LT Tactical - TTeam1, BFAW2
Ens Engineer - EPtS1

The theory of the build is to rotate EPtS1 and TSS2 constantly (slight gaps will occur in the TSS rotations) for as much shield tank as possible, use BFAW to draw attention from as many targets as possible with the captain skilled in Threat Control, then use FBP to return incoming enemy fire while (hopefully) maintaining shield integrity, and using ETeam, A2SiF, and HE for hull heals (and maybe the work bees). Sensor analysis helps to improve damage from focused attacks, the extra science console slot could be used to improve FBP damage a bit.

I'm honestly not quite sure what to put in the second ensign science slot. In the past I've run with 2 HEs, but since Shield Neutralizer isn't nearly as powerful as it once was, nor as commonly fired (from what I can tell), it doesn't seem necessary anymore. It might still be nice to have it in case the first is on cooldown and I'm getting hammered, rather than taking Science Team for an extra shield heal that conflicts with Tactical Team.
Take a look ay my very long post on here

http://forums.startrekonline.com/sho...d.php?t=260936
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-16-2012, 12:19 PM
currently im using a tactical od
with

tac
beam fire at will 2, beam overload 3, beam overload 1
tac team 1, tac team 2

engineering
engineering team 1, emergency power shields 2, reverse shield polarity 2, eject warp plaz 2

science
transfer shield strength 1, haz emit 1, science team 2


-----------------
fore + aft weapons 8 x tetryon beam array mk XI crtd crth dmg
borg deflector
combat impule engines xii aux full
jem'hardar resilient shields (soon will have the maco when its dropped)

---------------------
consoles
engineering all xi - rcs accel, aqairious escort, eps flow regulator x 2
science all xi - field generator, shield emitter amp, borg console
tactical all xi - tetryon pulse generator x 3

still alot of work to go through
i have a few prototype borg salvage so might upgrade the weapons, just waiting for the prototype shield tech to be dropped for the macro.

what you lot recon?
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