Lieutenant
Join Date: Jun 2012
Posts: 45
# 1 Critique my Ody build (Eng)
06-24-2012, 05:45 AM
Hi all. I could use some advice for my ship. I seem to be getting my behind kicked in elite STF's more than I should. It takes me forever to take out simple probes. Any suggestions to increase my DPS or staying power would be appreciated.

5 Mk 12 AntiProton Beams
Breen Transphasic Cluster torp
Tricobalt Torp Launcher Mk 11 [Acc] [Crtd] [DMG]
Rapid Relod Transphasic Torp

Assimilated deflector array
Supercooled Combat Impulse engine Mk 11
M.A.C.O. Resilient Shield array Mk 12

Engineering consoles:
Chevron separation
SIF Generator Mk 12
Plasma Distribution Manifold Mk 11
Monotanium Alloy Mk 11
Electroceramic hull plating Mk 11

Science Consoles:
Assimilated Module
Power Insulator Mk 11
Inertial Dampeners Mk 11

Tactical Consoles:
Energy Distribution Manifold Mk 12
Warhead Yield Chamber Mk 11
Captain
Join Date: Jun 2012
Posts: 750
# 2
06-24-2012, 06:18 AM
Oh my god, your build is disgustingly bad. Now, where to begin...

Get the Tactical Odyssey first. If you can't afford it then stick with the one you have, but:

Drop ALL your torpedo weapons. Get a 6th Antiproton array. Use fore and aft quantum torpedo launchers.

Keep the shield. Get the rest of the maco set if you want to tank. If you don't mind the tiny loss in survivability, get the omega force engines and deflector. You'll fly faster and turn faster, and the deflector gives a bonus to weapon accuracy.

Engineering consoles:
2 monotanium alloys (people swear by neutronium but it's not as good since you'll be hit hardest by torpedoes in STFs)
EPS Flow Regulator
Chevron Separation
Keep the SIF generator for hull heals

Science:
Assimilated module
2 Field Generators (more shield hitpoints are better value than any other science console when you're using a cruiser)

Tactical:
2 Antiproton Mag regulators

If you get a tactical Odyssey, drop the SIF generator and add a third antiproton mag regulator.

Last edited by fulleatherjacket; 06-24-2012 at 06:20 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 3
06-24-2012, 06:20 AM
Quote:
Originally Posted by boorman73 View Post
Hi all. I could use some advice for my ship. I seem to be getting my behind kicked in elite STF's more than I should. It takes me forever to take out simple probes. Any suggestions to increase my DPS or staying power would be appreciated.
There are quite a few places for improvement.

Please understand though, you have chosen the tankiest ship with the tankiest profession. There will be a limit on how much damage you can output and it will generally be a touch low.

That being said you are capable of some of the best survivability available, with the ability to support/heal your team.


Quote:
Originally Posted by boorman73 View Post
5 Mk 12 AntiProton Beams
Breen Transphasic Cluster torp
Tricobalt Torp Launcher Mk 11 [Acc] [Crtd] [DMG]
Rapid Relod Transphasic Torp
Too many torps.

Torps are at most a toy for a cruiser.

I'm assuming this build is for ESTFs.

Option 1:

7 x MK XII AP Beam Arrays
1 x MK XI or XII Tricobalt (you can use the [Borg] one, but I would pick up one from the exchange with some combination of CrtH & CrtD.)

Option 2:
8 x MK XII AP Beam Arrays


Quote:
Originally Posted by boorman73 View Post
Assimilated deflector array
Supercooled Combat Impulse engine Mk 11
M.A.C.O. Resilient Shield array Mk 12
Swap out the Supercooled engine to the Borg Assimilated Engine.


Quote:
Originally Posted by boorman73 View Post
Engineering consoles:
Chevron separation
SIF Generator Mk 12
Plasma Distribution Manifold Mk 11
Monotanium Alloy Mk 11
Electroceramic hull plating Mk 11

Science Consoles:
Assimilated Module
Power Insulator Mk 11
Inertial Dampeners Mk 11

Tactical Consoles:
Energy Distribution Manifold Mk 12
Warhead Yield Chamber Mk 11
You really don't need Chevron separation for anything, you can maybe use it for dealing Donatra. But lets leave it in for now, ESTFs aren't so hard that you cant have a few consoles "just for fun".

ENG Consoles
Chevron Separation
Neutronium Rare MK XI x3
Assimilated Borg Console

SCI Consoles
Field Generator Rare MK XI x3

TAC Consoles
2x Rare MK XI AP Mag Regulator



Devices:
Stack of 20 Shield Batts
Stack of 20 Aux Batts
Subspace Field Modulator
Anything (some good options would be deploy-able turrets, scorpion fighters, or the red matter capacitor)


Next post your BOFF layout, and whether you want to focus on soaking damage or supporting the team with heals (For ESTFs where Threat Control has value, I much prefer to soak damage on my Cruisers).

Last edited by ussultimatum; 06-24-2012 at 06:27 AM.
Captain
Join Date: Jun 2012
Posts: 3,014
# 4
06-24-2012, 06:23 AM
i use 2 maco (deflector and shield) + 2 borg (console and engine)...also 3 borg works just fine (deflector, engine, console)
Put the console in one of the engi slots...get to field generator and a field emitter and focus on shield heals with your BOFF powers.

and really important are the BOFF's, with ****ty abilities you will fail everytime, regardless of your gear.
Skilltree is also something we need to look into, before giving advice.
Go pro or go home
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 5
06-24-2012, 06:24 AM
Quote:
Originally Posted by fulleatherjacket View Post
Oh my god, your build is disgustingly bad. Now, where to begin...
He is here asking for help, being insulting serves absolutely no purpose.


An Engineer in an Odyssey is going to be able to shrug off Torpedos, especially now that Neghvar and Raptors have been brought down a few pegs.


The reason I usually recommend Neutroniums for ESTFs is because they are the only way to get AP, Plasma and Kinetic Damage resistance from a single stack-able console.

AP resistance is for the Borg Cutting beam which completely ignores shields.

A proper BOFF layout will see a cruiser like this constantly rolling 50-65% resistance to all, with the ability to spike resistance vs. kinetic through the use of BFI or something like Aux to ID & Polarize Hull backed by Aux Batts - you can even add a VR Hazard System DOFF or 2 to increase BFI's resistance.

Last edited by ussultimatum; 06-24-2012 at 06:28 AM.
Lieutenant
Join Date: Jun 2012
Posts: 45
# 6
06-24-2012, 06:47 AM
Space Skill Set:

Me:
Maxed out:
Attack Patterns
Energy Weapons
Maneuvers
Stealth
Weapons Training
Projectile Weapons
Targeting Systems
Threat Control

2 Green bars on Energy Weapon Specialization
Projectile weapon specialization is empty


Lt. Commander Tactical:
Polarize Hull1, Tyken's Rift 1, Photonic Shockwave 1

Ensign Universal Station:
Tactical Team1

Lt. Tactical Station:
Torpedo Spread 1, Cannon: Rapid Fire 1

Commander Engineering Station:
EPtA1, Engineering Team 2, EPtS3, Aceton Beam 3

Lt. Science Station:
Science Team1, Jam Targeting Sensors2

Hope this helps, and thanks for the help so far. Let me know if any more info is required.
Captain
Join Date: Jun 2012
Posts: 3,014
# 7
06-24-2012, 07:24 AM
well, your abilities make really little sense and skilling stealth is insane.

but nothing we cannot fix! :wink:

http://www.stoacademy.com/tools/skil...ngibuildoddy_0

my suggestion would be that link. feel free to modify it and play around with it before changing it ingame.

it is my PVE build for my engi captain...i use single cannons and turrets. rotate EPtS and tactical team all the time...if you lose shields too quick, reverse shield polarity will save you until CD are ready again. also aceton beam will buy you some time, since the borg cube will not deal alot of dmg for 30 seconds.

run weaponpower at max and shields and aux ad middle...

PS: the problem with your build is, that you use way to little heals...if you want to tank...healing yourself must be your priority. I chose a tactical ltdcmdr for my build, because pattern delta and omega are cool defensive abilities and they add dmg for the grp and yourself. Thus having more resistance or def while dealing more dmg, and generating more aggro.
Go pro or go home

Last edited by baudl; 06-24-2012 at 07:33 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 190
# 8
06-24-2012, 07:53 AM
Quote:
Originally Posted by boorman73 View Post
Space Skill Set:

Me:
Maxed out:
Attack Patterns
Energy Weapons
Maneuvers
Stealth
Weapons Training
Projectile Weapons
Targeting Systems
Threat Control

2 Green bars on Energy Weapon Specialization
Projectile weapon specialization is empty
This looks like a lot of confusion. You need to decide if you're shooting for tank or damage.
It looks like you have some of both going on, :tongue:

For instance, Taking Threat AND stealth is just a waste, really.
Focus on one.
As an Eng, I prefer to tank. Thus, I max threat. If you're focusing on dealing damage, leave threat to the tanks, and don't spec into it. If you built an Ody to maximize it's damage, you won't have the survivability. For Specializations, I'd only recommend those if 1: you're focusing on maximizing damage and 2: you have the extra points to spare.

Quote:
Originally Posted by boorman73 View Post
Lt. Commander Tactical:
Polarize Hull1, Tyken's Rift 1, Photonic Shockwave 1
If you plan to tank, make this an Eng Boff.
If you plan to deal damage, you'll probably want to make this a Tactical Boff.


Ensign Universal Station:
Tactical Team1

Lt. Tactical Station:
Torpedo Spread 1, Cannon: Rapid Fire 1
Torp spread is good, since you have tac team covered. CRF is a complete waste on this build. It only affects cannons, Dual cannons, dual heavy cannons and turrets. You have none of those equipped.

Commander Engineering Station:
EPtA1, Engineering Team 2, EPtS3, Aceton Beam 3
If you're tanking, this isn't entirely bad, as long as your LtCmdr station is an engineering Boff with a 2nd EP2S.
I'd switch out Aceton for Extend Shields 3. Also, Aux2Sif is a pretty good heal/resist especially after popping an aux battery. Having Eng Team, Haz Emitters and Aux2Sif after popping an aux battery makes a pretty solid 1-2-3 healing combo.


Lt. Science Station:
Science Team1, Jam Targeting Sensors2
If you're tanking, drop Jam sensors. It defeats the purpose.
If you're dealing damage, it's not an entirely bad choice. But there are better ones.
I'd almost always go with Polarize Hull and Hazard Emitters. One for tractors/hull dmg resist and one to heal teammates/put out plasma fires/hull dmg resist.
(Activating one of these will start a 15 sec cooldown on the other, btw. Not a huge deal, but very good to know :wink: )
Transfer Shield Strength is another decent option.
My thoughts are in RED.
This is the build I'm using at the moment:
http://www.stoacademy.com/tools/skillplanner...



**not sure if trolling, but tried to be helpful incase not trolling **
-------------------------
It's me, Chrome. [Join Date: May 2009]

"Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~

Last edited by bladeofkahless; 06-24-2012 at 08:07 AM.
Banned
Join Date: Jun 2012
Posts: 275
# 9
06-24-2012, 08:07 AM
I agree with most of what Kahless said, with 1 exception.

A tank should be running 2x EPTS at all times, without exception.

Swap out EPTA for another EPTS and take his advice elsewhere, and I think you'd be in decent shape.
Lt. Commander
Join Date: Jun 2012
Posts: 209
# 10
06-24-2012, 07:20 PM
Science Oddyssey is my prefered Tanking Cruiser.

Lt Tact; TT1, Bfaw2(or cannon scatter volley1 with a TURRET build)

Cmder Engie; EPTS1, EPTS2, ES2, ASIF3

Lt Sci; HE1,TSS2

Ensign(uni) Bfaw1 or BO1 with engineer Captain, or Tractor Beam1 with turret build

Lt. Cmder(uni) ST1(sub nuc cleanse is in higher demand with No Win Scenario), HE2, TSS3

I prefer turrets over beams generally, but sometimes I keep 1 array foward and aft for BO1

consoles

Engineer
2 armor, I perfer + kinetic resistance, 2SiF generators

Science
1shield emitter, borg console, 2shield generators.

Tactical
2 of whatever energy type your employing, AP is a great all around choice. I love phasers, but in STF's they are gimped =(

Last edited by oridjerraa; 06-24-2012 at 07:25 PM.
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