Commander
Join Date: Sep 2012
Posts: 254
hi captains.

i can use some help with my oddy,i'm looking for a balanced build, so i can use the tank abbilitie the oddy have,and do some dps.

i'm a tactical captain.flying a tactical odesssy cruiser.

my skills are listed here:

http://www.stoacademy.com/tools/skil...dytaccaptain_0

my bridge officer's are as follow:
lt commander uni:

tactical officer

beam overload 1
torpedo high yield 2
torpedo spread 3

ensign uni:

tactical officer.

tactical team 1

lt tactical:

tactical officer

tactical team 1

commander enginering

engineeing officer

engineering team1
aux to structural field 1
directed energy modulation 2
eject warp plasma 2

lt science:

science office

hazard emitters 1transfer shield strenght 2

--------------------------------------------------------------------------------------------------------

my ship's setup:

fore weapons: 2x beam array 1x dual beam array,1x quantum torpedo
aft weapons: 3x beam array,1x quantum torpedo.

all weapons are mk 12 purple advanced fleet,all antiproton.

deflector: maco mk 12 purple
impulse maco mk 12 purple
shield: reman prototype covoriant mk 12 bleu

engineering:

aqaurius escort console ( oddy only)
tachyokinetic converter
point defense console
rcs accelarator mk 12 purple.

science console's:

borg assimilated console
2x field generator mk 12 purple


tactcal console's:

quantum zero point chamber mk 12 purple
2x antiproton mag console mk 12 purple.

--------------------------------------------------------------------------------------------------------

i wanna have a ship that can stand in pvp,but can take also npc.
i wanna have my oddy tanky,but with good dps output.
the reason why i have te tacyokinetic converter and the assimilated console equipped,is that the converter give's me turn rate and more crit,and assimilated console also for more crit.

what do you guys think about it,and do you have any tips about skills/console's or bridge officer skills?

i'm hoping that people can help me.

i have 6 million ec atm,so i cant buy to much.

greetss grahskin.

Last edited by borgressistance; 12-22-2012 at 03:55 PM.
Captain
Join Date: Jul 2012
Posts: 1,449
# 2
12-22-2012, 04:07 PM
It is not bad if you want to use beams.I use single 2 cannons and the rest turrets AP of coarse.These being type 11 borg.
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Captain
Join Date: Jun 2012
Posts: 3,155
# 3
12-22-2012, 04:24 PM
I agree with the above poster, I have had much better sucess using single cannons up front and turrets rear then beams on my tac Odyssey piloted by tac captain. Tac captains can't fire multiple beams as efficiently as engineers can. Plus if you are using torps its easier to use with cannons as you are already facing your target. Its not to hard getting 180 degree cannons on target even with Oddys low turn rate.

I use 3 Mk XII borg antiproton cannons and 1 quantum torp up front, 4 turrets rear. I only use the Lt Cmdr uni as Tac, using the ensign uni also as tac is excessive. I run TT1, THH2, CRF2 in Lt Cmdr station, and CSV1, and TS1 in the Lt station. This is able to guard 4 probes at a time or solo cubes in elite STFs with no problem with this setup, and often takes aggro from many escorts in pug groups, with no ranks in threat control, and is much easier to survive in an Oddy.


If you really must use beams for some reason you need some way of powering them, lots of weapon batteries, emergency power weapons, or aux 2 battery. Firing 7 beams at once will drain too much power to be worthwhile otherwise.
Survivor of Romulus
Join Date: Jul 2012
Posts: 165
# 4
12-22-2012, 04:34 PM
That depends on opinions, I like my Aquila with Dual Beam Banks Torpedoes and Saucer separated most of the time. FaW3, with EPtW1, APB1, TT1 followed by a TS2 does some really heavy damage and not for a second I would consider replacing DBB with cannons.
Captain
Join Date: Jun 2012
Posts: 3,155
# 5
12-22-2012, 04:45 PM
Quote:
Originally Posted by ascaladar View Post
That depends on opinions, I like my Aquila with Dual Beam Banks Torpedoes and Saucer separated most of the time. FaW3, with EPtW1, APB1, TT1 followed by a TS2 does some really heavy damage and not for a second I would consider replacing DBB with cannons.
You must be using turrets rear with dbb up front right? I tried it before and I notice more dps with cannons because rapid fire activates the cannons and turrets rather then just the dbb with faw.
Commander
Join Date: Sep 2012
Posts: 254
# 6
12-22-2012, 05:20 PM
so changing my beams to single cannons with rapid fire and scatter folly must givee more dps?cause single cannons have 108 ap damage,while my beams give 280 damage,and i mus say,even when i hit fire at will 3 with my beams,my energy dont fall below the 100.i can get the turrrets and cannons,but i really need to consider that,cause i gonna get adavanced fleets.

so you are sure cannons and turrets do more damage?
i dont see it verry often on oddy's.

thanks for all the posts already,anyone know more/can explain more to me?
Captain
Join Date: Jun 2012
Posts: 3,155
# 7
12-22-2012, 05:36 PM
Ok I didnt see you only have 5 beam arrays with a torp and dbb up front and torp rear.
Yes 5 beam broadside wont drain all that much power, but 5 beam broadside wont do all that much dps either. Most broadsider use 6 , 7 or even 8 beam arrays to deliver strong broadide attack and have to find a way to deal with power drain.

When using all cannon/turret setup you will either be using 3 cannons/1 torp up front, 4 turrets rear, or 4 cannons up front/ 4 turrets rear. All of your weapons will be constantly firing on the target so it will be much more damage with 8 weapons firing on the target continuously rather then just 5 at a time, and this is easier to manage with cannons/turrets then using 7 or 8 beams.

You can test this with cheap turrets/ cannons from exchange to see if this style suits you. I know not many do it on Oddy, but I see it a lot on excelsiors, and in pve the oddy has no problem managing this too even though it has less turn then the excel.

Last edited by marc8219; 12-22-2012 at 05:38 PM.
Commander
Join Date: Sep 2012
Posts: 254
# 8
12-22-2012, 06:06 PM
oke,i tryd it out with mk 1 weapons,and i must say,the dps suprise me.
only hing is now,is that beams do 245 ap damage,and single cannons only 176 damage,what make's that single cannons still do more damage?
cuase 245 or 176,thats a lot for me?

also boff:

where do i put rapid fire,and where do i put scatter?
Lt. Commander
Join Date: Oct 2012
Posts: 245
# 9
12-23-2012, 02:49 AM
If you don't have Chevron Separation don't bother with cannons.
Captain
Join Date: Aug 2012
Posts: 3,553
# 10
12-23-2012, 04:05 AM
Quote:
Originally Posted by vesolc View Post
If you don't have Chevron Separation don't bother with cannons.
What he said. Tbh I would recommend you get out of the Tac Oddy and just use the Regent. She's a far better ship for Tac Captains, since the Oddy by herself just doesn't have the turn rate to use cannons effectively. And as above poster said, unless you have Chevron sep, you might as well just use BAs, and as another poster said, you can't use BAs as effectively as an Engi.

Should you insist upon continued usage of the Tac Oddy though, I noticed a HUGE hole in your build. First off, the 3 tac officers is just... not a good idea. You're better off giving yourself more sustain with your Uni Ensign going to Sci. I would recommend a HE1 or TSS1 here. But you need a HE somewhere. Anywhere. Whether it be on your Uni Ensign or Lt Sci. Just put it in. Second part of that massive insanely overly large hole: no sign of EPtS ANYWHERE... For that matter, no EPtX of any kind... Dude. You're in a cruiser. With a 1.15 shield mod. With 2 mk XII purple field generators (slight overkill, but will get into that later). Y U NO HAZ EPtX of any kind?!?!?!

I would completely revamp your Cmdr Engi to this: EPtS1, EPtW2, RSP2, Aux2SIF3.

Stop trying to be so offensively oriented with your Engi. Your tactical BOffs more than compensate for it. Here's where it gets tricky though. If you use cannons, you need to completely revamp your Tac BOffs too. I would recommend ONE copy of TT1 (get purple conn officers for TT, they'll be invaluable, esp on a cruiser), and use the rest of your slots of CRF/CSV, with one copy of APO1 or APB2. The other ensign tac slot should be used for torp ability (personal preference is TS1, but you can use THY1 as well, it's still a pretty good ability). So in the end you will have this Tac BOff setup:

LtCmdr Tac: TT1/TS1/THY1, CRF1/CSV1, APB2/APO1
Lt Tac: TT1/TS1/THY1, CRF1/CSV1

That's if you use cannons. If you use beams (really bad idea btw), you should use this setup:

LtCmdr Tac: TT1/TS1 (needs to be spread in this case), BFAW2/APB1, APB2/APO1
Lt Tac: TT1/TS1, BFAW2/APB1

That's it for BOffs.

As for your equipment? I really was completely and utterly confused by your console setup. What are you going for there? A Crit build? Synergizes well with AP, I'll give you that, but seriously, you're a cruiser. Your job is not DPS. And without the Chevron Sep Console, you cannot use cannons (which would be your best bet for max DPS, since you don't have EPS transfer and Nadion Inversion), and BAs is still a bad idea. BUUUUUT if you must continue to use the Oddy, here's what I would recommend:

Tac Consoles:
3x AP Mag Regulator (mk XI blue minimum). Don't use the zero point, you'll get more out of the mag regulators.

Engineering Consoles:
2x Neutronium (mk XI blue minimum), 1x monotanium alloy (mk XI blue minimum), Zero Point Energy Conduit (romulan thingy from romulan rep)/Tachyokinetic Converter (not sure which is better for crit)

Science Consoles:
1x Field Generator (mk XI blue minimum, and yes, ONLY ONE, if you have EPtS and TSS you don't need the other one which will open up a slot for you to put more offensive consoles), Universal Assimilated Module (trust me, out of ALL the universal modules, this one you want to keep, ESPECIALLY on cruisers for the weapon power), Chevron Separation Console (this is almost a must have if you're going cannons, and even if you're going beams, this is a really REALLY useful way to get extra turn and a nice bump to weapons power) / Whichever of the above consoles you didn't put in (tachyokinetic, zero point)

As for DOffs, since you never listed any, here's what I would recommend:
Conn Officer (tactical team) x2 (purple)
Damage Control Engineer x2 (purple)
Warp Core Engineer x1 (purple)

Gives you the ability to cycle TT1 with just one copy, also gives you a chance to reduce CDs on your EPtX (still astonished you didn't have any on a CRUISER of all things), and the WCE gives you a chance to give all your power levels a nice bump in energy for 10 seconds.

DAYUM that was a long response... -.-

Anyways, I fly an Odyssey, granted I use a beamboat, but I am an Engi so I have the ability to use it quite well. But the above build will get the job done for you. It probably won't be as efficient as a smaller more nimble cruiser, but it's good enough to do well in PvE and probably alright in PvP.
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.

Last edited by hereticknight085; 12-23-2012 at 04:08 AM.
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