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Best weapon loadout and energy type for my oddessy?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited October 2012 in Federation Discussion
I'm an engineer captain looking for a good dps build for my oddy. I know oddy is not built for dps but I want the best I can get. Any suggestions? I used to run 6 phaser beam arrays and 2 quantums but recently have been trying some antiproton. So all beams no torps? Tricos any good? What energy type and why? Help guys!
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    dudeoftrek wrote: »
    I'm an engineer captain looking for a good dps build for my oddy. I know oddy is not built for dps but I want the best I can get. Any suggestions? I used to run 6 phaser beam arrays and 2 quantums but recently have been trying some antiproton. So all beams no torps? Tricos any good? What energy type and why? Help guys!

    Antiprotons, particularly for beam boats. The reason for this is that beams don't fire often enough to really take advantage of most energy weapon procs due to the low percentage chance, whereas the extra crit damage and crit chance of Antiprotons is always on.

    Tricobalts are really good, but need to be fired at point blank as they are so easily destroyed. Properly talented, and used against an unshielded flank, they are capable of one-shotting almost anything but a boss in pve. I am a big tricobalt user, but the recharge time is really frustrating, especially if they get destroyed cos you fired them too early. Due to the lack of Tactical Boff slots (making it rarely worthwhile to run High Yield or Spread, which are generally better for non tricobalt warheads), I would be more tempted to run a single tricobalt torp on a cruiser, as you won't often have the enemy in your forward firing arc (if you are 'doing it right') but when you do, you'll get a nice bit of damage. When I get around to outfitting my Oddy, I'll be running AP BAs all round, with one tric on the front, probably.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    tetryon and fully speced flow capacitors and 2 flow capacitors consoles for pvp, antiproton for pve
  • adama1997adama1997 Member Posts: 0 Arc User
    edited October 2012
    Antiprotons, particularly for beam boats. The reason for this is that beams don't fire often enough to really take advantage of most energy weapon procs due to the low percentage chance, whereas the extra crit damage and crit chance of Antiprotons is always on.

    Tricobalts are really good, but need to be fired at point blank as they are so easily destroyed. Properly talented, and used against an unshielded flank, they are capable of one-shotting almost anything but a boss in pve. I am a big tricobalt user, but the recharge time is really frustrating, especially if they get destroyed cos you fired them too early. Due to the lack of Tactical Boff slots (making it rarely worthwhile to run High Yield or Spread, which are generally better for non tricobalt warheads), I would be more tempted to run a single tricobalt torp on a cruiser, as you won't often have the enemy in your forward firing arc (if you are 'doing it right') but when you do, you'll get a nice bit of damage. When I get around to outfitting my Oddy, I'll be running AP BAs all round, with one tric on the front, probably.
    what do you mean when you say AP BAs? what are they?
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited October 2012
    adama1997 wrote: »
    what do you mean when you say AP BAs? what are they?

    He means Antiproton Beam Arrays AP- Anitproton BA- Beam Array

    And personaly the polarized disruptors are the best of both worlds. Energy drain+damage resistance debuff.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited October 2012
    adama1997 wrote: »
    what do you mean when you say AP BAs? what are they?

    Antiproton beam array

    my suggestion for PVE elite stfs: http://www.stoacademy.com/tools/skillplanner/index.php?build=Engi101_0

    2 photon torp tubes front+2 phaser cannons (i use phasers just because i have the point defense console, which is heavily buffed with phaser consoles)
    4 phaser turrets back. Full power to weapons.
    i personally use the Oddy starcruiser, but it works better with the tac variant.
    I wouldn't suggest this setup for PVP.
    Go pro or go home
  • bubblygumsworthbubblygumsworth Member Posts: 0 Arc User
    edited October 2012
    Only use turrets. Mix all of the energy types.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited October 2012
    Only use turrets. Mix all of the energy types.

    obvious troll is obvious!
    Go pro or go home
  • age03age03 Member Posts: 1,664 Arc User
    edited October 2012
    baudl wrote: »
    Antiproton beam array

    my suggestion for PVE elite stfs: http://www.stoacademy.com/tools/skillplanner/index.php?build=Engi101_0

    2 photon torp tubes front+2 phaser cannons (i use phasers just because i have the point defense console, which is heavily buffed with phaser consoles)
    4 phaser turrets back. Full power to weapons.
    i personally use the Oddy starcruiser, but it works better with the tac variant.
    I wouldn't suggest this setup for PVP.

    I have the same set up on my Oddey Tac only I use Q-torps and I do have both consols for saucer seperation the aquise escort.
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  • hroothvitnirhroothvitnir Member Posts: 322
    edited October 2012
    Single cannon tac odysseys are really good. You have to use the separation console on one of the other Odyssey chaises so its expensive but it puts out dps like mad and can keep it on target.

    4x Antiproton Single cannons
    4x Antiproton Turrets
    Or
    3x Antiproton turrets 1x Antiproton beamArray (Borg MK XII work but this is a crit build so a MK XI with CritH x3 does wonders as well)

    Officer powers
    Tac1: TT, Crf, APO1
    Tac2: TT, Csv or BO1, Csv
    Engi1: EPTS1, RSP, ATS(aux to structural), EWP2/3
    Engi2: EPTS1
    Sci: HazEm1, TSS2

    Gear
    Omega Deflector
    Omega Engine
    MACO Shield

    consoles
    Little bit of leeway here but this my party mix set
    Separation console, Neutronium, Vent Theta, RCS console or Neutronium
    Assimilated module, Field Generator, Sci of your pick
    3x Antiproton Mags or 2 if you use the Sci

    The whole idea is your not gonna rely on getting super high Acc to hit things. You trap them in the warp plasma and vent theta. That drops the defense scores enough that 90% of your shots will hit. The rest of the magic comes from the 180 field of fire from the cannons. the 17 deg/s turnrate you get with the seperation console means that as long as you make good use of turning while in reverse you can keep escorts in your field of fire.
    So do that, whatever it takes to keep a constant rain of fire on an enemy do it. Your in a cruiser you can take a pounding in this ship and if you have people healing you it gets stupid. Escorts on the other hand are usually terribly fragile and unless your facing a good team normally away from heals, hunt them down and hurt them they wont be expecting a EWP + crf + APO + wep battery from an Odyssey

    I use a subspace jump in my sci consoles slot to hop out to stranglers and put them in warp plasma. Its unexpected and lets you choose where to go after your target.

    This link might work: http://www.stoacademy.com/tools/skillplanner/index.php?build=BOPOdyssey_0
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited October 2012
    Single cannon tac odysseys are really good. You have to use the separation console on one of the other Odyssey chaises so its expensive but it puts out dps like mad and can keep it on target.

    4x Antiproton Single cannons
    4x Antiproton Turrets
    Or
    3x Antiproton turrets 1x Antiproton beamArray (Borg MK XII work but this is a crit build so a MK XI with CritH x3 does wonders as well)

    Officer powers
    Tac1: TT, Crf, APO1
    Tac2: TT, Csv or BO1, Csv
    Engi1: EPTS1, RSP, ATS(aux to structural), EWP2/3
    Engi2: EPTS1
    Sci: HazEm1, TSS2

    Gear
    Omega Deflector
    Omega Engine
    MACO Shield

    consoles
    Little bit of leeway here but this my party mix set
    Separation console, Neutronium, Vent Theta, RCS console or Neutronium
    Assimilated module, Field Generator, Sci of your pick
    3x Antiproton Mags or 2 if you use the Sci

    The whole idea is your not gonna rely on getting super high Acc to hit things. You trap them in the warp plasma and vent theta. That drops the defense scores enough that 90% of your shots will hit. The rest of the magic comes from the 180 field of fire from the cannons. the 17 deg/s turnrate you get with the seperation console means that as long as you make good use of turning while in reverse you can keep escorts in your field of fire.
    So do that, whatever it takes to keep a constant rain of fire on an enemy do it. Your in a cruiser you can take a pounding in this ship and if you have people healing you it gets stupid. Escorts on the other hand are usually terribly fragile and unless your facing a good team normally away from heals, hunt them down and hurt them they wont be expecting a EWP + crf + APO + wep battery from an Odyssey

    I use a subspace jump in my sci consoles slot to hop out to stranglers and put them in warp plasma. Its unexpected and lets you choose where to go after your target.

    This link might work: http://www.stoacademy.com/tools/skillplanner/index.php?build=BOPOdyssey_0

    An interesting build. What captain class are you using?
    As a time traveller, Am I supposed to pack underwear or underwhen?

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  • hroothvitnirhroothvitnir Member Posts: 322
    edited October 2012
    Tac Captain, Though a Sci captain could probably do well with it also.
    An Engi however may be better off with a beam broadsider tossing BO every now and then.

    But the only tac cooldown I use frequently on it is Attack pattern Alpha so its not as though the build must have tac powers to work.
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