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!
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.
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?
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.
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.
[SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer Star Trek Gamers
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)
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.
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)
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.
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.
Comments
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.
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.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
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.
obvious troll is obvious!
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.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
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?
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
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.