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.
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.
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.)
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).
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.
:eek: 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.
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.
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,
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.
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 )
Transfer Shield Strength is another decent option.
People posting builds for a Science or Tactical Odyssey aren't reading the post, but trying to advertise their build. He has an -Engineering- Odyssey, so any suggestions should be for the ship in question, not 'go spend another $25 USD on another ship'.
The configuration of the OP's ship seems like it was trying to mount as many different systems on it as possible. While I'm not familiar with all the modules named, it seems like the ship would be a jack of all trades trying to do the job another ship specialized for tanking would find difficult. Little wonder it seems to be folding quicker than it should.
For myself, I run an Odyssey-Op on my Engineer that works well. It's primarily focused on defense and supporting other ships, so it is not optimized for solo or selfish play. I'll post it here and give an explanation to help the OP with another example to consider and compare to his own.
Fore Weapons: 3 x Mk XI AP Beam Arrays [Borg], 1 x Mk XII Quantum Torp [Borg]
Aft Weapons: 3 x Mk XI AP Beam Arrays [Borg], 1 x Mk XI Quantum Torp [Borg]
Engineering Consoles: 4 x Neutronium Armor, 1 x Chevron Seperation
Science Consoles: 1 x Assimilated Module, 2 x Field Generators (add to shield points)
Tactical Consoles: 2 x Antiproton Mag Regulator
Shield: MACO Mk XI Resiliant
Impulse Engine: Borg (or MACO Mk XI)
Deflector: MACO Mk XI
BOFFS:
Tactical: Tactical Team 1, Beam - FAW2
Engineering: EPTW1, RSP1, EPTS3, ES3
Science: HE1, TSS2
Universal LtCom: (Engineer) EPTS1, Aux to STR1, ES2
Universal Ens: (Science): Polarize Hull 1
The reason I have two types of Impulse Engines noted is that I will generally switch to a full MACO set for Cure to get the additional Heavy Beam attack. All other times, I go with the Borg Engine for its Sector Space abilities (the asymetric warp effect of the MACO engines gives me headaches).
This build works by using TSS2 and RSF (Engineering Captain) to keep resistances high while using EPTS to keep the shields as high as possible. Aux to STR1, TT1 and the two copies of ES are there to defend other ships, while the Polarize Hull gives the ship an anti-tractor defense. The RSP is your 'emergency button', to be used when you come under so much fire that your shields are about to collapse (which also means you are doing your job as a Cruiser in blocking for the team). TT1 and Aux to STR1 can also be used on yourself in this situation to buy time.
With the high hull resists against all damage from the 4 Neutronium plates, the ship can sustain quite a bit of fire past the shields. The balanced loadout of weapons ensures a good broadside while keeping torpedos available no matter how the ship turns. More importantly, the arrangement keeps power requirements down, allowing the EPTW to act as a damage booster instead of simply being used to keep the guns firing. The FAW combined with the beam arrays makes for a good defensive option when faced with fighters or heavy plasma torps, while the HE1 is there to handle any plasma or Borg DOTs that do get through.
As I said, it's important to note that this is a defensive/support build, as that is what I believe a Cruiser should be doing in a fleet. It's possible to make the ship an attack ship by putting a tactical BOFF in the Lt.Cmdr and Ensign slots, but I don't see this as using the ship to its full potential (it still can't match an Escort for attack). Similarly, you could replace the ES with other abilities for solo play, but this would leave any team you join without your support as an Engineering ship.
Hope this helps and maybe gives you some ideas to try.
I agree with danqueller completely. He has listed a very efficient Engoddy build that would do fantastic in tanking STFs.
I might consider making that universal ensign slot a Tactical ensign so that you can have 100% uptime on Tactical Team. Also I generally like having AUx 2 SIF 3 as my Commander Engineer power, but those are just minor playstyle nitpicks.
One thing I will add. I went with the Neutronium modules, not only for the Kinetic resists, but because I wanted a build that would be viable in any future STF I could envision. Right now, all three space STFs feature the Borg as the enemy, but what if a future STF features the Romulans, Udine, or a race that uses different damage types?
Rather than have to go and buy new modules, I decided on Neutronium as an investment in possible future changes. If you want to specialize just for the current STFs, you can probably replace the Neutronium with some other module that offers more Plasma resists and do quite well.
I have been reviewing my Armor modules as well: I had been running 1 electroceramic and one monotanium (and the borg console in the third star cruiser slot). However, I was told today that the borg antiproton cutting beam has 100% shield penetration. If this is the case, than I want either armor that has both plasma resistance 'and' antiproton resistance, so neutronium is a good pick, or straight antiproton resistance.
So, I'm going to test out the all neutronium build, but maybe also a Parametallic or Tetraburnium setup as well. I'm sure that both will be effective setups, it's just a matter of how much I fear the Cutting Beam
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.
One thing I will add. I went with the Neutronium modules, not only for the Kinetic resists, but because I wanted a build that would be viable in any future STF I could envision. Right now, all three space STFs feature the Borg as the enemy, but what if a future STF features the Romulans, Udine, or a race that uses different damage types?
Rather than have to go and buy new modules, I decided on Neutronium as an investment in possible future changes. If you want to specialize just for the current STFs, you can probably replace the Neutronium with some other module that offers more Plasma resists and do quite well.
While I use Neutronium myself, MK XI Rare resistance consoles cost peanuts on the exchange and/or can be gotten through episode content with minimal time investment.
It only takes a few seconds to swap out resistance consoles.
Thanks much! I went shopping and got the 3 Rare Neutronium Mk XI, plus the AP Mag Regulator. Also running 7 Mk 12 AP beams plus a Mk 12 Tricobalt torp. Gonna take awhile to rack up the EC's for the rest.
So far, though, I've run 2 elite STF's. Got killed once in one of `em but still picked up the optional. Didn't get killed once in the other. Marked improvement. Definitely a tougher ship now.
Next up is reallocating the skill points. I appreciate the advice. Will post further updates.
Comments
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.
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
Swap out the Supercooled engine to the Borg Assimilated Engine.
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).
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.
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.
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.
but nothing we cannot fix!
http://www.stoacademy.com/tools/skillplanner/index.php?build=Engibuildoddy_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.
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,
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.
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 :cool: **
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~
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.
"Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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 =(
I did say that, but to be fair, maybe I wasn't clear about it though. I apologize for any confusion.
I completely agree with you on that. 100%.
Tanks should always have 2x EP2S. Every time. No reason not to.
And I do. Always.
Even DPS focused cruisers, I still think should. Even if it's not a tank.
On a cruiser, you have the room for it. Do it.
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~
The configuration of the OP's ship seems like it was trying to mount as many different systems on it as possible. While I'm not familiar with all the modules named, it seems like the ship would be a jack of all trades trying to do the job another ship specialized for tanking would find difficult. Little wonder it seems to be folding quicker than it should.
For myself, I run an Odyssey-Op on my Engineer that works well. It's primarily focused on defense and supporting other ships, so it is not optimized for solo or selfish play. I'll post it here and give an explanation to help the OP with another example to consider and compare to his own.
Fore Weapons: 3 x Mk XI AP Beam Arrays [Borg], 1 x Mk XII Quantum Torp [Borg]
Aft Weapons: 3 x Mk XI AP Beam Arrays [Borg], 1 x Mk XI Quantum Torp [Borg]
Engineering Consoles: 4 x Neutronium Armor, 1 x Chevron Seperation
Science Consoles: 1 x Assimilated Module, 2 x Field Generators (add to shield points)
Tactical Consoles: 2 x Antiproton Mag Regulator
Shield: MACO Mk XI Resiliant
Impulse Engine: Borg (or MACO Mk XI)
Deflector: MACO Mk XI
BOFFS:
Tactical: Tactical Team 1, Beam - FAW2
Engineering: EPTW1, RSP1, EPTS3, ES3
Science: HE1, TSS2
Universal LtCom: (Engineer) EPTS1, Aux to STR1, ES2
Universal Ens: (Science): Polarize Hull 1
The reason I have two types of Impulse Engines noted is that I will generally switch to a full MACO set for Cure to get the additional Heavy Beam attack. All other times, I go with the Borg Engine for its Sector Space abilities (the asymetric warp effect of the MACO engines gives me headaches).
This build works by using TSS2 and RSF (Engineering Captain) to keep resistances high while using EPTS to keep the shields as high as possible. Aux to STR1, TT1 and the two copies of ES are there to defend other ships, while the Polarize Hull gives the ship an anti-tractor defense. The RSP is your 'emergency button', to be used when you come under so much fire that your shields are about to collapse (which also means you are doing your job as a Cruiser in blocking for the team). TT1 and Aux to STR1 can also be used on yourself in this situation to buy time.
With the high hull resists against all damage from the 4 Neutronium plates, the ship can sustain quite a bit of fire past the shields. The balanced loadout of weapons ensures a good broadside while keeping torpedos available no matter how the ship turns. More importantly, the arrangement keeps power requirements down, allowing the EPTW to act as a damage booster instead of simply being used to keep the guns firing. The FAW combined with the beam arrays makes for a good defensive option when faced with fighters or heavy plasma torps, while the HE1 is there to handle any plasma or Borg DOTs that do get through.
As I said, it's important to note that this is a defensive/support build, as that is what I believe a Cruiser should be doing in a fleet. It's possible to make the ship an attack ship by putting a tactical BOFF in the Lt.Cmdr and Ensign slots, but I don't see this as using the ship to its full potential (it still can't match an Escort for attack). Similarly, you could replace the ES with other abilities for solo play, but this would leave any team you join without your support as an Engineering ship.
Hope this helps and maybe gives you some ideas to try.
I might consider making that universal ensign slot a Tactical ensign so that you can have 100% uptime on Tactical Team. Also I generally like having AUx 2 SIF 3 as my Commander Engineer power, but those are just minor playstyle nitpicks.
Rather than have to go and buy new modules, I decided on Neutronium as an investment in possible future changes. If you want to specialize just for the current STFs, you can probably replace the Neutronium with some other module that offers more Plasma resists and do quite well.
So, I'm going to test out the all neutronium build, but maybe also a Parametallic or Tetraburnium setup as well. I'm sure that both will be effective setups, it's just a matter of how much I fear the Cutting Beam
i love oddys and use all 3 regularly and have good dps and survivability.
i think too many torps. turrets fire all the time.
maco 12 shiled with borg set.
consoles are a disaster. i see other advice to help you on this so I won't elaborate.
While I use Neutronium myself, MK XI Rare resistance consoles cost peanuts on the exchange and/or can be gotten through episode content with minimal time investment.
It only takes a few seconds to swap out resistance consoles.
So far, though, I've run 2 elite STF's. Got killed once in one of `em but still picked up the optional. Didn't get killed once in the other. Marked improvement. Definitely a tougher ship now.
Next up is reallocating the skill points. I appreciate the advice. Will post further updates.
Maxed Out:
Starship Energy Weapons
Starship Weapons Training
Starship Projectile Weapons
Driver Coil
Starship Electro-Plasma Systems
Starship Batteries
Starship Hull Repair
Starship Power Insulators
Starship Graviton Generators
Starship Countermeasures Systems
Starship Shield Emitters
Starship Particle Generators
3 Yellow Bars:
Starship Threat Control
Starship Engine Performance
Starship Hull Plating
Starship Shield Performance
Starship Inertial Dampeners
Starship Sensors
1 Yellow Bar:
Starship Maneuvers
3 Green Bars:
Starship Energy Weapon Specialization
Starship Targeting Systems
Starship Impulse Thrusters
Starship Warp Core Potential
2 Greens:
Starship Subsystem Repair
Structural Integrity
1 Green:
Starship Warp Core Efficiency
Better?