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Advice sought on ship layout. Borg killing me in STF too easily.

indubioveritasindubioveritas Member Posts: 0 Arc User
edited August 2012 in Federation Discussion
Hi. First post, so be gentle ;p

I have been playing about a fortnight, so still rather new and inexperienced.

My ship is a Tactical Cruiser, Odyssey Class.

The layout is as follows:

Fore - Dual Anti-Proton Beams, Mk XII Borg, 2 x Dual Tetryon Beams Mk XII Borg and Quantum Mk XI
Aft - Anti-Proton Beam Mk XII Borg, 2 x Tetryon Beam Mk XII Borg and Quantum Mk XI

Omega Deflector Mk XII
Omega Impulse Engine Mk XI
Shield Array Mk XI (x3 Cap) - 7,998 cap, 205 regen

Consoles:
Eng - Neutronium Mk XI Purple, Neutronium Mk XI Blue, 2x EPS Mk XI Blue
Sci - Field Gen Mk XII Purple, Shield Emitter Mk XII Purple, Flow Cap Mk XII Purple
Tac - Directed Energy Mod Mk XII Purple, Tetryon Mk X Purple, Anti-Proton Mk XI Purple

Any suggestions where I am going wrong and/or what to acquire/swap out to be less easily overwhelmed in STF?

I suspect the veterans will be able to offer me the fruits of their experience.

Much appreciated.

Thanks in advance.
Post edited by indubioveritas on

Comments

  • cadkkklscadkkkls Member Posts: 11 Arc User
    edited August 2012
    Hi. First post, so be gentle ;p

    I have been playing about a fortnight, so still rather new and inexperienced.

    My ship is a Tactical Cruiser, Odyssey Class.

    The layout is as follows:

    Fore - Dual Anti-Proton Beams, Mk XII Borg, 2 x Dual Tetryon Beams Mk XII Borg and Quantum Mk XI
    Aft - Anti-Proton Beam Mk XII Borg, 2 x Tetryon Beam Mk XII Borg and Quantum Mk XI



    You are rainbow weaponing,meaning that you have two or more different weapon types,i would advise sticking to just Antiproton or tetryon.Whichever works best but just stick to one weapon type
  • cadkkklscadkkkls Member Posts: 11 Arc User
    edited August 2012


    Omega Deflector Mk XII
    Omega Impulse Engine Mk XI
    Shield Array Mk XI (x3 Cap) - 7,998 cap, 205 regen

    Try to get full sets if and when possible,keep that 'set' for now until you get Omega impulse MK XII
    and get Omega MK XII shields if you are going the omega way, I would recommend M.A.C.O personally
  • cadkkklscadkkkls Member Posts: 11 Arc User
    edited August 2012

    Consoles:
    Eng - Neutronium Mk XI Purple, Neutronium Mk XI Blue, 2x EPS Mk XI Blue
    Sci - Field Gen Mk XII Purple, Shield Emitter Mk XII Purple, Flow Cap Mk XII Purple
    Tac - Directed Energy Mod Mk XII Purple, Tetryon Mk X Purple, Anti-Proton Mk XI Purple

    Engineering:
    Armour,Armour,Armour and another console of your choice except EPS,because when you get down to it,power transfer rate isnt important much in the middle of a firefight,just keep your Auxiliary power on shields

    Science:
    Any console(s) that boost your shields and maybe a biofunction monitor,because when half your crew are dead or dying it reduces the overall efficiency of your ship

    Tactical:
    A console that boosts current weapon type,Zero point quantum chamber and another console
  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2012
    First, mixing Energy types is losing DPS. Anti-Proton or Tetryon not both.

    So a Tactical Odyssey from the Z Store?

    On a ship with a turn of 6, using Dual Beams is a little optimistic. Cruiser do best with a broardside attack so mount 6 Beam Arrays and a fore and aft Torpedo.

    Omega isn't great for survival, 3P Borg and the MACO shield is generally better. And your shield isn't a Covariant or Resilient it's a normal (Type not rarity) Shield array which is bad. Covariant are big and soak up damage while Resilient allow less bleedthrough and absorb more.

    Consoles:
    Engineering:
    EPS Consoles are not helping you, unless you like to swap power a lot, and if your doing that it's not helping. Get a Borg Console, I'm not sure what to put in the 4th slot but another Neutronium won't hurt you.

    Science:
    I don't think the Flow Capacitor is helping you but again not sure what to replace it with another Field Generator wouldn't hurt, but I try to use only 1 on each ship.

    Tactical:
    Pick an Energy type and boost it via these consoles.

    Bridge Officers, I can't stress how important it is to get some Bridge Officers and train them with abilities and equip them onto the ship. In all seriousness I know you have BOFFs but you need to list them and their abilities. Survival in this game is not reacting after your opponent has done something but taking steps to act before they do something.

    Chaining a pair of Emergency Power to Shields every 30s gives you a shield heal, a damage resist buff, and a shield power buff. I fly an Assault Cruiser built to tank STFs and I use these BOFFs.

    Emergency Power to Shields 1 > Engineering Team 2 > Auxillery to Structural Integrety Field > Aceton Beam 3
    Emergency Power to Shields 1 > Reverse Shield Polarity 1 > Directed Energy Modulation > (Extend Shields 3)2

    Tactical Team 1 > Torpedo Spread 2
    Beam Fire at Will 1
    Polarise Hull 1 > Hazard Emitter 2

    Without going indepth here, the Engineering Team is rarely used and is mainly for healing others and not myself. Aceton Beam is for it's Debuff not it's Damage. I could change a few things up but I'm happy with this setup and I don't die while keeping the cube on me so I succeed at my job. Extend Shields is on my Lt.Com I need to swap him to the Commander chair to use it.

    Duty Officers.
    Purple and Blue Conn Officers to get Tac Team 1 down to 16s cooldown.
    Shield Distribution Officer to make Brace for Impact a Shield Heal.
    Tholian Warfare Specialist (Borg) for 10% bonus Damage.
    Projectile Officer, Getting replaced when I can find somebody better. For KASE I run both Torpedoes forward.

    I'm thinking the DOFF who makes Polarise Hull have a chance for Feedback Pulse Effect.

    I'm sure many people do things differently and you need to find a style that works for you.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • supergirl1611supergirl1611 Member Posts: 809 Arc User
    edited August 2012
    What's also important is your boff layout.
    What skills is you engineer and sci using
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited August 2012
    This is the build I'm using on my Tactical Ody and I've found I can tank pretty effectively for all of the "normal" space STFs. My hull rarely drops below 85% with this build and I normally can keep my shields up the majority of the time.

    Fore: Mk XII Disruptor Beam Array X2, Mk XII Disruptor Dual Beam Bank, Mk XI Rapid Fire Transphasic Torpedo Launcher/Mk XII Quantum Torpedo Launcher
    Aft: Mk XII Disruptor Beam Array X3, Mk XII Quantum Torpedo Launcher

    I went with Disruptors because it was the only decent Mk XII rare stuff I could find and afford when I first hit VA and got my Oddy. I swapped a DBB for a beam array on the front for more initial attack punch on a target, and it seems to help with energy drain only having 5 beams going with Fire at Will and while broadsiding. I also have a full set of Mk XI Antiprotons I'll swap in as well when I'm in the mood.

    Shields: Mk XII Reman or Mk XII Covariant [CapX2][Reg]
    Engines: Mk XI MACO
    Deflector: Borg Assimilated Deflector

    I am still grinding for the MACO shields, which are supposedly the best for survivability and also trying to get the deflector. When I can get both of those I plan on going Bord Engines/Console and MACO Deflector/Shields to get the tier 1 bonus for both. Since I don't have either shields yet, I find myself swapping between my Reman shields and a rare Covariant shield. With 3X Field Generators for my Science Consoles my shields top out around 15k hp per facing and with EPTS and using my bonus powers for shield rotation, etc. my shields rarely drop. I also have a duty officer that grants a shield heal when using Brace for Impact which comes in handy.

    Engineering Consoles: Assimilated Borg, Neutronium Armor, Point Defense System, Aquarius Escort
    Science Consoles: Field Generator X3
    Tactical Consoles: Disruptor Energy Damage X3(Can't remember exact name)

    All consoles are Mk XI Rare.

    The PDF turret and the Aquarius escort help give a little extra DPS once you get into a firefight.

    Bridge Officers Powers:

    Tactical: Beam Fire at Will I, Torpedo Spread II
    Tactical(universal): High Yield Torpedo I(this is one of the universal ensign slots)
    Engineering: EPTS I, EPTW II, Engineering Team III, Eject Warp Plasma III
    Engineering:(universal) EPTS I, Aux to Structural I, Engineering Team III
    Science: Hazard Emitters I, Polarize Hull

    I will sometimes swap the universal Lt. Cmdr. slot for a science BOFF with Tractor Beam, Gravity Well, and another power, but find bringing two Engineers lends to more survivability for me and also gives me some better hull heals to help my team. The shield power is up when I need it and the torpedo powers give me some decent DPS when not broadsiding.

    For STFs it is incredibly important to have hazard emitters to deal with the Plasma Fire DOT and Polarize Hull to deal with the Borg tractor beams. W/O it you will be a sitting duck when Sphere or Cube tractors you and wears out your shields before popping your hull.
  • innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited August 2012
    Like everyone said, use only one type of energy weapon, ap or tet not both and get console to match weapon type.

    If you use torpedo, I found out its easier to swing your TRIBBLE for a volley than trying to get your front on target. That's what I do with my odyssey.

    For armor I use 1 neutronium, 1 tetraburnium and 1 ablative all MK XI blue or better, I get most resistance against borg specialy plasma and neutronium comes into play for fleet event. I do use eps on my enginieer because I don't have the borg console yet, On my tac when I take the odyssey I use the borg one.

    For shield use Maco, best one out period. Best survability is 3 pces borg set with maco shield ( i use that with my Tactical toon). Or you can go 2 borg and 2 Maco, borg engine and console and Maco def and shield (I will use that when I get console for my engineer toon).

    For dof I use 3 purple shield distribution officer, great to regen shield with brace for impact, Hazard System off to get more def with brace for impact and exocom since I use battery like a kid will eat candy (one after the other every min). With that set up I constantly hit brace for impact as soon as its available, I hardly ever dies and I can even tank those HYT as long as they don't crit on me.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
  • indubioveritasindubioveritas Member Posts: 0 Arc User
    edited August 2012
    Firstly, thanks for the quick and informative replies.

    I realise that it would have been wise to include BOFF stations, but was wary of the TL;NDR

    Lt Com Universal - Beam Array Overload I, Fire at Will II, Torp High Yield III
    Ensign Universal - Tactical Team I
    Lt Tactical - Target Shields I, Torp Spead II
    Com. Engineering - Emergency Power to Shields I, Engineering Team II, Directed Energy Modulation II, Aceton Beam III
    Lt Science - Hazard Emitters I, Transfer Power to Shields II

    Looks like this may be where I am going wrong...

    Seems the consensus is against mixing tetyron and anti-proton. My reasoning was that the tetyrons drain the shields and the anti-Protons deal damage.

    Although not listed within game, I have read that flow capacitor consoles and skill affect tetryon shield drain. Is this true?

    I went with the Omega (not planning on using the shields) in order to get the Tetyron Glider. Smart move?

    Clearly, I need to do some serious working of my BOFFs and try to acquire a few of the ones recommended.
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited August 2012
    Firstly, thanks for the quick and informative replies.

    I realise that it would have been wise to include BOFF stations, but was wary of the TL;NDR

    Lt Com Universal - Beam Array Overload I, Fire at Will II, Torp High Yield III
    Ensign Universal - Tactical Team I
    Lt Tactical - Target Shields I, Torp Spead II
    Com. Engineering - Emergency Power to Shields I, Engineering Team II, Directed Energy Modulation II, Aceton Beam III
    Lt Science - Hazard Emitters I, Transfer Power to Shields II

    Looks like this may be where I am going wrong...

    Seems the consensus is against mixing tetyron and anti-proton. My reasoning was that the tetyrons drain the shields and the anti-Protons deal damage.

    Although not listed within game, I have read that flow capacitor consoles and Skill affect tetryon shield drain, Is this true?

    I went with the Omega (not planning on using the shields) in order to get the Tetyron Glider. Smart move?

    Clearly, I need to do some serious working of my BOFFs and try to acquire a few of the ones recommended.

    Half of the people who read these forums are RPers, the other half are PvEers, both of which aren't too afraid of the longer posts. They tend to have higher IQs in general, but simply lack the necessary experience to milk the greatest effect out of their ships in combat.

    That said, shouldn't be afraid to post whatever in bloody f*cking hell you feel like.

    What's the worst answer you're going to get? A "NO U N00B!!!"?

    If you're afraid of that, probably shouldn't play online games.

    In any event, the others who've already posted actually mentioned most of what I was going to note.

    Except now, I can critique your BOFFs.

    NOTE: WHATEVER I HAVE TO SAY IS MEANT FOR CONSTRUCTIVE CRITICISM. I AM TOLD I CAN BE BRASH, BUT KNOW IN ADVANCE IT IS SOLELY FOR YOUR BENEFIT.

    *ahem* Now then...

    Weapon Loadout: As mentioned before, pick one energy type and stick to it. But that only touches on one note.

    Pick one weapon CATEGORY as well, and stick to it.

    Like Beams? Use them exclusively. Like Cannons/Turrets? Use them exclusively. Etc.

    The only exception should be if you want to add 1 torpedo in there for effect, but this is not recommended on any cruiser given the turn rate EXCEPT when Tricobalts are concerned (high recharge, but high punch power if used right, but takes more skill).

    Tactical BOFF: ...WTF? Let me see if I understand this correctly... you will use Beam Overload, drop your weapon power by 50 (dramatically lowering the effect of all follow-up shots), and follow up with Fire At Will? At the same time, you have a Target Subsystem skill tacked onto the cooldowns?

    No.

    Retrain these BOFFs immediately.

    Odyssey moves slow. Beam Overload is not enough to make effective use (trust me, I'm in a Galaxy, I can relate). If you are hell-bent on beams, take single arrays and load 2 copies of Fire At Will.

    You will be able to essentially keep Fire At Will online 70+% of the time in this fashion, providing excellent fire (particularly with 7-8 beams). Add in Attack Pattern Beta, and every enemy you hit with those spraying beams will receive that debuff, upping your damage as well as your allies.

    Drop the torps altogether. You move too slow to bother with them, and don't have the single punch power to penetrate shields and make them immediately usable.

    This will allow you to equip 2 copies of Tactical Team as well. This will increase your overall DPS as well as provide far greater survivability.

    And drop the damn subsystem targeting in PvE...

    Engineering BOFFs: Run 2x Emergency Power to Shields, and 2x Emergency Power to Weapons with a beam setup. You will be able to keep both online continuously and keep both your Shields and Weapons above 100 Power without too much trouble.

    Aux to Structural Integrity 3 is a must for any cruiser in my opinion. Strong heal and damage resist along with a very short cooldown.

    Directed Energy Modulation is FAR more useful with focus damage, which you will not get with a beam build. Drop it for something more useful.

    Acerton Beam... no. Just... no.

    Consider fitting in at least 1 Extend Shields in there. Infinitely useful in team play.

    Science BOFFs: This actually looks acceptable. I'd personally consider 2x Hazard Emitters for STFs given the Plasma spam and your limited Hull Heal ability though. This will also make you far more useful to your team.

    General BOFFs: Consider Saurian or Human BOFF species for additional bonuses in space combat.

    /rant

    **hides from the wave of carebears bound to cry because he's blunt, honest, and brash.**
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited August 2012
    Half of the people who read these forums are RPers, the other half are PvEers, both of which aren't too afraid of the longer posts. They tend to have higher IQs in general, but simply lack the necessary experience to milk the greatest effect out of their ships in combat.

    That said, shouldn't be afraid to post whatever in bloody f*cking hell you feel like.

    What's the worst answer you're going to get? A "NO U N00B!!!"?

    If you're afraid of that, probably shouldn't play online games.

    In any event, the others who've already posted actually mentioned most of what I was going to note.

    Except now, I can critique your BOFFs.

    NOTE: WHATEVER I HAVE TO SAY IS MEANT FOR CONSTRUCTIVE CRITICISM. I AM TOLD I CAN BE BRASH, BUT KNOW IN ADVANCE IT IS SOLELY FOR YOUR BENEFIT.

    *ahem* Now then...

    Weapon Loadout: As mentioned before, pick one energy type and stick to it. But that only touches on one note.

    Pick one weapon CATEGORY as well, and stick to it.

    Like Beams? Use them exclusively. Like Cannons/Turrets? Use them exclusively. Etc.

    The only exception should be if you want to add 1 torpedo in there for effect, but this is not recommended on any cruiser given the turn rate EXCEPT when Tricobalts are concerned (high recharge, but high punch power if used right, but takes more skill).

    Tactical BOFF: ...WTF? Let me see if I understand this correctly... you will use Beam Overload, drop your weapon power by 50 (dramatically lowering the effect of all follow-up shots), and follow up with Fire At Will? At the same time, you have a Target Subsystem skill tacked onto the cooldowns?

    No.

    Retrain these BOFFs immediately.

    Odyssey moves slow. Beam Overload is not enough to make effective use (trust me, I'm in a Galaxy, I can relate). If you are hell-bent on beams, take single arrays and load 2 copies of Fire At Will.

    You will be able to essentially keep Fire At Will online 70+% of the time in this fashion, providing excellent fire (particularly with 7-8 beams). Add in Attack Pattern Beta, and every enemy you hit with those spraying beams will receive that debuff, upping your damage as well as your allies.

    Drop the torps altogether. You move too slow to bother with them, and don't have the single punch power to penetrate shields and make them immediately usable.

    This will allow you to equip 2 copies of Tactical Team as well. This will increase your overall DPS as well as provide far greater survivability.

    And drop the damn subsystem targeting in PvE...

    Engineering BOFFs: Run 2x Emergency Power to Shields, and 2x Emergency Power to Weapons with a beam setup. You will be able to keep both online continuously and keep both your Shields and Weapons above 100 Power without too much trouble.

    Aux to Structural Integrity 3 is a must for any cruiser in my opinion. Strong heal and damage resist along with a very short cooldown.

    Directed Energy Modulation is FAR more useful with focus damage, which you will not get with a beam build. Drop it for something more useful.

    Acerton Beam... no. Just... no.

    Consider fitting in at least 1 Extend Shields in there. Infinitely useful in team play.

    Science BOFFs: This actually looks acceptable. I'd personally consider 2x Hazard Emitters for STFs given the Plasma spam and your limited Hull Heal ability though. This will also make you far more useful to your team.

    General BOFFs: Consider Saurian or Human BOFF species for additional bonuses in space combat.

    /rant

    **hides from the wave of carebears bound to cry because he's blunt, honest, and brash.**

    All great advice, I've never considered you to be brash, just forward and to the point. I've actually improved my PVE and STF play quite a bit just by reading your builds and advice in multiple threads, and your all cannon/turret set up for the Gal-X was pure awesome. I also tried that build on my assault cruiser with much success. I'm actually going to consider dropping the torpedoes from my Ody build above to see what happens. I have another Tac BOFF already with Fire at Will so I will drop that in my ensign slot and then swap out one of my Engineering BOFFs for another who has both EPTS and EPTW.
  • mehenmehen Member Posts: 0 Arc User
    edited August 2012
    If you invest 9 points into Flow Capacitors and have weapons power maxed, your tetryon glider will proc to add 37.4 shield damage per shot. If you run the New Link mission six times, you can get six polarized tetryon beam arrays, which have a 10% chance of a tetryon proc. At 9 in Flow, the proc strips ~480 shields each face. This means, over the course of 100 shots, you will, on average, strip away:

    3740 from TG
    4800 from beams

    8540 shield damage


    If you utilize Directed Shield Modulation, you can offset the loss of damage created by using Mk XI rares somewhat. Then again, if you run tetryon weaponry, your first order of business is not dealing excessive amounts of damage. So if you want TG ( a ~30% boost in shield stripping), I would suggest grabbing only two Omega parts...engine and deflector most likely, as I think the Borg shield would be better. Run Fire at Will constantly, keep your allies buffed and healed, and I think you'll play a valuable role on the battlefield.
  • innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited August 2012
    If you go all beams, consider putting 2 dual beam up front. I found that it gives me good forward punch and I get better dps with less drain with only 6 beams on broadside. That how I built my odyssey.

    By comparaison on my fleet heavy cruiser I put 3 DB up front because the superior turning rate helps to keep those weapon on target much better. and give a great 5 beams broadside which not much of a power drain (weapon power stay above 95% on broadside with that set up). Unfortunatly not as effective on odyssey due to appaling turnrate.

    For bof power I use sensibly similar config that hakaishinlegion gave. Except I don't use Auxiliary to structural. I use the cruiser with my engineer so I train 1 of my bof in Extend shield 3 and I put eject warp plasma 1. Great for crowd control and to stop cube from spawning High yield torp. I use an engineer on my lt com universal slot so I have 2 EPtS (1 and 3) and 2 EPtW (1 and 2). I don't use eng team because of share cooldown with tt of which I use 2 (1 and 2) and i use faw 1 for last tac bof power.

    thats about it for bof power.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
  • dknight0001dknight0001 Member Posts: 1,542
    edited August 2012
    Seems the consensus is against mixing tetyron and anti-proton. My reasoning was that the tetyrons drain the shields and the anti-Protons deal damage.

    Although not listed within game, I have read that flow capacitor consoles and skill affect tetryon shield drain. Is this true?

    I went with the Omega (not planning on using the shields) in order to get the Tetyron Glider. Smart move?

    Clearly, I need to do some serious working of my BOFFs and try to acquire a few of the ones recommended.

    The reasoning behind one energy type is simple, you hit harder with it. 3 +26% consoles are going to be better than 1 +26% console and +18% console for each type.

    Yes Flow Capacitors do increase the Tetryon Glider, Tetryon and Polaron drains, but like everything in this game focus is the way to go. Dabbling may seem effective in PVE but once you start PVP (The harshest most unforgiving game mode known to man) the Focused builds will eat you alive.

    hakaishinlegion really does know is stuff, as a PVPer his builds are tempered against the greatest opponents this game can throw at him. While I disagree with him, I very much respect his opinion.

    But that being said I only like Aceton Beam for tanking, I would not use it unless that was my role, as there are much much better skills available. And it's use in PVP is a joke.
    For armor I use 1 neutronium, 1 tetraburnium and 1 ablative all MK XI blue or better, I get most resistance against borg specialy plasma and neutronium comes into play for fleet event.

    Here's the thing at Blue Mk XI
    2 x Neutronium is 37.6% vs everything
    3 x Neutronium is 56.4% vs everything
    1 Neutronium, 1 Tetraburnium and 1 Ablative are a mix of resists.

    18.8 Kinetic, 45.2 Phaser, 45.2 Disruptor, 71.6 Plasma, 71.6 Tetryon, 45.2 Polaron, 45.2 Anti Proton

    Now that's a lot of resist but I haven't found an issue with just 2 Neutronium, and the way it stacks isn't strictly linear not to mention doesn't take into account points in Hull Plating (Energy) and Armour Reinforcements (Kinetic). To be honest I'm not 100% sure of the theory behind the maths for resist in this game. But I certainly think you can't go wrong with a pair of Neutronium as it's equal protection against everything.

    Like everything in this game, consider another point of view but at the end of the day if it's working for you feel free to keep using it.
    If you go all beams, consider putting 2 dual beam up front. I found that it gives me good forward punch and I get better dps with less drain with only 6 beams on broadside. That how I built my odyssey.

    By comparaison on my fleet heavy cruiser I put 3 DB up front because the superior turning rate helps to keep those weapon on target much better. and give a great 5 beams broadside which not much of a power drain (weapon power stay above 95% on broadside with that set up). Unfortunatly not as effective on odyssey due to appaling turnrate.

    For bof power I use sensibly similar config that hakaishinlegion gave. Except I don't use Auxiliary to structural. I use the cruiser with my engineer so I train 1 of my bof in Extend shield 3 and I put eject warp plasma 1. Great for crowd control and to stop cube from spawning High yield torp. I use an engineer on my lt com universal slot so I have 2 EPtS (1 and 3) and 2 EPtW (1 and 2). I don't use eng team because of share cooldown with tt of which I use 2 (1 and 2) and i use faw 1 for last tac bof power.

    thats about it for bof power.

    As much as I hate the look of the Heavy Cruiser I'd really like to try that build out on it.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited August 2012
    http://www.stoacademy.com/tools/skillplanner/

    use this to play around with skillpoints and ship setup...post it here again and wait for feedback
    Go pro or go home
  • breygornbreygorn Member Posts: 189 Arc User
    edited August 2012
    sorry if the following was already suggested...

    I'd suggest just going tetryon, instead of having AP mixed in.
    try out the maco shield, keep 2xomega
    replace an eps with another neutronium
    replace shield emitter for another flow caps
    I'd drop target shield and use tac team there
    replacing the tac team for polarize hull
    bump eng team to 3
    add in another epts
    then pick dem, aceton, or warp plasma for the cdr spot

    edit:: do you have the special oddy consoles?
    [SIGPIC][/SIGPIC]
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited August 2012
    Firstly, thanks for the quick and informative replies.

    I realise that it would have been wise to include BOFF stations, but was wary of the TL;NDR

    Lt Com Universal - Beam Array Overload I, Fire at Will II, Torp High Yield III
    Ensign Universal - Tactical Team I
    Lt Tactical - Target Shields I, Torp Spead II
    Com. Engineering - Emergency Power to Shields I, Engineering Team II, Directed Energy Modulation II, Aceton Beam III
    Lt Science - Hazard Emitters I, Transfer Power to Shields II

    Looks like this may be where I am going wrong...

    Seems the consensus is against mixing tetyron and anti-proton. My reasoning was that the tetyrons drain the shields and the anti-Protons deal damage.

    Although not listed within game, I have read that flow capacitor consoles and skill affect tetryon shield drain. Is this true?

    I went with the Omega (not planning on using the shields) in order to get the Tetyron Glider. Smart move?

    Clearly, I need to do some serious working of my BOFFs and try to acquire a few of the ones recommended.



    Little late to the party, just throwing in my 2 pence:

    The lack of 2 rotating sets of EPTW and EPTS isn't such a big deal on the Tac Ody, because the Tac Ody can hit 125 Weapons power without needing to dip into running EPTW.

    +10 from the Ship itself
    +5 from a Universal Borg Console
    +5 from 9/9 Starship Warp Core Performance
    +10 from 9/9 Starship Weapon Performance
    (getting +5 requires only 3/9 Starship Weapon Performance for FAR less skill points)

    So you can hit 125/100 weapons power, or even 125/95 Weapons power, without resorting to EPTW.

    This means you can just rotate two copies of EPTS, and use the Universal LtCom Slot for a Tactical BOFF to raise your DPS.

    Example layout:

    Universal LtCom (Tac): TT1, APB1, APB2
    Lt Tac: TT1, [Torp Spread 2 or BO2 or BFAW2]
    Universal Ensign (Tac): [Torp Spread 1 or BO1 or BFAW1]
    Lt Sci: HE1, TSS2
    Com Eng: EPTS1, RSP1 (or ES1), EPTS3, Aux2SIF3

    In fact, I'd be tempted to stick in Aux2BAT1 on that Com Eng instead and just use a few Technician DOFFs to reduce the cooldowns of everything (could even switch EPTS1 for EPTW1 in case you want to "go all out DPS" once in a while)
    [ <<<--- @Maelwys --->>> ]
  • deadspacex64deadspacex64 Member Posts: 565 Arc User
    edited August 2012
    Tetryons do benefit from flow cap skill and consoles, as well as deflectors that ad flow cap skill bonuses.

    for survival shield tank style, my loadout
    2xTT- 1
    2xRSP 1 - 2
    1xEP2S 1
    2xHE 1 - 2
    if you're constantly holding or gaining ag from multiple sources, and you will once you start FAW rotations those 4 skills along with Brace for Impact (and a slotted shield distro doff) can keep you alive. (iso charges are another story >.>)

    Doffs,
    shield distro (chance to regen shields when using brace for impact)
    conn (decrease CD on tac team)
    battery doff (optional)

    contrary to another poster, aceton beam 3 is viable, and valuable as it reduces damage you or a teammate might take significantly allowing yourself or teammate a bit of breathing space to repair/regen shields.

    As to how this has been tested? survival holding ag on everything through all waves in fleet alerts except ships targeted on escorts. but then they survive better only having to deal with ag from their target. STF's tanking anything and everything.

    further, never stop moving, bonus to defense increases the faster you're moving. might think about EP2W (2 copies)as well, FAW volleys will drain power like mad, pop a battery or EP2W to keep power level up and dps output maintained. DO NOT believe what your static dps shows...it's an illusion, once you hit broadsides firing all 6 BA's hold your mouse over weapon in tray..and watch damage drop. FAW is even worse on power consumption/dps loss unless EP2W or a battery is used.

    DEM can be useful in conjuction with APA, go down fighting and FAW (not required but handy for ticking off everything around you) and EP2W or Battery.

    tac, in a mirror star cruiser (formerly in a sovereign)and i run anti-protons. skilled pure energy and weapon specialization, nada in projectiles. have built 2 tetryon characters (sci's) how i know about the tet boosts.

    and the best way, is look at what's been posted and find a boff layout and fighting style that suits you through your own experimentation. the only caveat, is multiple energy types = bad. tried 2x disruptor turrets with 6xAP BA's early on...just wasn't worth it for that low chance of 10%. never bothered to try tet's as that would require skilling flow caps to boost the shield damage...and would still be stuck with 2.5% with only 2 weaps. pure AP's eat through shields fast enough ^_^
    Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
    Donate Brains, zombies in Washington DC are starving.
  • atrus19atrus19 Member Posts: 0 Arc User
    edited August 2012
    Half of the people who read these forums are RPers, the other half are PvEers, both of which aren't too afraid of the longer posts. They tend to have higher IQs in general, but simply lack the necessary experience to milk the greatest effect out of their ships in combat.

    That said, shouldn't be afraid to post whatever in bloody f*cking hell you feel like.

    What's the worst answer you're going to get? A "NO U N00B!!!"?

    If you're afraid of that, probably shouldn't play online games.

    In any event, the others who've already posted actually mentioned most of what I was going to note.

    Except now, I can critique your BOFFs.

    NOTE: WHATEVER I HAVE TO SAY IS MEANT FOR CONSTRUCTIVE CRITICISM. I AM TOLD I CAN BE BRASH, BUT KNOW IN ADVANCE IT IS SOLELY FOR YOUR BENEFIT.

    *ahem* Now then...

    Weapon Loadout: As mentioned before, pick one energy type and stick to it. But that only touches on one note.

    Pick one weapon CATEGORY as well, and stick to it.

    Like Beams? Use them exclusively. Like Cannons/Turrets? Use them exclusively. Etc.

    The only exception should be if you want to add 1 torpedo in there for effect, but this is not recommended on any cruiser given the turn rate EXCEPT when Tricobalts are concerned (high recharge, but high punch power if used right, but takes more skill).

    Tactical BOFF: ...WTF? Let me see if I understand this correctly... you will use Beam Overload, drop your weapon power by 50 (dramatically lowering the effect of all follow-up shots), and follow up with Fire At Will? At the same time, you have a Target Subsystem skill tacked onto the cooldowns?

    No.

    Retrain these BOFFs immediately.

    Odyssey moves slow. Beam Overload is not enough to make effective use (trust me, I'm in a Galaxy, I can relate). If you are hell-bent on beams, take single arrays and load 2 copies of Fire At Will.

    You will be able to essentially keep Fire At Will online 70+% of the time in this fashion, providing excellent fire (particularly with 7-8 beams). Add in Attack Pattern Beta, and every enemy you hit with those spraying beams will receive that debuff, upping your damage as well as your allies.

    Drop the torps altogether. You move too slow to bother with them, and don't have the single punch power to penetrate shields and make them immediately usable.

    This will allow you to equip 2 copies of Tactical Team as well. This will increase your overall DPS as well as provide far greater survivability.

    And drop the damn subsystem targeting in PvE...

    Engineering BOFFs: Run 2x Emergency Power to Shields, and 2x Emergency Power to Weapons with a beam setup. You will be able to keep both online continuously and keep both your Shields and Weapons above 100 Power without too much trouble.

    Aux to Structural Integrity 3 is a must for any cruiser in my opinion. Strong heal and damage resist along with a very short cooldown.

    Directed Energy Modulation is FAR more useful with focus damage, which you will not get with a beam build. Drop it for something more useful.

    Acerton Beam... no. Just... no.

    Consider fitting in at least 1 Extend Shields in there. Infinitely useful in team play.

    Science BOFFs: This actually looks acceptable. I'd personally consider 2x Hazard Emitters for STFs given the Plasma spam and your limited Hull Heal ability though. This will also make you far more useful to your team.

    General BOFFs: Consider Saurian or Human BOFF species for additional bonuses in space combat.

    /rant

    **hides from the wave of carebears bound to cry because he's blunt, honest, and brash.**

    I agree with all this. The one note I would make is: You can use a Sovvy or Excel with a 'torp boat' build (the turn rates are just enough for me to deal with...any lower and I would say no) fairly decently but there's a lot of complication that goes into making that work, so if you are new and don't really have a handle on things, stick to the above. If you want a step by step build for a torp boat for either an assault cruiser/excel or a different one for an escort, PM me.
    __________________________________________________

    - Demosthenes01101, from the REAL Star Trek Online forums!

    [SIGPIC][/SIGPIC]

    "The needs of the many, outweigh the needs of the few, or the one."

    "You have been, and always shall be, my friend."
    - Pointy-eared, green blooded, hobgoblin

    "Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
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  • atrus19atrus19 Member Posts: 0 Arc User
    edited August 2012
    mehen wrote: »
    So if you want TG ( a ~30% boost in shield stripping), I would suggest grabbing only two Omega parts...engine and deflector most likely, as I think the Borg shield would be better. Run Fire at Will constantly, keep your allies buffed and healed, and I think you'll play a valuable role on the battlefield.

    GAH! No! You had me nodding until you said engine and deflector omega parts and 'borg shield better.' NO NO NO! Not at all. If you are doing 2 and 2, you want Omega/MACO shield and deflector, and Borg console and engines.
    __________________________________________________

    - Demosthenes01101, from the REAL Star Trek Online forums!

    [SIGPIC][/SIGPIC]

    "The needs of the many, outweigh the needs of the few, or the one."

    "You have been, and always shall be, my friend."
    - Pointy-eared, green blooded, hobgoblin

    "Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
    - Sherlock Holmes
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited August 2012
    atrus19 wrote: »
    GAH! No! You had me nodding until you said engine and deflector omega parts and 'borg shield better.' NO NO NO! Not at all. If you are doing 2 and 2, you want Omega/MACO shield and deflector, and Borg console and engines.

    You were thinking that too? lol

    I was trying to avoid posting given I figured I offended someone with my last notation who would've otherwise come on here to tell us how great Rainbows are.

    To the OP and naysayers, Atrus is absolutely correct here. You'd be wise to listen.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited August 2012
    I was just able to obtain the MACO shields finally and can attest to the awesomeness of running MACO Deflector/Shield and Borg Engines/Console.
  • innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited August 2012
    dashuk2381 wrote: »
    I was just able to obtain the MACO shields finally and can attest to the awesomeness of running MACO Deflector/Shield and Borg Engines/Console.

    You wont regret it :)
    Jamal : Tactical space specialist. USS Bug Warrior and many others
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    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
  • indubioveritasindubioveritas Member Posts: 0 Arc User
    edited August 2012
    Sorry it took me a few days to reply. The real world tends to intrude on my gaming...

    I really appreciate all the excellent advice. As I mentioned, I remain somewhat of a noob at this game and very much welcome the benefit of experience offered.

    I have since spent some time digesting and attempting to implement some of what I could.

    My set up is now as follows:

    Fore - 3 x Dual Anti-Proton Mk XII Borg Beam Arrays, Quantum Mk XI Purple
    Aft - 3 x Anti-Proton Mk XII Borg Beam Arrays, Quantum Mk XI Purple

    MACO Mk XII Shields
    MACO Mk XII Deflector
    Borg Engines

    Consoles:
    Eng - Neutronium Mk XI Purple, Neutronium Mk XI Blue, Ablative Mk XII Purple, RCS Accelerator (Turn Rate) Mk XII Purple
    Sci - Field Gen Mk XII Purple x 2, Shield Emitter Mk XII Purple
    Tac - Anti-Proton Mk XII Purple x2, Anti-Proton Mk XI Purple

    BOFF Layout:

    Comm Eng - Em. Pow. Weapons I, Em. Pow. Shields II, Reverse Shield Pol II, Aux to Structual III

    Lt Science - Polarize hull I, Hazard Emitters II

    Lt Comm Uni - Tactical Team I, Torpedo High Yield II, Fire at Will III

    Lt Tac - Fire at Will I, Torpedo Spread II

    Ensign Uni (Eng): Em. Pow. Shields I


    NOTES:

    I appreciate the advice regarding moving away from dual beam arrays and torpedos to a "beam boat". My reasons for sticking (for the time being) with the set up I have are twofold:
    I like having torpedos as the game is simply more fun with the variety. (This of course also explains why I have thus far kept the torpedo powers)
    Second, I like to attack head-on and do a lot of initial damage in a first run, then swinging around. This may not be the best tactic, and I do understand the limitations inherent in dual beam arrays given my poor turn rate, but again, I enjoy that style of play.
    I do not question the wisdom of the advice.

    Of course it takes time to acquire all the consoles and weapons I desire. I intend to acquire a third purple Mk XII Field Generator to add to my first two... unless the Emitter proves effective...
    I need another two/three purple Neutronium Engineering consoles, Mk XII ideally.
    I also need to upgrade the torpedos to borg Mk XII.
    Finally, I need one more purple Mk XII anti-proton damage mag console.


    A couple of questions:

    Is it worth using one of my four engineering console slots for a turn rate console to offset some of the sluggishness? Especially given my preference for dual beams and torpedos?

    Is a third Field Gen console preferable to a set up with two and one emitter?


    THANKS again to everyone who took the time to help out a noob who remains keen to learn.


    I suppose the next thing will be to find a fleet...
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