Hello gang.
I fly a T5-U Tactical Odyssey - and for the most part I do alright. I would like to make myself tankier and do more damage - so I have put myself to the STO builder and saved it.
Please let me know what would be a good talent spec for the over-all gist of what I have going on, and if so what would be a better way to lean on my Boff abilities.
I have no real great idea, but I like being the damage-eater in STFs, and have a lot of fun in this ship.
Also of note - I know about the CritDx3 etc stuff - Weapon-wise I would like to mostly stay the same (except finish all weapons to XIV) for now, as I want to get everything else in order before I start the crafting mini-game.
Thank you for your time!
http://skillplanner.stoacademy.com/?build=fixmyengineerplz2_0
Comments
Ltcom Uni: Tac
TT1 / APB1 / FAW3
Ens Uni: Eng
EPTW1
Lt Tac:
FAW1 / APB1
Comm Eng:
EPTW1 / Aux2damp 1 / Whatever / Whatever
Lt Sci:
PH1 / HE2
And try and get a VR matter/antimatter doff for auxtodamp to give energy res as well as turn, but they're pricey last time I looked. Otherwise, stick owt where Aux2damp is.
Dump all power to weapons, then try and get the rest at 75% (unless you have/can afford a plasmonic leech).
Get rid of the graviton amplifier trait, and stick Auxiliary power offense in there.
For consoles & set gear: work towards the Nukara Deflector and shields, and the romulan engines.
Zero point energy conduit is decent crth (and sub-system power).
In all honesty, I think the Sci Oddy is better than the tac; sensor analysis will add more damage than one tac console will (everything else being equal). Guess it depends on your crth atm, and whether youll be fitting more vulnerability locators or not.
edit/ Oh aye, and maybe get 2x purple Con officers to take TT to global and stick more in attack patterns for 10 seconds.
You can go with or without the Aux to Battery skill setup.
Since you show an A2B setup already, I'll start there.
You really need 2-3 purple technicians that reduce recharge on use of aux to emergency battery.
LCDR Uni (ENG) ET1, A2B1, EPTW3
Ens Uni (Tac) TT1
LT Tac BFAW1, APB1
CDR Eng ET1, A2B1, EPTS3, DEM3
LT Sci HE1, ST2
As an engineer, you might be able to train your officers with DEM3, EPTW3 and EPTS3. If you can't, ask a buddy or fleetmate for help. Trade the BOFF to them, they train EPTx3, then trade it back to you.
You need 2-3 Purple Technicians that reduce recharge on use of aux to emergency battery skill.
Since double A2B still will not reduce the recharge time of tac team, engineering team or science team to 15 seconds, you need 1 blue or purple conn officer that reduces tactical team recharge.
Here is another build that ditches A2B....
LCDR Uni (TAC) TT1, APB1, BFAW3
ENS Uni (eng) ET1 or (Sci) HE1
LT Tac TT1, APB1
CDR Eng ET1, EPTS2, EPTW3, DEM3
LT Sci HE1, ST2
You need at least 2 purple Damage control engineers that reduce EPTx cooldowns
2-3 purple energy weapon officers that reduce beam special attacks
If you happen to have reciprocity from the phantom.....
LCDR Uni (SCI) HE1, TBR1, GW1
ENS Uni (Tac) TT1
LT Tac BFAW1, APB1
CDR Eng ET1, EPTS2, EPTW3, DEM3
LT Sci HE1, TBR1
2-3 purple damage control engineers.
If you aren't getting enough aggro to reduce tactical cooldowns, slot 1 conn officer,and 1-2 energy weapon officers.
If it's not tanky enough, change TBR to transfer shield strength for some super shields. You are sacrificing damage for tank, so be careful since reciprocity relies on threat, which damage is a solid part of.
I hope those things give you some ideas.