this is a oddy build i thought of when i upgraded my oddy tact. this build focuses on mainly keeping your target in front of you to get maximum damage. the oddy here isnt the upgrade one thats because i forgot to click on t5-u. the boff layout is mainly to get every ounce of damage i can out of my beams but also heal or debuiff anyone that needs it
If it's just for fun and playing foundry, episodes and general solo stuff sure do whatever you want but please do not bother people in advanced pugs with this.
If it's just for fun and playing foundry, episodes and general solo stuff sure do whatever you want but please do not bother people in advanced pugs with this.
I posted this build for people who might have just gotten to 50 or are looking for a viable build. I've used this build in advanced stfs
I posted this build for people who might have just gotten to 50 or are looking for a viable build. I've used this build in advanced stfs
I'm sorry for your teammates. If you want help, I and others would be happy to help you, but this is not a build I want to see people finding as a 'good' build.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
this is a oddy build i thought of when i upgraded my oddy tact. this build focuses on mainly keeping your target in front of you to get maximum damage. the oddy here isnt the upgrade one thats because i forgot to click on t5-u. the boff layout is mainly to get every ounce of damage i can out of my beams but also heal or debuiff anyone that needs it
If it's just for fun and playing foundry, episodes and general solo stuff sure do whatever you want but please do not bother people in advanced pugs with this.
No disrespect to the OP, but the oddy build is not very well optimized, both in weapons, bridge officer skills and consoles. I'm not even worrying about the mark level of stuff. It's almost a complete jack-of-all trades and master-of-none kind of setup, which often leaves a ship less effective than it could be. There are many other threads with more optimized builds available.
So, with respect to the seriousdave, I have to agree that the build is not what folks looking to setup their Oddy should use, even as a base, for serious STF use. For playing solo content, however, it could be fun if you want the wide variety of weapons and variety of bridge officer skills to use.
For those with one of the Eng, Sci or Tac Oddy's, try something more like:
LCDR Uni (Tac) TT1, APB1, BFAW3
Ens Uni (Sci) HE1
LT Tac TT1, APB1
CDR Eng ET1, EPTW2, EPTW3, DEM3
LT Sci HE1, ST2
In your active duty space roster:
If you need more healing, try to get Aux to SIF3 and use it instead of DEM3.
If you have at least 2 purple damage control engineers, replace EPTW2 with EPTS2.
If you have 2-3 purple energy weapon officers that reduce beam special attack recharge, use them to get BFAW3 up more often.
If you happen to have 2 purple conn officers that reduce tac team recharge, use them instead of energy weapon officers and replace one of the tac team 1's with BFAW1.
When you get other DOFFs and traits, especially reciprocity, the bridge officer skills used can go through some other changes.
As for gear.....
Make getting borg neural processors and omega marks from borg STFs a high priority so you can get omega reputation going quickly. With that, you can get the assimilated module and the kinetic cutting beam.
Use all beam arrays and broadside targets, no torpedoes. With all the new stuff available, the old mantra of using torpedoes to keep weapon power up so beams do more damage is actually hurting your DPS nowadays. If you can't broadside, then use dual beam banks up front, and omni beams and turrets in the rear, emphasis on the omni beams.
The saucer sep can be handy, but the saucer is often a short lived item outside of normal STFs or normal solo missions, though it often lasts longer than the aquarius.
Tac consoles, all tac consoles should be devoted to boosting your weapons type, one type. Nothing but tac consoles in the tac slots. For phasers, use phaser relays, as an example.
Power boosters are generally less powerful that other engineering consoles. Consider using an EPS flow regulator, neutronium and/ or maybe a monotanium type console. If using dual beam banks up front, an RCS console might help, but it's not needed with beam arrays and would open up a console slot for something else.
Field generators boost max shields, though the borg plasma torpedo plasma fire penetrates those shields and cooks you from the inside. The beams will often tear those shields down faster than you replenish them if you use field generators, so consider emitter consoles that increase shield heals so EPTS can replenish shields more, give better resistances to shields, and science team can fill in the gaps when you need to replenish shields and there are several more seconds to go before EPTS is available to activate.
I highly recommend that you run Tac team(s) and EPTx abilities as often as possible.
There is always an exception to things listed above, but in general, the info I provided above should help a new to lvl 50 player take the Tac/ Sci/ Eng oddy into advanced STFs and contribute effectively enough if they work with others as a team, combining fire together with others, and stay together as a team.
Here is a previous thread about the Tac Oddy in particular that can be of help too. Beware that there is some banter about some other ships being or not being superior. Pay attention to the different builds provided. There are several variations on builds that you can use to better understand things or get ideas on how to set up your own oddy.
I'm sorry for your teammates. If you want help, I and others would be happy to help you, but this is not a build I want to see people finding as a 'good' build.
I forgot to mention that my team mates had the exact same setup and none of us died, I didn't make this build to be pure dps, I made it to destroy enemies quicker. this is a low budget build, its made for players with not alot of time to play. At least try to out before you criticize about it
I forgot to mention that my team mates had the exact same setup and none of us died, I didn't make this build to be pure dps, I made it to destroy enemies quicker. this is a low budget build, its made for players with not alot of time to play. At least try to out before you criticize about it
Let me explain this to you succintly and clearly. I am one of the moderators of /r/stobuilds. I flew a tank into the #41 spot on the DPS charts. I have thought up more viable ship setups than you've ever heard of. I'm more than capable of looking at a build markup and seeing if it's great, good, decent, fine, bad, or trash.
I would put your build at the bad tier - you have at least a few plasma tac consoles with your plasma weapons, and use beam abilities with beam weapons, but there are issues through the build that I would be more than happy to explain, not the least of which is that you only have 4 weapons firing at any given time, but you seem to have the opinion that you know exactly what you're talking about. If your goal is as you say:
I didn't make this build to be pure dps, I made it to destroy enemies quicker. this is a low budget build, its made for players with not alot of time to play
the boff layout is mainly to get every ounce of damage i can out of my beams but also heal or debuiff anyone that needs it
I forgot to mention that my team mates had the exact same setup and none of us died, I didn't make this build to be pure dps, I made it to destroy enemies quicker. this is a low budget build, its made for players with not alot of time to play. At least try to out before you criticize about it
C'mon OP. Much as I'm loathe to agree with people flash credentials like they're important, you gotta know you can do better than this and still keep your flight style and low budget, buffing up even with just little changes. Arrays on the front instead of DBBs, or turrets instead of arrays in the back, just to have a kill-zone somewhere. Dropping the Overload for a Tac Team for when the Borg beam aboard. Trade the two funky armors for a pair of Neutroniums and for similar overall protection plus some kinetic resists, and I mean storebought not fleet. Dropping one of the ETPS's for an EPTW, then throw on a trio of blue damage control engineers (less than a million EC for the trio) to keep both powers up. Or torpedoes, you already have the Omega torp there, you could drop the aft torp for a KCB, or keep the aft torp and find somewhere to work in the Experimental Proton Beam or Proton Particle Stabilizer for a crit bonus, or just SOMETHING.
Don't get me wrong, I love that you wanna do something different than the tired FAW/Beta/Antiproton/Plasma schtick, and I'm not saying minmax it because TRIBBLE minmaxers. But you gotta know that you can take even this same build, same concept, same approach, and do it better than what you have with just minor adjustments. Please?
Addendum Edit:
Same concept ship, an Odyssey with the complete Odyssey and Solanae sets, tanking heavy, and an emphasis on forward plasma AOE firepower with optional torpdeo spread, built from cheap and readily-available parts. Swapped to single cannons and turrets so they could fire on the same target using the same skill (CSV) and because single cannons cost basically nothing while giving you a wider forward arc. Replaced the two armors with a single neutronium that you can farm by spending 20 minutes with Nelix (I think? I'm sure its on the Exchange too). Boff changes added EPTW1, dropped the BO1 for TT1, swapped FAW for CSV as appropriate, and swapped Delta for Beta because Delta is best for dedicated tanks not offensive ships. Added Assimilated Module and Proton Particle Stabilizer for set bonuses. Doffs are 3 Damage Control Engineers (Blue), so 2-3 spaces left for Tac Team doffs or ET/ST doffs or whatever else ya like.
C'mon OP. Much as I'm loathe to agree with people flash credentials like they're important, you gotta know you can do better than this and still keep your flight style and low budget, buffing up even with just little changes. Arrays on the front instead of DBBs, or turrets instead of arrays in the back, just to have a kill-zone somewhere. Dropping the Overload for a Tac Team for when the Borg beam aboard. Trade the two funky armors for a pair of Neutroniums and for similar overall protection plus some kinetic resists, and I mean storebought not fleet. Dropping one of the ETPS's for an EPTW, then throw on a trio of blue damage control engineers (less than a million EC for the trio) to keep both powers up. Or torpedoes, you already have the Omega torp there, you could drop the aft torp for a KCB, or keep the aft torp and find somewhere to work in the Experimental Proton Beam or Proton Particle Stabilizer for a crit bonus, or just SOMETHING.
Don't get me wrong, I love that you wanna do something different than the tired FAW/Beta/Antiproton/Plasma schtick, and I'm not saying minmax it because TRIBBLE minmaxers. But you gotta know that you can take even this same build, same concept, same approach, and do it better than what you have with just minor adjustments. Please?
Addendum Edit:
Same concept ship, an Odyssey with the complete Odyssey and Solanae sets, tanking heavy, and an emphasis on forward plasma AOE firepower with optional torpdeo spread, built from cheap and readily-available parts. Swapped to single cannons and turrets so they could fire on the same target using the same skill (CSV) and because single cannons cost basically nothing while giving you a wider forward arc. Replaced the two armors with a single neutronium that you can farm by spending 20 minutes with Nelix (I think? I'm sure its on the Exchange too). Boff changes added EPTW1, dropped the BO1 for TT1, swapped FAW for CSV as appropriate, and swapped Delta for Beta because Delta is best for dedicated tanks not offensive ships. Added Assimilated Module and Proton Particle Stabilizer for set bonuses. Doffs are 3 Damage Control Engineers (Blue), so 2-3 spaces left for Tac Team doffs or ET/ST doffs or whatever else ya like.
Redid the build, read all the comments and looked at the other builds and redid mine, it took all my saved up dilithium I was saving for advanced scorpion fighters to get the proton beam. I also got the ancient omni beam and a crafted omni beam with a torp and a beam in the back. I got the regular dbb and beams from replaying fluidic dynamics a couple times then upgraded the. Also I switch boff powers, adeed APD, kept the beam-happy and torp powers and added a copy of TT2. Also got eptw, ET2, EPTS3, then put a EPTSIF3 in there. I generally improved everything here
Solanae set's powers are nifty ones, especially the metaphasic shield but I'm not sure the set as a whole does really add yo your build.
Almost every piece adds something to sci related boff powers and seeing your lack of them is diminishing their usefulness quite a bit. I know high aux is good and needed for aux2sif but there's only so much aux you need on an engi/tac build.
It's a good place to start since they are all free but your goal should be something that has more synergy with your weapons and boff powers.
One solid setup I can wholeheartedly recommend is the nukara shields & engines + undine deflector & core.
Both are realtive easy to get thanks to their respective farming zones and are more focused on engi and tac skills and stats than your non-existent sci abilities.
And for some final thoughts, drop the chevron console. Non-hangar pets have only limited use since they are pretty much brain dead. The 2 pice bonus of the ody set is kinda worth keeping but without the 3pc the chevron gets even weaker and since you can't use the aquarius and the chevron in tandem you're essantially wasting 1 precoius console slot for a non deployable pet.
Get the aquarius into engineering and add another tac console to boost the stuff that your are using, namely your weapons.
Redid the build, read all the comments and looked at the other builds and redid mine, it took all my saved up dilithium I was saving for advanced scorpion fighters to get the proton beam. I also got the ancient omni beam and a crafted omni beam with a torp and a beam in the back. I got the regular dbb and beams from replaying fluidic dynamics a couple times then upgraded the. Also I switch boff powers, adeed APD, kept the beam-happy and torp powers and added a copy of TT2. Also got eptw, ET2, EPTS3, then put a EPTSIF3 in there. I generally improved everything here
Bridge officer abilities are far cheaper to make changes with than gear. I certainly did not put you up to spending lots of dilithium or EC to change the gear. Improving gear will certainly help, but as I previously said, it's expensive. Altering the bridge officer skills is, in my opinion, the single cheapest and often easiest way to get nearly immediate feedback on improving a build. Once the bridge officer abilities are setup to match the gear and active space duty roster DOFFs, then worry about gear, skills, traits, reputation, etc.
The only things cheaper than adjusting bridge officer abilities is practicing and improving your piloting abilities and better understanding how your positioning and timing can improve DPS, survival, etc. Learning how to control a cruiser into a 90 degree turn that turns into a power slide to set the ship in a broadside attack and keep it from starting to fly out of that slide, is one of many things you can learn with respect to piloting. Anticipation is another, and so is starting a turn before you need to be in the turn so you have built up the needed momentum and speed when the time is right, is another one.
As I previously mentioned, when it comes to reputation, omega reputation is a great place to start. STFs that give omega marks are some of the most often run, well understood, STFs and you get access to one of the consoles that nearly every good player in the game uses, the assimilated module. With a beam array setup, it even has a nice 2-piece bonus with the kinetic cutting beam, also in the omega reputation. Since so many folks understand those STFs, you have a better chance of getting a group together to run them with little chance of failure, and randomly joining a group has a chance to succeed too, though there are times of the day when randomly joining a group has a very slim chance of success.
Comments
I posted this build for people who might have just gotten to 50 or are looking for a viable build. I've used this build in advanced stfs
I'm sorry for your teammates. If you want help, I and others would be happy to help you, but this is not a build I want to see people finding as a 'good' build.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
No disrespect to the OP, but the oddy build is not very well optimized, both in weapons, bridge officer skills and consoles. I'm not even worrying about the mark level of stuff. It's almost a complete jack-of-all trades and master-of-none kind of setup, which often leaves a ship less effective than it could be. There are many other threads with more optimized builds available.
So, with respect to the seriousdave, I have to agree that the build is not what folks looking to setup their Oddy should use, even as a base, for serious STF use. For playing solo content, however, it could be fun if you want the wide variety of weapons and variety of bridge officer skills to use.
For those with one of the Eng, Sci or Tac Oddy's, try something more like:
LCDR Uni (Tac) TT1, APB1, BFAW3
Ens Uni (Sci) HE1
LT Tac TT1, APB1
CDR Eng ET1, EPTW2, EPTW3, DEM3
LT Sci HE1, ST2
In your active duty space roster:
If you need more healing, try to get Aux to SIF3 and use it instead of DEM3.
If you have at least 2 purple damage control engineers, replace EPTW2 with EPTS2.
If you have 2-3 purple energy weapon officers that reduce beam special attack recharge, use them to get BFAW3 up more often.
If you happen to have 2 purple conn officers that reduce tac team recharge, use them instead of energy weapon officers and replace one of the tac team 1's with BFAW1.
When you get other DOFFs and traits, especially reciprocity, the bridge officer skills used can go through some other changes.
As for gear.....
Make getting borg neural processors and omega marks from borg STFs a high priority so you can get omega reputation going quickly. With that, you can get the assimilated module and the kinetic cutting beam.
Use all beam arrays and broadside targets, no torpedoes. With all the new stuff available, the old mantra of using torpedoes to keep weapon power up so beams do more damage is actually hurting your DPS nowadays. If you can't broadside, then use dual beam banks up front, and omni beams and turrets in the rear, emphasis on the omni beams.
The saucer sep can be handy, but the saucer is often a short lived item outside of normal STFs or normal solo missions, though it often lasts longer than the aquarius.
Tac consoles, all tac consoles should be devoted to boosting your weapons type, one type. Nothing but tac consoles in the tac slots. For phasers, use phaser relays, as an example.
Power boosters are generally less powerful that other engineering consoles. Consider using an EPS flow regulator, neutronium and/ or maybe a monotanium type console. If using dual beam banks up front, an RCS console might help, but it's not needed with beam arrays and would open up a console slot for something else.
Field generators boost max shields, though the borg plasma torpedo plasma fire penetrates those shields and cooks you from the inside. The beams will often tear those shields down faster than you replenish them if you use field generators, so consider emitter consoles that increase shield heals so EPTS can replenish shields more, give better resistances to shields, and science team can fill in the gaps when you need to replenish shields and there are several more seconds to go before EPTS is available to activate.
I highly recommend that you run Tac team(s) and EPTx abilities as often as possible.
There is always an exception to things listed above, but in general, the info I provided above should help a new to lvl 50 player take the Tac/ Sci/ Eng oddy into advanced STFs and contribute effectively enough if they work with others as a team, combining fire together with others, and stay together as a team.
http://sto-forum.perfectworld.com/showthread.php?t=1339681&highlight=oddy
I forgot to mention that my team mates had the exact same setup and none of us died, I didn't make this build to be pure dps, I made it to destroy enemies quicker. this is a low budget build, its made for players with not alot of time to play. At least try to out before you criticize about it
Let me explain this to you succintly and clearly. I am one of the moderators of /r/stobuilds. I flew a tank into the #41 spot on the DPS charts. I have thought up more viable ship setups than you've ever heard of. I'm more than capable of looking at a build markup and seeing if it's great, good, decent, fine, bad, or trash.
I would put your build at the bad tier - you have at least a few plasma tac consoles with your plasma weapons, and use beam abilities with beam weapons, but there are issues through the build that I would be more than happy to explain, not the least of which is that you only have 4 weapons firing at any given time, but you seem to have the opinion that you know exactly what you're talking about. If your goal is as you say:
Then why not fly something like this: This is a much better cheap oddy build that does basically everything you asked it to do vastly better
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
C'mon OP. Much as I'm loathe to agree with people flash credentials like they're important, you gotta know you can do better than this and still keep your flight style and low budget, buffing up even with just little changes. Arrays on the front instead of DBBs, or turrets instead of arrays in the back, just to have a kill-zone somewhere. Dropping the Overload for a Tac Team for when the Borg beam aboard. Trade the two funky armors for a pair of Neutroniums and for similar overall protection plus some kinetic resists, and I mean storebought not fleet. Dropping one of the ETPS's for an EPTW, then throw on a trio of blue damage control engineers (less than a million EC for the trio) to keep both powers up. Or torpedoes, you already have the Omega torp there, you could drop the aft torp for a KCB, or keep the aft torp and find somewhere to work in the Experimental Proton Beam or Proton Particle Stabilizer for a crit bonus, or just SOMETHING.
Don't get me wrong, I love that you wanna do something different than the tired FAW/Beta/Antiproton/Plasma schtick, and I'm not saying minmax it because TRIBBLE minmaxers. But you gotta know that you can take even this same build, same concept, same approach, and do it better than what you have with just minor adjustments. Please?
Addendum Edit:
Same concept ship, an Odyssey with the complete Odyssey and Solanae sets, tanking heavy, and an emphasis on forward plasma AOE firepower with optional torpdeo spread, built from cheap and readily-available parts. Swapped to single cannons and turrets so they could fire on the same target using the same skill (CSV) and because single cannons cost basically nothing while giving you a wider forward arc. Replaced the two armors with a single neutronium that you can farm by spending 20 minutes with Nelix (I think? I'm sure its on the Exchange too). Boff changes added EPTW1, dropped the BO1 for TT1, swapped FAW for CSV as appropriate, and swapped Delta for Beta because Delta is best for dedicated tanks not offensive ships. Added Assimilated Module and Proton Particle Stabilizer for set bonuses. Doffs are 3 Damage Control Engineers (Blue), so 2-3 spaces left for Tac Team doffs or ET/ST doffs or whatever else ya like.
http://skillplanner.stoacademy.com/?build=odyty_5101
http://skillplanner.stoacademy.com/?build=oddytactbuild_9035
Redid the build, read all the comments and looked at the other builds and redid mine, it took all my saved up dilithium I was saving for advanced scorpion fighters to get the proton beam. I also got the ancient omni beam and a crafted omni beam with a torp and a beam in the back. I got the regular dbb and beams from replaying fluidic dynamics a couple times then upgraded the. Also I switch boff powers, adeed APD, kept the beam-happy and torp powers and added a copy of TT2. Also got eptw, ET2, EPTS3, then put a EPTSIF3 in there. I generally improved everything here
Almost every piece adds something to sci related boff powers and seeing your lack of them is diminishing their usefulness quite a bit. I know high aux is good and needed for aux2sif but there's only so much aux you need on an engi/tac build.
It's a good place to start since they are all free but your goal should be something that has more synergy with your weapons and boff powers.
One solid setup I can wholeheartedly recommend is the nukara shields & engines + undine deflector & core.
Both are realtive easy to get thanks to their respective farming zones and are more focused on engi and tac skills and stats than your non-existent sci abilities.
And for some final thoughts, drop the chevron console. Non-hangar pets have only limited use since they are pretty much brain dead. The 2 pice bonus of the ody set is kinda worth keeping but without the 3pc the chevron gets even weaker and since you can't use the aquarius and the chevron in tandem you're essantially wasting 1 precoius console slot for a non deployable pet.
Get the aquarius into engineering and add another tac console to boost the stuff that your are using, namely your weapons.
Bridge officer abilities are far cheaper to make changes with than gear. I certainly did not put you up to spending lots of dilithium or EC to change the gear. Improving gear will certainly help, but as I previously said, it's expensive. Altering the bridge officer skills is, in my opinion, the single cheapest and often easiest way to get nearly immediate feedback on improving a build. Once the bridge officer abilities are setup to match the gear and active space duty roster DOFFs, then worry about gear, skills, traits, reputation, etc.
The only things cheaper than adjusting bridge officer abilities is practicing and improving your piloting abilities and better understanding how your positioning and timing can improve DPS, survival, etc. Learning how to control a cruiser into a 90 degree turn that turns into a power slide to set the ship in a broadside attack and keep it from starting to fly out of that slide, is one of many things you can learn with respect to piloting. Anticipation is another, and so is starting a turn before you need to be in the turn so you have built up the needed momentum and speed when the time is right, is another one.
As I previously mentioned, when it comes to reputation, omega reputation is a great place to start. STFs that give omega marks are some of the most often run, well understood, STFs and you get access to one of the consoles that nearly every good player in the game uses, the assimilated module. With a beam array setup, it even has a nice 2-piece bonus with the kinetic cutting beam, also in the omega reputation. Since so many folks understand those STFs, you have a better chance of getting a group together to run them with little chance of failure, and randomly joining a group has a chance to succeed too, though there are times of the day when randomly joining a group has a very slim chance of success.