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Odyssey Help Please!

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Link Hyralian, Mon 10 Feb, 2014 5:41 PM
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    #1
    Hey there, I'm looking for a Odyssey build for PvE, and I'm looking for a bruiser build(Tank focused, but with significant damage).
    My Odyssey is the Tactical Variant, I'm a engineer, and currently, I seem to be doing well, but I think that it can be improved with the help of my fleetmates.
    I'm sorry I'm not using the STO academy set planner, it doesn't seem to work on my device.
    Also, I would appreciate trying to limit weapons I antiproton, as I don't have too many resources available.
    Currently, I run:
    Fore:
    3X Fleet Antiproton beam arrays
    1X Fleet quantum torpedo
    Aft:
    3X Antiproton Beam Arrays
    1 Omnidirectional antiproton beam
    Ship Equipment:
    MK XII MACO Space set
    Obelisk Warp core
    4x Fleet Neutronium Hull plating
    3X Antiproton Tac consoles
    Aquarius escort, Borg console, Zero-point energy console

    Bridge Officer:
    Cmdr. Eng: EPTS I, EPTW II, Reverse shield polarity, Aceton beam III
    Lt. Cmdr Eng(Universal): ET I, Aux to Hull II, EPTW II
    Lt. Tac: Beam FAW I, Torpedo spread II
    Lt. Sci: ST I, Haz Em II
    Ens. Sci(Universal): TSS I

    My power setting runs at:
    W: 90
    S:60
    A:25
    E:20
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    #2
    Which fleet versions of the weapons do you have?

    Which version of the Neutronium Hull platings did you pick up?

    I notice in your Tac officer that you're not running a Tactical Team ability. I would get a Tactical Team 1 and replace your Torpedo Spread with either Fire at Will 2 or Beam Overload 2. It's up to you which of those abilities you put in the lieutenant slot. Depends totally on whether you want to max out on hitting one enemy (BO2) or try to take on a few at once (FAW2).

    On the Science officer, I would recommend having a TSS 2 instead of HE 2. You can swap out the TSS 1 for a Polarize Hull 1 and change the ST 1 to a HE 1 or keep the ST 1 and swap out the TSS 1 for a HE 1. Having a HE 1 should be plenty hull heal, I believe.
    Soral
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    #3
    I have the Fleet Antiproton Beam Arrays MK XII [DMG]X3 [CRT]
    And the Fleet Quantum torpedo with DMGX3 and ACC

    All of the Neutronium hull platings are the ones from the Dilithium mine, and have [HullHp+]


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    LinkHyralian
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    #4
    Currently I'm running 1x DBB plus 2x BA and a wide angle quantum launcher on the front and 4x BA on the rear. I know it's not optimal but it's fun to use against Borg Cubes when all weapons can hit the target.
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    #5
    For what I consider a balanced approach
    Cmdr. Eng: EPTW1, A2B1, DEM2, RSP3
    Lt. Cmdr (Universal): ET1, A2B1, EPTS3
    Lt. Tac: FAW1, ATB1
    Lt. Sci: HE1, TSS2
    Ens (Universal): TS1 (or PH1 for added defense)

    That's usually my standard set up for my Odyssey. Running 2 A2Bs allows for rapid cooldown of all abilities, let's me utilize Reverse Shield Polarity 3 to abusive levels, increase shield defense by 30% with Transfer To Shields 3, while allowing for massive beam spamming with Fire At Will and torpedoes with Torpedo Spread. Pretty well balanced. You can also swap out Torpedo Spread for Polarized Hull if you want to further increase your defense.

    With this, you can utilize your different command types pretty well, I find. I can also get away with not using any defensive armors using this build. I usually run this with EPS or something, simply because I can get away with it.

    Let's make some more offense happen
    Cmdr. Eng: EPTS1, A2B1, RSP2, DEM3
    Lt. Cmdr (Universal): ET1, A2B1, EPTW3
    Lt. Tac: FAW1, ATB1
    Lt. Sci: HE1, TSS2
    Ens (Universal): TS1 (or PH1 for defense)

    This basically swaps the Shields for the Weapons and RSP for DEM, but it makes for a more tactical output. Again, Torpedo Spread can be swapped out for Polarized Hull for some added defense.

    I like some suicide with my offense
    Cmdr. Eng: EPTW1, A2B1, A2B2, DEM3
    Lt. Cmdr (Universal): TT1, TS2 (or FAW2), ATO1
    Lt. Tac: FAW1 (Or TS1), ATB1
    Lt. Sci: HE1, ST2 (or PH1, HE2 or HE1, TSS 2)
    Ens (Universal): TSS1 (or PH1, if you go HE1, TSS2

    This type is more suicidal offense. You pretty much will rely on your shield modulation for shield health. Also be banking on Omega to help out in that regard as well. However, it'll allow you to tag nearly all the offense you can out of the ship in short spurts.

    Drinking Earl of Grey tea while watching fireworks from your bridge
    Cmdr. Eng: EPTW1, A2B1, EPTS3, RSP3
    Lt. Cmdr (Universal): ET1, A2B1, ES2
    Lt. Tac: FAW1, ATD1
    Lt. Sci: HE1, TSS2
    Ens (Universal): PH1

    You might look at this and go "what is ES2" but that's Extend Shields. You might also go "why the Tribble would I want that?" and I'll say that there is a doff that adds an awesome 10% shield defense to yourself when used on another ship. Now before you go "but what if I'm solo" and I say, spit out the Aquarius and when you apply it on that you get the bonus. Can you say profit? I think you can~!

    With Power To Shields 3 giving you 30% shield defense, 10% from tossing out Extended Shields and 10% from some end game shields, you can neutralize 50% incoming damage to shields. Stack up the armor types to reduce damage to hull for up to 50% (depending on Captain skills) extra hull resistance means hurting your actual hull is quite laughable. Then you can turn on either Shield Modulation or Attract Fire and enjoy that Earl of Grey while watching all the fireworks.

    There's also other ways to boost your defense. There's the Defense trait that'll boost your speed defense by 10%. If you increase certain Captain skills beyond an absurd amount (125-150+ range, depends on skill), you can earn some extra protection. Those skills are Power Insulators (Energy Damage), Inertial Dampeners (Kinetic Damage) and Sensors (lessens overall damage). Though, as I said, you pretty much need to go "well, I'm going broke on this skill" so it isn't really fees-able nor advisable.

    You could also equip the Aegis Engines and Deflector for an extra 10% defense.

    BTW any of the science skills I mentioned, you can flip around as you wish. I only put up what I have used myself.

    That's pretty much my advice on the matter.
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    #6
    Thanks for all your help, guys. Espurr-san, I've tied implementing you suggestions and they work wonderfully. Soral, your reccomendations work excellently as well, but I feel m playstyle matches those of Forthegamer more. Thanks for all your help guys!
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    #7
    Your welcome and I'm glad to my information helps out. I'd honestly stay away from the things I mentioned later. You really only need the boffs to run those builds. The stuff I mention near the end is a little more min/max and isn't really going to break you if you do or don't. Though, it is a little silly that if you get things up only as absurdly high as I mentioned, will you notice any sort of difference.

    And don't be afraid to tweak them to your own liking. I mean I'm toying all the time with my own layouts simply because I am never satisfied and want to see how different skills can change how I run my ship. Recently was using Tractor Beam Repulsors and getting surprisingly decent damage output from those. Only problem is, they push the ships a little too quickly away.

    But yeah, again, happy to help.
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    #8
    Minor Criticisms:

    You almost never want RSP3. Just RSP2 tends to be good enough under sustained fire to bring yours shields up, and with shield hardening from EPtS you'd do fine. As an Aux2Bat build (where both Lt slots are taken by A2B), you'll want RSP2 (the lowest level possible). You don't want to be without it, because A2B means you're dumping your Aux all the time, reducing the strength of your shield heals (TSS).

    The reason you don't want RSP3 is because that slot is better for DEM3. There's not much advantage to RSP3 vs RSP2, but there should be a noticeable increase for DEM3 vs DEM2, especially since you'll be spamming that.

    Speaking of which, I don't recommend using a torpedo unless you have a wide angle one. Your broadside (without a torpedo) would be 8 weapons, while your front cone (with a torpedo) is only 5 weapons. You're better off swapping a non-wide angle torpedo with another beam array, which would also allow you to free up skill points from the projectile weapon skills. It would also increase the effectiveness of your FAW and DEM abilities, and you already have the +Antiproton bonus from your set anyway.
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    #9
    This is my build. I like it...Its a lot of fun and almost indestructible. Designed to be incredibly tough and be more of a support role, its not a heavy hitter but it does enough to take part if elite STF's.

    http://gateway.startrekonline.com/#c...ship-equipment

    I quite often take it to Friday pvp just to annoy people.

    Ofcoarse duty officers are important to the build aswell, with the right ones my power levels tend to be very high...quite often maxed out at 125-130 on all 4. This helps my dps as every power level above 75 gives me an extra 3% damage.
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