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Tac Odyssey Build - Powers and Gear

Started By:
Shiff, Thu 13 Feb, 2014 2:44 PM
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    #1
    Priority Alert from the U.S.S. Aragorn Elessar:

    Status: Yellow Alert
    Location: Gamma Orionis Sector Block
    Situation: Heavily Damaged EnterpriseE
    Mission: BorgcubeEngage the BorgBorgcube

    Message: Starfleet Command, this is Shiff, Captain of the U.S.S. Aragorn Elessar. My ship is adrift in Borg territory. Shields and weapons are functioning but impulse engines are down and my warp drive is malfunctioning. The Montgomery Scott is en-route to assist, but I fear the Borg have adapted to my ship's offensive and defensive capabilities. Several of my crew are critically injured, and my bridge crew fears they are ill suited for the task of continuing to repel the Borg. Request recommendations. The ships counselor and I are reviewing my staffs capabilities in order to reassign officers where they are best suited, but that does not solve our technical issues. Will transwarp to Utopia Planitia for refit once our ship is repaired. I've included a briefing on my bridge staff and my ships load out.. My chief engineer and I have been making upgrades that may not be on file.


    Bridge Officers:
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    Current Gear:
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    Shiff out.
    Shiff
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    #2
    Take a look at this.... Using AP beams, and the new Dyson space set. The weapons are either Rep or Fleet. It doesn't use any of the unique oddy consoles, but does incorporate a plasmonic leach.

    I use a build similar to this and it stands up pretty well.

    http://skillplanner.stoacademy.com/?build=oddytacrev1_0
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    #3
    Do you recommend the same bridge officer powers? I do not see the benefit of redundant Tactical officer and FAW powers? I'd rather have a little more variety.

    I feel the same way about the consoles. Should I really just stack so many of the same thing?
    Shiff
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    #4
    If you mean Tactical Team the idea of having two copies of that is it gives you only fifteen seconds before you can re-activate the power - and since the duration of each is ten seconds, it practically means your shield facing and offensive power being buffed.
    McClintock
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    #5
    I fly a Tactical Odyssey as well. ForTheGamer gave me this build when I asked for help, and utlizing my own slight variation on this, I havent been able to die in Elite STF when I'm trying.
    All of this stuff is ForTheGamer's work, and not mine.

    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.
    LinkHyralian
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    #6
    When I fly, I do it with two tacs, as I'm an Engi captain. I do hold up pretty well. Like McClintock said with the overlap on Boff skills and the CD you can pretty much keep everything up and firing. With a beam boat, I always have at least FAW3 and I try to have another. So 2-TT and 2-FAW, that, for me, is standard.

    With the consoles.... always stack the tacs, there bonus' will stack so it will make you more deadly in the long run.
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    #7
    You guy sure love abbreviations. Smile Had to look up half of them.

    Any suggestions on Gear? Do most people use a set? I've been using the Aegis Set for ever.
    Shiff
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    #8
    Aegis is good, but I personally prefer the MACO set, but it really depends on you playstyle. For gear, I would hang onto those AP weapons, and purchase fleet consoles to replace the one that are non-unique.
    LinkHyralian
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    #9
    And if you prefer the canon: stick with phasers Wink

    Is it just my impression or do i see alot more oddisseys around in the past weeks?
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    #10
    If you're brand new at this, I have this little guide thingy you could look over.
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    #11
    One small thing I would recommend is that you either move the Aquarius console so that you can have 3 Tac consoles, or switch to the Sci Oddy. It has only 2 Tac console slots but has 4 Sci console slots, but it also comes with Sensor Analysis which gives you an increasing Damage bonus the longer you have a single enemy targeted, meaning if you switch targets you lose the bonus until it starts building up again, but the damage bonus is applied for all damage you deal to the target and after about 30sec it will give you a greater Dmg bonus than a normal Purple Mk XI Tac console. So its useful when fighting tough enemies.
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    #12
    Lots of useful and interesting comments and ideas. I am compiling them and working on my new build. I will post it for reference when I'm done. Hope to get some more feedback afterwards. Smile
    Shiff