Selane's Tactical Odyssey Build

The Phoenix Divisions' tactical section for individual and team combat readiness.

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daBelgrave
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Re: Selane's Tactical Odyssey Build

Postby daBelgrave » January 8th, 2014, 10:43 am

Well done! My ship doesn't have quite as many heals as it might need, so I'd probably have a better chance at First Place if I had the Assimilated 3-piece set bonus.

For three points, don't bother using a respec.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » January 10th, 2014, 12:14 pm

I found some other tuning I could do, so I'll probably respec this weekend after I pore over it a bit longer. I wish there was a way to earn skill respecs ingame, but it looks like I've used up all my golden tickets, and actual gold is the only way to tune things further.

I'm still undecided on whether to get a second Mk XII Field Generator for more shield HP, or get another fleet emitter array for shield heals, +Threat, and the possible shield heal proc. I'll probably get the emitter, and if I find it lacking them I'll pony up for the FG. 50K fleet credit + Dilithium is a lot smaller investment than 30M EC (or more).

I'm also undecided about the warp core. The only real reason to keep the Obelisk warp core is the added AP damage (which is a compelling reason). But other elite warp cores offer a wider variety of benefits. It's an ongoing mental debate.

I still think fleet deflectors are mostly junk, due to the very limited selection. But I might still get a Fermion dish, since they do offer a fair amount of desirable bonuses. I know the Axion has the 'particle accelerator' buff, but the benefits of that seem largely apocryphal; I can't find anything solid confirming those benefits. In any case, Axion deflectors are not well suited for a tank-oriented cruiser.
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Re: Selane's Tactical Odyssey Build

Postby daBelgrave » January 10th, 2014, 1:04 pm

Vorlok wrote:I'm still undecided on whether to get a second Mk XII Field Generator for more shield HP, or get another fleet emitter array for shield heals, +Threat, and the possible shield heal proc.
I generally recommend using the science console slots for any Universals you want to use. In your case, you probably don't need more consoles boosting shields. IF you don't use Universals, toss in something that boosts your other science abilities.
Vorlok wrote:I'm also undecided about the warp core. The only real reason to keep the Obelisk warp core is the added AP damage (which is a compelling reason). But other elite warp cores offer a wider variety of benefits.
The Elite warp cores with [AMP] are usually considered the best. These increase your damage by 3% for each subsystem with 75 or more power, which is pretty easy to do these days. You also have the other additional bonuses that can help your ship.
Vorlok wrote:I still think fleet deflectors are mostly junk, due to the very limited selection. But I might still get a Fermion dish, since they do offer a fair amount of desirable bonuses. I know the Axion has the 'particle accelerator' buff, but the benefits of that seem largely apocryphal; I can't find anything solid confirming those benefits. In any case, Axion deflectors are not well suited for a tank-oriented cruiser.
Axion deflectors are better suited for escorts, but my favorite reason for any Elite deflector is the [SciCdr] that boosts science stuff, although I can't remember if it's just Science Captains or Science Boffs. A Fermion deflector is better for non-escort ships.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » January 10th, 2014, 2:08 pm

It improves CD on Science abilities, so it's good for anyone, although better for Science-heavy builds.

I decided to add a Plasmonic Leech to the ship, making it a true power beast. Took a while to recalculate the points so as not to lose any defense, but I figured it out. With this plan in mind, I'll drop the Assimilated Module (move it to the Avenger) and replace the Warp Core with an AMP core; I can easily maintain a 75+ power level in all systems with the Leech, a small improvement in damage over the +10% from the 2 pc. Obelisk bonus.

I figure I may as well focus on aggro and protection over DPS, since I'll never crit very much, even with all the crit-boosting Universal consoles. A defense-heavy build is still more than sufficient to deal with the solo stuff I do, and will help team efforts even more. I'll probably drop DEM1 for Extend Shields 1 as well.

This is the current projected build: http://skillplanner.stoacademy.com/?bui ... trious44_0

This replaces the mostly redundant LtC Engineer with a LtC Tactical, to allow me to bring improved offense to the fight: Beam Overload 1, Torpedo Spread 2, Attack Pattern Beta 2. In skills, some high-tier stuff is trimmed to allow maxed out Flow Capacitors (for Leech) and Attack Patterns. By all accounts, and my own experience, Beta is an excellent team support ability, especially in conjunction with FAW. Beam Overload probably won't get much use, but it's better than a redundant Tac Team or another torpedo skill.

I don't think I'm losing much this way: one copy of EPTS3 is the biggest loss, which is replaced by EPTS1 in the Ensign slot. Not ideal, but it's another heal (and chance to proc +System Power). I could go with Extend Shields there, but there's a limit to how much I can watch other ships and fight effectively at the same time. I have two strong team heals (HE2 and A2SIF3), which should be plenty.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » January 13th, 2014, 11:09 am

After, but not because of, our sparring match this weekend, I made a couple of changes to the build:

http://www.stoacademy.com/tools/skillpl ... trious45_0

Nothing that would improve things in PVP, but hopefully good PVE improvements. I swapped out Overload 1 for FAW 1, giving me two of those to draw on. I also dropped EPTS 1, and added TSS 2 (swapped Ensign Eng for Ensign Sci, moved HE from 2 to 1). This gives me non-conflicting shield heals from TSS and EPTS 3, and still keeps the benefits of HE and PH. It's one less chance to proc +Power from EPTX uses, but between EPTS and EPTW I do alright on the extra power.

I prefer TSS to Extend Shields, even though it's Aux-powered; it can be used on me or others, and has better range. Since my Aux power has been running at 60-85 or more, it's a solid heal.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » February 5th, 2014, 10:31 am

Current Odyssey build:

http://skillplanner.stoacademy.com/?bui ... ious3_5953

Still making changes, seeing what I like best. This variant features Attack Pattern Delta with a DOff that increases APD threat on use. Should make for exciting times in Fleet Defense and other STF's.

I finally got the chance for HOT on A2SIF DOff, which I was pleased about. I am torn on Warp Core Engineers; I love the power boost from my current WCE, but the debuff-cleaning WCE is a very strong choice as well. Curse them that I can't use both.

I went back to a non-fleet deflector. The +Em +SIF +Stl Positron Deflector is pure meat and potatoes, +26 to Shield Emitters, Hull HP, and Shield HP. Expensive, but basic and effective.

I'm switching from +Turn to +Hull HP on my fleet consoles. All my +Turn from consoles together amounts to barely one degree of turn speed, and that's not a significant loss. More hull, however, is a significant gain, with my high resists.

Just goes to show that the work never ends... at least not until all the money runs out.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » March 7th, 2014, 5:34 pm

The fine-tuning never ends!

http://skillplanner.stoacademy.com/?bui ... ious3_5953

Replaced the CritD Tac consoles with CritH, added a Romulan BO with Superior Operative, and upped my Romulan rep for the extra crit: now sitting at 12.5 crit, which is quite solid for a tank cruiser.

I finally took One's advice and replaced my Warp Core Engineer with the 'remove debuffs' option. It has proven to be exceptionally effective. I also added the Security Officer that boosts threat generation with APD; that's indulgent, but it definitely helps draw fire.

If I can figure out a way to make the ship even tougher, I'll try it out, but there's not much left; she is solid as a rock, and can withstand anything less than multiple NPC dreadnoughts.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » March 14th, 2014, 2:23 pm

I'm moving more and more towards a full support build, since most of what I do in groups is fire support and heals for team ships. The current build is:

http://skillplanner.stoacademy.com/?bui ... pport_5953

I went down to one Tac officer, consolidating Tac Team and FAW into the Lt. position. Science has two slots, supporting HE1, PH1, and TSS2. In Engineering I ditched DEM1 (barely effective with FAW anyway) for ES1.

The thing I'm most on the fence about is replacing a Field Generator Mk XII with another Elite Emitter Array. The added shield heal and threat should be a big boost to self- and group heals, but I'm gonna lose a big chunk of shield HP. I think the extra shield heal ability and effectiveness of heals will mitigate that, but I'll have to test it in the fire to be sure.

I'll be migrating to Elite phasers and consoles soon, so that'll be an additional ongoing shield heal proc.

I have a DO slot, currently occupied by Projectile Weapons Officer, that could probably be used for something better. I'd be glad to hear any suggestions. My DO roster is listed under the notes of that build.
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Re: Selane's Tactical Odyssey Build

Postby daBelgrave » March 14th, 2014, 2:43 pm

Vorlok wrote:DEM1 (barely effective with FAW anyway)
FAW+DEM on A2B builds is how there are 20k dps cruisers out there.

However, as you said, you're moving toward support builds, so you need to value your aux. Consider using Aux2Damp for increased maneuverability and resistance. There is also a Suliban doff that gives you increased shield resistance and lengthens A2D.
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Re: Selane's Tactical Odyssey Build

Postby Vorlok » March 14th, 2014, 3:17 pm

Yeah, but that's without running the kind of defenses that I run, and DEM3 to boot. DEM1, for me, is a barely noticeable bump. I can't crater my Aux for A2B, because I need it for pretty much every support power.

I might get the +duration to RSP DOff, which I've been trying to use more. I might also downgrade A2SIF from 3 to 1, and load Eject Warp Plasma 3; I've wanted to run that for a while now, and it's got some decent DO support as well. Warp plasma is only a nuisance for player ships, but it can bog down NPCs as badly as Gravity Well in most situations.

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