Honestly, the U.S.S. Bold functions well in PvE situations, but I'm wondering if there are ways to beef up the vessel beyond what's obvious to me, i.e. going from Mk XI to Mk XII when possible.
Here is her current loadout (and please let me know if I've left out something significant):
Fore: 2x Antiproton Beam Array Mk XI [Acc][CrtH][Borg], 1x Antiproton Cannon Mk XI [Acc][CrtH][Borg], 1x Quantum Torpedo Launcher Mk XI [CrtD][CrtH][Borg]
Aft: 3x Antiproton Beam Array Mk XI [Acc][CrtH][Borg], 1x Quantum Torpedo Launcher Mk XI [CrtD][CrtH][Borg]
Lt. Commander Universal Station: Torpedo High Yield I, Beam Array Fire At Will II, Attack Pattern Omega I
Ensign Universal: Transfer Shield Strength I
Lieutenant Tactical: Tactical Team I, Beam Array Fire At Will II
Commander Engineering: Emergency Power To Shields I, Auxiliary Power to the Structural Integrity Field I, Directed Energy Modulation II, Reverse Shield Polarity III
Lieutenant Science: Polarize Hull I, Hazard Emitters II
Also ditch the Bio-Function, Maybe move the Aquarius into Sci and put in another Mag Reg.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Agreed with previous poster. Move the consoles around but there is no way the damage output of the Aquarius - assuming it lasts that long (and it usually doesn't in my experience) - equals the net DPS benefit of an additional energy type damage console.
Honestly, the U.S.S. Bold functions well in PvE situations, but I'm wondering if there are ways to beef up the vessel beyond what's obvious to me, i.e. going from Mk XI to Mk XII when possible.
Here is her current loadout (and please let me know if I've left out something significant):
Fore: 2x Antiproton Beam Array Mk XI [Acc][CrtH][Borg], 1x Antiproton Cannon Mk XI [Acc][CrtH][Borg], 1x Quantum Torpedo Launcher Mk XI [CrtD][CrtH][Borg]
Aft: 3x Antiproton Beam Array Mk XI [Acc][CrtH][Borg], 1x Quantum Torpedo Launcher Mk XI [CrtD][CrtH][Borg]
Lt. Commander Universal Station: Torpedo High Yield I, Beam Array Fire At Will II, Attack Pattern Omega I
Ensign Universal: Transfer Shield Strength I
Lieutenant Tactical: Tactical Team I, Beam Array Fire At Will II
Commander Engineering: Emergency Power To Shields I, Auxiliary Power to the Structural Integrity Field I, Directed Energy Modulation II, Reverse Shield Polarity III
Lieutenant Science: Polarize Hull I, Hazard Emitters II
Thanks in advance for your advice.
Highest Damage Cruiser Loadout: 4x Single Cannons front; 4x Beam Arrays back, use CRF and FAW (or BO, whatever, it still helps, just keep your power up with an EPtW, which you should have two copies of anyway). Bam. I won so much PvP with that loadout. People were so shocked when an excelsior kicked out that much DPS. Alternative is 4x DBBs and 4x turrets, that gives you a wider firing arc, which is fore, but people expect damage there, so it might not be as effective.
I'm sure there is plenty of room for improvement in my build, but the console/boff layout I used for a tac oriented Oddy was:
Consoles
Engineering
Assimilated Module
Aquarius Escort
2 x Neutronium Alloy Mk XI
Science
3 x Field Generator MK XI
Tactical
3 x best mod console for your energy type
A constant rotation of EPtW and EPtS will keep those power levels maxxed or close to it and BFaW is nice to spread around the Attack Pattern Beta debuff.
Admittedly, that doesn't have a tractor beam counter. An option for that is to change the Uni LtC to BFaW1, APB1, APO1.
Lose the cannon and get another beam in front and also drop the Aquarius console. That thing is about worthless quite honestly and you'll get a lot more benefit from another damage type console in your tactical slot. Also suggest adding a 3rd Field Generator in Science as that will really max your shields. My Tac Oddy is over 15k per facing with 3 Field Gens.
Honestly I've tried the 4X(or 3X and torpedo) cannon build on the Oddy and it doesn't seem to work that well. The ship is a space barge, it feels like it might be worse than the Gal-X in terms of turn rate but I don't know. Cannons just don't seem to work very well and the Oddy is a ship really made for broadsiding with an occasional burst of torpedoes when you can get your nose or back end around on target. For this reason I go with 3x Beam Arrays fore/aft along with a Quantum on each end.
My best advice if you are not completely set on using this ship is to use an escort. I am assuming you are a tactical captain from your post, but not really sure. The Oddy is a ship more suited for a tanking role with an Engineering captain and not so much as a DPS machine, though it can do decent damage if tweaked properly, I just don't feel as a Tac captain that you will ever reach your DPS potential using this ship.
Could you please list your Doffs and standard ship power? If they were in the first post I missed them. Also Temper76 gave some very good advice, his build would work well for you and multiple TT1's will provide an all around boost to your ship's performance, be warned attack pattern beta does not always work well in PVP, TT1 counters it and is very common. RSP is a very good "oh ****" button but is not required, good cycling and Doff set up will reduce the need to hit an "oh ****" power exponentially. In combat the MACO shield can be counted on for at least 6 points of bonus energy to all systems, remember this when setting up your ship.
My information might be wrong/out of date but T:Spread offers 85% of the damage bonus of T:HY and will affect multiple targets, I'd recommend it over T:HY even if it only provided half the damage bonus of T:HY.
To fly into the face of conventional wisdom I'll advise you to not run multiple BFAW's. The power is great for grabbing and keeping agg in PVE but is terrible for PVP and places where the environment is so target rich that your damage is spread too thin. AP: Beta 1 will give you more of a single target buff and can be combined with BFAW to generate a lot of agg, Torpedo Spread 2 would go well with your build as an alternate as well.
You should pick to cycle at least one of the Emergency Power abilities, like temper76 said EPTW1 would be the better choice. If you cycle EPtW1 you can maintain 120 weapon power with a 7.5% bonus to all damage for 10 seconds every 30 seconds and probably put more power into other systems (base, I get about 10% damage bonus with skill bonuses but can't confirm the number at this time) . If you go with EPTS having a permanent bonus to your shield energy frees up more power you can focus into weapons while improving your own survivability with the damage resistance bonuses and higher shield regen. It's a personal preference thing, either way will help your build.
For the sci officers you have a tough enough ship not to need polarize hull, especially if you want to maximize your damage potential. Put Transfer Shield Strength in that spot and re-purpose that Universal ensign slot for EPtW1 or EPtS1 cycling. If you keep AP: Omega 1 you'll not even lose much given the global cool down on HE and PH.
My personal experiences with DEM were disappointing, increased shield penetration is counterproductive for anyone with a team or torpedoes, this is why transphasic's suck and those of us that hope for otherwise just need to let it go. I'd take emergency power to shields or weapons 3 instead depending on what you choose to do about cycling. Now I've heard that DEM was changed so that energy weapons deal additional damage as a rule and would consider keeping it in that case but would recommend you confirm that.
The Aquarius escort needs to be somewhere else, there's a ground Doff that is a great replacement for bio-function monitor that should probably be used anyway. if you're thinking engineering losing one neutronium would not kill you with Aux2str being spammed, especially if you get Aux2Str 3.
Finally if you are determined to have this beam boat loaded for bear consider swapping out the borg deflector and engine for other gear. The omega deflector (more like targeting system) is nothing but teeth and the Jem'Hadar engine gives bonus weapon power that increases as weapon power level's drop. Make no mistake you would be swapping survivability for extra damage doing this but the Oddy's tough enough that for PVE you may not care. The omega shield and tetryon glider is a mixed bag of nuts, I think the 6 points of weapon energy from the MACO is more "free" damage but the Omega allows for your cruiser to surpass the damage "cap" for AP weapons.
The ship is a space barge, it feels like it might be worse than the Gal-X in terms of turn rate but I don't know.
The Odyssey is not worse in terms of turn rate - both have a base rate of 6 deg/sec. However, the much less reported stat of inertia, is in favor of the Gal-X. The Odyssey has a 20, and the Gal-X has a 25, and the way that the game works is that the lower the inertia, the slower it is to stop. As such, it effectively has less traction. With an ordinary Galaxy it felt like, even with the slow turn rate it had a decent amount of traction, whereas the Odyssey feels a little more "slippery," if that makes any sense. And so far as I know, all Galaxy variants share the same inertia (except maybe the Fleet Exploration Cruiser, but I haven't seen its movement stats).
Comments
Also ditch the Bio-Function, Maybe move the Aquarius into Sci and put in another Mag Reg.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Highest Damage Cruiser Loadout: 4x Single Cannons front; 4x Beam Arrays back, use CRF and FAW (or BO, whatever, it still helps, just keep your power up with an EPtW, which you should have two copies of anyway). Bam. I won so much PvP with that loadout. People were so shocked when an excelsior kicked out that much DPS. Alternative is 4x DBBs and 4x turrets, that gives you a wider firing arc, which is fore, but people expect damage there, so it might not be as effective.
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Consoles
Engineering
Assimilated Module
Aquarius Escort
2 x Neutronium Alloy Mk XI
Science
3 x Field Generator MK XI
Tactical
3 x best mod console for your energy type
BOFFS
Engineering Commander: EPtW1, EPtS2, EPtS3, Aux2SIF3
Universal Ensign (Eng): EPtW1
Universal Lt. Commander (Tac): TT1, BFaW2, APB2
Tactical Lieutenant: TT1, BFaW2
Science Lieutenant: HE1, TSS2
A constant rotation of EPtW and EPtS will keep those power levels maxxed or close to it and BFaW is nice to spread around the Attack Pattern Beta debuff.
Admittedly, that doesn't have a tractor beam counter. An option for that is to change the Uni LtC to BFaW1, APB1, APO1.
Honestly I've tried the 4X(or 3X and torpedo) cannon build on the Oddy and it doesn't seem to work that well. The ship is a space barge, it feels like it might be worse than the Gal-X in terms of turn rate but I don't know. Cannons just don't seem to work very well and the Oddy is a ship really made for broadsiding with an occasional burst of torpedoes when you can get your nose or back end around on target. For this reason I go with 3x Beam Arrays fore/aft along with a Quantum on each end.
My best advice if you are not completely set on using this ship is to use an escort. I am assuming you are a tactical captain from your post, but not really sure. The Oddy is a ship more suited for a tanking role with an Engineering captain and not so much as a DPS machine, though it can do decent damage if tweaked properly, I just don't feel as a Tac captain that you will ever reach your DPS potential using this ship.
Yes, this build is for my Engineering primary, but I'm going to try and use it for my Tactical secondary character as well.
My information might be wrong/out of date but T:Spread offers 85% of the damage bonus of T:HY and will affect multiple targets, I'd recommend it over T:HY even if it only provided half the damage bonus of T:HY.
To fly into the face of conventional wisdom I'll advise you to not run multiple BFAW's. The power is great for grabbing and keeping agg in PVE but is terrible for PVP and places where the environment is so target rich that your damage is spread too thin. AP: Beta 1 will give you more of a single target buff and can be combined with BFAW to generate a lot of agg, Torpedo Spread 2 would go well with your build as an alternate as well.
You should pick to cycle at least one of the Emergency Power abilities, like temper76 said EPTW1 would be the better choice. If you cycle EPtW1 you can maintain 120 weapon power with a 7.5% bonus to all damage for 10 seconds every 30 seconds and probably put more power into other systems (base, I get about 10% damage bonus with skill bonuses but can't confirm the number at this time) . If you go with EPTS having a permanent bonus to your shield energy frees up more power you can focus into weapons while improving your own survivability with the damage resistance bonuses and higher shield regen. It's a personal preference thing, either way will help your build.
For the sci officers you have a tough enough ship not to need polarize hull, especially if you want to maximize your damage potential. Put Transfer Shield Strength in that spot and re-purpose that Universal ensign slot for EPtW1 or EPtS1 cycling. If you keep AP: Omega 1 you'll not even lose much given the global cool down on HE and PH.
My personal experiences with DEM were disappointing, increased shield penetration is counterproductive for anyone with a team or torpedoes, this is why transphasic's suck and those of us that hope for otherwise just need to let it go. I'd take emergency power to shields or weapons 3 instead depending on what you choose to do about cycling. Now I've heard that DEM was changed so that energy weapons deal additional damage as a rule and would consider keeping it in that case but would recommend you confirm that.
The Aquarius escort needs to be somewhere else, there's a ground Doff that is a great replacement for bio-function monitor that should probably be used anyway. if you're thinking engineering losing one neutronium would not kill you with Aux2str being spammed, especially if you get Aux2Str 3.
Finally if you are determined to have this beam boat loaded for bear consider swapping out the borg deflector and engine for other gear. The omega deflector (more like targeting system) is nothing but teeth and the Jem'Hadar engine gives bonus weapon power that increases as weapon power level's drop. Make no mistake you would be swapping survivability for extra damage doing this but the Oddy's tough enough that for PVE you may not care. The omega shield and tetryon glider is a mixed bag of nuts, I think the 6 points of weapon energy from the MACO is more "free" damage but the Omega allows for your cruiser to surpass the damage "cap" for AP weapons.
The Odyssey is not worse in terms of turn rate - both have a base rate of 6 deg/sec. However, the much less reported stat of inertia, is in favor of the Gal-X. The Odyssey has a 20, and the Gal-X has a 25, and the way that the game works is that the lower the inertia, the slower it is to stop. As such, it effectively has less traction. With an ordinary Galaxy it felt like, even with the slow turn rate it had a decent amount of traction, whereas the Odyssey feels a little more "slippery," if that makes any sense. And so far as I know, all Galaxy variants share the same inertia (except maybe the Fleet Exploration Cruiser, but I haven't seen its movement stats).