i felkl there is no major difference in the Mk XI to XII borg sets to justify my upgrading from mk XI to XII. since your new you wouldnt have the old pre-rep ones which were turned into mk XI's when the rep system came out.
its upto you really, which would you rather chase after? since your starting fresh, which do you want to spend more time to get?
which type of odyssey do you have? 3 pack or just one of them? since they all have slightly different layouts console wise the bigger question would be, what do you want to do with it?
The standard set-up for most cruisers is three beams, 1 torp, fore and aft. There are many variants, but this is pretty well going to be decent. Use the same beam type no matter what you pick, and fill the tac consoles with boosters for this energy type.
Eng slots should have neutronium or monotanium armor, science slots should have field emitters (possibly with threat boosters from the embassy) or field generators. The universal Ody console(s) you use will go in places that depend on what you're trying to do, what you have available, and whether or not you use them at all (some don't use any). The Eng slots could also do with an RCS if you have the room.
I use the Borg deflector and engine, Mk XII, and the MACO shield, Mk XII. I would NOT use the Borg shield - even with the three-piece shield regen proc, it seemed to struggle to keep up with the defensive performance I attained by using the Borg engine/deflector and MACO shield, and it didn't get the power bonuses the MACO shield provides while under fire, or the lack of bleedthrough. I'm always sure to carry at least one battery in a device slot and the subspace modulator isn't a bad idea, either. I would favor an overcharged or field generating warp core, but remember that the TYPE of warp core is not necessarily what's most important - it's the combination of modifiers and your typical power setup. For instance, W->S does fantastic if you keep your weapon power maxed, etc. I use an Overcharged Mk X with [Eff] and [W->S], and I typically run at maximum weapon power on both my tac and eng characters. This gives a nice boost to shields and aux via the core type and modifiers, and the Efficiency mod even gives a slight boost to impulse engines.
In terms of Borg XI vs. XII, I honestly don't know. I have both and haven't looked too closely at the combat tracker. However, I suspect that while the stats don't seem like that much of a boost between Mk levels (although there IS some boost), the set bonus may be greater the higher up in Mk you go.
These are all just my opinions, your mileage may vary. Good luck!
You could use the maco set at even Maco set Mk10 or get the Borg set.it is wise to use 2 or 3 neutroniums for hull plating and an rcs accel.Tac consols would be 2 or 3 phaser relays or one torpedo why.Sci 2 shield emitters.
[SIGPIC][/SIGPIC]Age StarTrek-Gamers Administrator
USS WARRIOR NCC 1720 Commanding Officer Star Trek Gamers
As Tenkari said, it depends on what you want to do with it...
Personally I don't do any PvP, so (Romulan) Plasma weapons work fine for me in STFs but they won't do you much good in PvP as most endgame gear has added Plasma resistance.
In Terms of gear, I'm using the Adapted MACO (= Klingon Honor Guard) Mk 12 Shield and Engine along with a Mk12 Positron Deflector with SIF and Stl modifiers.
(Un)Fortunately, slapping serious money on the table to buy high-end stuff, isn't even half the way to success here.
Clever use of Bridge Officer skills, your Skillpoint allocation and Traits have a big effect, too.
In terms of Power levels, 3 or better 6 points in Shield/engine/aux/weapons performance will help quite a bit. If using the EPS Manifold Efficiency trait (and you should!), maxing out Battery skill is pretty helpful, too... If you have 2 copies each of Emergency power to Shields and Emergency power to Weapons, you can cycle them so both are active all the time, raising your power levels crazy high.
As a side note, for other new guys reading this, personally I'd think twice before putting 50 bucks on the table for the oddy set... I don't consider it that superior to other VA ships to warrant that price tag. Actually, if your fleet has a Tier 3 Shipyard you're prolly better off with a Fleet Ambassador
Fore: 3x BA, 1x Wide Angle Quantum, can swap out for Hyper Plasma
Aft: 3x BA, 1x KCB
Consoles:
Tactical: 3x Energy Damage Booster
Engineering: 2x Neutronium, 1x Monotanium, 1x RCS OR another Monotanium
Science: Zero Point Energy Conduit, Assimilated Module, Chevron Sep
BOff Layout:
LtCmdr Universal: Tactical Team 1, Beam Fire At Will 2, Attack Pattern Beta 2
Lt Tactical: Torpedo Spread 1/Tactical Team 1, Attack Pattern Beta 1
Cmdr Engineering: Engineering Team 1, Emergency Power to Weapons 2, Emergency Power to Shields 3, Auxiliary to the Structural Integrity Field 3
Lt Science: Hazard Emitters 1, Transfer Shield Strength 2
Ens Universal: Hazard Emitters 1
DOffs:
Conn Officer x2 (TT cd reduction, MUST BE PURPLES), if you don't use those, use another copy of tac team and put Shield Distribution Officers here instead.
Damage Control Engineer x2 (blue minimum)
Warp Core Engineer (blue minimum)
Will pull min 6k Dps, and can tank everything and it's mother.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Less damage-focused than the one above (I do about 4K), but more defense. Basically you keep 100% uptime on EptS and EptA, and I find the procs from the Assimilated set are extremely good.
I tried using the Work Bees Ody console, but it seemed pretty bad, so I replaced it with the second Monotanium.
Aux2Bat is useful after putting the Aux-based abilities on cooldown, and/or for bit more energy damage. I do not run Technicians for the c/d reduction.
Space Warfare Specialist (+10% damage to Tholian/Borg, as appropriate)
Warp Core Engineer (+Power to all systems after using Emergency Power)
Security Officer - Adak'Ukan (APD -> threat boost)
Maintenance Engineer (+Healing skills after EptA)
Shield Distribution Officer (Brace for Impact -> Shield Heal)
Warp Core is a placeholder until we unlock the Adv Fleet versions in a couple days.
When I get Nukara T4 and the Aux buff to defensive abilities (tomorrow...), it will be even more indestructible.
Comments
its upto you really, which would you rather chase after? since your starting fresh, which do you want to spend more time to get?
which type of odyssey do you have? 3 pack or just one of them? since they all have slightly different layouts console wise the bigger question would be, what do you want to do with it?
Eng slots should have neutronium or monotanium armor, science slots should have field emitters (possibly with threat boosters from the embassy) or field generators. The universal Ody console(s) you use will go in places that depend on what you're trying to do, what you have available, and whether or not you use them at all (some don't use any). The Eng slots could also do with an RCS if you have the room.
I use the Borg deflector and engine, Mk XII, and the MACO shield, Mk XII. I would NOT use the Borg shield - even with the three-piece shield regen proc, it seemed to struggle to keep up with the defensive performance I attained by using the Borg engine/deflector and MACO shield, and it didn't get the power bonuses the MACO shield provides while under fire, or the lack of bleedthrough. I'm always sure to carry at least one battery in a device slot and the subspace modulator isn't a bad idea, either. I would favor an overcharged or field generating warp core, but remember that the TYPE of warp core is not necessarily what's most important - it's the combination of modifiers and your typical power setup. For instance, W->S does fantastic if you keep your weapon power maxed, etc. I use an Overcharged Mk X with [Eff] and [W->S], and I typically run at maximum weapon power on both my tac and eng characters. This gives a nice boost to shields and aux via the core type and modifiers, and the Efficiency mod even gives a slight boost to impulse engines.
In terms of Borg XI vs. XII, I honestly don't know. I have both and haven't looked too closely at the combat tracker. However, I suspect that while the stats don't seem like that much of a boost between Mk levels (although there IS some boost), the set bonus may be greater the higher up in Mk you go.
These are all just my opinions, your mileage may vary. Good luck!
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
Personally I don't do any PvP, so (Romulan) Plasma weapons work fine for me in STFs but they won't do you much good in PvP as most endgame gear has added Plasma resistance.
In Terms of gear, I'm using the Adapted MACO (= Klingon Honor Guard) Mk 12 Shield and Engine along with a Mk12 Positron Deflector with SIF and Stl modifiers.
(Un)Fortunately, slapping serious money on the table to buy high-end stuff, isn't even half the way to success here.
Clever use of Bridge Officer skills, your Skillpoint allocation and Traits have a big effect, too.
In terms of Power levels, 3 or better 6 points in Shield/engine/aux/weapons performance will help quite a bit. If using the EPS Manifold Efficiency trait (and you should!), maxing out Battery skill is pretty helpful, too... If you have 2 copies each of Emergency power to Shields and Emergency power to Weapons, you can cycle them so both are active all the time, raising your power levels crazy high.
As a side note, for other new guys reading this, personally I'd think twice before putting 50 bucks on the table for the oddy set... I don't consider it that superior to other VA ships to warrant that price tag. Actually, if your fleet has a Tier 3 Shipyard you're prolly better off with a Fleet Ambassador
Odyssey Tactical Cruiser
Engines, Deflector, Shields: Mk XI Borg
Weapons:
Fore: 3x BA, 1x Wide Angle Quantum, can swap out for Hyper Plasma
Aft: 3x BA, 1x KCB
Consoles:
Tactical: 3x Energy Damage Booster
Engineering: 2x Neutronium, 1x Monotanium, 1x RCS OR another Monotanium
Science: Zero Point Energy Conduit, Assimilated Module, Chevron Sep
BOff Layout:
LtCmdr Universal: Tactical Team 1, Beam Fire At Will 2, Attack Pattern Beta 2
Lt Tactical: Torpedo Spread 1/Tactical Team 1, Attack Pattern Beta 1
Cmdr Engineering: Engineering Team 1, Emergency Power to Weapons 2, Emergency Power to Shields 3, Auxiliary to the Structural Integrity Field 3
Lt Science: Hazard Emitters 1, Transfer Shield Strength 2
Ens Universal: Hazard Emitters 1
DOffs:
Conn Officer x2 (TT cd reduction, MUST BE PURPLES), if you don't use those, use another copy of tac team and put Shield Distribution Officers here instead.
Damage Control Engineer x2 (blue minimum)
Warp Core Engineer (blue minimum)
Will pull min 6k Dps, and can tank everything and it's mother.
http://skillplanner.stoacademy.com/?build=gracetacodytank_1751
Less damage-focused than the one above (I do about 4K), but more defense. Basically you keep 100% uptime on EptS and EptA, and I find the procs from the Assimilated set are extremely good.
I tried using the Work Bees Ody console, but it seemed pretty bad, so I replaced it with the second Monotanium.
Aux2Bat is useful after putting the Aux-based abilities on cooldown, and/or for bit more energy damage. I do not run Technicians for the c/d reduction.
Space Warfare Specialist (+10% damage to Tholian/Borg, as appropriate)
Warp Core Engineer (+Power to all systems after using Emergency Power)
Security Officer - Adak'Ukan (APD -> threat boost)
Maintenance Engineer (+Healing skills after EptA)
Shield Distribution Officer (Brace for Impact -> Shield Heal)
Warp Core is a placeholder until we unlock the Adv Fleet versions in a couple days.
When I get Nukara T4 and the Aux buff to defensive abilities (tomorrow...), it will be even more indestructible.