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Operations and Science Oddy question

milanvoriusmilanvorius Member Posts: 641 Arc User
edited July 2013 in PvP Gameplay
Ok, there are some old threads but the rules dictate a new thread is to be created.

I currently have oddy 3 pack after the sale just to try it out. I am an Eng Healer in PvP and relish the role. i am debating between the Science and Operations versions of the ship.

The advantage I see is the Science has the sensor analysis at the expense of an Eng console. So the big question is, can i heal friendlies without breaking a lock on a target? For a healer, I just don't see the sensor analysis being that useful in a heated argument where I have to throw out SIF and extends like it is candy at a parade.

I eventually intend to get the turn rate+ sif and resist consoles from the dilithium mine so I can free up the Chevron console and put a Phaser relay in, so any thoughts you guys have I would appreciate.
PvE Jem'Hadar motto: Participation Ribbons are life.
Post edited by milanvorius on

Comments

  • knockyknocky Member Posts: 0 Arc User
    edited July 2013
    For the most part you will have to break an enemy lockon to heal a teammate.

    Yes....this sucks for SA cruisers...they could have left a persistent SA debuff on the target for the few seconds needed to help a teammate.

    Yes....the Devs hate everyone except Tac Cpts.
    [SIGPIC][/SIGPIC]
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    knocky wrote: »
    For the most part you will have to break an enemy lockon to heal a teammate.

    Yes....this sucks for SA cruisers...they could have left a persistent SA debuff on the target for the few seconds needed to help a teammate.

    Yes....the Devs hate everyone except Tac Cpts.

    So should i stick with Ops Cruiser for extra heal buffs (extra eng console)? I agree that SA is useless on an active healer.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited July 2013
    I would go with the science odyssey, the extra science console lets you add another embassy console so you can heal others and yourself if you're taking damage. It also sports +10 (I believe) extra aux power. The operations odyssey is just +5 to all systems, which isn't as useful as the extra aux.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    I am not sure those embassy science consoles are worth it. I have 2field gens, shield emitter, and a chevron separate console for the 4 science.

    I have plasmonic leach and borg console in the tactical.

    THe other thing I am trying to do is get all my subsystem powers above 75 for the AMP warp core.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    It's good to see someone else building a Oddy healer! My main character is an Eng in a Sci Oddy, so I'm going to tell you some tips from my experience. (I've written up the build that I'm using here, if you want to take a look at it.)

    I'd suggest the science variant, not because it has SA but because it has the extra Science console slot. Science consoles, especially emitter arrays, are critical for getting the best performance as a healer; you'll be using shield heals a lot. The Oddy is great because it allows you to get ST3 or TSS3, the top-level shield healing abilities; more emitter arrays (and thus more Science console slots) will let you make the most out of this advantage.

    (I see you're running two field generators and putting the chevron separation console in the Science console slots. As an engineer, you're usually tough enough that you can make do with just one [or zero!] field generators; you can also put the chevron separation console in your Tactical console slots, since you won't be relying on Tactical consoles as a healer. This frees you up to run two or three more emitter arrays to amp up your shield heals.)

    Plus, the sci oddy has a better power bonus than the eng oddy does. +10 to shields and aux (Sci oddy) is more valuable than a generalized +5 to all systems (Eng oddy); you won't find the weapons and engines bonus as useful as a healer.
    Resist viewer! See shield/hull resists! Read about it here!
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    Do the threat consoles Th+ give the resistance buff like the skill Threat Control?
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    Do the threat consoles Th+ give the resistance buff like the skill Threat Control?

    No; it's purely a bonus to threat generated.
    Resist viewer! See shield/hull resists! Read about it here!
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    renimalt wrote: »
    It's good to see someone else building a Oddy healer! My main character is an Eng in a Sci Oddy, so I'm going to tell you some tips from my experience. (I've written up the build that I'm using here, if you want to take a look at it.)

    I'd suggest the science variant, not because it has SA but because it has the extra Science console slot. Science consoles, especially emitter arrays, are critical for getting the best performance as a healer; you'll be using shield heals a lot. The Oddy is great because it allows you to get ST3 or TSS3, the top-level shield healing abilities; more emitter arrays (and thus more Science console slots) will let you make the most out of this advantage.

    (I see you're running two field generators and putting the chevron separation console in the Science console slots. As an engineer, you're usually tough enough that you can make do with just one [or zero!] field generators; you can also put the chevron separation console in your Tactical console slots, since you won't be relying on Tactical consoles as a healer. This frees you up to run two or three more emitter arrays to amp up your shield heals.)

    Plus, the sci oddy has a better power bonus than the eng oddy does. +10 to shields and aux (Sci oddy) is more valuable than a generalized +5 to all systems (Eng oddy); you won't find the weapons and engines bonus as useful as a healer.

    I am actually preparing for dilithium mine completion, the AMP warp core and the engineer consoles look very tasty. I could get a turn rate/heal consoles and ditch the chevron console all together.

    I am looking to pilot a sci oddy with both my eng and sci. The sci has more pvp applicability. I also run LtC and Cdr Eng boffs only because I am the one of a few cruisers in my fleet, everyone is a carrier, escort or science ship. I have leaned toward 2xTSS1 for now, but my little friends seem to die with near full shields. I think their Fleet shields are taking the heat well, but their hulls just can't stand up to the bleed through.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    If you're really not concerned with shield heals and want to focus on the hull heals, then the eng oddy might be suitable for you if you plan to stack SIF generators. Since you have both, you can try the two different ships; in my opinion, however, the sci oddy is still a better choice.

    I'd still recommend running a LtC Science officer on your oddy. If you run LtC + Lt Sci, Cm + Ens Eng, you can get the high-level Engineering hull heals (AtSIF3, ET3) and combo those with HE3 + HE2 for massive spike hull heals and very strong healing over time (plus DoT cleanse). I've found, however, that AtSIF3 + HE2 + HE1 is usually enough to repair bleedthrough damage, especially if you use multiple AtSIF doffs.
    Resist viewer! See shield/hull resists! Read about it here!
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    I like your build idea.

    I did not know fi the damage control officers were that useful because they only give a 40% chance of adding .71 hit points per second for 10 seconds. I read that to mean a not quite half the time you will get 7 hit points added over 10 seconds.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited July 2013
    The 0.71 hit points value is what you're seeing on ground; it's closer to 290 - 310 per second in space. This value scales with aux power and hull repair skill. (You have VR damage control doffs? They're really expensive, but good. Rare ones will also work fine.)

    One thing to note is that when one of the doff procs, all of them proc; it's effectively a 40% chance to have all the DCEs proc, and a 60% chance to have none of them proc. When they do proc, they can easily allow AtSIF3 to rival the healing power of HE3.
    Resist viewer! See shield/hull resists! Read about it here!
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited July 2013
    renimalt wrote: »
    The 0.71 hit points value is what you're seeing on ground; it's closer to 290 - 310 per second in space. This value scales with aux power and hull repair skill. (You have VR damage control doffs? They're really expensive, but good. Rare ones will also work fine.)

    One thing to note is that when one of the doff procs, all of them proc; it's effectively a 40% chance to have all the DCEs proc, and a 60% chance to have none of them proc. When they do proc, they can easily allow AtSIF3 to rival the healing power of HE3.

    Makes sense, i have only seen them in teh exchange and that would have to be on ground. I saw their stats were bad so I never bought them. I wish STO had official documentation on the details because the ingame displays can be bugged or incorrect too often.
    PvE Jem'Hadar motto: Participation Ribbons are life.
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