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Quick question about the odyssey

jvonwolfies2jvonwolfies2 Member Posts: 30 Arc User
edited May 2014 in Federation Discussion
Just a real quick question about my Tac Odyssey.........

HELP?

http://skillplanner.stoacademy.com/?build=zodyssey_0

And seriously; I feel like I was doing better with a similar build on my Sovereign. So, I'm looking forward to your tips, tactics, and suggestions on this build.


Thank you (all) in advance.
Post edited by jvonwolfies2 on

Comments

  • paxdawnpaxdawn Member Posts: 767 Arc User
    edited May 2014
    based on your stoacademy, I really dont know what you want to do with a tac odyssey on a tac toon.

    Your build wants to do many things at the same time.

    If your aim is just to have fun and you do not worry about dps, dying, pve or pve, etc., your build is just fine.

    Otherwise, you got to tell if your aim is min/max, dps, beam boat, cannon boat, torp boat, tank, healer, etc.
  • jvonwolfies2jvonwolfies2 Member Posts: 30 Arc User
    edited May 2014
    thanks for your quick response. I'm kind of a balanced guy, so I suppose I've tried to balance my ships as well. I really think a federation ship (any of them) should be able to deal damage, and survive an attack even if it mean limping away to lick my wounds, and come back around for round two.

    What I really want is to increase the damage I'm doing in order to be slightly more competitive. I don't want to be invincible or try to pretend that this massive space brick should be able to hit and run like a defiant. I'm not getting the damage I used to (and I know there have been a bunch of changes), so I'd like to bring it up at least a little, and maintain the ability to toss at least a token heal for myself or allies (at least until I run out of skills to do that) :)

    My play strategy is team based, I know my role, and I'm glad to have it. But, I feel like when my fellow captains are getting pummeled, A Flagship should be able run up, help that other ship, and deliver a punishment on their behalf.

    That punishment part is what I'd like to work on.

    Does that clarify? Or maybe this ship is what it is, and I should play with another one for a while?
  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited May 2014
    Based on what you're trying to do... http://skillplanner.stoacademy.com/?build=zodysseybymc_99

    This includes captain skills & traits.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2014
    The issue with your build is that it lacks focus in its intent and weapons setup. You can have a ENG heavy Cruiser dish out decent damage.

    You're using both Phasers and Antiproton, fleet equipment too. You need to pick which kind and stick with that for all your energy weapon types.

    For a ship that is supposed to move around and support, Dual Beams and alot of torps is not the way, esp. for an Odyssey. For a supporting ship like the Odyssey, I'd recommend Beam Arrays.

    Solanae Set isn't an ideal space set for defenses and repair. Solanae is designed for offensive science style kind of builds, not for defensive nor repair purposes. It will however give you outrageous Structural Integrity (more hullpoints). I'd recommend either the Borg Deflector, Engine, and Elite Fleet Shields ResB, or all MACO Space Set. These combos will make your Odyssey very robust.

    The build I will recommend utilizes inexpensive gear to get you going the right direction quickly, cheaply. Not sure how you are in resources or how much fancy gear you have in your bank. So, here's my take on a build doing what you stated you want it to do.

    zOdysseyTweak

    Notes:

    - I removed the Odyssey Consoles. Frankly, I feel they don't provide enough of a bonus for such gimmicks.

    - I retained your Solanae Set. Again, not ideal for defensive and support purposes, but it is a complete set with some fancy bonuses. See my recommendations earlier about a space set.

    - Went with a Beamboat build. Cheap Phasers to get you going. See next point.

    - Cheap Phaser Relays. The Spire Consoles you had I removed. Feel free to stuff them on as long as they are uniform with the energy weapon type you will be using. If you intend to use all-Antiprotons, then use the proper AP consoles. If you intend to use all-Phasers, then use the proper Phaser consoles.

    - Subspace Field Modulator Device is a real nifty item that grants terrific resists (as long as its not Proton damage, but that's a PVP thing and not a PVE concern) for an emergency. Get it from the Davidian mission "Skirmish."

    - No Tactical Team! Make sure you distribute your shield strength manually!

    - DOFFs:
    2 Damage Control Engineers "Chance to reduce the recharge time for Emergency Power to subsystem abilities"

    1 Warp Core Engineer "Chance of temporarily improving your ship power on use of any Emergency Power ability"

    1 Matter-Antimatter Specialist "Increase Energy Resistance and Buff duration when using Auxiliary Power to Inertial Dampeners"
    - Very crucial DOFF for the build. When you use A2D, the DOFF improves the ability by leaps and bounds. A2D already provides Kinetic resists, but the DOFF provides Energy Resists to go alongside this. Your Odyssey will move ALOT better. You can't go wrong!

    1 Maintenance Engineer "Recharge time reduced for Engineering Team and Buff"

    Common & Uncommon Quality DOFFs will do for now if you don't have much of a selection and resources are scarce. The Matter-Antimatter Specialist at Rare or Very Rare qualities goes for alot on the exchange. But honestly, the green Uncommon quality version does the job quite well enough.

    Be sure to take a look at a "Skills" recommendation on the link I provided.


    Summary:

    In the end, I left you with a Engineer heavy Odyssey. It has the basics covered to make your ship tough, move around better, and having a weapons setup that will reach to where ever you need the to. It can do quite a bit of Beam Fire At Will, and you will have Attack Pattern Beta1 to provide resist debuffs on whatever you hit, benefitting you and your entire team.

    You have Engineering Team 3 to provide massive hull repairs.

    You have Reverse Shield Polarity to provide serious, "I'm about to die" help to your shields against incoming Energy Weapons Fire. This is backup for running Emergency Power to Shields constantly, which will help keep your shields in tip-top shape.

    You will have Eject Warp Plasma to lay down a barrier to stop / slow down NPCs, as well as landing a hull DOT. This can be a big deal in STFs and saving your team's optionals or outright success.

    You have Polarize Hull to provide emergency resists, but namely to give you an escape from Tractor Beams.

    You also have Hazard Emitters, another hull heal that provides a heal over time as well as resists. More importantly, this critical ability tends to clear alot of hazards that bring lasting effects on your ship. The most important one in PVE is the hull burn from the Borg in STFs. You'll notice a very strong hull DOT landing on you, and if you don't clear that soon, there will be a catastrophic explosion that usually destroys the ship immediately or very nearly will... Hazard Emitters has a longer cooldown than Engineering Team! Lastly, you have Extend Shields. The range for this is 7.5km.
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  • jvonwolfies2jvonwolfies2 Member Posts: 30 Arc User
    edited May 2014
    Thank you all. Much to do, much to consider, and lots of grinding ahead. Now if I could just keep everything equipped and slotted like I want when changing maps. ;)

    Thanks again for the assist.
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