So, update on the build...
First, thank you all for the responses, they helped me fine tune my ship. I came up with an unconventional way for reducing the damage I suffer while rebuilding it, but that's a secret of mine lol.
Subspace Jumper was also nuts, saved me a lot of times, I could place subnukes right when my team needed them.
PH1 helped so much, still considering on MACO engines and shield, Elite fleet ones are so much better, and with DR, you want the adaptive bonuses if you encounter a carrier wave SNB.
Did a few matches, including one in C&H that lasted for a good while, balanced teams. Look at the healing in the Blue team I did (Lara Khan) http://i.imgur.com/kje8FKo.jpg
Btw, we did a bit of RP doing the christening for real of the ship. Got the Odyssey's High Uniform for the occasion (I'm the one dressed in blue and black). It looked like Generations for a while... until Giovanni started throwing snowballs on my bridge, lol. Then drank some Chateau Picard all together...
And no Hannibal, you weren't invited!
I see it works well but believe us, try the 2 pc assimilated, you will need them on that ship
I'm going for the Elite Fleet Deflector with MACO engines and shield as suggested by lourens. He explained me really good why should I run that setup, especially because it will better manage my science heals, freeing up a slot in doff roster I can use for two VR BFI doffs, that work as a mini-RSP.
I can remove then Leech, place another emitter! Hooray!
I'm going for the Elite Fleet Deflector with MACO engines and shield as suggested by lourens. He explained me really good why should I run that setup, especially because it will better manage my science heals, freeing up a slot in doff roster I can use for two VR BFI doffs, that work as a mini-RSP.
I can remove then Leech, place another emitter! Hooray!
Ppl still use 2 BFI doffs? lol, welcome back to 2012 Ric, they don't work anymore like in the past, when the effect persists as the bfi was active, just like an rsp. Now they work on activation and it's single usage, like a mini science team/epts when you press bfi. 2 wasted slots to me...
However, you will have hull problems and a very little base hull reg with that deflector/engine and, btw, you don't need the leech on an healer as i said in first post (but for some reason i didnt write or the forum cut it, meh).
What i mean is: make some tests and try them in the arena/cnh many times before to believe your setup is perfect and definitive
Ppl still use 2 BFI doffs? lol, welcome back to 2012 Ric, they don't work anymore like in the past, when the effect persists as the bfi was active, just like an rsp. Now they work on activation and it's single usage, like a mini science team/epts when you press bfi. 2 wasted slots to me...
However, you will have hull problems and a very little base hull reg with that deflector/engine and, btw, you don't need the leech on an healer as i said in first post (but for some reason i didnt write or the forum cut it, meh).
What i mean is: make some tests and try them in the arena/cnh many times before to believe your setup is perfect and definitive
I use those doffs on my Avenger that has no RSP, I swear they are still good, and when a vaper comes he just won't get through the shields I promise ^^
Eventually, I'll slot a SIF HoT doff and the Extend resist one
Reduced cooldown on heals from MACO makes up for the difference between the Borg set, and the Fleet Deflector is just nuts, 15% faster cooldowns on science powers. Gives me more flexibility ^^
*takes deep breaths* It took a while, but I got enough Marks for the MACO Shield and Engine.
I followed Beth's idea of removing double TSS copy to better balance heals, and put a TB to hold subnuked enemies after the jump. Added the fourth Fleet Emitter array, removed Work Bees and Leech, added a SIF Generator to help with hull heals.
Reconsidered BFI doffs thanks to Nando... nope. Because of 15% lower cooldown on Science Team granted by MACO and Fleet Deflector, I could remove one of the cooldown doffs, placed two Aux2Sif HoT in there, immediately noticed a difference
I would use the loadout system and keep the version you have but I would also make one with EPtE+EPtS with damage control engineers so you can chase pugs around to heal them. EPtE is also great to get out of control effects and you can use the emergency con officer to reset evasives if you want.
I would use the loadout system and keep the version you have but I would also make one with EPtE+EPtS with damage control engineers so you can chase pugs around to heal them. EPtE is also great to get out of control effects and you can use the emergency con officer to reset evasives if you want.
Have fun, flying this ship with EptE. Bad inerta, bad turn rate. Maybe with 3+ RCS you can try to make it mobile. Otherwise it'll be a pain to maneuver it. I can say something about that, because i've tested it with a bastion, which has exactly the same movement stats. The doff isn't a bad thought though, but yeah it requires EptE.
To the build:
I would swap TSS and ST, but that's a matter of taste. Tractor Beam isn't a bad choice for offensive support, but the Oddy is too slow for most attack runs, unless you jump behind your target. Grab a second hazard probably. But it looks solid. Can't say anything against your deflector/engine/shield-choice, i'm using the same on most of my builds. What's your skilltree?
Have fun, flying this ship with EptE. Bad inerta, bad turn rate. Maybe with 3+ RCS you can try to make it mobile. Otherwise it'll be a pain to maneuver it. I can say something about that, because i've tested it with a bastion, which has exactly the same movement stats. The doff isn't a bad thought though, but yeah it requires EptE.
To the build:
I would swap TSS and ST, but that's a matter of taste. Tractor Beam isn't a bad choice for offensive support, but the Oddy is too slow for most attack runs, unless you jump behind your target. Grab a second hazard probably. But it looks solid. Can't say anything against your deflector/engine/shield-choice, i'm using the same on most of my builds. What's your skilltree?
I use EPtE all the time on my odyssey lol It works just fine. Power-sliding FTW!! I got the idea from a guy in a recluse doing the same thing. He was nearly untouchable because he just flew out of bit of CC. Riccardo is a good pilot. I'm sure he can handle it. Also as a pro tip, you don't have to use full throttle to engines at all times.
Have fun, flying this ship with EptE. Bad inerta, bad turn rate. Maybe with 3+ RCS you can try to make it mobile. Otherwise it'll be a pain to maneuver it. I can say something about that, because i've tested it with a bastion, which has exactly the same movement stats. The doff isn't a bad thought though, but yeah it requires EptE.
To the build:
I would swap TSS and ST, but that's a matter of taste. Tractor Beam isn't a bad choice for offensive support, but the Oddy is too slow for most attack runs, unless you jump behind your target. Grab a second hazard probably. But it looks solid. Can't say anything against your deflector/engine/shield-choice, i'm using the same on most of my builds. What's your skilltree?
I'm used to the Scimitar's turn rate (7), Odyssey's a bit harder walk in the park to handle from my point of view lol, prolly because I never flew other healboats.
Tractor Beam... that's mainly used when I jump and subnuke to hold the target, or decloak someone if I see him. (sensor scan, 135 aux, sensors skill). TSS and HE cool down in 40 second, a second one goes on 30 secs global... It gets a bit redundant imo.
I'll post my skill tree as soon as I relog
I use EPtE all the time on my odyssey lol It works just fine. Power-sliding FTW!! I got the idea from a guy in a recluse doing the same thing. He was nearly untouchable because he just flew out of bit of CC. Riccardo is a good pilot. I'm sure he can handle it. Also as a pro tip, you don't have to use full throttle to engines at all times.
I tested the powerslide, 10km for a full stop lol.
to fly out of CC I use evasives with EPM for a burst of speed, Polarize when it comes to tractors. Evasive doff would be cool, but I'd have to give up Aux2Sif doffs...
Riccardo is a good pilot. I'm sure he can handle it.
OP, I hope you are using the Research Lab Scientist and Mainetence Engineer doffs. That's what I use on my Sci Oddy for heals. Reduces the cooldown timers to 16 seconds with a purple and blue of each.
Other than that, pretty solid, although I suggest adding the Omega torp, KCB and Borg module for the 3pc bonus. I'd also recommend two separate TTs so you don't have to rely on doffs for those. Finally, work bees aren't that useful (I've tried them, they don't even show up as meaningful on the combat log), I'd replace that with something that buys you extra time when you're taking the heat - such as a Fluidic Phase Decoupler.
EDIT: Here's what I use (or *used*, prior to Delta Rising... now, I'd suggest upgrading to a T6 ship because iirc there is no way to counter the intel disable powers with just regular abilities.) http://www.stoacademy.com/tools/skillplanner/?build=janokssciodysseyteamhealertemplatev13_2994
Blank spots means "put stuff in there that you feel is right". Intentionally left blank to place emphasis on the filled spots.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
OP, I hope you are using the Research Lab Scientist and Mainetence Engineer doffs. That's what I use on my Sci Oddy for heals. Reduces the cooldown timers to 16 seconds with a purple and blue of each.
Other than that, pretty solid, although I suggest adding the Omega torp, KCB and Borg module for the 3pc bonus. I'd also recommend two separate TTs so you don't have to rely on doffs for those. Finally, work bees aren't that useful (I've tried them, they don't even show up as meaningful on the combat log), I'd replace that with something that buys you extra time when you're taking the heat - such as a Fluidic Phase Decoupler.
EDIT: Here's what I use (or *used*, prior to Delta Rising... now, I'd suggest upgrading to a T6 ship because iirc there is no way to counter the intel disable powers with just regular abilities.) http://www.stoacademy.com/tools/skillplanner/?build=janokssciodysseyteamhealertemplatev13_2994
Blank spots means "put stuff in there that you feel is right". Intentionally left blank to place emphasis on the filled spots.
I decided to not use the Decoupler. I can stand keeping myself alive on my own, I'd rather use consoles that passively boost healing and/or resilience.
I decided to not use the Decoupler. I can stand keeping myself alive on my own, I'd rather use consoles that passively boost healing and/or resilience.
Yeah, the Biotech patch is super useful. Both my healers have it
I would still suggest getting the Borg module, KCB and Omega torp for the 3pc invulnerability skill. Also, I'm not sure what the tractor is doing there, you could use an extra Hazards. Other than that, you've got a pretty solid healer ship.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
Comments
First, thank you all for the responses, they helped me fine tune my ship. I came up with an unconventional way for reducing the damage I suffer while rebuilding it, but that's a secret of mine lol.
Subspace Jumper was also nuts, saved me a lot of times, I could place subnukes right when my team needed them.
Anyway, here's the new loadout http://skillplanner.stoacademy.com/?build=scienceodysseyhealer13_0
PH1 helped so much, still considering on MACO engines and shield, Elite fleet ones are so much better, and with DR, you want the adaptive bonuses if you encounter a carrier wave SNB.
Did a few matches, including one in C&H that lasted for a good while, balanced teams. Look at the healing in the Blue team I did (Lara Khan) http://i.imgur.com/kje8FKo.jpg
Btw, we did a bit of RP doing the christening for real of the ship. Got the Odyssey's High Uniform for the occasion (I'm the one dressed in blue and black). It looked like Generations for a while... until Giovanni started throwing snowballs on my bridge, lol. Then drank some Chateau Picard all together...
And no Hannibal, you weren't invited!
http://imgur.com/a/502gq
.. You drink again without me ??
Zzzzzzzzz
*** R.I.P. ***
Yeah :P
I can send you a bottle from the christening however... dang it's empty
*hic*
I'm going for the Elite Fleet Deflector with MACO engines and shield as suggested by lourens. He explained me really good why should I run that setup, especially because it will better manage my science heals, freeing up a slot in doff roster I can use for two VR BFI doffs, that work as a mini-RSP.
I can remove then Leech, place another emitter! Hooray!
Ppl still use 2 BFI doffs? lol, welcome back to 2012 Ric, they don't work anymore like in the past, when the effect persists as the bfi was active, just like an rsp. Now they work on activation and it's single usage, like a mini science team/epts when you press bfi. 2 wasted slots to me...
However, you will have hull problems and a very little base hull reg with that deflector/engine and, btw, you don't need the leech on an healer as i said in first post (but for some reason i didnt write or the forum cut it, meh).
What i mean is: make some tests and try them in the arena/cnh many times before to believe your setup is perfect and definitive
I use those doffs on my Avenger that has no RSP, I swear they are still good, and when a vaper comes he just won't get through the shields I promise ^^
Eventually, I'll slot a SIF HoT doff and the Extend resist one
Reduced cooldown on heals from MACO makes up for the difference between the Borg set, and the Fleet Deflector is just nuts, 15% faster cooldowns on science powers. Gives me more flexibility ^^
I followed Beth's idea of removing double TSS copy to better balance heals, and put a TB to hold subnuked enemies after the jump. Added the fourth Fleet Emitter array, removed Work Bees and Leech, added a SIF Generator to help with hull heals.
Reconsidered BFI doffs thanks to Nando... nope. Because of 15% lower cooldown on Science Team granted by MACO and Fleet Deflector, I could remove one of the cooldown doffs, placed two Aux2Sif HoT in there, immediately noticed a difference
Now, here's what I'm flying http://skillplanner.stoacademy.com/?build=scienceodysseyhealer15_0
Brought it to Ker'rat... no ok forget this, every Fed just took the bait and went beyond the 10km range.
OFC, I'm always opened to critiques
Have fun, flying this ship with EptE. Bad inerta, bad turn rate. Maybe with 3+ RCS you can try to make it mobile. Otherwise it'll be a pain to maneuver it. I can say something about that, because i've tested it with a bastion, which has exactly the same movement stats. The doff isn't a bad thought though, but yeah it requires EptE.
To the build:
I would swap TSS and ST, but that's a matter of taste. Tractor Beam isn't a bad choice for offensive support, but the Oddy is too slow for most attack runs, unless you jump behind your target. Grab a second hazard probably. But it looks solid. Can't say anything against your deflector/engine/shield-choice, i'm using the same on most of my builds. What's your skilltree?
I use EPtE all the time on my odyssey lol It works just fine. Power-sliding FTW!! I got the idea from a guy in a recluse doing the same thing. He was nearly untouchable because he just flew out of bit of CC. Riccardo is a good pilot. I'm sure he can handle it. Also as a pro tip, you don't have to use full throttle to engines at all times.
I'm used to the Scimitar's turn rate (7), Odyssey's a bit harder walk in the park to handle from my point of view lol, prolly because I never flew other healboats.
Tractor Beam... that's mainly used when I jump and subnuke to hold the target, or decloak someone if I see him. (sensor scan, 135 aux, sensors skill). TSS and HE cool down in 40 second, a second one goes on 30 secs global... It gets a bit redundant imo.
I'll post my skill tree as soon as I relog
I tested the powerslide, 10km for a full stop lol.
to fly out of CC I use evasives with EPM for a burst of speed, Polarize when it comes to tractors. Evasive doff would be cool, but I'd have to give up Aux2Sif doffs...
Awwwww... thanks
Other than that, pretty solid, although I suggest adding the Omega torp, KCB and Borg module for the 3pc bonus. I'd also recommend two separate TTs so you don't have to rely on doffs for those. Finally, work bees aren't that useful (I've tried them, they don't even show up as meaningful on the combat log), I'd replace that with something that buys you extra time when you're taking the heat - such as a Fluidic Phase Decoupler.
EDIT: Here's what I use (or *used*, prior to Delta Rising... now, I'd suggest upgrading to a T6 ship because iirc there is no way to counter the intel disable powers with just regular abilities.)
http://www.stoacademy.com/tools/skillplanner/?build=janokssciodysseyteamhealertemplatev13_2994
Blank spots means "put stuff in there that you feel is right". Intentionally left blank to place emphasis on the filled spots.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
Oh hai there! Long time no see this thread lol.
This is what I'm running, squeezing the most out of those 5 engineering consoles. http://www.stoacademy.com/tools/skillplanner/?build=scienceodysseyhealer15_0
A month later I got the Biotech Patch; pretty awesome healing I'd say, ET3 heals for 17k ish, ST3 over 7k. Solid ship
I decided to not use the Decoupler. I can stand keeping myself alive on my own, I'd rather use consoles that passively boost healing and/or resilience.
Yeah, the Biotech patch is super useful. Both my healers have it
I would still suggest getting the Borg module, KCB and Omega torp for the 3pc invulnerability skill. Also, I'm not sure what the tractor is doing there, you could use an extra Hazards. Other than that, you've got a pretty solid healer ship.
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!