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Recommendations for shields/impulse/core/deflector on Fed Engineering flagship?

zebulander#5479 zebulander Member Posts: 12 Arc User
Hello all,
Recently got the Sojourner Odyssey and was wondering what some good options for the gear set would be. Given the turn rate I’m probably gonna be running it as a broadside beam boat, so I was ideally looking for something that buffs energy weapons. My first thought was the Stormbound set with Potential Energy Entanglement; is that still a good pick?

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  • redwren89redwren89 Member Posts: 257 Arc User
    Discovery reputation 4 piece space set. and 2 piece wider angle phaser dual beam bank because you can still broadside with all weapons firing even with that DBB.

    you don't need to make it fancy, a faw boat is a faw boat
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    @westmetals gives some solid advice, I would strongly consider what he put.

    My recommendations are very similar.

    Delfector - Elite Fleet Intervention Protomatter Deflector Array - These are available at your fleet Colony. They boost Weapon damage and Shield Penetration.

    Impulse - Prevailing Fortified Impulse Engines - Part of the Prevailing Regalia set from Reputation. These are a massive bonus on the Odyssey and in my opinion an absolute must have. What these do is give you a significant boost to turn rate and flight speed whenever you activate either a Tactical, Science, or Engineering Bridge officer Ability. I like the Fortified version because having the boost proc on heals makes it easier to control. You're generally firing your tactical abilities non stop and that makes the tactical version a little hard to control.

    Core - Elite Fleet Plasma-Integrated Warp Core - Great core, go with the mods that Westmetals suggested.

    Shield - Prevailing Innervated Resilient Shield Array - A resiliant shield that boosts Critical Hit and Severity.. what's not to love? Also gives a 2pc bonus with the engines. Some people go a different route with the shield, this one is up to you.. this is just my personal favorite shield.

    This layout will give you some good defense, boost your damage and give you turn and speed boosts that makes the unwieldy Odyssey much easier to control. You can hit something like Hazard Emitters or Science Team when you're powersliding out of the fight and boost your way back to where you want to be.

    This is what I ran on my Odyssey and I was quite happy with it.

    Insert witty signature line here.
  • zebulander#5479 zebulander Member Posts: 12 Arc User
    Thank you all for the advice. Don’t have the competitive or discovery reps very high yet on this character but I can do the protomatter deflector and the plasma core at least. Side note, but I’m curious, what’s the main benefit to running Aux2Bat? I don’t have cold-hearted or the technicians for it, and generally my weapons power level is close to the cap anyway. Is there still a reason to use it?
    Thanks
  • edited March 2020
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited March 2020
    Yep, more good advice.. well put! :smile:

    Aux2Bat right now, is the easiest overall solution because you can take care of your power and cool down issues and do it all rather simple and cheap. The Blue Technicians don't cost much on the exchange and are just fine to use until you can get purple ones (use 3 of them.) For the purples, if you're willing to put in the time, you can get them free from the Colonization Chain in the B'Tran Cluster. Or you can just save up and get them one at a time from the exchange... sometimes you can get a deal on them.

    If it helps you any, this is the link to my Tactical Odyssey. It's an Aux2Bat build and it's fully complete with all skills, traits, gear, etc.

    Now the usual disclaimer.. this is just my personal build based on how I like to do things. Posting this build by no means implies that it's the 'right' way or that any other way is wrong.. this is what gives me the best results with this particular ship.

    That being said.. a few notes. The empty Device is the Kobayashi Maru Transponder from the last Maru event. If you don't have this, you can substitute what you like, I recommend the Subspace Field Modulator, but it's whatever you like.

    Some of the consoles are from other Odyssey Variants and Events, they are all part of the Flagship Technologies set. If any of these, or the Dynamic Power Redistributor are out of reach for you, you can substitute with other Phaser/Damage boosting consoles. Some low cost recommendations are Ordnance Accelerator, Quantum Phase Converter, Sustained Radiance Field, or the Assimilated Module.

    The beams are Kelvin Timeline Phaser Beams, they're just for visual effect because I like them. They are not an essential part of the build and you can use any Phaser Beams in place of them.

    If you need a guide to some lower cost traits, please consult the DPS League Traits Guide for some ideas.

    Feel free to take as much or as little from that as you see fit, hopefully it at least gives you some ideas and direction. If you have any questions on anything, please feel free to ask.
    Insert witty signature line here.
  • protoneousprotoneous Member Posts: 3,250 Arc User
    Delfector - Elite Fleet Intervention Protomatter Deflector Array - These are available at your fleet Colony. They boost Weapon damage and Shield Penetration.
    The [ColCrit] mod seems to help as well (perhaps in combination with the 2 pc competitive). Tool-tipping a Colony deflector on an Arbiter is showing +4% CrtH and +14% CrtD at full hull.

    I recently added one to a character to replace an older deflector and the difference seemed noticeable. More bite.

    Seems all these little things add up.
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  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    Some of the consoles are from other Odyssey Variants and Events, they are all part of the Flagship Technologies set. If any of these, or the Dynamic Power Redistributor are out of reach for you, you can substitute with other Phaser/Damage boosting consoles. Some low cost recommendations are Ordnance Accelerator, Quantum Phase Converter, Sustained Radiance Field, or the Assimilated Module.

    there's also Approaching Agony, one of the best phaser boosting consoles you can get for (relatively) cheap

    and the clicky is one of the few rare ones that's actually decent, especially on a full phaser build combined with something that can keep targets clustered together, because the hazard it spawns persists through the FULL duration, whether or not the original target is still alive​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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