Odyssey, a bit squishy?
I've been flying my Odyssey (and my Bortas). I'm having issues with both and dying where I should not be dying.
First a bit of background: I've been playing since the open Beta. I have successful cruiser captains, on both sides. So I know what I'm doing in that regard, or at least I should.
Yet both the flagships are exploding alarmingly quickly in PVE!
My Odyssey should be a brick like wonder. I recently re-fitted it with:
A Full set of Aegis.
25% resist consoles against all forms of energy.
In the science console slots I've got the Borg console, and both shield consoles.
Power is set up to run at 100 for both shields and weapons.
This should be a fairly robust build able to soak a huge amount of incoming. and its doing several times better than the previous outfitting. However its still squishy, I mean hell I died in Salvage Dispute earlier. It just feels like my Excelsior retrofit, or my Marauder cruisers are tougher.
So has anyone else experienced this? Or have any incites into what I'm doing wrong?
It'd be easier to help if we knew your full build, which bof powers you're using etc, and most importantly what you have in the lt cmdr slot.
I've found depending on what you do with the Bortas (largely the same) it can be squishy or monstrously tough, the same is true of the Oddy. I've greased some in one pass in my Bird of Prey, other times my disruptors seemed as harmless as rain off a flagpole at times.
I'm not finding it that squishy. I'm set up to shield tank and the only things in PvE that can put a hole in my shields are tac cubes and donatra's ship on elite STF's and even then 9 times out of 10 I can recover before I blow up. I'm also using the MACO shield so bleedthrough isn't an issue either.
Really it's not any more squishy than my Galaxy-r, interestingly on paper my Odyssey is a bit tougher but I'm not noticing it in practice.
Have a go at putting a build together with this and I'msure someone here can tune it up a bit for you.
Bridge officer layout can be found here:
Note: The Reverse shield polarity is only a place holder until I find an Emergency power to Shields III. Of course finding one of those is proving tricky.
My captain, was originally speced for escorts (until he grew old and fat). However the skill set for him translates well enough. The defensive powers he has are:
Ship Hull Repair
Warp core potential
All are at max ability.
What's your auxiliary power level? The science heals and damage resistance scale off of that, so Hazard Emitters might not be giving you adequate protection against incoming fire.
Personally, I've always said the Odyssey is a Science Cruiser through and through. Perhaps you'd be better served by raising your auxiliary power, and switching your Lieutenant Commander to a Science Officer with Transfer Shield Strength and Polarize Hull for better damage management when Hazard Emitters is on cool down.
Elementary mistake Watson (on my behalf that is). Aux power is at minimum.
Strip out the forward arrays for beam banks, that way there's only going to be 3-4 beams firing off the reduced power.
Not sure what to put in slot #4 front though, as I have a photon mine in the rear #4 slot. I guess the logical choice is a torp.
BTW: I thought transfer shield strength was an ally only, not your self?
Oh, and you can still broadside with reduced power levels if you do two arrays front and back with torpedo launchers or mines to fill out the rest. At least then you won't have to worry about lining up firing arcs.
Aux power is your friend with this ship ;-)
Not a chance for me normal ship setup:
LT.cmdr universal - Tac team 1, fire at will 2, attack Patten omega.
Lt tac - beam overload 1, high yield 2
Cmdr Eng - engineering team 1, aux to dampners 1, emergency to shields 3. Aux to SIF 3
Lt science - hazard emmiters 1, Transfer shield strength 2
Ensign science - polorize the hull 1
Using borg console, deflector, engines and aegis shield array.
I am an engineering VA and not heavily skilled in tanking as i spected my toon to embrace the multirole style of cruises. Depending. On mission the LT.cmdr universal can be swapped for a science, engineering or different Tac setup.
Science - science team 1, hazzard emitters 2, transfer shield strength 3
Science - science team 1, tractor beam 2, gravity well 1
She can fit most situations despite a lot of moans and groans I see from certain groups these days.
Its taking me a little while to find her charms but this little old girl can defend her pride when needed ;-)
So, really what are you aiming for with this cruiser? DPS, healing, tanking? Looking at your layout you're aiming for a DPS cruiser which, yeah, is gonna mean you skimp on survivability somewhat. It's hard to make reccomendations without knowing exactly what you're aiming for.
Except for one.
Ditch Boarding Party 3.
I'd say the main problems with your set up is that you're a tac captain, and you're taking a tac universla lt cmdr without making everything else you can a heal, since you really have to without an engineer captain's innate powers to make up the engineering shortfall. Also, a lot of your tactical powers are going to share global cooldowns, so you'll never be able to hit that hard, you'll just have different options for how you hit, which is kind of a waste of the ammount of tac slots on a cruiser.
I'd roll the following if you're dead set on keeping the tac lt cmdr:
Lt Tac: TT1, BO1
Lt Cmdr Tac: TT1, BO1, APD2 or APB2
Cmdr Eng: EPTS1, EPTS2, Aux2sif 2, BP3***
Lt Sci: TSS1, HE2
Ens Sci: TSS1
This gives you two beam overloads, you can roll one every 15 seconds, subsitute for FAW or another beam related power, but more than two will clash on cool downs. Using the ensign tactical powers for tactical team 1 will allow you to auto balance shields and provide small boost to your damage, rolling it back to back will keep this bonus almost constant.
I'd go with Beta or Delta in the top tactical slot, as this will maximise your damage, Delta in particular will give you a bonus to resistance, while giving whoever targets you a penalty to it. It makes you tougher and them weaker at the same time.
Emergency to shields one and two isn't ideal, I'd rather use an ensign for both "one", but this can be rolled back to back constantly freeing the excess shield power for aux (in addition to increased resistance of your shields to damage), and aux is necessary for TSS, Aux2sif, and HE2, all of which are good heals and will make your ship last much better. TSS1 will work almost back to back, and with the constant shield bonus from EPTS1, you can make your shields very tough. I'd consider swapping boarding party for something else, as it's not the most effective power as I recall. DEM3 would help with shield penetration, but it's really more useful with cannons, which the Oddy isn't agile enough to use.
Also, it's a good idea to have a stack of aux batteries in your devices slots, that way if you get hit hard, you can max aux out before popping your heals.
All in all though, I really don't think a tactical captain with a tactical officer in the universal slot can be made more than marginally tanky at best. The above is more an example of what could be done, it's how I'd do it I suppose if I was going to do that, but it's more to illustrate how different powers can be used in combination and become more than the sum of their parts.
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