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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-03-2012, 04:51 AM
Quote:
Originally Posted by Maelwys
SCI A - Hazard Emitters I, Transfer Shield Strength II, Tractor Beam Repulsors II
SCI B - Science Team I, Hazard Emitters II, Gravity Well I
ENG A - EPTA I, Eng Team II, EPTS III, Aux2SIF III
ENG B - EPTA I, Extend Shields I, EPTS III, Aceton Beam III
ENG C - EPTA I, Aux2SIF I, EPTS III, Extend Shields III
ENG D - EPTS I, Eng Team II, Aux2SIF II, Extend Shields III
ENG E - EPTS I, Extend Shields I, Eng Team III, Aux2SIF III

[snipped]

SETUP (2) *** Control-focussed ***

Universal Ensign: Eng D or Eng E
Tac LT: Tac A
Sci LT: Sci A or Sci B
Universal LtCom: Sci A or Sci B
Eng Com: Eng D or Eng E

SETUP (3) *** Damage-focussed ***

Universal Ensign: Eng D or Eng E
Tac LT: Tac A
Sci LT: Sci A
Universal LtCom: Tac B
Eng Com: Eng D or Eng E
Just throwing in a quick update; having played about a bit more, i've tweaked my "control" and "damage" setup's BOFF layout to the following:

SCI A - Hazard Emitters I, Transfer Shield Strength II, Photonic Officer II
SCI B - Science Team I, Tractor Beam Repulsors I, Gravity Well I
ENG A - EPTA I, Eng Team II, EPTS III, Aux2SIF III
ENG B - EPTA I, Extend Shields I, EPTS III, Aceton Beam III
ENG C - EPTA I, Aux2SIF I, EPTS III, Extend Shields III
ENG D - EPTS I, Eng Team II, Aux2SIF II, Extend Shields III
ENG E - EPTS I, Extend Shields I, Eject Warp Plasma I, Aux2SIF III

[snipped]

SETUP (2) *** Control-focussed ***

Universal Ensign: Eng D
Tac LT: Tac A
Sci LT: Sci A
Universal LtCom: Sci B
Eng Com: Eng E

SETUP (3) *** Damage-focussed ***

Universal Ensign: Eng D (Eng E only occasionally used)
Tac LT: Tac A
Sci LT: Sci A
Universal LtCom: Tac B
Eng Com: Eng E (Eng D only occasionally used)

Reasoning:

For the "Control" Build, I find that I don't miss the extra Healing from Engineering Team III and the second copy of Hazard Emitters - considering that the cooldown on Worker Bees (which can sit in a Sci console slot) makes them BETTER healing over time than ET II, and I still have Aux2SIF III available for Spike Healing (with Copy #1 of Hazard Emitters to help and cleanse debuffs). Likewise, I hardly ever used Engineering Team III on my "Damage" Build (mainly due to the shared cooldown with my two copies of Tactical Team I).

On the other hand, Gravity Well is so useful in Elite STFs that I can't imagine *NOT* having it in a "control" build any more (particularly with a Purple Gravimetric Scientist DOFF to make extra copies). And whenever Gravity Well is on a cooldown, Tractor Beam Repulsors makes for a very handy filler ability.

"Eject Warp Plasma" might seem like an odd choice for a ship that has such rubbish base maneuverability stats... but it's saved my bacon in PUG Elite STFs several times during the past week. Having it available in the "Damage" build has also proven useful enough for me to keep it over Engineering Team III for PVE gameplay, though I can always just swap back to my other Engineering BOFF.

Once you use Saucer Seperation the Odyssey actually becomes mobile enough to use these three abilities Reactively (think: "oh dammit, some idiot has forgotten the 10% rule and we have Nanite Spheres incoming") but even in unseperated 'space barge mode', you can use them all Proactively (think: "That wing of Raptors is going to fly through here soon to get to the Kang... let's set up some speedbumps for them")

Essentially the basic strategy is to play "keep away". Grav well --> TBR --> EWP ... Grav Well stops incoming ships dead (even the speedier BoPs in PVE) and applies some light damage. And as a bonus, the ships will be held in place, meaning that they'll be easier for you to hit. Once Grav Well expires, you can use TBR to push them back long enough for you to drop a patch of Warp Plasma directly in their path, and by the time the movement debuff from the plasma has completely worn off, your Grav Well should be recharged again (or very nearly).

By this time all but the most "challenged" of PUG teamates should have worked out which of the big floaty green things they ought to be shooting at...

None of these abilities require much in the way of Aux Power allocation to be effective at slowing things down, so they're perfect choices for a Tactical Odyssey (though note that you may want to hit an Aux Battery just before using Gravity Well - whilst the extra Aux won't really affect the "slow", it does raise the damage inflicted by the Gravity Well quite significantly).

The only problem now is that I've gotten so used to being able to use Torpedo Spread III, Fire at Will and Gravity Well/TBR/EWP all on the same ship (whilst putting out significant DPS and being able to tank any ESTF cube) that I've become somewhat reluctant to go back to flying my trusty Fleet Escort...