Phaser Lance or Odyssey? Endgame cruiser decisions...
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Join Date: Dec 2007
05-21-2012, 12:56 AM
Originally Posted by
That's the point I try to get across to this one guy in my Fleet, and all he says is that "Your Odyssey will fail. Tacs can't tank. Get an Excelsior."
In the words of Lt. Commander Data: "To hell with our orders."
I took that into consideration and now I'm saving up for the Pack... If I can't tank, I can still help the team. I'm making an Odyssey that can severely put the hurt on whatever I'm fighting, be it Romulans, Borg, the Breen, Jem'Hadar, etc etc and also be a giant support boat. My girlfriend and I play KDF, using Vo'Quvs, and we manage pretty well in STFs. I took the framework of my Vo'Quv, applied it to the Odyssey (on paper) and I plan on using the Ops Odyssey due to the Eng consoles I can put on it. Her carrier, my Odyssey... We'll be a force to be reckoned with. I dare the Borg to rear their ugly robotic heads at us.
Also, I'm looking for more team heals. Can anyone provide me with a list? I'm looking for shield and hull heals. I can handle myself pretty well against the Borg, unless they attach that tractor beam of theirs on me. Even then, Polarize Hull renders their tractor beam invalid.
Very inspiring, and true. I have applied my AC's design concept successfully to everything from BoPs, Odysseys, science ships and even the Atrox carrier. They are extremely durable and quick, which can be surprising.
Cruisers with their MAX engineering loadout can use the following Engineer boff skills: -
Engineering Team (Large instant hull heal, 45 second recharge if I recall right)
Auxiliary to Structural (Moderate hull heal depending on aux power, + damage resistance bonus)
Extend Shields (Damage resistance and shield regeneration)
For a cruiser I normally have 2 copies of engineering team so I can spam them 15 seconds one after the other. One Aux2Struct (no need to duplicate, it recharges in 15 seconds flat) and one Extend Shields III which is very effective to keep friendly escorts alive.
A lot of people in the Elite STF discussions are saying 'healing is useless'. Well yes, if the above combination of Engineering powers can keep an escort alive while it's stationary firing DHCs in ESTF, then I think having a healing cruiser on the team is crucial. In a team that knows how to stay mobile and out of Borg torpedo arcs, you either make allied ships almost invulnerable vs beam fire using ES3, or else make things a lot easier for allied pilots who can throw caution to the wind and focus on generating max DPS with their front weapons.
It is in PUGs that the role of support cruiser becomes important to secure team victory, as you don't know whether the other pilots will work with you or the team. You will also have pilots who are less experienced in the team and by supporting them actively, the cruiser pilot achieves these: -
1) Creates a larger margin of error for success. When PUGs explode less, their effective DPS over time increases significantly, and less frustration means superior team morale. Team heals are responsible for fully 80% of my friend's list.
2) Creates an environment of 'watching each others back' using leadership by example. By mid-map you may notice the PUGs sharing their team heals with you or each other. Or even thanking your extend shields with their extra Tactical Team.
3) Other PUG pilots too are encouraged to learn to create mutually supportive ship loadouts, and if your cruiser is effective in both DPS and team support, they may want to PM you for some tips later on.
4) Imagine you're expecting the worst with a possibly 'newbie' team in Cure. Your attack doctrine is to stay as far away as possible from the enemy so as to evade aggro easily. Suddenly, you see the Blue healing beam heading towards you. You can now assault the enemy with MAX DPS with superior damage resistance and not fear enemiy fire.
5) It is with superior cruiser piloting that I learn how to increase the survivability and DPS for other ship types including Birds of Prey, science vessels and fleet escorts - and not just make them successful builds but give them the ability to support the team with buffs and repairs too. It's the idea that counts.
6) All the above, applied to multiple ship types across an entire task force or fleet, makes possible new Elite STF tactics. Flying escorts all the time is just boring.