Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Science odyssey
02-21-2012, 04:11 PM
http://www.stoacademy.com/tools/skil...uild=Odyssey_0

Hello guys i have heard good things about this Build.

is this viable for a science captain?

what would you guys alter (if anything) to make it more science orientated ?

lets hear your suggestions please !

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-21-2012, 04:29 PM
Quote:
Originally Posted by fisofthenorth
http://www.stoacademy.com/tools/skil...uild=Odyssey_0

Hello guys i have heard good things about this Build.

is this viable for a science captain?

what would you guys alter (if anything) to make it more science orientated ?

lets hear your suggestions please !

Interesting build... But it's got a lot of problems. Fundmantal ones at that.

For a start - Im wondering why seven points have been wasted in threat control (Space and Ground) when it is probably one of the two most useless abilities on the entire skill tree. Threat control is useless in PVP, and tanking in an Elite STF is practically impossible anyway. They'd be better spent elsewhere.

Second thing is that I don't know why he's running three versions of Emergency Power to Shields. The global cooldown on that ability makes it pointless to have any more than two versions of any given power.

With respect to the general question of whether this is suited to a Science officer... My initial reaction is "no", because absolutely no points have been invested in to science skills (Graviton Generator, Particle Generator, SPI, Flow Capacitors...) making the build worthless for any kind of debuff build, and the bridge officer arrangement doesn't have anywhere near enough abilities that favour a healing build either.

The logical solution to a Science-build Odyssey is to put a Science officer in the Lieutenant Commander position, but even that leaves you quite short on necessary engineering powers.

This build screams "Engineer's Beam Boat". That is the only way I can explain such a heavy leaning towards beam weaponry, with such an absurd investment in Threat Control, Repairs and Defense.

Best to wait until the +1 version hits the C-Store next month.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-21-2012, 05:09 PM
How I have it set up:

My Eng has EPS I, ET II, RSP III, ASIF III
My Lt Com Sci has TB I, HE II, ST III
My Lt Sci has PH I, PO I
My Lt Tac has HY I, BO II
My Ens Sci has TSS I

All of these would be available on my D'Kyr except for ASIF III which would be replaced with GW III. I view this as a fine trade off with the massive upgrade in DPS for the same gear and additional staying power as long as I use it in the same situations as I would use a D'Kyr.

I think this clears up the mentioned problem in the original build. We can get into the nuts and bolts of this but I believe the basic working theory is fine.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-22-2012, 04:12 AM
Quote:
Originally Posted by Koppenflak
Interesting build... But it's got a lot of problems. Fundmantal ones at that.

For a start - Im wondering why seven points have been wasted in threat control (Space and Ground) when it is probably one of the two most useless abilities on the entire skill tree. Threat control is useless in PVP, and tanking in an Elite STF is practically impossible anyway. They'd be better spent elsewhere.

Second thing is that I don't know why he's running three versions of Emergency Power to Shields. The global cooldown on that ability makes it pointless to have any more than two versions of any given power.

With respect to the general question of whether this is suited to a Science officer... My initial reaction is "no", because absolutely no points have been invested in to science skills (Graviton Generator, Particle Generator, SPI, Flow Capacitors...) making the build worthless for any kind of debuff build, and the bridge officer arrangement doesn't have anywhere near enough abilities that favour a healing build either.

The logical solution to a Science-build Odyssey is to put a Science officer in the Lieutenant Commander position, but even that leaves you quite short on necessary engineering powers.

This build screams "Engineer's Beam Boat". That is the only way I can explain such a heavy leaning towards beam weaponry, with such an absurd investment in Threat Control, Repairs and Defense.

Best to wait until the +1 version hits the C-Store next month.
its says about threat control:

This skill also grants you a small passive Damage Resistance bonus, to help compensate for the additional Threat

is the damage resistance so small it is not worth bothering with?

I read so many messages on the forums about this or that game mechanic not working or this or that skill being useless, I am reasonably new to the game (3 weeks) but now I am Vice Admiral rank I want to retrain my skills and use my odyssey until I have enough for another top tier ship. I do not want to spend money on a retrain token and end up making a bad build because i do not understand what skills or game mechanics are bugged or faulty. if anyone can please make me a DPS science officer in an odyssey build it would be greatly appreciated

thanks

- Fist of the North Star
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-22-2012, 06:32 AM
I'd probably go for something like this...

http://www.stoacademy.com/tools/skil...=scioddyaash_0

By putting a tac lt-com in the universal, you gain a fair amount of offense and shield management, at the expense of survivability. However, if you are truly looking for an offensive build, it's hard to live without FAW, torp spread and particularly APBeta. You could put an engineer in this slot though, and cycle EptW and EptS. That would be this build...

http://www.stoacademy.com/tools/skil...dyaashenguni_0

WIth this, you get no tac teams or AP Beta, but you do get to rotate EptW and EptS, plus you gain an invaluable 'oh crap' button in the form of Reverse Shield Polarity. You also keep torps spread and beam FAW, which with will benefit from the additional weapon power. You could use a tac team instead of torp spread to further gain survivability at the expense of torp spread. Not such a bad compromise.

With either build, you want to boost your Aux power before using Hazard Emitters or Aux to structural 3. In other words, before you do a hull heal, pop an aux battery.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-22-2012, 09:07 AM
thank you aashenfox i think i might try your build
http://www.stoacademy.com/tools/skil...dyaashenguni_0

one question, you have spent points in starship attack patterns , if i am not using any attack patters on my Boff's is this a waste of skill points or does it affect other skills too ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-23-2012, 11:54 PM
Quote:
Originally Posted by fisofthenorth
thank you aashenfox i think i might try your build
http://www.stoacademy.com/tools/skil...dyaashenguni_0

one question, you have spent points in starship attack patterns , if i am not using any attack patters on my Boff's is this a waste of skill points or does it affect other skills too ?
No, you are correct, in the build without AP Beta, they are wasted points. You could put them in Batteries or you could put 2 in warp core efficiency, or one more into Starship Projectile Weapon Specialisation or Armor reinforcements. I'd probably go for batteries (all three points) or 1 in armor reinforcements.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-22-2012, 11:54 AM
Quote:
Originally Posted by fisofthenorth
its says about threat control:

This skill also grants you a small passive Damage Resistance bonus, to help compensate for the additional Threat

is the damage resistance so small it is not worth bothering with?
Two things about Threat Control...

1) In PVP, it's a worthless skill. Even moderate resistances will not save you from an Escort captain that knows what he's doing. Spike damage in this game at present is simply too high for it to be anything more than a points-sink best spent somewhere else. In the case of the first skill tree you posted, I'd throw every single point that is currently in Threat Control in to Batteries. Because Auxilliary and Shield power gives you FAR more benefit in healing and innate resistance than Threat Control ever will.

2) In PVE... On anything short of an Elite STF, you will steamroll a mission without needing any kind of optimized build. PVE is a joke until you hit Elite STFs, at which point Threat Control becomes your worst enemy, because you have all of the enemy's attention on you, and resistance will not save your ship from the 120k-dealing Heavy Plasma Torpedo that destroys your ship in one shot.

So, is threat control worth using? I'd say not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-24-2012, 08:49 AM
Quote:
Originally Posted by Koppenflak
Two things about Threat Control...

1) In PVP, it's a worthless skill. Even moderate resistances will not save you from an Escort captain that knows what he's doing. Spike damage in this game at present is simply too high for it to be anything more than a points-sink best spent somewhere else. In the case of the first skill tree you posted, I'd throw every single point that is currently in Threat Control in to Batteries. Because Auxilliary and Shield power gives you FAR more benefit in healing and innate resistance than Threat Control ever will.

2) In PVE... On anything short of an Elite STF, you will steamroll a mission without needing any kind of optimized build. PVE is a joke until you hit Elite STFs, at which point Threat Control becomes your worst enemy, because you have all of the enemy's attention on you, and resistance will not save your ship from the 120k-dealing Heavy Plasma Torpedo that destroys your ship in one shot.

So, is threat control worth using? I'd say not.
Have to disagree.

In Elite STF's, I can tank tac cubes with little support, if the rest of the team can burn it down fast enough, I can tank them with no support (though like every MMO, it's hard/impossible to tank for extended periods wihtout support). I can shield tank the normal cubes in Elite STF's too with little problem. This includes the Heavy Plasma Torps, I havn't had much luck with the Ghost Torps, but thats a bug anyway. Threat control is my friend because it means the escorts can blitz the Borg with no fear of getting blitzed themselves.

However, the damage resiatnce is small (8.6% for 9 ranks) and not reason enough on it's own to spec into this skill. If you are not a tank, don't spec into it because it will just be a burden. I've seen escort Captain's go for 9 ranks into it because they say, without a tank, their DPS makes them a target so they might as well get the resistance. As I said the resistance is too small to help you in any meaningful way, you'll generate the threat anyway if no tank is present but if there is one, your DPS means they can't do their job.

I'd agree ground Threat Control isn't worth the trouble because in STF's or PvE on Advanced/Elite, you're going to have to hide to survive and if you're hiding, you're not attacking. However there are exceptions when a tank helps a great deal, I'm usually that tank and I've never needed threat control.

So, if you're a Tank, spec into it.

If you're a damage dealer, don't bother you'll generate enough threat without a tank present and hinder tanks when they are present.

If you're support/healer, avoid it asyou'll need to focus on yourself too much to effectively heal/support the team.
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