Commander
Join Date: Jun 2012
Posts: 356
Hello fellow captains,
This is my first post. Been playing since free to play, was able to catch the free oddy cruiser, and since I've seen others do this, thought some of you might get a kick out of my build. So here goes, for your enjoyment (or at least, if you have nothing better to do here lol.

I've learned a lot over the last few months, and still learning. I'd love some input on if I can do anything to improve this layout. Thanks!

Odyssey Star Cruiser U.S.S. Fleming NCC-93099-A. I'm a science captain.

Weapons: (Currently working on switching to more accurate Tetryons)
Forward-Tetryon Beam Array Mk XI x2, Tetryon Beam Array Mk XII (Borg), Quantum Torp Mk XI
Aft-Tetryon Beam array Mk XI x2, Tetryon Beam Array Mk XII (Borg), Quantum Torp Mk XI

Borg Engines, Deflector, Maco Mk XII shields

Consoles (All Mk XI, at least Rare quality)

Engineering-RCS Accelerator, hull plating (neutronium for PVP, more specific to damage type for PVE depending on mission), EPS flow regulator, and Borg console

Science-Shield Emitter amplifier x2, Field Generator

Tactical-Tetryon Pulse Generator x2

Devices:
Subspace Field Modulator, Shield, Aux, and Weapon batteries

Bridge Officers and skills: My goal is to focus on whatever will keep me alive as long as possible, first protecting and regenerating shields, then hull, hopefully long enough for shield powers to recharge. Also, I'd like to be able to be a healer from time to time.

Universal Lt Commander Science-Science Team 1, Hazard Emitters 2, Transfer Shield Strenth 3

Lt Tactical-Beam Fire at Will 1, Torpedo High Yield 2

Commander Engineering (Borg Boff)-Emergency Power to Shields 1, Engineering Team 2, Auxiliary to Structural 2, Reverse Shield Polarity 3

Lt Science-Tractor Beam 1, Polarize Hull 2

Ensign Science-Jam Sensors 1

My power settings are tuned for "attack mode", and are as follows:
108/95
71/45
43/25
70/35

I recently respecced and made sure I put a lot into auxiliary systems. My goal, (knowing this ship is not an escort and will never do as much damage) is to to the most damage I can, while surviving as long as possible by using my Boff abilities and batteries.

This is the free oddy, and in the futere, I was thinking I might get the Tactical odyssey, to further boost damage potential while using science abilities. If I do that, I'll probably put Tactical Team 1 in the Universal Ensign slot.

Please let me know what you think, I'd love any more suggestions you guys have. Thanks!
Commander
Join Date: Jun 2012
Posts: 356
# 2
07-07-2012, 10:42 AM
No suggestions at all? Surely someone has some experience with a science oddy out there?
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,325
# 3
07-07-2012, 03:44 PM
First things first.

EPS, if you don't change your power levels a lot, basically just fly with power to weapons than it's not helping you. It was a very long time before Free to Play that it helped with DPS by increasing energy recharge after firing, now that weapons borrow power to fire instead of deplete it it's not helping you very much at all, maybe 5-6 extra dps per a shot, and an extra Neutronium would help you far more.

2 Neutronium are generally the preferred hull plating for every ship in the game.

The RCS isn't helping you much. 35% boost to a 6 turn rate is a +2.1 boost. Many consider it not really worth it on a Cruiser, especially one with a base turn of 6.

Shield Amplifier is a 13% boost to shield recharge? I find a pair of EPtS1 far far better. And your better off using the Ensign for the 2nd EPtS1 so you can chain them.

Advice is very very general, I don't even know what kind of captain you are or what you want the ship to do. You ask why nobody has suggestions, how can people give advice if they don't know what you intend to do with it. Should I buy the Sports Car or the Ute? (Ute is Australian for Pick up Truck) Depends on if I want to drive fast or Tow a boat.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 4
07-09-2012, 01:31 AM
I run a forward pointing PVE tac oddy, here's my setup:

http://i.imgur.com/R5VRT.jpg

It may not look like much, but I can tank an elite cube and gate and deal 4k consistent DPS at the same time.
Commander
Join Date: Jun 2012
Posts: 356
# 5
07-21-2012, 08:44 AM
Quote:
Originally Posted by dknight0001 View Post
Advice is very very general, I don't even know what kind of captain you are or what you want the ship to do. You ask why nobody has suggestions, how can people give advice if they don't know what you intend to do with it. Should I buy the Sports Car or the Ute? (Ute is Australian for Pick up Truck) Depends on if I want to drive fast or Tow a boat.
All due respect, I DID mention what I wanted to do: as much damage as a cruiser can do, while using boff abilities to survive. That said, I took your advice and replaced eps with a second neutronium. That definitely will add to my survivability. Also, I'm saving the RCS slot for a possible point defence or antimatter spread. Thanks for the response.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,325
# 6
07-22-2012, 12:29 AM
Quote:
Originally Posted by djf021 View Post
All due respect, I DID mention what I wanted to do: as much damage as a cruiser can do, while using boff abilities to survive. That said, I took your advice and replaced eps with a second neutronium. That definitely will add to my survivability. Also, I'm saving the RCS slot for a possible point defence or antimatter spread. Thanks for the response.
I want to do as much DPS as possible while not dying is the goal of almost every ship in the game, as said it's still a very general statement.

PVE or PVP? Elite STF? Solo PVE? Fleet Actions? Help me out a little bit here.

Tanking, means you pull agro and control the fight meaning you will focus very intently on your own survival.

Support, means your going to have Extend Shields (an ability that only helps others) and heals which will make you awesome in the Blockade Event.

Healer, means your going to do less damage to keep your team mates alive.

DPS, well your in a Cruiser so not a great role.

Support seems to be what your telling me here.

Put a Shield Emitter into one of your Sci slots, and if you can get your hands on the Theta console (still on the exchange) it would be worth putting into Engineering slot to replace the RCS unless you got AMS or PDS.

Eng
Emergency Power to Shields 1 > Reverse Shield Polarity 1 > Auxiliary to Structural 2 > Extend Shields 3
Emergency Power to Shields 1

Tac

Tac Team 1 > Beam Fire at Will 2

Sci
Jam Sensors 1* > Hazard Emitters 2 > Transfer Shield Strength 3
Polarise Hull 1 > Tractor Beam Repulsor 2**

DOFFs
Purple Conn Officer*** (Reduced Cooldown for Tac Team)
Blue Conn Officer*** (Reduced Cooldown for Tac Team)
Warp Core Engineer (Chance of temporarily improving your ship's Weapons, Shields, Engines and Auxiliary power on use of any Emergency Power ability)
Shield Distribution Officer (Chance to partially regenerate your shields while taking damage after Brace for Impact is used)
5th DOFF is a hard call, I'd use a maintenance Exocomp with the battery buffs, but you may not have it.


* Jam Sensors could be replaced with Sci Team 1 but I your going to have TT1 active almost all the time so it's going to be hard to get another Team in there.

** I truly truly hate this power, Tractor Beam Repulsors can be incredibly useful, unfortunately 90% of the people who have it, spam it and push things away from the group that is killing and out of range. But while trying to protect a Freighter the ability to heal them, and push the enemies away is fantastic. Using this power means learning when is a good time and when is a bad time. Don't push enemies out of Warp Plasma, Theta clouds, Grav Wells or Trykin's Rift. Especially don't push enemies away from a group of people who are trying to kill it, unless doing so will save a Freighter or an objective.

*** There are two types of Conn Officers, make sure you use the Tac Team one, a Blue and Purple are 14s off the cooldown of a 30s ability that takes 1s to activate. Essentially by doing this you get the benefit of two Tac Teams, which is hard to do on a Cruiser. Admittedly the Odyssey does have a Universal Ensign so you could do it, but that would change the build.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Lieutenant
Join Date: Jul 2012
Posts: 92
# 7
07-22-2012, 08:32 PM
I run (what I would consider) a highly successful Sci Odyssey. Here's my build:

Weapons (all are Mk XII borg varieties)
Fore:
Quantum Torpedos
2 Polaron Turrets
1 Phaser Turret

Aft:
Quantum Torpedos
2 Polaron Turrets
1 Phaser Turret

Power levels:
Weapons: 108/95
Shiedls: 80/50
Engines: 54/30
Aux: 67/25

Lt CDR Universal Station:
Tractor Beam I
Scramble Sensors I
Gravity Well I

Ensign Universal Station:
Transfer Shield Strength I

Lt. Tac Station:
Torpedo Spread I
Cannon Rapid Fire I

CDR Engineer Station:
Emergency Power to Shields I
Engineering Team II
Aux Power to Structural Integrity II
Aceton Beam III

Lt. Sci Station:
Sci team I
Energy Syphon I

My Sci Character has maxed out:
Starship Weapons
Driver Coil
Starship Hull Repair
Flow Capacitors
Shield Emitters
Energy Weapons
Projectile Weapons
Structural Integrity
Warp Core Efficiency
Shield Systems
Starship Maneuvers
Starship Targeting Systems
Warp Core Potential
Particle Generators
Engine Performance
Hull Plating
Shield Performance
Aux Performance
Weapon Performance

I use the following consoles (I'll justl list the bonuses):
Engineering:
+3.5 Aux
+3.2 Aux
+17.5 Hull Repair
Aquarius Escort Console

Science:
Worker Bees
+26.2 Shield Emitters
+35% Crew Recovery
+13.1% Shield Regeneration

Tactical:
+26.2% Polaron Dmg
+26.2% Quantum Dmg

I use the MACO Mk XII set (deflector and shields)
MACO Mk XI engines (still trying to get a Mk XII)

This build gives 6 healing abilities (5 of which can be used on friends), and can still pump out decent DPS (which lower enemy power levels and take subsystems off-line). When healing others, I re-allocate my energy levels to 125% aux which GREATLY increases the amount of healing (I can usually deliver about 11000 hull healing every 4 or 5 seconds).

The Gravity Well, torpedo spread, tractor beam, and syphon abilities are great for STFs or other missions where you need to control large number of enemy ships (whether to slow them down or damage them).

No build is perfect. Find one that fits your style of gameplay, and you'll do well.
Fleet Admiral T'Kehl - M.A.C.O. Vanguard Force (Sci Odyssey - USS Archimedes)
Fleet Admiral Shivers - M.A.C.O. Vanguard Force (Tac Escort - USS Abraham Lincoln)


The Federation's most successful counter to the Borg and Iconian threats.

Last edited by uxvorastrix; 07-22-2012 at 08:38 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 227
# 8
07-23-2012, 07:16 PM
Quote:
Originally Posted by uxvorastrix View Post
I run (what I would consider) a highly successful Sci Odyssey. Here's my build:

Weapons (all are Mk XII borg varieties)
Fore:
Quantum Torpedos
2 Polaron Turrets
1 Phaser Turret

Aft:
Quantum Torpedos
2 Polaron Turrets
1 Phaser Turret

Power levels:
Weapons: 108/95
Shiedls: 80/50
Engines: 54/30
Aux: 67/25

Lt CDR Universal Station:
Tractor Beam I
Scramble Sensors I
Gravity Well I

Ensign Universal Station:
Transfer Shield Strength I

Lt. Tac Station:
Torpedo Spread I
Cannon Rapid Fire I

CDR Engineer Station:
Emergency Power to Shields I
Engineering Team II
Aux Power to Structural Integrity II
Aceton Beam III

Lt. Sci Station:
Sci team I
Energy Syphon I

My Sci Character has maxed out:
Starship Weapons
Driver Coil
Starship Hull Repair
Flow Capacitors
Shield Emitters
Energy Weapons
Projectile Weapons
Structural Integrity
Warp Core Efficiency
Shield Systems
Starship Maneuvers
Starship Targeting Systems
Warp Core Potential
Particle Generators
Engine Performance
Hull Plating
Shield Performance
Aux Performance
Weapon Performance

I use the following consoles (I'll justl list the bonuses):
Engineering:
+3.5 Aux
+3.2 Aux
+17.5 Hull Repair
Aquarius Escort Console

Science:
Worker Bees
+26.2 Shield Emitters
+35% Crew Recovery
+13.1% Shield Regeneration

Tactical:
+26.2% Polaron Dmg
+26.2% Quantum Dmg

I use the MACO Mk XII set (deflector and shields)
MACO Mk XI engines (still trying to get a Mk XII)

This build gives 6 healing abilities (5 of which can be used on friends), and can still pump out decent DPS (which lower enemy power levels and take subsystems off-line). When healing others, I re-allocate my energy levels to 125% aux which GREATLY increases the amount of healing (I can usually deliver about 11000 hull healing every 4 or 5 seconds).

The Gravity Well, torpedo spread, tractor beam, and syphon abilities are great for STFs or other missions where you need to control large number of enemy ships (whether to slow them down or damage them).

No build is perfect. Find one that fits your style of gameplay, and you'll do well.
Decent build, but I wouldn't mix the weapon types, especially if he's trying for DPS, you lose so much % wise if you aren't running all the tac consoles for one weapon type.
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