Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Fix My Build
06-03-2012, 12:46 PM
So, I'm a Human science officer, captaining an Odyssey Sci Cruiser.

Weapons
Got four Antiproton Beam Array Mk XII (very rare type), two forward Tricobalt Mobile Device Launcher Mk XII (very rare), an aft Quantum Torpedo Launcher Mk XII (very rare), and an aft Transphasic Mine Launcher Mk XII - Borg (very rare).

Items
Engines: Assimilated SubTrans Warp Engines, Deflector: Assimilated Deflector Array, Shields: Aegis Co-variant Shield Array.

Consoles
Engineering: Nuetronium Alloy Mk XI (rare), Assimilated Module, EPS Flow Regulator Mk XI (very rare), Point Defense System (rare)
Science: two Inertial Dampeners Mk XI (very rare)
Tactical: Antiproton Mag Regulator Mk XI (rare)
I have one open spot at Tactical, two at Science.

Bank
Reman Set Mk XII (rare)
Breen Set
Jem H'Dar Set
Maco Mk XI (very rare) Shield Array
two of the Omega Force Tachyon Deflector Array Mk XII (very rare)
Omega Force Shield Array Mk XII (very rare)
Omega Force Shield Array Mk XI (very rare)

Shield Emitter Amplifier Mk XI (very rare)
Enhanced Plasma Manifold
Grappler
Work Bees
Ablative Generator

Antiproton Turret Mk XI (very rare) X 6
Tractor Beam Mine Launcher
Breen Transphasic Cluster Torpedo

Rare Borg Salvage
Rare Borg Deflector Set
32 EDC

Bridge Officer Powers
Lt Commander Universal -- Tractor Beam I, Tyken's Rift I, Hazard Emitters III
Ensign Universal -- Torpedo High Yield I
Lt Tactical: Tactical Team I, Beam Fire at Will II
Commander Engineering: Emergency Power to Shields I, Extend Shields I, Eject Warp Plasma I, Auxiliary to Structural Integrity III
Lt Science: Polarize Hull I, Transfer Shield Strength II

Can retrain my Bridge Officers in:
Hazard Emitters III
Science Team II
Tachyon Beam II
Feedback Pulse III
Gravity Well III
Photonic Shock Wave III


I have ten rare bridge officers and three very rare bridge officers available to train my officers/ commission. Their powers available are:

Engineering
Engineering Team I & II
Boarding Party I & II
Eject Warp Plasma I
Aceton Beam II & III
Emergency Power to Auxilliary I & II
Emergency Power to Engines II
Auxilliary Power to the Structural Integrity II
Reverse Shield Polarity I & III
Emergency Power to the Shields I

Science
Science Team I
Jam Targeting Sensors I & II
Charged Particle Burst II
Viral Matrix II & III
Mask Energy Signature II
Tyken's Rift I
Gravity Well I & II
Tractor Beam I

Tactical
Tactical Team I
Cannon: Scatter Volley I
Beam Array Overload III
Attack Pattern Delta III
Dispersal Pattern Beta III
Target Weapons Subsystems III
Torpedo High Yield I


So, any suggestions? Also, any advice for what ground powers I must have (currently using the Physicist Mk X kit)?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-03-2012, 01:34 PM
What's the problem with the ship? I think I missed it.

Transphasics suck as a torpedo, replace it with a quantum. I think adding two beams would be a good DPS increase. Try running a Trico front and rear, with the Odysseys turn rate you won't be in Torpedo Arc that often.

As for weapons Mk XII is the highest base damage, a Mk XI can have higher damage via a [Dmg] Modifier. The rarity of the weapon does not indicate how good it is. Rather the Modifiers on the Weapon. Most people who know what they are doing would take a Mk XI [Acc]x2 over a Mk XII [CritD]x3.

And finally what do you want your ship to do? The best advice in the world won't help you if it's not what you want to do.

Get at least one Field Generator (Sci) and another Anti Proton console. If your not changing your power levels often, you don't need the EPS console. I'd move the Point Defense and the Assimilated into Science, I don't have a clear idea of what Sci boosts to run for your BOFFs and put another Neutronium Armour in the Eng slots. I don't see the Inertial Dampeners helping you that much either. Polarise Hull will get you out of Tractor beams better than that will.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-03-2012, 01:45 PM
No problem. Just looking to improve.

What's a "trico"? What modifiers are best for weapons, besides ACC? Any others?
I'm just looking to improve my survivability and damage vs. Klingon ambushes and in elite space STFs.
Do they make a Quantum mine? What's it called?
Yeah, my power levels are constant at 70/70 shields and auxilliary, 25/35 engines and weapons.

Good points. Thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-03-2012, 09:07 PM
Trico as in Tricobalt Torpedo. This tells me you have a lot to learn.

Yes any Torpedo also comes in Mine form. But Mines are hard to use effectively in my Experience. Especially with a slow Cruiser like the Odyssey. A Quantum Mine is called a Quantum Mine Launcher, much like a Quantum Torpedo is called a Quantum Torpedo Launcher. The [Borg] Tricobalts are the only weapons that break this rule.

[Acc]>[CrtH]>[Dmg]>[CritD] is the general order.

Accuracy (+10% to Hit) > Critical Hit (+2% to Crit) > Damage (not sure) > Critical Damage (+20% Damage)

For Survival you need to make your Lt.Com back into an Engineer.

I'd recommend two sets of BOFFs, one for STFs and one for PVP.

This works for me as a tank in Elite STFs in a Sovereign.

List of Acronymns

Tac: Ensign & Lieutenant.
TT1
BFAW1 > TS2
Eng: Lieutenant Commander & Commander
EPtS1 > RSP1 > DEM2
EPtS1 > ET2 > AtSIF > Aceton Beam
Sci:
PH1 > HE2

2 Neutronium Armour, 1 Borg, 1 RCS (Don't use RCS on Odyssey)
2 Field Generators
3 Energy Type specific Consoles

1 Torp 3 Beams, Fore
1 Torp 3 Beams, Aft

The Odyssey gets a shield bonus so you'd get about the same shields strength with only one Field Generator console. RCS won't help you as much on the Odyssey and I'm probably going to ditch it for another Neutronium Armour soon. Use the Sci for your bonus consoles. I'm not big on PVP anymore so others can help you there. This ship runs Threat Control and is very hard to kill, but DPS is low.

EPtS provides a shield resist buff, a Shield Heal, and more Shield Power. Chaining two of these is vital to running a tanking cruiser. Even on my other Cruiser I run and chain two of these.

Edit: With a mere 35 weapons power your going to be doing jack all damage I run 125 and do little. And by little I mean compared to an Escort. I'm quite happy with it's DPS for a Cruiser.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-03-2012, 10:03 PM
Hey there, rodneywollam!

I highly suggest you check out this thread. It's an excellent resource if you're trying to improve your cruiser build - for both PvP and PvE. If you're having trouble finding the right build or post in his thread, there's a Table of Contents (it's a big thread ).

I hope this helps!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-03-2012, 11:34 PM
Quote:
Originally Posted by rodneywollam
So, I'm a Human science officer, captaining an Odyssey Sci Cruiser.

Weapons
Got four Antiproton Beam Array Mk XII (very rare type), two forward Tricobalt Mobile Device Launcher Mk XII (very rare), an aft Quantum Torpedo Launcher Mk XII (very rare), and an aft Transphasic Mine Launcher Mk XII - Borg (very rare).
Way too many torpedoes for a Cruiser. Your turn rate is too low to use them well, and even if you have the turn rate to use them well, you never really need more than 2. In addition, torpedoes have shared cooldowns that disallow you to firing multiple ones in short succession, and the Tri-Cobalts (Trics) even have a special shared cooldown that means you have to wait 30 seconds or so between shots.

Cruisers work best broadsiding with beams. So get another 2-4 Anti-Protion Beam Arrays (nothing wrong with Anti-Proton Beam Arrays - theeimportant thing is sticking to a single energy type, not which one you use.). A good option that includes torpedoes may be:
Front: 3 Beam Arrays, 1 Quantum Torpedo or 1 Tri-Cobalt
Aft: 4 Beam Arrays

Quote:
Items
Engines: Assimilated SubTrans Warp Engines, Deflector: Assimilated Deflector Array, Shields: Aegis Co-variant Shield Array.

Consoles
Engineering: Nuetronium Alloy Mk XI (rare), Assimilated Module, EPS Flow Regulator Mk XI (very rare), Point Defense System (rare)
Science: two Inertial Dampeners Mk XI (very rare)
Tactical: Antiproton Mag Regulator Mk XI (rare)
I have one open spot at Tactical, two at Science.
For Science, Field Generator Consoles are good. Since you are using the Borg Set mostly, you should do the Borg mission where you can get the Borg Universal Console. This gives you a 2nd Borg Set power (a passively activated shield heal).
Also, I believe the Omega Force SHield Array Mk XII may be better than the Aegis COvariant shield.

Quote:
Bridge Officer Powers
Lt Commander Universal -- Tractor Beam I, Tyken's Rift I, Hazard Emitters III
Ensign Universal -- Torpedo High Yield I
Lt Tactical: Tactical Team I, Beam Fire at Will II
Commander Engineering: Emergency Power to Shields I, Extend Shields I, Eject Warp Plasma I, Auxiliary to Structural Integrity III
Lt Science: Polarize Hull I, Transfer Shield Strength II
My suggestion, assuming you want to stay science-focused (this will probably require you to retrain a few skills at the Bridge Officer Trainer on Earth Space Dock if you don't have the righ tcombination of BOs)
  • Commander Engineering: Emergency Power to Shields I and II, Extend Shields II, Auxillary to Structural Integrity III
  • Lt.Cmdr Universal: Tractor Beam I or Science Team, Transfer Shield Strength II, Hazard Emitters III
  • Lt.Science: Hazard Emitters I, Transfer Shield Strength II
  • Lt.Tactical: Tactical Team, High Yield Torpedo II or Beam Fire At Will II
  • Ensign Tactical: High Yield Torpedo I
Also, this is a thread where you find probably much better Cruiser builds than mine:
http://forums.startrekonline.com/sho...d.php?t=249906
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