I got the Odyssey pack a week ago and, as a Tactical Officer, I'm hoping to make into a DPS Cruiser for PvE. Is this possible? Should I even entertain this idea?
I believe I'll need to re-skill, could someone give me some recommendations for the skill distribution for a DPS Odyssey and advise me on how I should be gearing (consoles etc), how I should set up my Bridge Officers and what skills they should have?
I've only recently gotten to 50 (and I'm new to the game in general), so I'm still building up my gear. At the moment I'm in the Tactical Odyssey with the following equipment...
3x Polaron Beam Array Mk XI [Acc] [Dmg]x2
1x Quantum Torpedo Launcher Mk XI [Dmg]x2
3x Polaron Beam Array Mk XI [Acc] [Dmg]x2
1x Quantum Torpedo Launcher Mk XI [Dmg]x2
Deflector: Jem'Hadar Deflector Dish Mk XII Impulse: Jem'Hadar Combat Impulse Engines Mk XII Warp: Overcharged Warp Core Mk X [Coil] [E->S] Shields: Jem'Hadar Resilient shields Mk XII
EPS Flow Regulator Mk XII (Blue)
Biofunction Monitor XII (Purple)
Emitter Array Mk XI (Blue)
Shield Emitter Amplifier Mk XI (Blue)
2x Polaron Phase Modulator Mk XII (Blue)
Zero Point Quantum Chamber Mk XII (Blue)
Commander Engineering (Eng Team I, EP to Aux II, Aux to Structural II, RSP III)
Lt. Commander Tactical (Tac Team I, High Yield II, Spread III)
Lieutenant Tactical (Tac Team I, Fire At Will II)
Lieutenant Science (Sci Team I, Transfer Shield II)
Lieutenant Science (Polarize Hull I)
Finally, thank you very much to anyone who takes the time to read all that and help me out.
[dmg]x2 modifiers are not really worth it...crtH ACC or crtD are much more valuable
your consoles are less than optimal, try to improve in that section first. that means A) reputation grind (you have zero point anyway already, but assimilated console is a "must have") and B) some exchange shopping for lockbox consoles. the plasmonic leech console should be relatively cheap already...so that is a worthy investment.
also lose the EPS console, the biofunction and the aquarius...get a third polaron console and put the zero point module into the engi section. embassy science conosoles, look into those, totally better than regular science consoles.
i personally find torp launchers front and aft questionable on a ship that primarely should shoot broadsides...many cruiser captains ignore torps entirely for a reason. there are only 2 alternatives that inherent torps...wide angle torpedo purchase, or a cannon build
lose the sci team for a hazard emitter...4 team powers is just too much
also doffs are pretty important, you can reduce tac team CD by 14 seconds with a rare and very rare tac team boff while buffing Attack patterns...which you should use too.
double the fire at will...this is your bread and butter for damage.
Engi team and EP aux should be changed to EP weapons and EP shields
Conn Officer x2 (Tac team cd red, MUST BE PURPLES)
Damage Control Engineer x2 (blue minimum, purple recommended)
Warp Core Engineer (blue minimum, purple recommended)
If you are unable to get the Conn Officers, I would recommend Shield Distribution Officers in their place
WALL OF TEXT ALERT
Idea Behind Build:
Tanky DPS. That build should give you more than enough survivability whilst still giving you relatively large amounts of damage output. You need to understand that you're in a cruiser. So you will never have the damage output of an escort due to inability to use DHCs and lack of top level Tactical BOff slots. So let's start with the equipment.
Why use Borg or MACO? Because I have found they give you the best survivability outside of Elite Fleet Equipment. The full Borg set has wonderful procs that basically make you almost indestructible to NPCs, and it gives you a rather strong tractor beam/drain (albeit the CD is a tad... excessive). Also the Borg set does give you good boosts with it's deflector, not as tanky/powerful as the MACO deflector, but not too shabby. And the +5 to your shields, engines, and aux are quite useful. Also the shield has a very high regen rate, and it's lower capacity (the ONLY weakness really of the Borg shield) is somewhat offset by the high shield mod on the Odyssey. As for the MACO set? Why use that? Because the MACO shield is probably one of the best shields in the game (not THE best, but up there), and the MACO deflector is one of the tankiest in the game (the only ones that beat it out are Elite Fleet Deflectors in tank). Unfortunately the MACO engine is lackluster, but effective. Gives you decent turn and move speed. Not perfect, but not bad.
As for weapon layout, I find beams to be decent on the Odyssey, because it's got a low turn rate, and even with the Chevron sep, it's still a little sluggish, so you just use beams and the wide-angle, and you can keep up a constant broadside, no need to turn to shoot off a torp, since it has a wide enough firing arc, you can broadside WHILE firing torps. As for the power drain inherent in using beams? That's what EPtW is for. And the Warp Core Engineer. The Kinetic Cutting Beam is there because it's a good weapon as damage goes (even against shields), and it also has a 360 degree firing arc, so it will ALWAYS be hitting your target.
Console wise, the Tactical consoles are self-explanatory. As for the Engineering consoles, I find that after LoR came out, RCS was much more effective on cruisers than before, so I would recommend one of those. As for the monotanium (or double mono if you choose to go that path instead of RCS), most NPC damage comes from torps, so you simply boost your kinetic resist. And the double neutronium is just for overall resists. As science consoles go? Well, there are no damage boosting science consoles outside of the Embassy ones, so I just put the Zero point there (added power and crit chance, plus some power insulators, quite useful), and the Assimilated Module (just useful period, and when combined with the KCB gives you possibility of omega weapon amplifier). Then you have the Chevron sep. That console is sort of a must have for a DPS C-store Odyssey. It gives you a HUGE boost in mobility, more weapons power, and a pet (which is actually useful now after the AI updates). You will sacrifice some survivability, but you can't have it all.
As for BOff layout, that's where a lot of damage comes from as well. The Tactical Team is just a must have period, both for tanking and utility (boarding parties are annoying as hell). The Beam Fire at Will is for dealing more damage overall, but you need to be careful when you use it, because sometimes you might draw aggro from the wrong things. If you don't want to use BFAW, I would either a Beam Overload (not as effective without a DBB though) or a TS2 there. The APB/APO is users choice. APB makes it so the whole team does more damage to a target, or just you, but the APO gives you a small damage boost and utility. So it's really up to you. The Lt Tactical is the same idea. If you can't afford the Conn officers for TT, use another TT1 there so you can cycle the two, and the APB1 is just a damage multiplier.
Engineering wise, the ET1 is for when you aren't under attack (heal a team-mate), or you aren't getting your shields back anytime soon (like against tholians, whose tetryon procs seem to happen ever hit...). The EPtW2 is for added damage (plus ~10-15% damage based on your EPS skill) and to mitigate some power drain. The LtCmdr ability is where it gets... interesting. I personally prefer EPtS3, because it hardens your shields significantly, gives a nice shield heal to each facing, AND boosts your shield power to give you even more regen and damage resistance. But others prefer RSP2 for the "oh ****" button. That one is users choice (or if you don't have an engi friend, you're stuck with RSP). And the Aux2SIF3 is just a good heal to have for yourself or a team-mate.
As Science goes, it's basic utility. HE1 gives you a nice HoT, and having two means you can do it again. TSS2 is just a good shield heal/harden/HoT. And they can be used on your team-mates too.
While I know that you don't have the Assimilated Module or the Zero-Point Energy Conduit, slot a Neutronium Alloy and Emitter Console (respectively) until you have those. Also, you may want to consider opening enough boxes until you get 200 Lobi for the Tachyokinetic Console. It will help with turn rate and Critcal chance.
And, I do have to agree with baudl about ditching the Aquarius. While it may be helpful at times, Chevrnon Sep is much more useful. And it will allow you to keep your current torpedo choice up front. At least until you can get the Wide-Angle Quantum Launcher from the Regent (Assault Cruiser Retrofit).
In the back, I would recommend the Breen Cluster because it's very good at spike DPS so long as it doesn't get shot down. Or, you could stick with the Quantum Launcher.
Hello again everyone, thanks for all your input. I took all advice given to me, and have since re-skilled, improved my gear and been doing some really good DPS in my big clunky cruiser. I went through a couple different builds and experimented with consoles and boff powers until I found something that suited me. Here's my current gear...
Deflector: Aegis Deflector Impulse: Aegis Engine Warp: Field Stabilizing Warp Core Mk X [Coil] [S->W] Shields: Aegis Shields
3x Field Generator Mk XI (Blue)
3x Phaser Relay Mk XII (Blue)
Commander Engineering (EPTW1, EPTS2, RSP2, DEM3)
Lt. Commander Tactical (Tac Team 1, Torpedo: Spread 2, Attack Pattern Beta 2)
Lieutenant Tactical (Tac Team 1, Beam Fire At Will 2)
Lieutenant Science (Hazard Emitters 1, Transfer Shield Strength 2)
Lieutenant Science (Hazard Emitters 1)
So far it's been great. I've been reasonably competitive in terms of DPS, I very rarely die and I usually end up tanking end bosses in Elite STFs (Donatra, Tac Cube in Conduit, Assimilated Carrier) with very little trouble.
Obviously the Aegis set is just a placeholder until I get the Mk XII rep gear (should I go full MACO, full Borg or mix the two?) and I've decided to go with Phaser over Disruptor because I heard the saucer and Aquarius destroyer will benefit from my Phaser consoles (is this true?). The reason I've kept all three Odyssey consoles is because having the saucer deploying Work Bees and using Gravity Well III has been fantastic for Elite STFs.
Thank you for all your help!
Last edited by trickykipper; 07-21-2013 at 03:59 AM.
idk, i honestly doubt the saucer or aquarius do actually benefit of your weapon consoles. Also, the aquarius and saucer share a cooldown if i'm still correct...you can never have both. (maybe it got changed, but at release and 1 year after, that was certainly the case)
why don't you get a second BFAW2...put TS into the ensign get 1 purple and a blue conn doff and use only 1 TT.
having 2x BFAW means double uptime on your main dmg ability.
i would also get the zero point module instead of the aquarius. and eventually also lose the work bees (maybe one of the new dilithium mine consoles)
also instead of using a second hazard emitter go for a aux2SIF...maybe instead of of DEM3, or instead of EPtS2 get EPtS1 and use the ltd engi slot for aux2SIF1
something like this
take what ever weapon you like, disruptors or whatever
No pet benefits from any consoles. This gets tested all the time. The saucer in my opinion isn't for the pet, but for the turn rate increase, although its tractor and gravity well can be nice. The Aquarius and Saucer don't share a cool down, but they are mutually exclusive, meaning they can't both be out at the same time. If one dies you can recall it and immediately deploy the other. For me though I usually just go for either the saucer or both saucer and workerbees. The Aquarius usually just dies too fast.
With that said, I've recently moved my fleet defiant tacscort captain to the tac odyssey and am loving it. I just got bored playing an escort and the odyssey is a great change. She's still a great ship and with the LoR turn rate changes, she's even better than before.