Post by StarChaserNX on Aug 17, 2012 8:50:44 GMT -8
The Odyssey class is a very versatile starship that can be used for a multitude of roles. This is a build I have some success with in the PvE arena and worked out well in a 1v1 against a Klingon ship at Kerrat.
I use the science version of the Odyssey (for the boost in shields and aux systems), but the Operations version and Tactical version will work too. Sorry, Anni Oddy won't work as well.
One more note, I use this ship for main character Starchaser, and he is an engineer, so this may not work as well for tactical or science officers.
The Basics:
Deflector: Assimilated Deflector Array
Impulse: Assimilated Subtranswarp Engines
Shields: M.A.C.O. Resilient Shield Array MK XII
Weapons:
Fore: Harg'Peng Torpedo Launcher MX XI, 3 Beam Arrays
Aft: 4 Beam Arrays
I favor Antiproton Beams, but this should work for just about any kind of beam. Sometimes I'll replace the torpedo launcher with another forward beam array.
Devices:
Engine Battery, Weapons Battery, Scorpion Attack Fighters, Satellite Turret
Consoles:
Engineering: Assimilated Module, Chevron Separation, Work Bees, Aquarius Escort
Science: 4 Shield Emitter Amplifier MK XI
Tactical: Use two consoles that upgrade the beam of your choice.
Bridge Officers:
Commander Engineer:
Emergency Power to Shields I and III
Directed Energy Modulation I and III
(An alternate strategy would be to use Emergency Power to Shields I and II and Eject Warp Plasma I and III)
Lt. Commander Universal (Tactical)
Tactical Team I, Attack Pattern Beta I and II
Lieutenant Tactical
Fire at Will I and II
(Another alternative would be Beam Overload I and II)
Lieutenant Science
Hazard Emitter I and II
Ensign Universal (Tactical)
Tactical Team
Power levels:
I use the standard attack power setting. 100 weapons, 5o shields, and 25 engines and auxiliary.
Emergency Power to shields will bring your shield power to max.
Using 7 to 8 beams will put a drain on your weapon power levels. A weapon battery can help negate the power loss. The weapon battery is especially useful if you need to fire immediately after dropping out of Full Impulse. Engineers have two more ways to negate this loss, EPS transfer and Nadion Inversion.
Strategy:
This build is meant to tank and zap everything in sight. It is not meant to restore hull and shields to your allies.
As soon as you enter the battlefield, deploy work bees. If you are going to be in a situation where you need as much durability as possible, launch the Aquarius Escort. If mobility is more important, use Chevron Separation.
For tanking, Emergency Power to Shields keeps your shields strong. Tactical Team will instantly transfer shield power to the facing that is being targeted. Hazard Emitters and Work Bees provide hull regeneration. The partial Assimilated set also provides useful regeneration (even though it is random).
Whenever you have a peaceful moment, count your Work Bees. If you look at your ship carefully, you will notice four dots orbiting or following your ship. If you click on one, you will see that it is a work bee. They disappear as they heal your hull. They can also be destroyed by area of effect weapons.
Now for offense. Tactical Team boosts your weapons fire power. Directed Energy Modulation will give you more shield penetration (don't use it against unshielded targets like nanite generators). Attack Pattern Beta will lower defenses of your target.
If you want to spread the damage around, use Fire at Will. This is very useful for painting multiple targets with the Attack Pattern Beta debuff. If you focus your efforts on a single target, then use Beam Overload.
As for myself, I pick a specific target I want to see destroyed (usually a cruiser or a battleship type) and torpedo it. I will also set my Scorpion Attack Fighters and the Chevron Saucer or Aquarius Escort onto the target. Fire at Will allows me to inflict damage on smaller targets such as fighters, frigates, and the occasional high yield plasma torpedo.
Places this build will be useful:
STF Infected
STF The Cure (provided the I.K.S. Kang does not come under heavy fire)
STF Khitomer Accords
Be careful with the Fire at Will, there may be times when random fire could hit a target you don't want shot (like an indestructible cube, transformer, or gate or a nanite generator that does not need to be destroyed). I will often keep myself from using it in these situations
Starbase Fleet Defense
Federation Fleet Alert
A little risky but if you shoot the enemy soon enough and often enough (Fire at Will), they will be too worried about you to shoot at the starbase or freighters. Also add the fact that the starbase is rather durable and the enemy ships not so numerous.
Or any other place where there are a lot of targets to be destroyed and you don't have to worry about protecting something fragile.
Places not to use this:
No Win Scenario
Thirty against five, the freighter is going to get hit no matter how many you draw off with Fire at Will
Federation Blockade
Keeping the freighters alive is more important than destroying the enemy.
I use the science version of the Odyssey (for the boost in shields and aux systems), but the Operations version and Tactical version will work too. Sorry, Anni Oddy won't work as well.
One more note, I use this ship for main character Starchaser, and he is an engineer, so this may not work as well for tactical or science officers.
The Basics:
Deflector: Assimilated Deflector Array
Impulse: Assimilated Subtranswarp Engines
Shields: M.A.C.O. Resilient Shield Array MK XII
Weapons:
Fore: Harg'Peng Torpedo Launcher MX XI, 3 Beam Arrays
Aft: 4 Beam Arrays
I favor Antiproton Beams, but this should work for just about any kind of beam. Sometimes I'll replace the torpedo launcher with another forward beam array.
Devices:
Engine Battery, Weapons Battery, Scorpion Attack Fighters, Satellite Turret
Consoles:
Engineering: Assimilated Module, Chevron Separation, Work Bees, Aquarius Escort
Science: 4 Shield Emitter Amplifier MK XI
Tactical: Use two consoles that upgrade the beam of your choice.
Bridge Officers:
Commander Engineer:
Emergency Power to Shields I and III
Directed Energy Modulation I and III
(An alternate strategy would be to use Emergency Power to Shields I and II and Eject Warp Plasma I and III)
Lt. Commander Universal (Tactical)
Tactical Team I, Attack Pattern Beta I and II
Lieutenant Tactical
Fire at Will I and II
(Another alternative would be Beam Overload I and II)
Lieutenant Science
Hazard Emitter I and II
Ensign Universal (Tactical)
Tactical Team
Power levels:
I use the standard attack power setting. 100 weapons, 5o shields, and 25 engines and auxiliary.
Emergency Power to shields will bring your shield power to max.
Using 7 to 8 beams will put a drain on your weapon power levels. A weapon battery can help negate the power loss. The weapon battery is especially useful if you need to fire immediately after dropping out of Full Impulse. Engineers have two more ways to negate this loss, EPS transfer and Nadion Inversion.
Strategy:
This build is meant to tank and zap everything in sight. It is not meant to restore hull and shields to your allies.
As soon as you enter the battlefield, deploy work bees. If you are going to be in a situation where you need as much durability as possible, launch the Aquarius Escort. If mobility is more important, use Chevron Separation.
For tanking, Emergency Power to Shields keeps your shields strong. Tactical Team will instantly transfer shield power to the facing that is being targeted. Hazard Emitters and Work Bees provide hull regeneration. The partial Assimilated set also provides useful regeneration (even though it is random).
Whenever you have a peaceful moment, count your Work Bees. If you look at your ship carefully, you will notice four dots orbiting or following your ship. If you click on one, you will see that it is a work bee. They disappear as they heal your hull. They can also be destroyed by area of effect weapons.
Now for offense. Tactical Team boosts your weapons fire power. Directed Energy Modulation will give you more shield penetration (don't use it against unshielded targets like nanite generators). Attack Pattern Beta will lower defenses of your target.
If you want to spread the damage around, use Fire at Will. This is very useful for painting multiple targets with the Attack Pattern Beta debuff. If you focus your efforts on a single target, then use Beam Overload.
As for myself, I pick a specific target I want to see destroyed (usually a cruiser or a battleship type) and torpedo it. I will also set my Scorpion Attack Fighters and the Chevron Saucer or Aquarius Escort onto the target. Fire at Will allows me to inflict damage on smaller targets such as fighters, frigates, and the occasional high yield plasma torpedo.
Places this build will be useful:
STF Infected
STF The Cure (provided the I.K.S. Kang does not come under heavy fire)
STF Khitomer Accords
Be careful with the Fire at Will, there may be times when random fire could hit a target you don't want shot (like an indestructible cube, transformer, or gate or a nanite generator that does not need to be destroyed). I will often keep myself from using it in these situations
Starbase Fleet Defense
Federation Fleet Alert
A little risky but if you shoot the enemy soon enough and often enough (Fire at Will), they will be too worried about you to shoot at the starbase or freighters. Also add the fact that the starbase is rather durable and the enemy ships not so numerous.
Or any other place where there are a lot of targets to be destroyed and you don't have to worry about protecting something fragile.
Places not to use this:
No Win Scenario
Thirty against five, the freighter is going to get hit no matter how many you draw off with Fire at Will
Federation Blockade
Keeping the freighters alive is more important than destroying the enemy.