Galaxy X Dreadnought - Build idea?
I started playing STO when it originally came out and have just got back into it. I am currently RA Lower 5 and have been using this animal since I level'd up to RA Lower.
I am a tactical captain and was looking for ideas as to a build to improve broadsiding and hull and shield regeneration. My game style is normally de-cloak on an enemy and give them everything I have but I feel (because I have used Escorts before that I have staggered my points to broadly.
I would be happy to reset my skills and start again but I need to have an idea as to what skills and equipment I should be using. I do not play PvP at the moment but will do so eventually so please keep that in mind. With regards to weapons I would probably use a 3x Phaser Beam & Torpedo Fore and Aft.
I know it is very basic but I am hoping to get ideas from several people and then maybe coming back with a suggested build.
PS I will probably be using the Borg Assimilated Borg Technology set of 4 (unless you say otherwise) and also using my Borg Bridge Officer for a +10 in power (I presume they would stack).
try the aegis defl with the other borg equip it gives a nice boost to shields
Ok I will take a look at that.
What about officer skills?
if u look down the page in the shipyard forum u will c that i have been asking for and getting some sound advice on a galx build.my build is linked also i have had so so success with it.i'm thinking of throwing cannons upfront with with a couple turrets in back.just something to test out
I have taken a look but could you confirm your build as I could only see a picture.
My current build is this..
Fore: 3x Phaser Beam Array X & Photon Torpedo X (All Common)
Aft: 3x Phaser Beam Array X (Common) & Rapid Reload Transphasic Torpedo X (Very Rare)
What would be the best torpedos to use? Quantums are soo expensive on Exchange and currently my best one is a Mark VIII (Uncommon).
Tact Ensign - Tactical Team 1
Tact Lt - Beam Array Fire at Will 1 & Torpedo: High Yield 2
Sci Lt - Polarise Hull 1 & Hazard Emitters 2
Eng Lt Com - Emergency Power to Weapons 1, Auxiliary to Structural 1& Emergency Power to Shields 3
Eng Com - Engineering Team 1, Directed Energy Modulation 1, Reverse Shield Polarity 2 & Eject Warp Plasma 3
What you think?
I can give you some pointers, but bear in mind my Tact/Gal-X is built for my playstyle in PVP. Certainly not the only way to build a Gal-X, but at the very least you can get some ideas. I'll try and explain my reasoning as I go.
When building a ship, build it with considerations in this order:
A PvP built ship will cakewalk the PvE part of the game. What works in PvE won't necessarily work in PvP. Even if you never end up doing PvP, you'll still be left with an effective ship.
The Borg Shields are nice, but you just need to keep an eye on them. If you're good at balancing / redistributing shields and repositioning your ship, they're great on a cruiser with high shield power!
I presume you're talking about Efficient bridge officers? Yes, they stack, so it's nice to have as many as you can get, although not absulutely essential. Think with a full crew of 5, you only get a couple of extra points in power to low power subsystems.
For torpedos... I'm still in a debate at the moment. Before the change to the Tricobalt Torps, they did 20K damage and was a great way of finishing a target off at close range. Now that the damage is practically halved, I'm considering switching to a single Quantum Launcher. With High Yield it'll do roughly the same as a normal Tricobalt and can't be shot down. Photons have nice DPS, but don't hit as hard as Quantums or Tricobalts. General rule of thumb I go by is "Spike damage kills things, damage over time rarely does", so choosing the torpedo with the most single hit power is the way to go. Also consider that the Galaxy-X has a terrible turn rate, so when you get the opportunity to get a target in the firing arc you'll want to make it count and hit them with the most powerful torpedo you can muster.
For Tact Boffs I run Tact Team 1, High Yield 1, Attack Pattern Beta 1. High Yield 1 is sufficient for a single torpedo launcher, as Beta can benefit all your beams, torps, and the rest of your team. Tact Team is useful for redistributing shields under heavy fire, and gaining a marginal damage increase.
As for your Engineer setup - why Reverse Shield Polarity 2? You're wasting a valuable Lt Cmdr slot. Generally there's no reason to take anything other than RSP1. Directed Energy Modulation is nice, but rank 1 is worthless. Preferably choose DEM3 or DEM2 if you must have it. Additionally why only one Emergency Power to Shields? You can chain two of them for continually hardened shields. Especially if you want to keep shield power high to aid the natural regen of the Borg Shields.
May want to consider something like:
Eng Team 1, Emergency Power to Shields 2, Aux to SIF 2
Eng Team 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, Directed Energy Modulation 3 or Eject Warp Plasma 3
That was a more defensive build than anything, but if you find yourself fine for heals and want more damage:
Emergency Power to Weapons 1, Emergency Power to Shields 2, Directed Energy Modulation 2
Emergency Power to Weapons 1, Emergency Power to Shields 2, Directed Energy Modulation 2, Aux to SIF 3
The above build has nice skill synergy, since DEM and Emergency to Weapons require the same skills and frees points up for other areas. Also since you're running Attack Pattern Beta (a hull debuff), you'll get more out of DEM 2's hull damage. With that build you can decloak, blast a single target with your forward fire power, and then still be useful with 5 high weapon power DEM'd beams whilst your lance recharges.
Oh, and yes you can chain up to four emergency powers - tie them all to spacebar and you'll have them trigger alternately every 15 seconds. There is also another eng setup (which I currently use and has been quite successful in PvP) which is a combination of the above two - survivability and damage. If you want that, feel free to PM me.
Then for the Sci... I have a few Sci Boffs with different setups depending on what the enemy is:
Sci Team 1, Hazard Emitters 2
Hazard Emitters 1, Transfer Shield Strength 2
Tractor Beam 1, Transfer Shield Strength 2
Tractor Beam 1, Hazard Emitters 2
A sci for every situation. Having a selection is nice so your ship can adapt to whatever you're fighitng. Normally I run with one with a Tractor Beam to hold targets in place for the Phaser Lance.
Hope I've helped at least a bit, or given you some ideas. :)
I've answered this question a few dozen times in other Galaxy-X threads. To avoid consistently repeating the same information over and over and over and over, I recommend looking through some of the other Galaxy-X topics.
Most of the regular Galaxy-X pilots on the forum have already been through those threads and posted their experiences, build ideas, etc. Recommend simply looking there, than asking everyone to kick a dead horse yet again.
One of many: http://forums.startrekonline.com/sho...d.php?t=238049
Just to get you started... there are over a dozen more.
I have a couple of quick questions..
I have decided to go with 3x Phaser Dual Beam Arrays & 1 Quantum up top with 1 Quantum at the back..but I cant decide on whether I should go with 3x Phaser Arrays or 3x Phaser Turrets on the rear....I currently have the Phaser Arrays.
I tend to obviously turn my ship to the front to fire with my Dual Beams which I dont seem to have a problem with apart from the odd frigate which I am sometimes having to broadside..or turn onto my rear to fire a torpedo.
Obviously 90% of the time I can turn my ship fairly easy onto my front therefore I would expect to only need turrets as they have a 360 ark but for that 10% would it be worth having the phaser arrays for added damage.
If anyone has any feedback it would be gratefully received.
I have a Caitian Engineer that uses the Galaxy-X. I put together a pretty interesting build with it, using Phasers, Quantum Torpedo's and Quantum Mine's. I basically went Phaser Beam Array's all around except I put one Quantum Torp Launcher up front, and a Quantum Mine Launcher in the back. I find that by doing this I can keep a pretty good arc of damage. Basically I have no less than 3 beam banks firing on a target at any given point except when being attacked from the rear. In such case I use the Mine launcher. Front side damage is pretty good, as I use Target Shield Subsystems II and Phaser Lance. I always recommend using the lance after you get someone's shields down for maximum effect, and since it's on such a large timer, it's well worth it.
Defense wise I think I've got the Borg Engines, Deflector Dish, and Assimilated Console, then use the Aegis Shield Array. I find that my overall shields are too low using the borg shields and really by using all 4 pieces you just get a tractor beam. With the 3 pieces you still get the regen shields from the set. I also use EP2S III, which helps to fix my shields when being attacked, especially if someone manages to get them down. I also use DEM III or II I can't exactly remember without logging in... but it helps bust though the shields for that little extra damage with the beams.
Anyway just a few idea's. Mine is built more like a tank than a straight DPS build, but I find I can crank out a pretty decent amount of DPS as well.
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