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-   -   Dreadnought Cruiser build (http://sto-forum.perfectworld.com/showthread.php?t=586801)

nelson2014 03-18-2013 07:47 AM

Dreadnought Cruiser build
 
Any ideas to make the Dreadnought Cruiser as powerful as it can be?

admiralq1732 03-18-2013 08:03 AM

Phaser, preferbly mk12 but mk 11 will do, then phaser relay. This will enhance the lance. Borg console, RCS module, Borg ewngine, covarient sheilds. Point defense console. Shield enhancing consoles in sci area and hull armor to protect you from most types of weapons. If possible anti matter spread. Bo skills, tacical. Fire at will, Torpspread or high yield, Beam Overload. Engineering Structural integrity, Engineering team, reverse sheild polarity, Aux to sheilds, aux to weapons ( for overload). Science Hazard emitters and science team.

smokeybacon90 03-18-2013 08:11 AM

Plenty of prior discussion

http://sto-forum.perfectworld.com/se...rchid=51977321

admiralq1732 03-18-2013 08:17 AM

Smokey they're old.

reginamala78 03-18-2013 01:08 PM

There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.

edalgo 03-18-2013 01:56 PM

Quote:

Originally Posted by reginamala78 (Post 8644971)
There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.

The Lance is completely broken. I took out the dreadnought 2 weeks ago and the lance is about as powerful as a sneeze. It's misses constantly and even when you get it to hit a BO1 with a beam array has more damage potential in its current state. Cryptic needs to fix the lance big time.

ztstrike 03-18-2013 07:05 PM

I still need to experiment with the Dreadnought more before I can give an full report.

However this was the build I am mentally working on:
Fore Weapons: Lance, Duel Phaser, Photon Torp x2
Rear Weapons: Phaser x2, Photon Torp x2
Eng Con: 3 Armor, 1 RCS
Sci Con: Shield Emitter, Bio Function
Tac Con: Photon Chamber, Phaser Relay.
Shields, Deflector, Engines: Borg set, visuals disabled.

admiralq1732 03-18-2013 07:12 PM

Quote:

Originally Posted by ztstrike (Post 8655221)
I still need to experiment with the Dreadnought more before I can give an full report.

However this was the build I am mentally working on:
Fore Weapons: Lance, Duel Phaser, Photon Torp x2
Rear Weapons: Phaser x2, Photon Torp x2
Eng Con: 3 Armor, 1 RCS
Sci Con: Shield Emitter, Bio Function
Tac Con: Photon Chamber, Phaser Relay.
Shields, Deflector, Engines: Borg set, visuals disabled.

weapon slots are 8. so trust me. Dual beam, beam array, torp, X for the 4th slot fore
rear beam arrays, turrets, and torp rear. beams must be phaser for lances sake

breygorn 03-18-2013 08:22 PM

Quote:

Originally Posted by nelson2014 (Post 8640921)
Any ideas to make the Dreadnought Cruiser as powerful as it can be?

cannons or beams??? yep, old debate on which is better...
I find that either of the two is viable, just different play style.

beams fore: 1xDBB, 2xBA, 1x torp
beams aft: 3xba, 1x torp/mine

cannons fore: 1x DHC, 2x SC, 1x torp
cannons aft: 3x turret, 1x torp

That's a basic setup above. Tweak it to style.

if cannons, get rapid fire.
if beams, get, well, whatever.
if your tanking, beams are better with fire at will.
either way, 1 tac team minimum.

other useful powers include but are not limited to;
tractor beam, emergency power to shields, torp high yield, reverse shield polarity,
hazard emitters, polarize hull, engie team...

on consoles, 2x neutronium, rcs, field gen, cloak, max phaser relays,

best set I've used on it so far was borg, though other sets can be just as good if not better,
especially in the shield department.

Perhaps I should pull mine back out and update it again.
If you want, I'll post the current build for it.

insanerandomnes 03-18-2013 08:48 PM

Quote:

Originally Posted by reginamala78 (Post 8644971)
There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.

The Hakashin build. Works bloody wonders.


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