Commander
Join Date: Sep 2012
Posts: 254
hi everyone,

i have switched my oddessy for a jem hadar dreadnought,and i'm curious about youre opinion about the setup.
this is my first carrier,i normally fly cruisers.
but the turn rate and impulse speed is a little lower as an odessy.

every help tips and opinions are welcome

i'm a tactical officer,vice admiral,federation side.

i use this setup:

front:
1x quantum torpedo
3x antiproton dhc

deflector: mk 12 maco deflector
impulse: adapted maco mk 12
shield: adapted maco mk 12

aft:
2x antiproton turret
1x cutting beam

all weapons are advanced fleet one's
all console's are mk 12 purple

engineering:
neutronium alloy
borg console
tachyokinetic converter
dominion console

science:
2x field generators

tactical:
4x antiproton mag regulator

hangar:
2x elite romulan scorpions
thats the ship setup,officers are as follow:

lt uni: sci
tractor beam 1
hazard emitter 2

cmdr tac
tactical team 1
torpedospread 2
scatter volley 2
rapid fire 3

lt tac
tactical team 1
high yield 2

lt cmdr engineer
epts 1
epts 2
aux2sif

ensign sci
polarize hull 1

i have energy set to weapons.
my boffs have as traits: 1x superior covert operation ( romulan boff)
2x efficient,
2x leadership

as active doffs i have:
1x purple conn officer ( reduce tt and buf cd)
2xpurple projectile officer ( reduce projectile cd)
1x purple space warfare specialist ( 10% more damage against borgs)
1x bleu tractor beam officer ( drains shield with tractor beam)

my skilltree build: http://www.stoacademy.com/tools/skil...dreadbuildap_0

i use 2/3 adpated set for the bonus,the reason i dont fly 3/3 is that the adapted maco is sci stat based.

i hope you guys are willing and able to help me

great day everyone

Last edited by borgressistance; 01-30-2013 at 01:43 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,567
# 2
01-30-2013, 03:42 PM
Hey there.

Personally I would lose the conn officer. It reduces the TT1 cooldown from 30 seconds to 22 seconds HOWEVER the global cooldown is 15 seconds meaning that your second instance of TT1 will be ready when your first TT1 has 7 seconds left. When you activate the second TT1, the global cooldown will push the cooldown for the first TT1 from 7 seconds back up to 15. The only purpose it serves on your build is to buff Attack Patterns and you don't have any in your setup.

I would change the DHCs to regular cannons, too. Sure, they do less damage but with such a low turn-rate you'll have trouble keeping enemies in your forward arc.

If you can get a JHAS, get one. The JHAS carrier pets are lethal.

(Yes, I do fly a Dreadnought.)
Commander
Join Date: Sep 2012
Posts: 254
# 3
01-30-2013, 05:37 PM
thanks for youre reaction.

i dont have a JHAS,so i run with the elite scorpions.
wich officer shall i put on active instead of the conn? is there a flightdeck doff,wich boost when the pets are in attack modus?
i'm thinking about a deflector officer who reflects damage (4% chance) when using polarize hull with 50% shield penetration,or shall i get a second tractor beam officer and drain more energy from shields?


about the single cannons,they have a arc from 180 instead of the 45 from the dhc? right?

i dont know about that point,i really like my dhc's,but it is a try worth.
again thanks for youre reaction!

Last edited by borgressistance; 01-30-2013 at 05:41 PM.
Lt. Commander
Join Date: Jul 2012
Posts: 157
# 4
01-30-2013, 07:56 PM
I had similar setup except for disrupters.

Eng console: RCS, RCS, tacykinetic, Borg assim?lated
Sci: two field generators
Tac: disruptor consoles

Tac comm: tt1, cannon scatter volley1, torpedo sprea3, attack pattern beta 3
Lt tac: torpedo spread1, cannon scatter volley 1
Lt sci, he1, transfer shield strength
Ens sci: he1
Lt comm eng: epts1, epts2, aux2batt

Type 10 shuttles


This mows through targets...
Lt. Commander
Join Date: Jul 2012
Posts: 157
# 5
01-30-2013, 07:57 PM
Two tac team doffs
Two reduced hangars bay recharge doffs
One brace for impact doff
Ensign
Join Date: Jan 2013
Posts: 1
# 6
01-30-2013, 11:09 PM
So I have on of these ships too myself, and I love the ever living daylights out of it. This is what I use in PvE, as a PvP build is very very different then this.

And as such here is my setup.

Fore:
3x Phased Polaron Dual Heavy cannons
Chronaton or Photon torpedo

Aft:
3x Polaron Turrets

Jem'hadar Fighters or Denube Runabouts (I bounce between the two depending on the fight)

Shield/eng/deflector is the Jem'hadar Set (thus is why all the polaron)

Consoles are:
Tac:
4x Polaron consoles
Eng:
4x RDC mods (using these gives the ship the manuverability it NEEDS to use cannons)
Sci:
Dominion Universal Mod that came with the ship
Shield cap mod (I am forgetting the names of these things off the top of my head)


Bridge off's are:
Com Tac:
TT1, Torp High 2, cannon rap 2 and rap 3
LT tac:
TT1, pattern Delte
LT uni (tac off)
Torp high 1, pattern Beta
Lt com eng:
Aux to shields 1 and 2 and reverse shield pol
Ens sci:
Hazerd emitters

Havent messed might with duty officers yet as I am a returning toon from the first days of STO (haven't been back since).
Lt. Commander
Join Date: Nov 2012
Posts: 180
# 7
02-02-2013, 02:28 PM
Ok. So does anyone have build ideas that are more for PvP?
"Correction. Humans have rules in war. Rules that make victory a little harder to achieve, in my opinion."
Elim Garak
Lieutenant
Join Date: Feb 2013
Posts: 94
# 8
02-07-2013, 02:48 PM
Quote:
Originally Posted by borgressistance View Post
hi everyone,

i have switched my oddessy for a jem hadar dreadnought,and i'm curious about youre opinion about the setup.
this is my first carrier,i normally fly cruisers.
but the turn rate and impulse speed is a little lower as an odessy.

every help tips and opinions are welcome

i'm a tactical officer,vice admiral,federation side.

i use this setup:

front:
1x quantum torpedo
3x antiproton dhc

deflector: mk 12 maco deflector
impulse: adapted maco mk 12
shield: adapted maco mk 12

aft:
2x antiproton turret
1x cutting beam

all weapons are advanced fleet one's
all console's are mk 12 purple

engineering:
neutronium alloy
borg console
tachyokinetic converter
dominion console

science:
2x field generators

tactical:
4x antiproton mag regulator

hangar:
2x elite romulan scorpions
thats the ship setup,officers are as follow:

lt uni: sci
tractor beam 1
hazard emitter 2

cmdr tac
tactical team 1
torpedospread 2
scatter volley 2
rapid fire 3

lt tac
tactical team 1
high yield 2

lt cmdr engineer
epts 1
epts 2
aux2sif

ensign sci
polarize hull 1

i have energy set to weapons.
my boffs have as traits: 1x superior covert operation ( romulan boff)
2x efficient,
2x leadership

as active doffs i have:
1x purple conn officer ( reduce tt and buf cd)
2xpurple projectile officer ( reduce projectile cd)
1x purple space warfare specialist ( 10% more damage against borgs)
1x bleu tractor beam officer ( drains shield with tractor beam)

my skilltree build: http://www.stoacademy.com/tools/skil...dreadbuildap_0

i use 2/3 adpated set for the bonus,the reason i dont fly 3/3 is that the adapted maco is sci stat based.

i hope you guys are willing and able to help me

great day everyone
how can you use dhc on this thing? it turns as slow as most cruisers. not as slow as an odyssey, but slower than an assault cruiser refit.
Starfleet Veteran
Join Date: Jul 2012
Posts: 961
# 9
02-07-2013, 05:29 PM
Quote:
Originally Posted by dixa1 View Post
how can you use dhc on this thing? it turns as slow as most cruisers. not as slow as an odyssey, but slower than an assault cruiser refit.
The funny thing about most DHC-mounting ships (including fast escorts) is that the most efficient tactic for STFs is not to even bother turning. Just put your butt down 3k away from target and shoot away.
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