Lt. Commander
Join Date: Dec 2007
Posts: 120
Disclaimer: I'm aware a dreadnought is considered a dire ship. However I'm not going to PVP in it, so that shouldn't be too much of an issue.

Preamble:
As I'm currently sitting on a Dilithium fountain that is far out stripping my refining rate, and I've also got my stipend slowly accruing I started having a look around on ways to get rid of this pile of C-points.
As my main fed toon (A Tac) has gotten old and fat, I figured his glory days of charging around in a Escort are behind him, so its time for a cruiser!
At the moment he's in a Oddy -1. I did contemplate the Oddy +1 triple console build, for massive hull tanking. However that would mean allot of wasted console space for the buff to hull plating. As the saucer separation wouldn't effect the weapons load out I use on the Oddy.
So the next obvious ship is the Dreadnought.

The Build ideas

Idea one: Quick take down of the shields, then a massive alpha strike from the Lance.

One of the consoles on the Store allows you to charge a photon torp to do a charged particle burst when it hits (either that or the power is active all the time, the description doesn't say which). Maybe throw in a High yield with that, to got some real fireworks?
That along with Target subsytems: Shields and a polaron dual beam bank should hopefully knock down the shields on the facing to me.

Then Attack Patten Alpha, Fire On My Mark and Attack Patten Beta buffed Phaser lance straight to the hull should do some considerable damage, hopefully blowing the enemy to pieces.

Idea Two: Hit and run. Glorified Escort approach.

Front load the ship like I would an escort, go steaming in, let fly with everything. Then Extend out and away. Deuterium/Evasive manoeuvres or the High Speed Impulse console thingy, can get you to extend away giving you the time to perform a about turn. Maybe use tactical initiative to get set up quicker.
Rinse repeat.

So thoughts? Tweaks? Ideas?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-02-2012, 05:32 AM
Quote:
Originally Posted by Curii
Disclaimer: I'm aware a dreadnought is considered a dire ship. However I'm not going to PVP in it, so that shouldn't be too much of an issue.

Preamble:
As I'm currently sitting on a Dilithium fountain that is far out stripping my refining rate, and I've also got my stipend slowly accruing I started having a look around on ways to get rid of this pile of C-points.
As my main fed toon (A Tac) has gotten old and fat, I figured his glory days of charging around in a Escort are behind him, so its time for a cruiser!
At the moment he's in a Oddy -1. I did contemplate the Oddy +1 triple console build, for massive hull tanking. However that would mean allot of wasted console space for the buff to hull plating. As the saucer separation wouldn't effect the weapons load out I use on the Oddy.
So the next obvious ship is the Dreadnought.

The Build ideas

Idea one: Quick take down of the shields, then a massive alpha strike from the Lance.

One of the consoles on the Store allows you to charge a photon torp to do a charged particle burst when it hits (either that or the power is active all the time, the description doesn't say which). Maybe throw in a High yield with that, to got some real fireworks?
That along with Target subsytems: Shields and a polaron dual beam bank should hopefully knock down the shields on the facing to me.

Then Attack Patten Alpha, Fire On My Mark and Attack Patten Beta buffed Phaser lance straight to the hull should do some considerable damage, hopefully blowing the enemy to pieces.

Idea Two: Hit and run. Glorified Escort approach.

Front load the ship like I would an escort, go steaming in, let fly with everything. Then Extend out and away. Deuterium/Evasive manoeuvres or the High Speed Impulse console thingy, can get you to extend away giving you the time to perform a about turn. Maybe use tactical initiative to get set up quicker.
Rinse repeat.

So thoughts? Tweaks? Ideas?
Tac Initiative does not work with the Lance.

For an easy kill you can literally just use 7 beams a a Q Launcher, attack it untill point blank range with buffs, hit the lance and kill it, rinse and repeast every 3mins
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-02-2012, 07:50 AM
Here is my set-up that I've been using with great success in story mission on normal, emergency signals and STF fleets on normal. I have no problems dealing with most of the enemies in the story missions unless I get ganged up on by several high power battleships. I can solo destroy a borg cube in STF normal and on Red Alert calls [although, I do get destroyed from time to time if I get caught in the tractor beam and they decide to pummel me]. I can take out the borg command ship as long as the other players know what they are doing. During emergency signal fights, I can take on two to three Negh'var or D'deridex cruisers solo no problem. Jem'Hadar battleships are a little tougher. I do not play PvP as I got slaughtered my first time with my Prometheus advanced escort that had a similar set-up, so no comments on that.

The damage points and shield/hull points are listed with their console buffs.

Fore weapons
Phaser Beam Array XI CrtD: 800 damage
Dual Phaser Beam Bank XI CrtD: 1,040 damage
Quantum Torpedo Launcher XI CrtD: 5,297 damage
Quantum Torpedo Launcher X CrtD: 5,143 damage

Aft weapons
Phaser Beam Array XI Acc CrtD Borg: 806 damage
Phaser Beam Array XI Acc: 800 damage
Phaser Beam Array X Acc CrtD Borg: 782 damage
Quantum Torpedo Launcher XI: 5,259 damage

Deflector: Borg
Shields: Borg
Impulse: Borg

Engineering consoles
RCS Accelerator X
Field Emitter X
Tetraburnium Hull Armor X
Diburnium Hull Plating X

Science consoles
Shield Emitter Amplifier XI
Emitter Array X

Tactical consoles
Phaser Relay X
Warhead Yield Chamber X
Zero Point Quantum Chamber X

Bridge Officer binds
High Yield I
High Yield II
Eject Warp Plasma II
Launch Scorpion Fighters
Reverse Shield Polarity
Nadion Inversion III
Tachyon Beam II
Phaser Spinal Lance
Emergency Power to Shields I
Emergency Power to Shields II
Science Team I
Tactical Team I
Miracle Worker III
Rotate Shield Frequency III
Fleet Support II
Engineering Team III

Total Hull: 54,775
Total Shields: 6,825 with 222.8% per minute repairs
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-02-2012, 09:43 AM
Quote:
Originally Posted by jkwrangler2010
Here is my set-up that I've been using with great success in story mission on normal, emergency signals and STF fleets on normal. I have no problems dealing with most of the enemies in the story missions unless I get ganged up on by several high power battleships. I can solo destroy a borg cube in STF normal and on Red Alert calls [although, I do get destroyed from time to time if I get caught in the tractor beam and they decide to pummel me]. I can take out the borg command ship as long as the other players know what they are doing. During emergency signal fights, I can take on two to three Negh'var or D'deridex cruisers solo no problem. Jem'Hadar battleships are a little tougher. I do not play PvP as I got slaughtered my first time with my Prometheus advanced escort that had a similar set-up, so no comments on that.

The damage points and shield/hull points are listed with their console buffs.

Fore weapons
Phaser Beam Array XI CrtD: 800 damage
Dual Phaser Beam Bank XI CrtD: 1,040 damage
Quantum Torpedo Launcher XI CrtD: 5,297 damage
Quantum Torpedo Launcher X CrtD: 5,143 damage

Aft weapons
Phaser Beam Array XI Acc CrtD Borg: 806 damage
Phaser Beam Array XI Acc: 800 damage
Phaser Beam Array X Acc CrtD Borg: 782 damage
Quantum Torpedo Launcher XI: 5,259 damage

Deflector: Borg
Shields: Borg
Impulse: Borg

Engineering consoles
RCS Accelerator X
Field Emitter X
Tetraburnium Hull Armor X
Diburnium Hull Plating X

Science consoles
Shield Emitter Amplifier XI
Emitter Array X

Tactical consoles
Phaser Relay X
Warhead Yield Chamber X
Zero Point Quantum Chamber X

Bridge Officer binds
High Yield I
High Yield II
Eject Warp Plasma II
Launch Scorpion Fighters
Reverse Shield Polarity
Nadion Inversion III
Tachyon Beam II
Phaser Spinal Lance
Emergency Power to Shields I
Emergency Power to Shields II
Science Team I
Tactical Team I
Miracle Worker III
Rotate Shield Frequency III
Fleet Support II
Engineering Team III

Total Hull: 54,775
Total Shields: 6,825 with 222.8% per minute repairs
6825 shield, think this is wrong, it should be more like 12k
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-03-2012, 10:30 AM
Quote:
Originally Posted by Cygone View Post
6825 shield, think this is wrong, it should be more like 12k
He was probably was looking at it in either ESD or sector space. OP you need to be in normal space to see the full shield readout.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-03-2012, 05:15 PM
Quote:
Originally Posted by jkwrangler2010
Here is my set-up that I've been using with great success in story mission on normal, emergency signals and STF fleets on normal. I have no problems dealing with most of the enemies in the story missions unless I get ganged up on by several high power battleships. I can solo destroy a borg cube in STF normal and on Red Alert calls [although, I do get destroyed from time to time if I get caught in the tractor beam and they decide to pummel me]. I can take out the borg command ship as long as the other players know what they are doing. During emergency signal fights, I can take on two to three Negh'var or D'deridex cruisers solo no problem. Jem'Hadar battleships are a little tougher. I do not play PvP as I got slaughtered my first time with my Prometheus advanced escort that had a similar set-up, so no comments on that.

The damage points and shield/hull points are listed with their console buffs.

Fore weapons
Phaser Beam Array XI CrtD: 800 damage
Dual Phaser Beam Bank XI CrtD: 1,040 damage
Quantum Torpedo Launcher XI CrtD: 5,297 damage
Quantum Torpedo Launcher X CrtD: 5,143 damage

Aft weapons
Phaser Beam Array XI Acc CrtD Borg: 806 damage
Phaser Beam Array XI Acc: 800 damage
Phaser Beam Array X Acc CrtD Borg: 782 damage
Quantum Torpedo Launcher XI: 5,259 damage

Deflector: Borg
Shields: Borg
Impulse: Borg

Engineering consoles
RCS Accelerator X
Field Emitter X
Tetraburnium Hull Armor X
Diburnium Hull Plating X

Science consoles
Shield Emitter Amplifier XI
Emitter Array X

Tactical consoles
Phaser Relay X
Warhead Yield Chamber X
Zero Point Quantum Chamber X

Bridge Officer binds
High Yield I
High Yield II
Eject Warp Plasma II
Launch Scorpion Fighters
Reverse Shield Polarity
Nadion Inversion III
Tachyon Beam II
Phaser Spinal Lance
Emergency Power to Shields I
Emergency Power to Shields II
Science Team I
Tactical Team I
Miracle Worker III
Rotate Shield Frequency III
Fleet Support II
Engineering Team III

Total Hull: 54,775
Total Shields: 6,825 with 222.8% per minute repairs
What kind of Rare is this stuff? Common? uncommon? Rare? Very Rare?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-04-2012, 11:50 AM
Ok, I've done a couple console upgrades and a weapons upgrade since I last made this post. My current stats are below.

Fore weapons
Dual Phaser Bank XI CrtH: Uncommon
Phaser Beam Array XI CrtD: Uncommon
Quantum Torpedo XI CrtD CrtH Borg: Very Rare
Quantum Torpedo XI: Common

Aft weapons
Phaser Beam Array XI Acc CrtH Borg: Very Rare
Phaser Beam Array XI Acc: Uncommon
Phaser Beam Array XI Acc Crth Borg: Very Rare
Quantum Torpedo X CrtD: Uncommon

Shields Omega X: Very Rare
Deflector Omega X: Very Rare
Inpulse Omega X: Very Rare

Engineering consoles
RCS Accelerator XI +35%: Rare
Field Emitter XI +3.5%: Rare
Tetraburnium Hull Armor X +24% Tetron/ Plasma/ Polaron/ Antiproton: Rare
Assimilated Module Borg: Very Rare

Science consoles
Shield Emitter Amplifier XI +13%: Rare
Emitter Array XI +24%: Uncommon

Tactical consoles
Phaser Relay X +24%: Rare
Directed Energy Distribution Manifold +18%: Rare
Zero Point Quantum Chamber XI +26%: Rare
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