Ensign
Join Date: Nov 2012
Posts: 2
# 1 The Dreadnought?
12-22-2012, 06:25 AM
Galaxy Dreadnought?

I play as a tactical officer -- and I want to split the difference between tanking and dealing high peak damage in bursts. If I had to choose I would rather tank.

My setup as it is now, seems woefully ineffective. Combine the slow turn rate with the almost entirely forward emphasized build, with the dreadfully underpowered and long recharge of the phaser lance, and I just feel like I'm not good at anything.

I am open to the idea that I suck, and I would blame my inexperience before I blame the ship, but I've tried almost all I know.

I got dual heavy plasma cannons up front and phasers round back.

Am I doin it wrong? Any tips or suggestions would be much appreciated.
Commander
Join Date: Aug 2012
Posts: 438
# 2
12-22-2012, 06:40 AM
Quote:
Originally Posted by thesixthace View Post
Galaxy Dreadnought?

I play as a tactical officer -- and I want to split the difference between tanking and dealing high peak damage in bursts. If I had to choose I would rather tank.

My setup as it is now, seems woefully ineffective. Combine the slow turn rate with the almost entirely forward emphasized build, with the dreadfully underpowered and long recharge of the phaser lance, and I just feel like I'm not good at anything.

I am open to the idea that I suck, and I would blame my inexperience before I blame the ship, but I've tried almost all I know.

I got dual heavy plasma cannons up front and phasers round back.

Am I doin it wrong? Any tips or suggestions would be much appreciated.
One thing that you are doing wrong is using plasma cannons and phasers, you should use only one weapon type. If you switch to all phasers with phaser relays for your tac consoles you will actually also boost your lance damage as well as your damage overall. I ran my dreadnought with beam arrays instead of cannons. I found it much easier to fly and do damage. As you know as a dread pilot yourself keeping anything in forward arc is pretty hard with the dreads craptacular turn rate. If you post your build (bridge officer abilities, consoles..etc) it would be easier to help you out.


U.S.S. Mary Celeste

Last edited by nikephorus; 12-22-2012 at 06:43 AM.
Captain
Join Date: Jun 2012
Posts: 1,001
# 3
12-22-2012, 06:46 AM
Like he said, phasers all the way, because of the lance.

Then, I'd suggest browsing through this thread for some ideas:
http://sto-forum.perfectworld.com/sh...d.php?t=285491

And this one:
http://sto-forum.perfectworld.com/sh...d.php?t=251422

Between the two of these, you'll find pretty much everything there is to know about setting up a decent Dreadnought.
Career Officer
Join Date: Jun 2012
Posts: 1,090
# 4
12-22-2012, 06:47 AM
with this i get mine to a turn rate of about 15 up to 20 (eng power on 25):
- omega mk xii shield
- aux to damps
- 4 mk xii purple rcs consoles

good for pve, no way to beat a good escort in pvp with a cannon-dread

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Last edited by wast33; 12-22-2012 at 06:51 AM.
Lieutenant
Join Date: Aug 2012
Posts: 96
# 5
12-22-2012, 07:42 AM
Your dual cannons are probably the biggest problem with me.

They're great if you're fighting the borg or some other enemy that doesn't move whatsoever but in all other environs, I'd recommend beam arrays or maybe single cannons, as they still have a small broad side.
Focus on a single energy type, phasers might be a good bet because your spinal lance is one anyway. But if you feel you're not getting enough damage out of the lance, switch to an energy type with a proc you like (like the plasma's, if you're into that). A small bonus to a once every five minute attack is no reason to lose out on other sources of DPS.

RCS consoles can improve your maneuverability a bit but the increase is percentage based so the benefit is minimal on a ship that's already slow (but extreme on escorts)
My suggestion is fit some neutronium (though those get expensive fast)

As for tanking, you'll have the engy spots to do something there, naturally.
The general consensus is that shield tanking is the most effective focus, with hull heal abilities taking a back seat. So take on Transfer Shield Strength for both your sci abilities and Emergency Power to Shields for two of your engy spots.
Then I'd recommend Reverse Shield Polarity (for when your buff rotation wears thin) and aux to SIF. The rapid recharge on the latter will partially make up or your lack of hazard emitters.

In your tac, use tac team and attack pattern Beta to buff your DPS.
You're not going to do as much damage as an escort in this build but it will keep you alive with minimized effort or need to run away and heal. And you'll still be able to pump out decent DPS for a cruiser and draw aggo like you're supposed to.
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