Empire Veteran
Join Date: Jun 2012
Posts: 1,251
Greetings All,

If you were trying to place skill points for a Tactical Captain that would only be flying the Dreadnought Carrier how would you do it?

I ask because I really don't use my Tactical officers anymore but decided to unpack my Dreadnought Carrier on one to get it off my KDF Science main (it was just to painful to have it there)

So now I'm trying to set skill points for one of my Tacs to make use of the Dreadnought but I have no idea where I should begin.

I plain on going with the Jem'Hadar theme all the way with this build except I'll have no Hanger Bugs to work with.

I might post something like this on the Fed side has well to see what happens there.


Thanks for your time!
Captain
Join Date: Jun 2012
Posts: 1,094
# 2
03-19-2013, 04:04 PM
Some quick thoughts (don't have a Dread currently, but have been looking at possibly getting one):
Power skills: You'll want Weapon power, Aux to launch your pets faster and to help out your limited heals, and shield power to help keep your Dread from capsizing(boosts resists and regen).
I'd max out anything related to more shield and hull hp, as well as anything for healing.
Since you're going for a themed build, you'll want Flow Caps for the Polaron procs (plus Leech if you have it.)
The console it comes with might be enhanced by Starship Sensors, you should check on that.

If you get the Mk XII Jem set, I highly recommend replacing the deflector with a Positron with [ShdS] or Adapted KHG deflector, as the Jem deflector does nothing for tanking and the Shields are bit weak compared to the Mk XII STF/Omega Rep shields like KHG and Adapted KHG. I very nearly got rolled using the Full Mk XII Jem set on my Jem HEC on the starting cube and spheres. With a MACO Mk XI deflector fitted with the Jem engines and shields I tank the ending Tac cube for a fair bit in it.
Empire Veteran
Join Date: Jun 2012
Posts: 1,251
# 3
03-20-2013, 09:26 AM
Quote:
Originally Posted by tom61sto View Post
Some quick thoughts (don't have a Dread currently, but have been looking at possibly getting one):
Power skills: You'll want Weapon power, Aux to launch your pets faster and to help out your limited heals, and shield power to help keep your Dread from capsizing(boosts resists and regen).
I'd max out anything related to more shield and hull hp, as well as anything for healing.
Since you're going for a themed build, you'll want Flow Caps for the Polaron procs (plus Leech if you have it.)
The console it comes with might be enhanced by Starship Sensors, you should check on that.

If you get the Mk XII Jem set, I highly recommend replacing the deflector with a Positron with [ShdS] or Adapted KHG deflector, as the Jem deflector does nothing for tanking and the Shields are bit weak compared to the Mk XII STF/Omega Rep shields like KHG and Adapted KHG. I very nearly got rolled using the Full Mk XII Jem set on my Jem HEC on the starting cube and spheres. With a MACO Mk XI deflector fitted with the Jem engines and shields I tank the ending Tac cube for a fair bit in it.
Thanks,

I'll look into that.
Captain
Join Date: Jun 2012
Posts: 891
# 4
03-21-2013, 10:28 PM
A Tac captain in a carrier can get away with spreading out their skill points over a variety of systems, be a little more of a generalist instead as heavily damage oriented as an escort pilot. This is because a larger % of your damage is tied up in pets that aren't affected by your captains skills. But stay away from Science skills unless they are tied directly to your heals.
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