Commander
Join Date: Jun 2012
Posts: 319
# 1 New Dreadnought build
06-03-2013, 03:38 AM
I think its time a new effective build for this much neglected ship. As it is one of the few ships not to have a Fleet Variant (any T5 or Fleet Connie Posts here will be obliterated) It has become somewhat hard to have an effective PVP build. Now here are some things you should know:

* I am a Tactical Captain.

* I am using the hilbert Guide

* I am not looking to use turrets, they are rather ineffective.

* To keep the effectiveness of the Spinal Lance i have chose phasers as my beam type.

Now onto my current setup:

Fore: 2x Advanced Fleet Phaser Beam Array Mk XII [Dmg]x3 [Acc], Advanced Fleet Dual Heavy Cannons Mk XII [Dmg]x3 [Acc], Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]

Set: Aegis 3 piece Set, Standard Mk X Warp Core

Aft: 3x Advanced Fleet Phaser Beam Array Mk XII [Dmg]x3 [Acc], Kinetic Cutting Beam Mk XII [Dmg]x3

Devices: Subspace Field Modulator

Engineer Consoles: Cloaking Device, Subspace Jumper, SIF Generator Mk XII, Transwarp Computer

Science Consoles: Biofunction Monitor Mk XII, Assimilated Module

Tactical Consoles: 3x Phaser Relays Mk XII


I suppose I should include BO Layout as well so here it is:

Lt Tac Station: High Yield Torpedo 1, Beam Overload 2

En Tac Station: Tactical Team 1

Cmd Eng Station: Emergency Power To Shields 1, Engineering Team 2, Reverse Shield Polarity 2, Eject Warp Plasma 2

Lt. Cmd Eng Station: Emergency Power to Weapons 1, Emergency Power to Shields 2, Directed Energy Module 2

Lt Sci Station: Tractor Beam 1, Science Team 2

So that is that, Renegade Destroyer (my ship) is decent in PVE, STF's but I always find lacking in PVP. So if anyone has suggestions I would love to hear them
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,529
# 2
06-03-2013, 05:21 AM
Your only Hull Heal is engineering team consider an Aux to Sif to replace Engineering Team and maybe a Hazard Emitter on your Sci officer.

Your ship has no armour what so ever, get a Couple of Neutronium (Resist all) on there and maybe a Monotanium (Resist Kinetic).

You can plug the Transwarp in whenever your in sector space and want to use it, otherwise leave it off for actual space stuff.

I believe it's the Shield Generator, a Sci console that gives you a 17.5% boost to shields, replace the Biofunction monitor. Crew does really do much.

Aegis is a pretty outdated set, work on getting at least a MACO shield. 2P Borg Deflector and Engine + MACO Shield is still a great combo.

It maybe worth it to replace your DHC with a DBB for Beam Overload, but if your autofiring all weapons don't bother. As for your choice of Phasers, nothing wrong with Phasers. Although I would get the [Acc]x2 [Dmg]x2 because extra Accuracy converts to Critical hit and Severity. All the Damage in the world won't help if you miss.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.

Last edited by dknight0001; 06-03-2013 at 05:24 AM.
Ensign
Join Date: May 2013
Posts: 15
# 3
06-03-2013, 07:03 AM
I would offer my suggestions, though I imagine you already know most of what I'd have to say on the matter, so I'll save you the time.

I haven't flown my Gal-X since the advent of fleet ships, so don't know what the PvP arena is now. Hell, I don't even have the game installed anymore.

I understand there's been some changes to cruiser (and general ship) mechanics since my departure, so my advice may very well be out-of-date as well.

Most I can do really is link you to my youtube channel, featuring the Gal-X from a year ago in PvP. Several different builds are used in it (most of the videos showcase my default staple build, however).

http://www.youtube.com/12thfleet (No, I'm not in 12th Fleet. But, YouTube doesn't let me change the account name, soooo....)
Survivor of Romulus
Join Date: Nov 2012
Posts: 154
# 4
06-03-2013, 07:30 AM
http://skillplanner.stoacademy.com/?...htsuggestion_0

I put this together very quickly. While it does have turrets, you need more forward firepower if you're going to make use of a torpedo and a DHC.
(That Emitter Array is an Embassy Console.)
Career Officer
Join Date: Jun 2012
Posts: 2,913
# 5
06-03-2013, 07:58 AM
For PvP this is a huge fail build.

While your weapons layout is ok but it's pretty much standard if you're going for a dps/tank build you need to have 2 Aux2batt boffs slotted with 3 purple tech doffs.

Jump console is excellent but i would include the Tachyokinetic console and the zero point console as well as the borg console bc it's important to get the lance (plus your other weapons) to crit.
Commander
Join Date: Jun 2012
Posts: 319
# 6
06-04-2013, 01:58 AM
Quote:
Originally Posted by dknight0001 View Post
Your only Hull Heal is engineering team consider an Aux to Sif to replace Engineering Team and maybe a Hazard Emitter on your Sci officer.

Your ship has no armour what so ever, get a Couple of Neutronium (Resist all) on there and maybe a Monotanium (Resist Kinetic).

You can plug the Transwarp in whenever your in sector space and want to use it, otherwise leave it off for actual space stuff.

I believe it's the Shield Generator, a Sci console that gives you a 17.5% boost to shields, replace the Biofunction monitor. Crew does really do much.

Aegis is a pretty outdated set, work on getting at least a MACO shield. 2P Borg Deflector and Engine + MACO Shield is still a great combo.

It maybe worth it to replace your DHC with a DBB for Beam Overload, but if your autofiring all weapons don't bother. As for your choice of Phasers, nothing wrong with Phasers. Although I would get the [Acc]x2 [Dmg]x2 because extra Accuracy converts to Critical hit and Severity. All the Damage in the world won't help if you miss.
The Reason I use the transwarp computer is it boosts all subsystems no matter the setting. Would Tetraburnium Hull Armor Ml XII Rare also be useable?

Quote:
Originally Posted by edalgo View Post
For PvP this is a huge fail build.

While your weapons layout is ok but it's pretty much standard if you're going for a dps/tank build you need to have 2 Aux2batt boffs slotted with 3 purple tech doffs.

Jump console is excellent but i would include the Tachyokinetic console and the zero point console as well as the borg console bc it's important to get the lance (plus your other weapons) to crit.
First off lovely intro comment, second correct me if Im wrong but these consoles are got off C-Store ships correct?

Last edited by general1devon; 06-04-2013 at 02:36 AM.
Career Officer
Join Date: Jun 2012
Posts: 2,164
# 7
06-04-2013, 02:49 AM
Welcome to the Galaxy-X club. I don't normally do this but for once I'm going to share
Sir Lance a lot's build with you.


U.S.S. Sir Lance A Lot - Ultimate Tactical Galaxy Build


So here it is, this is the killer Galaxy-X build and the best you can get with it's limited BOFF stations. This build incorporates extremely high cost items but these are not absolutely essential and it is the basic ideas that are solid, the P2W stuff just helps perhaps 10%. (note the skills will work perfectly for any tactical cruiser but remove the skill points in Stealth, they are there because the Gal-X has an awesome cloak).

This build gives massive Alpha attacks of around 70K to hull (assuming the lance doesn't miss) and is also very tanky indeed requiring concentrated fire from at least two high DPS escorts or 1 escort and sci ship to bring it down.

First skill up for it, no point ever making any build that doesn't demand a respect

SKILLS

(To see the screenshots and skills register on the SRS Forum, ( the answer to the question you won't know is Matt Johnson)

http://s421713476.websitehome.co.uk/index.php
Once registered go to this link:http://s421713476.websitehome.co.uk/...hp?topic=234.0

which is found at: SRS FORUM >
SRS Divisions >
SRS Divisions >
SRS GALAXY WING >
Matt's DOUBLE LANCE DREAD - NEW AND IMPROVED!




Weapon and Console Layout

As the Galaxy-X uses a Phaser Spinal Lance you are pretty much locked into phasers, for any other cruiser substitute the weapon of your choice although with elite fleet weapons being only phaser it's worth buying into them now.

2 x DHC or Quad cannons I run 2 of [Phaser Dual Heavy Cannons Mk XII [CrtH]x3] for max crit chance

VR Mk XII ACCx3 Phaser Beams

Wide Angle Quantum Torps (a high crit one would be better for alphas but often you have to dog fight too

BORG Mk XII Deflector, Engine and Shield (with assimilated console)

Cutting beam and Breen Cluster Torp on rear

Zero Point Energy Conduit

Tachyokinetic console

Subspace Jump Console (absolutely critical for this build to work)

Cloak, Graviton Pulse Generator

3 x Tac Phaser Relays Mk XII VR (Mk XI if you can't finance the Mk XIIs)

Note: Breen Cluster torp sometimes does not work on autofire, keep this manual.



BOFF Stations

Very important here is the DEM as this works with the space DOFF and gives a mini Nadeon effect, ie protects power drop from weapon subsystem (Marion Frances Dulmur).

Also tractor is very important for your Alpha, using the Borg Set gives you a powerful tractor at no extra BOFF Station cost.

I have 3 Romulan BOFFs, one for the Cloak bonus and two for the stacking Crit. Check these out if you don't know about them yet, they are available at the embassy Ops section.
The rest are obvious and are listed as follows

TS1
BO2
TT1
DEM1
RSP2
EPE1
Eject Warp Plasma 3
ET1
Science Team 2
EmpTs3 (you will need an engineer friend to train this for you
HE1
Aux2Bat



DOFF Stations

Technician DOFFs allow a 30% CD reduction
Marion gives you the consistent high power (stackable)


Power Tray for Alpha

So here is the trick to the Double Lance Dreadnought. You are using Beam Overload 2 AND the Spinal Lance. Wait, you say, how can you do that they share a cooldown? This is true but the BO2 remains charged for 30 seconds and puts the Lance on 15 second cooldown. I am sure you can see where this is going

When you acquire a target first thing to do is hit BO2. Then keep your target in range whilst you wait for the CD on the lance to finish. At about 5 seconds start to cycle your other buffs. So hit TS1, TT1, APA, DEM, TacFleet. You are now ready to jump, don't waste time or you will lose the DEM. JUMP. Hit Borg tractor and Graviton Pulse generator, those two will basically hold any ship dead. Then hit FOMM and the Lance, then finally fire all weapons.

This is what happens to the target. First he is held by the tractor and the graviton generator pulse, then he is hit by the first shot from the lance taking down a shield facing and some hull. Then he is hit by the second shot from the lance which will either kill him or take him very low. Now your other weapons are firing and because you use the DEM/Marion combination your weapon power from the Lance shot has not dropped at all. He is then hit by your fully buffed BO2 which alone can and often hit for 25K, it can crit much higher and as your crit chance is already high you are likely to get a crit on him. If he still somehow survives that, the quantum salvo will catch up to him and finish him off. In the event you are tackling a strong tank you can run over him with warp plasma and drop the breen.

Almost no ship can survive all that unless their captain is extremely quick at hitting the right buffs.

Watch the target's buffs, wait till his TT is down before jumping.

By now his mates have seen him vape and are a little pissed off so they are homing in on you quickly, so hit RSP, evasive and Emp2E, add in Deuterium if you have it and the Rom singularity cloak if you need it. In the event you are unable to escape, cycle your aux to bat to keep your buffs up and you will have wide angle torp and BO2 hitting them quite often. You will mostly survive and probably take out another BoP on the way.

I love the Gal-X and as it seems the Fleet version is never to be made we'll have to stick with this.

Note: The above was written before the LoR changes and so the Warp Core has not been included, neither have any of the Rep passives, but basically you are going for accuracy and crit (acc goes to crit over and above target's defence value.

Have fun.

FLTCDR SRS FLEETS - S.R.S. - S.R.S. ACADEMY - SRS GUARDIANS - SRS KDF
Join Us www.srs-fleet.net/html/join_srs.html

Last edited by mattjohnsonva; 06-04-2013 at 02:51 AM.
Career Officer
Join Date: Jun 2012
Posts: 2,913
# 8
06-04-2013, 06:52 AM
Quote:
Originally Posted by general1devon View Post



First off lovely intro comment, second correct me if Im wrong but these consoles are got off C-Store ships correct?
The Tachyokinetic console is a lobi store console. The borg and zero point consoles are from Omega and Romulan reputation systems.

Jump console you can buy from the exchange.

Last edited by edalgo; 06-04-2013 at 07:42 AM.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,529
# 9
06-04-2013, 07:10 AM
Quote:
Originally Posted by general1devon View Post
The Reason I use the transwarp computer is it boosts all subsystems no matter the setting. Would Tetraburnium Hull Armor Ml XII Rare also be useable?



First off lovely intro comment, second correct me if Im wrong but these consoles are got off C-Store ships correct?
Didn't know that about the Transwarp Computer, Any Armour would be good I don't recall offhand what Tetraburnium resists (Tetryon and Plasma?) That would be great against those too but nothing else (hence Universal suggestions).

The Consoles mentioned come from the Rep grinds (Romulan to get Zero Point, Omega to get Assimilated) and I believe the Tachyokinetic is in the Lobi Store.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Career Officer
Join Date: Jun 2012
Posts: 2,913
# 10
06-04-2013, 08:58 AM
Quote:
Originally Posted by mattjohnsonva View Post
Welcome to the Galaxy-X club. I don't normally do this but for once I'm going to share
Sir Lance a lot's build with you.


U.S.S. Sir Lance A Lot - Ultimate Tactical Galaxy Build


So here it is, this is the killer Galaxy-X build and the best you can get with it's limited BOFF stations. This build incorporates extremely high cost items but these are not absolutely essential and it is the basic ideas that are solid, the P2W stuff just helps perhaps 10%. (note the skills will work perfectly for any tactical cruiser but remove the skill points in Stealth, they are there because the Gal-X has an awesome cloak).

This build gives massive Alpha attacks of around 70K to hull (assuming the lance doesn't miss) and is also very tanky indeed requiring concentrated fire from at least two high DPS escorts or 1 escort and sci ship to bring it down.

First skill up for it, no point ever making any build that doesn't demand a respect

SKILLS

(To see the screenshots and skills register on the SRS Forum, ( the answer to the question you won't know is Matt Johnson)

http://s421713476.websitehome.co.uk/index.php
Once registered go to this link:http://s421713476.websitehome.co.uk/...hp?topic=234.0

which is found at: SRS FORUM >
SRS Divisions >
SRS Divisions >
SRS GALAXY WING >
Matt's DOUBLE LANCE DREAD - NEW AND IMPROVED!




Weapon and Console Layout

As the Galaxy-X uses a Phaser Spinal Lance you are pretty much locked into phasers, for any other cruiser substitute the weapon of your choice although with elite fleet weapons being only phaser it's worth buying into them now.

2 x DHC or Quad cannons I run 2 of [Phaser Dual Heavy Cannons Mk XII [CrtH]x3] for max crit chance

VR Mk XII ACCx3 Phaser Beams

Wide Angle Quantum Torps (a high crit one would be better for alphas but often you have to dog fight too

BORG Mk XII Deflector, Engine and Shield (with assimilated console)

Cutting beam and Breen Cluster Torp on rear

Zero Point Energy Conduit

Tachyokinetic console

Subspace Jump Console (absolutely critical for this build to work)

Cloak, Graviton Pulse Generator

3 x Tac Phaser Relays Mk XII VR (Mk XI if you can't finance the Mk XIIs)

Note: Breen Cluster torp sometimes does not work on autofire, keep this manual.



BOFF Stations

Very important here is the DEM as this works with the space DOFF and gives a mini Nadeon effect, ie protects power drop from weapon subsystem (Marion Frances Dulmur).

Also tractor is very important for your Alpha, using the Borg Set gives you a powerful tractor at no extra BOFF Station cost.

I have 3 Romulan BOFFs, one for the Cloak bonus and two for the stacking Crit. Check these out if you don't know about them yet, they are available at the embassy Ops section.
The rest are obvious and are listed as follows

TS1
BO2
TT1
DEM1
RSP2
EPE1
Eject Warp Plasma 3
ET1
Science Team 2
EmpTs3 (you will need an engineer friend to train this for you
HE1
Aux2Bat



DOFF Stations

Technician DOFFs allow a 30% CD reduction
Marion gives you the consistent high power (stackable)


Power Tray for Alpha

So here is the trick to the Double Lance Dreadnought. You are using Beam Overload 2 AND the Spinal Lance. Wait, you say, how can you do that they share a cooldown? This is true but the BO2 remains charged for 30 seconds and puts the Lance on 15 second cooldown. I am sure you can see where this is going

When you acquire a target first thing to do is hit BO2. Then keep your target in range whilst you wait for the CD on the lance to finish. At about 5 seconds start to cycle your other buffs. So hit TS1, TT1, APA, DEM, TacFleet. You are now ready to jump, don't waste time or you will lose the DEM. JUMP. Hit Borg tractor and Graviton Pulse generator, those two will basically hold any ship dead. Then hit FOMM and the Lance, then finally fire all weapons.

This is what happens to the target. First he is held by the tractor and the graviton generator pulse, then he is hit by the first shot from the lance taking down a shield facing and some hull. Then he is hit by the second shot from the lance which will either kill him or take him very low. Now your other weapons are firing and because you use the DEM/Marion combination your weapon power from the Lance shot has not dropped at all. He is then hit by your fully buffed BO2 which alone can and often hit for 25K, it can crit much higher and as your crit chance is already high you are likely to get a crit on him. If he still somehow survives that, the quantum salvo will catch up to him and finish him off. In the event you are tackling a strong tank you can run over him with warp plasma and drop the breen.

Almost no ship can survive all that unless their captain is extremely quick at hitting the right buffs.

Watch the target's buffs, wait till his TT is down before jumping.

By now his mates have seen him vape and are a little pissed off so they are homing in on you quickly, so hit RSP, evasive and Emp2E, add in Deuterium if you have it and the Rom singularity cloak if you need it. In the event you are unable to escape, cycle your aux to bat to keep your buffs up and you will have wide angle torp and BO2 hitting them quite often. You will mostly survive and probably take out another BoP on the way.

I love the Gal-X and as it seems the Fleet version is never to be made we'll have to stick with this.

Note: The above was written before the LoR changes and so the Warp Core has not been included, neither have any of the Rep passives, but basically you are going for accuracy and crit (acc goes to crit over and above target's defence value.

Have fun.
While I do like this build and it is similar to my dreadnought build I find it a little lacking for arenas. Cap n holds and in Kerrat it'll do wonderfully and I've seen you do it. But it is more of a hit and run strategy.

For arenas I run 2 Aux2batt boffs so I can cycle abilities quicker. Also I run with 2 Breen cluster torps, 1 in front and 1 aft. I use TT and APD1 which allows me to tank a bit more when in the thick of an enemy attack and also to throw on allies to better support them and my broadsides.
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