Just wondering what energy type Dread captains prefer.
I run beam builds in either Polaron MK XII or anti-proton MK XII (fleet).
I too love the dreadnought when I'm not flying an escort. I would note, before the change to CE to offer healers a way to get 1st place, I had (6) 1st place finishes in CE, with the same build I now place 2nd or 3rd most of the time.
I have run solo 1 v 1 matches with a fleet mate, and there some builds where I can own him using elite JHAS or Yellowstone pets, but there are many build where he can own me. Often it comes down to the luck of the crit and how much damage he can do to me before my damage starts to add up. He's a big fan of Go Down Fighting, letting me get his health down and then hitting me with a mega alpha attack.
To beat a dead horse here: The JH Dread is a monster in PVE. Even with Beams, in PVE it can make alot of other ships look like jokes
PVP its another story all together, it needs to be babied, but can still lay down alot of damage real quick. With the right set up, it can still take some abuse but you still aren't going to win any tanking awards. I didn't see this ship truly start shining till after I got the Dominion Coordination Protocol console.
Just going to say, the JH Dread probably has the 2nd best damage spike capability of any ship in the game next to the JHAS.
Reason: those JH consoles combined with its Cmd tac station pretty much allows for stacking of damage resist debuffs while boosting the damage and accuracy of its pets, team, and self. Which is why i think Disruptors are best for this ship cause it just adds to the mayhem.
Graviton pulse makes things sitting ducks to be critted into death.
I have a question on this one... I find that the GP rarely does a darn thing to me or my targets. Do you know what tends to make it stronger or actually effective or why things would tend to be so heavily resistant to it?
I mean the 15% chance can be good if it works but even then it only stops things for a brief moment and the slow-down I tend to see with this device is so slight that it is not worth my time.
I have a question on this one... I find that the GP rarely does a darn thing to me or my targets. Do you know what tends to make it stronger or actually effective or why things would tend to be so heavily resistant to it?
I mean the 15% chance can be good if it works but even then it only stops things for a brief moment and the slow-down I tend to see with this device is so slight that it is not worth my time.
I don't see people getting stopped too often with the GP. It's nice when it happens but for me the real benefit is the turn debuff. An escort can't hurt you if it can turn to face you.
Nooo.. they can still hurt you... the difference is you can also now hurt them. Kinda why Fed escort try very hard to avoid the forward arc of any KDF Klingon Battle cruiser.. Its just not a healthy place to hang out. Escorts have another name for head on's against battlecruisers weapon layouts....its called respawn time. Even less healthy against a carrier (some of which mount cannons) with pets.
No objection to pay to win, but anything thats a ship purchased Lobi really should be clearly umf.
Nooo.. they can still hurt you... the difference is you can also now hurt them. Kinda why Fed escort try very hard to avoid the forward arc of any KDF Klingon Battle cruiser.. Its just not a healthy place to hang out. Escorts have another name for head on's against battlecruisers weapon layouts....its called respawn time. Even less healthy against a carrier (some of which mount cannons) with pets.
No objection to pay to win, but anything thats a ship purchased Lobi really should be clearly umf.
Of course.. it could be worse.
The ship has umf. Can output a TON of damage if it wants to
It just doesn't have the tank.
If it had both it would rank really high in terms of cheese. We need to have some balance.
I'm just going to say this. Maybe if everyone stopped trying to make the ship fly the way THEY want and instead learn what the SHIP wants, maybe you would get better results. Stop whining about it's healing abilities when there are people out there who have and can tank the thing. This is not a rookie ship to fly. It requires a good level of understanding from all 3 classes to really use this ship. It also really takes and understanding of the Jem'hadar and their fighting tactics. They are not about straight DPS figures, they are about weakening the target for efficient kills. This is why dominion weapons come with polaron and tetryon procs. Tetryon eats through shield resistance and polaron weakens their targets on top of the subsystem targeting. If you think this ship is a FAW bonanza, then yes, you will fail. You weaken your targets and let the pets do the work. This is what this ship is truly about.
I'm just going to say this. Maybe if everyone stopped trying to make the ship fly the way THEY want and instead learn what the SHIP wants, maybe you would get better results.
Agree. This reminds me of all the people who whined about the double D, expecting it to be some uber escort. Did those people never set foot in a cruiser?
My buddy has this ship and his layout with it, killz anything. he swears by this ship and so far not many people can beat him in it, and usually does pretty darn good in stfs. Im actually thinking about working on getting the ship with the jem'hadar attack pets.
My buddy has this ship and his layout with it, killz anything. he swears by this ship and so far not many people can beat him in it, and usually does pretty darn good in stfs. Im actually thinking about working on getting the ship with the jem'hadar attack pets.
My only beef with the ship is its size. At the moment, the name is incorrect and should be called dominion battleship carrier.
I don't get this ship's scale at all. Right now it seems to sit somewhere between the standard Battleship seen throughout DS9, and the absurdly giant Dreadnought seen in "What You Leave Behind" which is often called the "Confrontation cruiser".
I love my dreadnought, it is supremely good at surviving, unless doing stupid things ofc, I jump into a score of enemies and I come out with less than 5% damage taken. and they are rubble. then again I am PvE not PvP.
I got the dreadnought, I got the hec, I got the new tal shiar adapted battle cruiser and out of them... I love the dreadnought most, specially when added the jem'hadar attack ships.
so, it was smaller than canon says to begin with, but not the HUGE Romulan ships dwarf it, so it is not even impressive anymore by it's size.
#2 it is just a weaksauce ship.
it can't turn, any escort just needs to park behind it and pew and you can't do much about it.
it has a bit of forward pew, but can't turn and it has no staying power.
i tried it a few days and it didn't take long for me to swap that character back to the Jem'Bug
now with Romulan ships dwarfing it, i don't feel like trying it again anyway.
Ever since I saw the Dreadnought on DS9 I was in awe of it. Its power, size, presence, everything about it screamed death. The Valiant believed they had a way to destroy it by destroying the antimatter containment unit. The Valiant attacked the Dreadnought, scored a direct hit but were then systematically annihilated by the lumbering behemoth after it lurched out of the huge fireball created by the Valiant's attack.
When I saw that the Dreadnought was going to appear in game I thought it was going to be a ship to be reckoned with. After much tinkering and adjusting and conversations with PvPers better than me I have (some would say finally) come to the conclusion that this ship blows chunks.
It may have a huge hull value but with no great means to replenish its shields it's cannon fodder. It has too much tactical BOFF slots and not enough of anything else.
It needs a new BOFF layout. As a suggestion, a layout with one commander, two lt commanders and two ensigns would be good, sort of like the Orb Weaver. One lt commander tactical, one ensign tactical, one ensign engineering and the commander and other lt commander slots being universal.
Cryptic, the Dreadnought is a paid for ship. The ship cost 800 lobi meaning that somewhere along the line you've collected over $100 for this ship. You need to fix this joke of a ship. As a minimum it should be able to take heaps of damage and still keep coming.
They ought to put this and other ships , into the zen store (instead of lock boxes and the lobi store.)
And if they still want to sell keys for lock boxes, then place something in there like... (I don't know).. um.... dil crystals and borg weapons and bridge officers or something.
so, it was smaller than canon says to begin with, but not the HUGE Romulan ships dwarf it, so it is not even impressive anymore by it's size.
#2 it is just a weaksauce ship.
it can't turn, any escort just needs to park behind it and pew and you can't do much about it.
it has a bit of forward pew, but can't turn and it has no staying power.
i tried it a few days and it didn't take long for me to swap that character back to the Jem'Bug
now with Romulan ships dwarfing it, i don't feel like trying it again anyway.
I do agree that the ship should appear much bigger than it is and should be fixed.
The part about it being a weak ship... totally your opinion. If you want to fly this ship like an escort, yes, you will fail. Wanna know why? ITS NOT AN ESCORT! I know, shocked ya there... but I had to. This ship is to be a tank first, offense second. You should think along those lines first, then you shall be on the right path. Also, not for anything but sci ships have target subsystems built in for a reason. Its tactics. Polarons + target subsystem with Jem'hadar space set should star you off on the right direction. I'll even throw in that 100 base weapon systems is most likely wrong for this ship power wise. remember that Jemmy engines make weapons efficient at low power levels. That's all I will say.
I baffles me that anyone could think of this ship as weak. Picture this Hangars 1Elite Orion Interceptors and1 Elite Scorpions, Elite Phasers 4 DHCs, 2 Elite Phaser turrets, 1 tractor beam cloaked mines Science Threat consoles with shield healing procs, Makes your lt. Universal Sci, and give him Hazard Emitters and Transfer Shield Strength, Get at least one tac team, the highest Mine dispresal pattern you prefer and a bunch of enigeering heals with your lt. Commander Enigeer. Add in 3 purple con officers for Evasive Manuvuers.
Alterantely for more tanking 2 Armoured Shield Healing Shuttle Hangar with 3 Recall purple Flight Deck Officers for more defense.
everyone talks about the weaknesses in PvP...no turn...TRIBBLE tanking...not enough dps...
So take a dread...grind stf's since it excells, and give it mk XII borg set and the items. Now u have free tractor beam, shield drain, and extra dps from KCB.
poor turning = beams or turrets. since we are on with borg sets, use plasma. consider getting both full borg and rommie items sets for their bonuses. rommie exp beam array, fleet plasma acc x2/dmg x2, omega torp, rommie hyper torp up front. rear use KCB, fleet plasma again, and cloaking tractor mines from playing thru rommie storyline
for a fed player, grab a plasmonic leech console. snag the tachyo as well. add in both borg and rommie consoles, plus plasma infusers, thats 7 consoles. sci field generator(duh), embassy plasma -ths shield emitter, and neutronium will round out your consoles.
hangars...well you have the JHAS...or the ultra rare scorpions u can play with..u pick
now...how to play...u are big, slow, easy to see, easy 2 strike...u should have friends who have escorts and 1 healer since u dont quite fit that build. u play the traditional "hammer and nail"...u lock onto a target with ur borg tractor beam, draining shields from both the set and doff, u have possibly a tachyon beam to drain shields with as well...u alpha strike with APO3 from commander tactical...TS3 while ur torps reload every 1-2 secs...fighters chew away...oh and those cloaked tractor mines...those help hang onto the target when they pop their engine boost...also since plasmonic leech is draining all their systems and boosting all of yours they are slower, doing less dps, healing less, and have lower shield strength...love the stacking along with the power transfers from warp cores and nukara rep system.
no...u dont do max damage...no u cant soak up massive hits...but u can control the battle...slowing it down enough to allow your allies to gang up and wipe out targets piecemeal. this is a field general type of ship. u control the enemy so the soldiers can mop up.
and if you havent forgotten...those who have hull issues here can always get jevonite hardpoints
Comments
no, 15 sec cd
I run beam builds in either Polaron MK XII or anti-proton MK XII (fleet).
I too love the dreadnought when I'm not flying an escort. I would note, before the change to CE to offer healers a way to get 1st place, I had (6) 1st place finishes in CE, with the same build I now place 2nd or 3rd most of the time.
I have run solo 1 v 1 matches with a fleet mate, and there some builds where I can own him using elite JHAS or Yellowstone pets, but there are many build where he can own me. Often it comes down to the luck of the crit and how much damage he can do to me before my damage starts to add up. He's a big fan of Go Down Fighting, letting me get his health down and then hitting me with a mega alpha attack.
PVP its another story all together, it needs to be babied, but can still lay down alot of damage real quick. With the right set up, it can still take some abuse but you still aren't going to win any tanking awards. I didn't see this ship truly start shining till after I got the Dominion Coordination Protocol console.
Just going to say, the JH Dread probably has the 2nd best damage spike capability of any ship in the game next to the JHAS.
Reason: those JH consoles combined with its Cmd tac station pretty much allows for stacking of damage resist debuffs while boosting the damage and accuracy of its pets, team, and self. Which is why i think Disruptors are best for this ship cause it just adds to the mayhem.
Especially for an engineer. If you bring rotate shield frequency and miracle worker to this ship, it can get quite tough indeed.
Polarized disruptor gets my vote. Or would, if they weren't getting crazy expensive.
I personally have Spiral Wave Disruptors on mine.
My Galor is on a different character. Yay for lockbox ships costing more to get less! :cool:
Great, now I want there to be a "who let the dogs out" parody only have it "Who Let the Trolls Out?"
if u want a good carrier go for kar'fi it lacks surviablites but can run circles around the dread
I have a question on this one... I find that the GP rarely does a darn thing to me or my targets. Do you know what tends to make it stronger or actually effective or why things would tend to be so heavily resistant to it?
I mean the 15% chance can be good if it works but even then it only stops things for a brief moment and the slow-down I tend to see with this device is so slight that it is not worth my time.
I don't see people getting stopped too often with the GP. It's nice when it happens but for me the real benefit is the turn debuff. An escort can't hurt you if it can turn to face you.
No objection to pay to win, but anything thats a ship purchased Lobi really should be clearly umf.
Of course.. it could be worse.
The ship has umf. Can output a TON of damage if it wants to
It just doesn't have the tank.
If it had both it would rank really high in terms of cheese. We need to have some balance.
Agree. This reminds me of all the people who whined about the double D, expecting it to be some uber escort. Did those people never set foot in a cruiser?
Aren't the JHAS pets bugged at the moment?
I don't get this ship's scale at all. Right now it seems to sit somewhere between the standard Battleship seen throughout DS9, and the absurdly giant Dreadnought seen in "What You Leave Behind" which is often called the "Confrontation cruiser".
I got the dreadnought, I got the hec, I got the new tal shiar adapted battle cruiser and out of them... I love the dreadnought most, specially when added the jem'hadar attack ships.
#1 it is too small
-> http://www.strekschematics.utvinternet.com/fleetchart/domfleet/domside.jpg
(scale chart by paramount -> by that it is roughly 1 Galor Class shorter than it is suposed to be)
so, it was smaller than canon says to begin with, but not the HUGE Romulan ships dwarf it, so it is not even impressive anymore by it's size.
#2 it is just a weaksauce ship.
it can't turn, any escort just needs to park behind it and pew and you can't do much about it.
it has a bit of forward pew, but can't turn and it has no staying power.
i tried it a few days and it didn't take long for me to swap that character back to the Jem'Bug
now with Romulan ships dwarfing it, i don't feel like trying it again anyway.
They ought to put this and other ships , into the zen store (instead of lock boxes and the lobi store.)
And if they still want to sell keys for lock boxes, then place something in there like... (I don't know).. um.... dil crystals and borg weapons and bridge officers or something.
I do agree that the ship should appear much bigger than it is and should be fixed.
The part about it being a weak ship... totally your opinion. If you want to fly this ship like an escort, yes, you will fail. Wanna know why? ITS NOT AN ESCORT! I know, shocked ya there... but I had to. This ship is to be a tank first, offense second. You should think along those lines first, then you shall be on the right path. Also, not for anything but sci ships have target subsystems built in for a reason. Its tactics. Polarons + target subsystem with Jem'hadar space set should star you off on the right direction. I'll even throw in that 100 base weapon systems is most likely wrong for this ship power wise. remember that Jemmy engines make weapons efficient at low power levels. That's all I will say.
Alterantely for more tanking 2 Armoured Shield Healing Shuttle Hangar with 3 Recall purple Flight Deck Officers for more defense.
So take a dread...grind stf's since it excells, and give it mk XII borg set and the items. Now u have free tractor beam, shield drain, and extra dps from KCB.
poor turning = beams or turrets. since we are on with borg sets, use plasma. consider getting both full borg and rommie items sets for their bonuses. rommie exp beam array, fleet plasma acc x2/dmg x2, omega torp, rommie hyper torp up front. rear use KCB, fleet plasma again, and cloaking tractor mines from playing thru rommie storyline
for a fed player, grab a plasmonic leech console. snag the tachyo as well. add in both borg and rommie consoles, plus plasma infusers, thats 7 consoles. sci field generator(duh), embassy plasma -ths shield emitter, and neutronium will round out your consoles.
hangars...well you have the JHAS...or the ultra rare scorpions u can play with..u pick
now, Doff's, 3x purple projectiles, 1 tractor beam, and 1 flight deck.
now...how to play...u are big, slow, easy to see, easy 2 strike...u should have friends who have escorts and 1 healer since u dont quite fit that build. u play the traditional "hammer and nail"...u lock onto a target with ur borg tractor beam, draining shields from both the set and doff, u have possibly a tachyon beam to drain shields with as well...u alpha strike with APO3 from commander tactical...TS3 while ur torps reload every 1-2 secs...fighters chew away...oh and those cloaked tractor mines...those help hang onto the target when they pop their engine boost...also since plasmonic leech is draining all their systems and boosting all of yours they are slower, doing less dps, healing less, and have lower shield strength...love the stacking along with the power transfers from warp cores and nukara rep system.
no...u dont do max damage...no u cant soak up massive hits...but u can control the battle...slowing it down enough to allow your allies to gang up and wipe out targets piecemeal. this is a field general type of ship. u control the enemy so the soldiers can mop up.
and if you havent forgotten...those who have hull issues here can always get jevonite hardpoints