test content
What is the Arc Client?
Install Arc

Looking for a torpedo boat build for the Jem'Hadar Dreadnought.

asorel1942asorel1942 Member Posts: 28 Arc User
edited May 2013 in Federation Discussion
I have decided upon a torpedo-centric build for my Dreadnought Carrier (If this is a stupid decision, I would like to be informed accordingly). I am currently using a Federation captain. I play mostly Elite STFs, with possible PvP in the future, and am looking for build examples/suggestions.
Post edited by asorel1942 on

Comments

  • f9thaceshighf9thaceshigh Member Posts: 1 Arc User
    edited May 2013
    The DN isn't the most maneuverable ship, you need maneuverability for a torpedo centric loadout to work.
  • asorel1942asorel1942 Member Posts: 28 Arc User
    edited May 2013
    The DN isn't the most maneuverable ship, you need maneuverability for a torpedo centric loadout to work.

    Am I to assume that the optimal build is some variation of Beam Arrays with a Romulan or Omega torpedo in the fore slots, with additional beams and a KCB in the rear?
  • syndonaisyndonai Member Posts: 348 Arc User
    edited May 2013
    Generally use a hyper-plasma and plasma torp combo (with the 3 proj-weap doffs) supported by a DHC, Romulan Exp beam array and 2 turrets & cutting beam on the aft. The overall damage output on STF's is generally unmatched, bar the most perfected DPS builds.
    PKsymbol.JPG

    Peacekeeper High Command
    Scorpius - Zelbinion Mk II
  • stirling191stirling191 Member Posts: 0 Arc User
    edited May 2013
    The DN isn't the most maneuverable ship, you need maneuverability for a torpedo centric loadout to work.

    You really don't. Slower, more ponderous ships can easily sit at long range and function as artillery boats thanks to torpedoes having zero falloff.
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited May 2013
    You really don't. Slower, more ponderous ships can easily sit at long range and function as artillery boats thanks to torpedoes having zero falloff.

    In STFs, yeah, but in faster PvE (Tau Dewa, Fleet Actions, etc.) it'd be a pain. I can't imagine it being effective in PvP at all, though I have only limited experience with that in STO.
  • momawmomaw Member Posts: 0 Arc User
    edited May 2013
    I went with

    Dual beam, beam array, photon torpedo X2
    Cutting beam, turret X2

    3 projectile officers, 2 copies of High Yield 2, APB2, APB3. Two photon tubes is enough to chain fire most of the time, and your APB + HY combo is available every 15 seconds. You could swap in 2 copies of Spread 2 for more damage potential at the cost of controllability.

    Jem'hadar dreadnaught has a low basic turn rate but it has a nice inertia rating so it handles better than the numbers suggest. As long as you fly conservatively and keep some range, anything that moves fast enough to get out of you torpedo arc will either get annihilated by your fighter wing or simply not be a threat to you.
  • asorel1942asorel1942 Member Posts: 28 Arc User
    edited May 2013
    syndonai wrote: »
    Generally use a hyper-plasma and plasma torp combo (with the 3 proj-weap doffs) supported by a DHC, Romulan Exp beam array and 2 turrets & cutting beam on the aft. The overall damage output on STF's is generally unmatched, bar the most perfected DPS builds.



    Would the Omega torpedo work well with the Romulan in this setup?
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited May 2013
    In any torp boat, I'd go for the KHG/Adapted Maco 2-piece set bonus and the Rule 62 console.
  • syndonaisyndonai Member Posts: 348 Arc User
    edited May 2013
    asorel1942 wrote: »
    Would the Omega torpedo work well with the Romulan in this setup?

    No, they nerfed the Omega torp some time ago and stopped the doff's cooldown reduction effecting it. Ideally, the best torp to use in conjuntion with the hyper-plasma is the rapid fire missile launcher as it has a 2 second cooldown - more chances for it to proc and reset the hyper-plasma's aswell.
    In any torp boat, I'd go for the KHG/Adapted Maco 2-piece set bonus and the Rule 62 console.

    Aye, I also use the 2-piece Adapted maco set (with a borg deflector, for the total +aux you get from it all).
    PKsymbol.JPG

    Peacekeeper High Command
    Scorpius - Zelbinion Mk II
  • captainobvious09captainobvious09 Member Posts: 182 Arc User
    edited May 2013
    I tried it for a while durring CE, usually came in first 90% of the time with

    HY2, HY3

    Har'peng, Quantum, Photon, Photon (front)

    2 very rare torp doffs

    2xturrets, cutter (rear)

    racks = regular paragrines (usually the only time I did not get 1st was when I saw Elite Scorps buzzing around)

    I didnt really research it, it aways did good damage in Elites and CE, but it was slow for doing solo stuff, so I stripped it and just put rommy plasma beams on it.
  • momawmomaw Member Posts: 0 Arc User
    edited May 2013
    syndonai wrote: »
    Ideally, the best torp to use in conjuntion with the hyper-plasma is the rapid fire missile launcher as it has a 2 second cooldown - more chances for it to proc and reset the hyper-plasma's aswell.

    Word to the wise, this one can be a bit flakey.

    The problem with the rapid fire launcher is that its basic reload speed is already barely more than the system cooldown on launchers. It's all too easy to end up with the missile launcher stealing every opening to fire, while the hyper plasma is ready to fire but it can't get a shot in edgewise. If you do missile launcher with hyper plasma, you have to keep an eye on your launchers and adjust the firing timings by taking the missiles off auto-fire momentarily.

    It would be nice if we could implicitly give a priority to launchers by their position on the ship to avoid this problem.
  • syndonaisyndonai Member Posts: 348 Arc User
    edited May 2013
    momaw wrote: »
    Word to the wise, this one can be a bit flakey.

    The problem with the rapid fire launcher is that its basic reload speed is already barely more than the system cooldown on launchers. It's all too easy to end up with the missile launcher stealing every opening to fire, while the hyper plasma is ready to fire but it can't get a shot in edgewise. If you do missile launcher with hyper plasma, you have to keep an eye on your launchers and adjust the firing timings by taking the missiles off auto-fire momentarily.

    It would be nice if we could implicitly give a priority to launchers by their position on the ship to avoid this problem.

    Yes, this is a problem if you slot both weapons either side. I find if you slot the DHC inbetween them, it evens it out. I personally had them slotted in the order of Hyper-plasma/DHC/Rapidfire Missile/Exp beam array. I did much reshuffling to find the best combo for it, and eventually rested on this.
    PKsymbol.JPG

    Peacekeeper High Command
    Scorpius - Zelbinion Mk II
  • theodrimtheodrim Member Posts: 0 Arc User
    edited May 2013
    syndonai wrote: »
    Yes, this is a problem if you slot both weapons either side. I find if you slot the DHC inbetween them, it evens it out. I personally had them slotted in the order of Hyper-plasma/DHC/Rapidfire Missile/Exp beam array. I did much reshuffling to find the best combo for it, and eventually rested on this.

    Indeed, the Ferengi missiles should be fine as long as they're in the rightmost slot, given how firing priority works (left-to-right). Now, they will steal HYT/spread away from hyper-plasma if you're lagging or not careful, but that can't be helped.

    If I may, I'd suggest running a DBB, breen cluster (or tricobalt), hyper-plasma, and ferengi missiles, with a beam overload. Two turrets and KCB abaft. Use the BO to knock off shield facings and target subsystems, the turrets and cutting beam will suppress shields that have been knocked off, and let the torpedo proc-chaining magic happen otherwise.
    Somebody getting uppity about canon? No problem! Just take a deep breath, and repeat after me:

    Spock's Brain.
  • asorel1942asorel1942 Member Posts: 28 Arc User
    edited May 2013
    Can anyone recommend a skill loadout to go with this sort of build?
  • syndonaisyndonai Member Posts: 348 Arc User
    edited May 2013
    asorel1942 wrote: »
    Can anyone recommend a skill loadout to go with this sort of build?

    Well the Boff loadout I use on mine is:

    Uni Lt: BO1, TS2
    Tac Cmd: BO1, APB1, TS3, CSV3
    Tac Lt: TT1, CSV1
    Eng LtCmd: EPtS1, EPtS2, AtSIF2
    Sci Eng: HE1

    Sometimes I'll stick a Sci in the Uni slot with two tractor beams, which work wonders when spamming hyper-plasma torps.
    PKsymbol.JPG

    Peacekeeper High Command
    Scorpius - Zelbinion Mk II
Sign In or Register to comment.