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Dreadnought Pack Play Tips

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  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited July 2013
    Great tips in this thread.

    I myself use a DHC/Turret build. When going into combat, I let my pets go in first to take aggro and then I decloak to unleash hell.

    With multiple targets, I use the cloaked barrage coupled with grav well. This bunches them all up nicely for CSV to do its job.

    The only thing that can get you out of shape, is the inertia of the Scimitar. So long as you plan out your attack, you can be just as deadly as any other escort out there....
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
    3oz8xC9gn8Fh4DK9Q4.gif





  • mosul33mosul33 Member Posts: 836 Arc User
    edited July 2013
    Got the 3 pack 2 days ago and i am loving it:)
    Indeed really great tips here.
    I am using the tac version and i dont find it squicky, sure takes a bit to get used to it but its a great ship.
    Equiped 5 polarized disruptor DHCs/2 turets+kinetic beam, its own 3 console, leach, borg and a 40% rcs (wich i plan on switching with a fleet RCS res all) and 4 disruptor tac consoles. I sacrificed a tac console but for me its worth it, thats 40% turn rate + 10% from helms gives a 50% turn rate translated into 3,5 added to its base 9. Its nimble enuf for DHCs use. And in ISE i just slot a Tractor Beam 1 in the uni ensign boff station, helps alot.

    I saw alot of ppl blowing up in it tho, especially when using thalaron pulse but i think is becouse they dont know yet how to use it. It just have to be used only in PvE and on static or really slow moving targets. There are selfbuffs that last more then 12 secs you can use b4 firing thalaron: AP Omega, Quantum absortion (i got a sing core that gives 20 res on that), subspace field modulator... I never die when firing it and i use this chain: first, just in case, put pets on intercept to clear any HY torps that might be fired at you, then EPtS, debuff with sensor scan (my rom is a sci toon, tac have here fire on my mark), Quantum absortium (but not allways, if i dont have agrro i dont use it, or use warp shadows to lose agrro), aux battery (got 6 lvls in it so last for 18 secs), AP Omega 3, TT I (just in case), Secondary Shields, then fire Thalaron wep. After firing cycle is complete, if i get damaged i use HE (the aux battery is still up so alot of healing at 125 aux), cloak and the 15 global CD on attack patters should be over so can use AP Beta 1 and cloaking barage putting the pets back to attack my target, so u can do dmg while you heal :)
  • johankreigjohankreig Member Posts: 449 Arc User
    edited July 2013
    I think that yes its bugged, but its a case of working out a way to get around these bugs, the load I have chosen seems to work a treat and I dont die half as much as i used too, against the borg she takes a few knocks and dies the odd time when I get ganked, but on other stfs she plows through, she is excelent against the tholians and against what ever comes against you on the starbase defence. She may not be the best at dealing damage, but she generaly gets me home after snacking on a sphere or 3.
    Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
  • captainobvious09captainobvious09 Member Posts: 182 Arc User
    edited July 2013
    If you have to set up every available bridge officer power to save the ship, there is something wrong with the damn ship!!!

    Yes if I run full aux, and all science powers in the optionals, i can survive, but the Scimitar is not supposed to be a gimped science ship, ITS A DREADNOUGHT!!!
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    I personally have no problem with survivability, but I can tell as I go through missions that it is absolutely not as durable as most cruisers, which makes sense. Its a dread, but its a romulan (ie sneaky - ambush - never-fight-in-a-fair-fight) dread. That said, I still have 50k hull and cruiser type shields.

    No offence, but all romulan ships are not made to be survivable: you trade 20 (on default setting of 100/30/15/15) shield power and 10 engines (def) and aux (healing) for a battle cloak and a few misdirection or weak attack boosting abilities. That is not a tank. (People will say "but I make up for it with TRIBBLE". You don't. The Fed/KDF have access to TRIBBLE too) If you want to tank stuff straight up, play Fed or KDF.

    To increase the survivability of the Rom Dreads you should misdirect; use your cloak more effectively and in PVE use Warp Shadows!. Enemies (for example cubes in KASE or ISE) will put their attention entirely on any shadows in range and totally ignore you. Combine that with your decloak ambush firepower and you should be able to solo an elite cube without even getting looked at.

    Another way to add survivability is to use a (Suggest MACO or Elite Fleet) resilient shield and the Valdore console. This provides a steady stream of shield heals from your energy weapons will help keep at least a little shields up, which deals with torp problems effectively. I use all CrtDx3 DHCs, so occasionally (after the fix) I will fill my shields up on a crit.

    tl;dr: Don't expect your Romulan ship, even the Dread, to "take it like a man". Men (read: humans) have repair bonuses, Romulans have cloaking bonuses. Run away, use misdirection abilities.


    Also, off topic from the survivability discussion, but a really effective suggestion for everyone flying a dread. First off, goes without saying, use at least 2 of the consoles: the turn rate boost is huge. Secondly, recruit a reman. Either as a captain or a single BOff. Make sure they have the best infiltrator trait available. Yes, you will lose out on a Superior Operative (or regular operative if its your captain), but the trade off is Superior Infiltrator (or regular Infiltrator on captain) which grants +10 (+7.5) seconds to cloak ambush. That is a lot longer to take advantage of +25% damage and turn rate of ~25+. An absolute must for using DHCs on the Dread. Note: you can apparently stack a single copy of infiltrator with superior, for a total of 23 seconds of ambush. You'll lose another boff and I don't think its worth it considering that you can just cloak for another 3 seconds to get the buff back.
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited July 2013
    Here's something I've been experimenting with in regards to the Thalaron Pulse and making it work better.

    First: Any Buffs/abilities/debuffs that affect Thalaron Pulse have to be present when it actually fires, so keep that in mind with what buffs you want to use.

    Second: While you cannot activate any other ability while it is charging, you can change power levels. Also you can turn very slightly while charging.

    Third: The big burst does a lot more hull damage than shield damage.

    Thus when I see a good opportunity to use Thalaron Pulse, here's what I do:

    First, I have my 'Balanced' power preset saved to be 15/30/15/100 (need to tweak further to see if I can squeeze more into shields.)
    Second, when I see a good opportunity to use Thalaron Pulse (stationary/slow moving/plenty of targets) I get into position, hit my buffs/debuffs: AP:A, AP:O and FOMM to boost damage, with Tac Team and Secondary Shields for survivability. Then I hit Thalaron Pulse to start charging.
    Third, I immediately switch to my 'Balanced' preset to shift all my power to Aux to further boost it's damage and turn as much as I can to adjust for my targets.

    Finally I switch back to my 'Attack' preset immediately after it's finished firing.

    The main trick I want to emphasize here is the ability to change power settings while it's charging. That alone took my 20-30k thalaron blasts up to 40k.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited July 2013
    originpi wrote: »
    No offence, but all romulan ships are not made to be survivable: you trade 20 (on default setting of 100/30/15/15) shield power and 10 engines (def) and aux (healing) for a battle cloak and a few misdirection or weak attack boosting abilities. That is not a tank. (People will say "but I make up for it with TRIBBLE". You don't. The Fed/KDF have access to TRIBBLE too) If you want to tank stuff straight up, play Fed or KDF.

    This is demonstrably false. More than enough options exist to boost power levels on every warbird to a point that it negates the base disadvantage. Sustaining over 100 in all four subsystems isn't difficult.
  • chris919ukchris919uk Member Posts: 189 Arc User
    edited July 2013
    Actually upon intial purchase I found the Dreadnought pack rather squishy. It had insane crew loss issues and a melting hull. The drifting I love but that took me a little while to get used to.

    After doing a lot of tweaking I'm reasonably happy with it now. I've wanted to do a Polaron build for a while so this is what I'm running. I would use better stuff but I'm still working on my Rep. This is for PVE not PVP.

    Scimitar Dreadnought

    Weapons

    5x Polaron DHC's
    2x Polaron Turrets
    Borg Kinetic Cutting Beam

    Shields, engines and deflector: Jem Hadar set

    Engineer Consoles. 1x Neutronium, 1x Monotanium

    Sci Consoles: Emitter Array Mk X (from embassy), Cloaked Barrage Con, Secondary Shields Con.

    Tac: 4x Polaron Phase modulators. Borg Assimilated Console.

    Hangar: Romulan Drone ships

    Now I know its probably not a great build but it works for me and its kind of done on the cheap too. I have my Falchion equipped with Fleet disruptors but this build was just an experiment.

    I like using a combination of antiproton sweep, cloaked barrage, weapon battery and then decloak and fire again. Tractor repulsors helps me a lot with Spheres in ISE. I also use Emergency power to engines for quick getaways or sphere pursuit.

    Jem Hadar set helps with the crew bracing resistance ability and has solved that bug for me. If it is a bug of course. That issue can also be countered with Emergency forcefields and biofunction monitors but to me thats too much of a waste of console slots. I don't use the console for shielding when cloaked and I don't see the value of the Thalaron pulse unless its against static targets. Draws to much aggro anyway to be honest.
    [SIGPIC][/SIGPIC]
    "You have not experienced Shakespeare until you have read him in the original Klingon, taH pagh, taH be"
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    voxius wrote: »
    While I agree for the most part with what you're saying, I slightly disagree with you on point number 2.

    I was in a Borg invasion just last night and flew in after my team who were focused on a tactical cube, waited for the opportune moment (shields down) and then unleashed the pulse which killed the cube. I don't remember what its hull was exactly but it was in the 60% range.

    It was also a crit hit.

    But yes, in general the thalaron pulse is better used for groups of enemies possessing less defensively capable ships. However I still think it's just as good for a burst of DPS on larger targets as well.

    The Pulse is money in No Win Scenario where all the Enemies tend to warp in together and cluster up.

    Gravity Well 1, Cannon Scatter Volley, Secondary Shields and Charge your Pulse blast.

    Since the Enemies there seem to charge right at you, they all take the blast head on.
    [SIGPIC][/SIGPIC]
  • johankreigjohankreig Member Posts: 449 Arc User
    edited July 2013
    I think the problem is people look at its name and size and think, ooh dreadnaught, must be super tank or super DPS, alas thats not what a drednaught is, It carries heavy armour for surviability in combat and heavy guns designed to pound the opponent, if u look at historical dreadnaughts none of them could be classed as either a 'Tank' or a 'DPS' class, there a hybrid of the two, with the scimitar it realy is just a large heavy gunship. Its got a mix of heavy armour and big guns aswell as manouverability and speed, its size may fool people into thinking its something its not. I find its best to treat it in the same way you would any gunboat or bird of prey/warbird, but remembering that its not as Fast as most DPS ships, but will still give out as good as it gets. I think the term Hit and Run works well for this ship and that is the tactic I try and use as much as I can, U can cloak, smash your traget while cloaked, unloack, smahs em again with ambush, spin around with tail weapons still going, re-cloak, and do it all again.
    Jorhana Kreig: KDF, Tal'is: Romulan Fed, Shona'a: Romulan KDF, Johan Paul Kreig: Fed
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    gonjaa wrote: »
    I have found tractor beam mines to be a worthwhile addition to this ship

    True the tractor mines are not bad and I did think about using them for a bit until I factored in that they have a pretty long cool down and if I wanted to get the most out of them I would need to slot a dispersal pattern skill has well.

    In the end for me I went with the Borg Cutting Beam.

    If I had allied with the Feds I'd opt to use the hanger support that uses Tractor beam if possible.

    Despite the fact that the Scimitar has become my favorite Romulan vessel I'm still miffed by the Tulwar having 5 Science consoles and no Commander Science Bridge Officer station to go with it.
    [SIGPIC][/SIGPIC]
  • goku5030goku5030 Member Posts: 229 Arc User
    edited July 2013
    johankreig wrote: »
    I think that yes its bugged, but its a case of working out a way to get around these bugs, the load I have chosen seems to work a treat and I dont die half as much as i used too, against the borg she takes a few knocks and dies the odd time when I get ganked, but on other stfs she plows through, she is excelent against the tholians and against what ever comes against you on the starbase defence. She may not be the best at dealing damage, but she generaly gets me home after snacking on a sphere or 3.

    :O.. yep I agree but I have my ship set up for damage and tanking for shields... does just fine on damage .... I hit hard I do like a lot of crits and damage with my set up I play different with my ship... friend of mine tells me I do massive damage.. I kill things mighty quick and they die fast :D... and load of crits ... depends on your set up so I disagree on the damage part depends on your set up and play style and how you play...
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    chris919uk wrote: »
    Actually upon intial purchase I found the Dreadnought pack rather squishy. It had insane crew loss issues and a melting hull. The drifting I love but that took me a little while to get used to.

    After doing a lot of tweaking I'm reasonably happy with it now. I've wanted to do a Polaron build for a while so this is what I'm running. I would use better stuff but I'm still working on my Rep. This is for PVE not PVP.

    Scimitar Dreadnought

    Weapons

    5x Polaron DHC's
    2x Polaron Turrets
    Borg Kinetic Cutting Beam

    Shields, engines and deflector: Jem Hadar set

    Engineer Consoles. 1x Neutronium, 1x Monotanium

    Sci Consoles: Emitter Array Mk X (from embassy), Cloaked Barrage Con, Secondary Shields Con.

    Tac: 4x Polaron Phase modulators. Borg Assimilated Console.

    Hangar: Romulan Drone ships

    Now I know its probably not a great build but it works for me and its kind of done on the cheap too. I have my Falchion equipped with Fleet disruptors but this build was just an experiment.

    I like using a combination of antiproton sweep, cloaked barrage, weapon battery and then decloak and fire again. Tractor repulsors helps me a lot with Spheres in ISE. I also use Emergency power to engines for quick getaways or sphere pursuit.

    Jem Hadar set helps with the crew bracing resistance ability and has solved that bug for me. If it is a bug of course. That issue can also be countered with Emergency forcefields and biofunction monitors but to me thats too much of a waste of console slots. I don't use the console for shielding when cloaked and I don't see the value of the Thalaron pulse unless its against static targets. Draws to much aggro anyway to be honest.

    I use a setup that slightly resembles this one with my Tulwar.

    I went with 4x Polarized Disruptor Dual Heavy Cannons Mk XII with the Disruptor Quad Cannon at the fore and 2x Polarized Disruptor Turret and the Borg Cutting Beam in the aft.

    The cool thing about the Polarized Disruptor Energy type is that it can be boosted by Disruptor Induction Coils, Polaron Phase modulators and the Jem'Hadar space set.

    I use 2 high end Induction Coils to boost my Quad Cannon that also boost all my Polarized Disruptor weapons and I use the Jem Space Set to further boost my Polarized Disruptor weapons by an extra 8.1 percent.

    I'm too cheap to spring for the Lobi to get the Mk XII Jem space Set and considering that my KDF main has more than enough Lobi to gear up my ALTs, I'll wait to see if Cryptic gives us a way to transfer Lobi account wide.

    Sure I had to give up a weapon prefix to get an extra chance proc but I've found the resistance de-buff and power drain to be quite consistent and the freedom of choice with my tactical consoles enjoyable.
    [SIGPIC][/SIGPIC]
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    If you have to set up every available bridge officer power to save the ship, there is something wrong with the damn ship!!!

    Yes if I run full aux, and all science powers in the optionals, i can survive, but the Scimitar is not supposed to be a gimped science ship, ITS A DREADNOUGHT!!!

    The thing here is... You don't. My ship is flown by a TACTICAL Captain and it is the Scimitar variant with only 5 Tanking abilities outside its consoles and I almost NEVER die. It has a tough enough tank to survive a real pounding. (Though I would HIGHLY recommend dismissing your Shuttle. There is a SERIOUS bug with this and it was effecting me as well. Doing that increased my tank many fold)

    You will want appropriate gear of course but it can be done. http://skillplanner.stoacademy.com/?build=scimitarheavytact_0 Example. Check the notes for the missing consoles.
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited July 2013
    errab wrote: »
    The cool thing about the Polarized Disruptor Energy type is that it can be boosted by Disruptor Induction Coils, Polaron Phase modulators and the Jem'Hadar space set.

    I use 2 high end Induction Coils to boost my Quad Cannon that also boost all my Polarized Disruptor weapons and I use the Jem Space Set to further boost my Polarized Disruptor weapons by an extra 8.1 percent.

    I've tested this repeatedly, and they are buffed by only Disruptor Induction Coils and weapon power. If you're seeing a buff with the Jem set, it's the plus 2.5 weapon power (plus 5 on Mk XII) from the engines.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    tom61sto wrote: »
    I've tested this repeatedly, and they are buffed by only Disruptor Induction Coils and weapon power. If you're seeing a buff with the Jem set, it's the plus 2.5 weapon power (plus 5 on Mk XII) from the engines.

    I'll check to see if anything has changed since LOR went Live but I also use Polarized Disruptor Energy Type on my KDF Science Main with the Recluse and the Mk XII Jem Space set and I saw the that I was getting the 13.1% Polaron Damage with it there but I have not really paid much attention to it since LOR went live.

    I've pretty much only have been playing with my Romulans since LOR has gone live and if it turns out that the Jem?Hadar Space set is no longer affecting Polarized Disruptor energy Type then I'll be more than happy to drop it has the set is not very useful for my Science Skills.

    On a side note:

    My Budget Build Federation Tactical Captain the uses the Jem Dread also loaded up Polarized Disruptor Beams (They were pretty cheap to come by) and the Mk XI Jem Space Set and I got the Polaron Boost and the Victory is Life Proc with him but again I have not looked into these things since before LOR went live.

    Edit: Victory is Life works with any energy type you just need a Jem'Hadar ship and the full Jem Space set, it has nothing to d owith Polaron weapons :p
    [SIGPIC][/SIGPIC]
  • tom61stotom61sto Member Posts: 3,676 Arc User
    edited July 2013
    errab wrote: »
    I'll check to see if anything has changed since LOR went Live but I also use Polarized Disruptor Energy Type on my KDF Science Main with the Recluse and the Mk XII Jem Space set and I saw the that I was getting the 13.1% Polaron Damage with it there but I have not really paid much attention to it since LOR went live.

    I've pretty much only have been playing with my Romulans since LOR has gone live and if it turns out that the Jem?Hadar Space set is no longer affecting Polarized Disruptor energy Type then I'll be more than happy to drop it has the set is not very useful for my Science Skills.

    On a side note:

    My Budget Build Federation Tactical Captain the uses the Jem Dread also loaded up Polarized Disruptor Beams (They were pretty cheap to come by) and the Mk XI Jem Space Set and I got the Polaron Boost and the Victory is Life Proc with him but again I have not looked into these things since before LOR went live.

    I checked when they first came out, not long before LoR, and just before the last patch, and I have not seen any increase to their listed DPS nor any additional damage dealt when looking at logs (manual look, though not recent) from either the two-piece Jem set bonus or from Polaron tac consoles. The only thing that helps the listed DPS is the engines, when you're below 125 power, with or without the other pieces, and it can overstack your weapon power so that'd help in log listings.

    The two and three piece bonuses will still show on the set, even when you don't have any weapons that qualify, if that's what you're going by.
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    This is demonstrably false. More than enough options exist to boost power levels on every warbird to a point that it negates the base disadvantage. Sustaining over 100 in all four subsystems isn't difficult.

    Its always hillarious when people say stuff like that. Yes you can get your power levels high in a warbird, but you have to use those resourses where a fed or kdf ship wouldn't have to.

    All I was trying to say is that Romulans ships are not made to be survivable, which is why they all have cloaks and tricksy powers.
  • erraberrab Member Posts: 1,434 Arc User
    edited July 2013
    tom61sto wrote: »
    I checked when they first came out, not long before LoR, and just before the last patch, and I have not seen any increase to their listed DPS nor any additional damage dealt when looking at logs (manual look, though not recent) from either the two-piece Jem set bonus or from Polaron tac consoles. The only thing that helps the listed DPS is the engines, when you're below 125 power, with or without the other pieces, and it can overstack your weapon power so that'd help in log listings.

    The two and three piece bonuses will still show on the set, even when you don't have any weapons that qualify, if that's what you're going by.

    You are correct Polarized weapons do not get the Polaron Weapon Boost from the Jem'Hadar Space set :(

    What's even funnier is that at some point I must have figured that out because both my KDF Science Main and my Fed Alt are using Fleet Polaron weapons :o

    I've got to start paying attention to what I'm playing :D
    [SIGPIC][/SIGPIC]
  • msk5msk5 Member Posts: 185 Arc User
    edited July 2013
    hasukurobi wrote: »
    The thing here is... You don't. My ship is flown by a TACTICAL Captain and it is the Scimitar variant with only 5 Tanking abilities outside its consoles and I almost NEVER die. It has a tough enough tank to survive a real pounding. (Though I would HIGHLY recommend dismissing your Shuttle. There is a SERIOUS bug with this and it was effecting me as well. Doing that increased my tank many fold)

    You will want appropriate gear of course but it can be done. http://skillplanner.stoacademy.com/?build=scimitarheavytact_0 Example. Check the notes for the missing consoles.
    How's the scaled back tactical console use working out for you? I've considered doing something similar myself, right now my build looks like this: http://skillplanner.stoacademy.com/?build=invictusdread_0

    The engineering consoles are Mk X fleet, with +turn and +allres, and the fifth tac slot I either use for a fifth mag regulator, the Valdore console, or Singularity Distributor.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited July 2013
    originpi wrote: »
    Its always hillarious when people say stuff like that. Yes you can get your power levels high in a warbird, but you have to use those resourses where a fed or kdf ship wouldn't have to.

    All I was trying to say is that Romulans ships are not made to be survivable, which is why they all have cloaks and tricksy powers.

    And it's even more hilarious to see someone who demonstrates they have no understanding of a critical component to the space game. The power handicap is so ridiculously miniscule for players who know how to deal with STO's power levels as to be entirely irrelevant at the VA level.

    If you're unable to survive in a warbird, it's not the warbird's fault.
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