I've been thinking of diving into PvP, and want to optimize my Jem'Hadar Dreadnought to do so. I'm currently running a DHC PvE build (found here:
http://skillplanner.stoacademy.com/?build=asoreljhdcpve_0) for my Federation Tactical captain. What would be the best build for PvP?
Comments
First things first: As a Carrier player, you will be Priority Target #1. You're uncloaked. You are a massive, slow target. If you know what you're doing, those 2 hangars present a very real threat. Whether you are a good Carrier player or not, you will be on the defense most of the time.
Attack Pattern Omega, Delta will be important to you. For me, I doubled up on Attack Pattern Delta 2 & 3 for the more defensive benefits. 2 of them also since Omega & Delta, have a long cooldown. A workaround these days is Zemok (Conn Officer) to reduce Attack Pattern B,D,O cooldowns, which wasn't around when I took the JHDC into PVP. Personally, I preferred Delta over Omega because it can be used on others. Most people in STO think of Tactical BOFF slots to make your ship do more offense. Which is true. But for Carriers, you need them to stay alive. Most esp. so with the JHDC that has no Cmdr ENG station. That Cmdr TAC station sort of replaces that with Attack Patterns Omega or Delta.
Next thing: Carriers in PVP have a very tough time bringing forward arcs onto a desired target. Forget any variation of cannons altogether. Beam Arrays all around.
Third: Make sure you keep Hazard Emitters to clear various hazards that will come your way. Keel'el, a Warp Core Engineer DOFF also helps out and can be the bane of Science abilities used on you. Keel'el was not around when I took my JHDC to PVP and it looks like a godsend.
Fouth: If I didn't mention that you would be on the defensive most of the time before, let me say it again here. You will be on the defensive. Do not kid yourself in making a DPS build. You will need some resists. Most of the time I was forced to go from the usual Weapons Max Power like I'd do in PVE and go max Shield Power and Aux Power being a #2 priority. If you will be on the defensive, doesn't mean your hangar units have to be (yes, one of the beautiful facts of a true 2 hangar carrier). If attention drifts away from you, sure redivert to Weapons, but always be on the alert for the Cloaked Vapers. Because of this I stayed defensive most of the time for power levels and supplemented with Batteries.
You're a TAC Captain. You really need to be on your toes because your abilities are not defensive in nature, do not have Rotate Shield Frequency, do not have Miracle Worker, do not have EPS Power Transfer. Those things bailed my JHDC out of trouble many, many, MANY times. Your most useful Captain ability will be Tactical Initiative in reducing TAC BOFF cooldowns, which you'll need for your Attack Patterns and Tactical Team. But nothing else will make you survive better.
As a KDF Player with the JHDC, I kept a stable of different hangar units to use effectively, depending on the situation.
I took pride in taking my JHDC into PVP. I knew that I was being gunned for all the time. Rarely in a match that I wasn't being ganged up on. And that was fine with me. That means the rest of my team was more free to do what they wanted to do. Play your Carrier right and this is what SHOULD be happening. If they ignore you, it's up to you, your ship, and your 2 full hangars to make them change their mind. And stay with the group.
Stay alert. A good Carrier is a #1 target that the other team will always want to remove. There's always a vaper or two lurking in cloaks waiting for an opening in your ability rotation, esp. in C&H.
This. Very much this. Most esp. so when the other team is coordinated and has a good balance of ship types and captains. Personally, when on the defense, it's the SCI Captain I was worried about.
Thank you. The JHDC has innate subsystem targeting, so there's no need to use up BOFF slots on those. Are the Romulan Reputation beams still the best out there?