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Please help, my Dreadnaught is really weak

As title says, i am in need of assistance, My ship is really weak, its a Federation T5 Dreadnaught Cruiser and it seems to be really weak.
Here is my setup
Weapons: [Advanced Fleet Antiproton Beam Array Mk XII [CrtD] [Dmg]x3] <
have 7 of these
[Kinetic Cutting Beam Mk XII [Dmg]x3]
Tactical Consoles: Tactical - Directed Energy Distribution Manifold Mk XI] Have 3 of these
Engineering Consoles: [Console - Engineering - Neutronium Alloy Mk XII]
[Console - Engineering - Monotanium Alloy Mk XII]
[Console - Engineering - Ablative Hull Armor Mk XII] Have 2
Science Consoles: [Console - Universal - Assimilated Module]
[Console - Science - Flow Capacitor Mk XI]

Deflector: [Assimilated Deflector Array Mk XII]
Engines: [Assimilated Subtranswarp Engines Mk XII]
Warp Core: [Field Stabilizing Warp Core Mk XI [Bat] [ECap] [SSS] [W->A]]
Sheilds: [Elite Fleet Adaptive Covariant Shield Array Mk XII [Adapt] [Cap]x2 [ResB]]

Here is an image of my ship skills:

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Just click the Facebook link to view, scroll to all 3 images.

Thanks for any help offered, please keep it clean, am sort of new to the game as i have not played in a long time.

Kind Regards
Kev aka Mahir3

Comments

  • leemwatsonleemwatson Member Posts: 5,602 Arc User
    Use only Neut consoles. It's pointless using any other unless you are fighting a specific enemy all the time. Your tac consoles need to be AP boosters. Directed Energy are only worth using on a rainbow beam build.

    Use Hazard Emitters and Reverse Shield Polarity to help with survivability.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • n7ltrobbiesan#4337 n7ltrobbiesan Member Posts: 61 Arc User
    What are you using for BOFF abilities? Playing with these recently and they sure make a difference in setup.
  • kjfettkjfett Member Posts: 370 Arc User
    Time to upgrade everything to MkXIV.
    kjfett_14091.jpg
  • annemarie30annemarie30 Member Posts: 2,745 Arc User
    Surprised no on else caught it. Get the ancient Omni beam and the ancient warp core from the Dotson mission ( step between the stars?) that's a huge ap damage boost for the set, plus you can get a crafted 360 beam so you will have 7 beams firing forward. I would consider tractor mines in the fourth aft slot to constrain more nimble opponents as well. But really, you should also consider moving yo a phaser build so your tac consoles can boost the Lance
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  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited September 2016
    Fleet locators for your tactical consoles, or upgrade the ones you have now to Mk XIV
    Fleet adv weapons - those should be good weapons. Are they upgraded to mk XIV ?

    You could probably drop 3 of those armor plates you're using. 2 Neutroniums should be plenty for adequate defense (personally I wouldn't use more then 2 of them). Diminishing returns the more you have on board.

    Since you're using energy weapons, you'll want to throw on 1 or 2 EPS regulators in place of your armor plates (it helps by refilling your weapons subsystem faster while firing= more damage per volley - and always max out your ship weapon subsystem).

    Move the Assimilated module up into an engi slot, and throw on another Flow cap console. Or even better buy a couple fleet Embassy consoles with DrainX and the plasma explosion proc.

    Then, save about 15 mil EC and buy a plasmonic leetch console asap (throw that in an engi slot).
    (until you can buy a leetch, use Energy Siphon Sci Boff ability)

    As for the skill tree, I think you over invested in Shield regen...that is pretty useless imo. 1 point in that is plenty. 0 is even better.
    Take those 3 extra skill points from shield regen and invest them instead into the drainX engi tree. Costs 3 points.
    Then when you get the leetch you'll be pretty good.


    Then get yourself the Iconian space set (4 pieces) asap. Best all around +offensive space set in the game for an energy build.


    You should see some dramatic damage increases after you do this.


    EDIT: for your tactical Boff abilities, you'll want to have Tac Team I / Attack Pattern Beta I and a Beam:Fire at will III
    And you should deploy those abilities in that order.
    TT->Attack Pattern Beta->Fire at will
    (in this order to maximize damage)

    If you're a tac captain, then;
    Tac Team I -> Attack Pattern Beta -> Alpha and/or Tactical Fleet/Go Down Fighting + Fire on my mark (tac captain abilities) -> Then finally Fire at Will

    Sci captain (same order); TT -> Attack pattern Beta -> Subnucleonic beam +Sensor scan -> Fire at will

    Engi captain (same order); TT -> Attack Pattern Beta -> Nadion Inversion + EPS power transfer -> Fire at will

    The order is important if you want to maximize damage.
    Post edited by taylor1701d on
    [img][/img]OD5urLn.jpg
  • zerokillcf2011zerokillcf2011 Member Posts: 545 Arc User
    Replace your TACT consoles with 3 Anti-Proton Mag Regulators. ONLY boost the anti-proton, so your Lance will lose some potency, but it's a specialty weapon, so don't worry about it; and the SIGNIFICANT boost to your beams will offset it. Also, just checking as it can be overlooked: make sure your power levels have been set for "Weapons", and aren't stuck on the "Balanced" (not sure if that's an option on console) But those two changes should help noticeably.
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    kjfett wrote: »
    Time to upgrade everything to MkXIV.

    ^ignore this unless you are trying to min/max and PvPeen

    others have given good advice.

    Personally I'd throw a fleet dil store Neutronium [Turn] and RCS [ResAll] in the engineering slots and move the assimilated module up to the third eng slot. Then in the Sci I'd use Emitter Array and Emitter Amplifier.

    Also would definitely get the pair of omni AP on your setup. And the AP mag regulators
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    yeha the monotanium and ablative armor are useless. Anti-Proton Mags will give a bigger boost than DEM.

    So, you're making a FaWdread? Def needs EptW, faw, tac team, and attack patterns.

    hmm this is the basic t5 version...
    ComEng: engteam, epts, EptW, Extend Shields
    LtCEng: epts, EptW, something...
    LtSci: Haz, TSS
    LtTac: FaW, APB
    EnsUni: TacTeam
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User

    hmm this is the basic t5 version...
    ComEng: engteam, epts, EptW, Extend Shields
    LtCEng: epts, EptW, something...
    LtSci: Haz, TSS
    LtTac: FaW, APB
    EnsUni: TacTeam

    This looks pretty good.
    "Something..." maybe Directed Energy Modulation in there.

    And he might want to consider an Energy Siphon for one of his sci abilities. (if he has no access to Leech)
    [img][/img]OD5urLn.jpg
  • This content has been removed.
  • emacsheadroomemacsheadroom Member Posts: 994 Arc User
    Whoa. It's like a player from 2012 came through a timewarp and asked for build advice.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Whoa. It's like a player from 2012 came through a timewarp and asked for build advice.
    I forget, did we have mk12 gear in 2012?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • questeriusquesterius Member Posts: 8,708 Arc User
    Whoa. It's like a player from 2012 came through a timewarp and asked for build advice.
    I forget, did we have mk12 gear in 2012?

    Sure we did. Omega store and fleet store.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • jbmonroejbmonroe Member Posts: 809 Arc User
    If none of these suggestions work, you could just tell everyone you have a Dreadall.
    boldly-watched.png
  • vetteguy904vetteguy904 Member Posts: 3,984 Arc User
    Fleet locators for your tactical consoles, or upgrade the ones you have now to Mk XIV
    Fleet adv weapons - those should be good weapons. Are they upgraded to mk XIV ?

    You could probably drop 3 of those armor plates you're using. 2 Neutroniums should be plenty for adequate defense (personally I wouldn't use more then 2 of them). Diminishing returns the more you have on board.

    Since you're using energy weapons, you'll want to throw on 1 or 2 EPS regulators in place of your armor plates (it helps by refilling your weapons subsystem faster while firing= more damage per volley - and always max out your ship weapon subsystem).

    Move the Assimilated module up into an engi slot, and throw on another Flow cap console. Or even better buy a couple fleet Embassy consoles with DrainX and the plasma explosion proc.

    Then, save about 15 mil EC and buy a plasmonic leetch console asap (throw that in an engi slot).
    (until you can buy a leetch, use Energy Siphon Sci Boff ability)

    As for the skill tree, I think you over invested in Shield regen...that is pretty useless imo. 1 point in that is plenty. 0 is even better.
    Take those 3 extra skill points from shield regen and invest them instead into the drainX engi tree. Costs 3 points.
    Then when you get the leetch you'll be pretty good.


    Then get yourself the Iconian space set (4 pieces) asap. Best all around +offensive space set in the game for an energy build.


    You should see some dramatic damage increases after you do this.


    EDIT: for your tactical Boff abilities, you'll want to have Tac Team I / Attack Pattern Beta I and a Beam:Fire at will III
    And you should deploy those abilities in that order.
    TT->Attack Pattern Beta->Fire at will
    (in this order to maximize damage)

    If you're a tac captain, then;
    Tac Team I -> Attack Pattern Beta -> Alpha and/or Tactical Fleet/Go Down Fighting + Fire on my mark (tac captain abilities) -> Then finally Fire at Will

    Sci captain (same order); TT -> Attack pattern Beta -> Subnucleonic beam +Sensor scan -> Fire at will

    Engi captain (same order); TT -> Attack Pattern Beta -> Nadion Inversion + EPS power transfer -> Fire at will

    The order is important if you want to maximize damage.

    he doesn't have a lcdr tac slot on a gal-x.
    you def want phaser consoles if you dont use the locators.. do the locators boost the lance??
    sig.jpg
  • dumas13dumas13 Member Posts: 281 Arc User
    I'll second the Ancient AP Omnibeam and Obelisk Warp Core. They're obtained in the mission Sphere of Influence and give +10% AP damage when equipped together. They're basically free and good enough to tide you over while you look into gear from the reputation system or other sources. Also, change to AP Mag tactical consoles or some other tactical console that focuses on AP damage if you plan to continue using that as your sole damage type.

    Damage resistance runs into diminishing returns pretty quickly, so five armor consoles is three or four too many. I never run more than one Neutronium console. When leveling ships with few engineering slots, I often equip the Desperate Defenses set from the mission Midnight, which has a substantial damage resistance boost as a 2-piece bonus and an AoE heal as the 3-piece power. Fleet gear that combines defense and turn rate sounds like a good option, but I have no experience with it. There are also a lot of universal consoles these days that give extra power and various bonuses that are worth looking into. For example, the Iconian and Temporal reps have antiproton-based weapons available along with consoles that have interesting effects.

    There are a lot of new sets out there from missions and reputations that are worth taking a look at. The Assimilated Engine and Deflector Dish stats and bonus aren't the best out there, though the engine will remain handy as a tool for getting around sector space. People seem to be pushing the Iconian set a lot and it looks solid, but you should take some time to look at what's available and choose something that suits what you want to do.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    you def want phaser consoles if you dont use the locators.. do the locators boost the lance??
    Anything that boosts Phaser does. Not sure about generic energy consoles.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 59,174 Community Moderator
    The generic consoles augment beam or cannon weapons. Not sure what the Lance would qualify as though. Logic might say beam, but the fact the Directed Energy Distribution Manifold console doesn't augment the Kinetic Cutting Beam might mean it doesn't augment the Lance either.

    Probably safer to augment the damage type and not the weapon type.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    mahir3 wrote: »
    As title says, i am in need of assistance, My ship is really weak, its a Federation T5 Dreadnaught Cruiser and it seems to be really weak.
    Here is my setup
    Weapons: [Advanced Fleet Antiproton Beam Array Mk XII [CrtD] [Dmg]x3] <
    have 7 of these
    [Kinetic Cutting Beam Mk XII [Dmg]x3]
    Tactical Consoles: Tactical - Directed Energy Distribution Manifold Mk XI] Have 3 of these
    Engineering Consoles: [Console - Engineering - Neutronium Alloy Mk XII]
    [Console - Engineering - Monotanium Alloy Mk XII]
    [Console - Engineering - Ablative Hull Armor Mk XII] Have 2
    Science Consoles: [Console - Universal - Assimilated Module]
    [Console - Science - Flow Capacitor Mk XI]

    Deflector: [Assimilated Deflector Array Mk XII]
    Engines: [Assimilated Subtranswarp Engines Mk XII]
    Warp Core: [Field Stabilizing Warp Core Mk XI [Bat] [ECap] [SSS] [W->A]]
    Sheilds: [Elite Fleet Adaptive Covariant Shield Array Mk XII [Adapt] [Cap]x2 [ResB]]

    Here is an image of my ship skills:

    Facebook

    Just click the Facebook link to view, scroll to all 3 images.

    Thanks for any help offered, please keep it clean, am sort of new to the game as i have not played in a long time.

    Kind Regards
    Kev aka Mahir3

    Have you tried using bridge officer powers?

    All this gear stuff is pretty much just to eek out the last [insert arbitrary number] % or so of your build. If you don't have a smart selection of powers that works with your weapons, and a good power rotation to go with that.

    The only thing that then could still have a major impact might be that you're still using Mark XII weapons. The boost from Mark XII to Mark XIV is larger then, say, the boost from Mark X to XII was.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    Thing with the Lance, as cool as it is, it has a long cooldown.
    And you're using AP weapons.

    So either switch your beams to Phaser, and get phaser Tac consoles or Phaser Locators, to synergize your ship. Then your lance and weapons will be boosted.


    Or stick with your AP weapons and get AP Tac consoles or AP Locators. And just don't worry about the Lance. It wont be making up most of your damage anyways with that cooldown.
    [img][/img]OD5urLn.jpg
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    Fleet locators for your tactical consoles, or upgrade the ones you have now to Mk XIV
    Fleet adv weapons - those should be good weapons. Are they upgraded to mk XIV ?

    You could probably drop 3 of those armor plates you're using. 2 Neutroniums should be plenty for adequate defense (personally I wouldn't use more then 2 of them). Diminishing returns the more you have on board.

    Since you're using energy weapons, you'll want to throw on 1 or 2 EPS regulators in place of your armor plates (it helps by refilling your weapons subsystem faster while firing= more damage per volley - and always max out your ship weapon subsystem).

    Move the Assimilated module up into an engi slot, and throw on another Flow cap console. Or even better buy a couple fleet Embassy consoles with DrainX and the plasma explosion proc.

    Then, save about 15 mil EC and buy a plasmonic leetch console asap (throw that in an engi slot).
    (until you can buy a leetch, use Energy Siphon Sci Boff ability)

    As for the skill tree, I think you over invested in Shield regen...that is pretty useless imo. 1 point in that is plenty. 0 is even better.
    Take those 3 extra skill points from shield regen and invest them instead into the drainX engi tree. Costs 3 points.
    Then when you get the leetch you'll be pretty good.


    Then get yourself the Iconian space set (4 pieces) asap. Best all around +offensive space set in the game for an energy build.


    You should see some dramatic damage increases after you do this.


    EDIT: for your tactical Boff abilities, you'll want to have Tac Team I / Attack Pattern Beta I and a Beam:Fire at will III
    And you should deploy those abilities in that order.
    TT->Attack Pattern Beta->Fire at will
    (in this order to maximize damage)

    If you're a tac captain, then;
    Tac Team I -> Attack Pattern Beta -> Alpha and/or Tactical Fleet/Go Down Fighting + Fire on my mark (tac captain abilities) -> Then finally Fire at Will

    Sci captain (same order); TT -> Attack pattern Beta -> Subnucleonic beam +Sensor scan -> Fire at will

    Engi captain (same order); TT -> Attack Pattern Beta -> Nadion Inversion + EPS power transfer -> Fire at will

    The order is important if you want to maximize damage.

    he doesn't have a lcdr tac slot on a gal-x.
    you def want phaser consoles if you dont use the locators.. do the locators boost the lance??

    Doesn't really matter. As long as he can get Tac Team, ATB I and FAW I on board he's good to go for a beam build.
    See @markhawkman boff layout a few comments up. That should suffice.
    [img][/img]OD5urLn.jpg
  • vetteguy904vetteguy904 Member Posts: 3,984 Arc User
    OP, are you set on the dread? seems to me the regent or Excelsior are superior ships for what you are doing
    sig.jpg
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    RCS console of some sort may help enjoyment level - not as necessary with FAW, but dreads just turn slow.
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  • zerokillcf2011zerokillcf2011 Member Posts: 545 Arc User
    Also, if you can't afford the T6 dreadnought and are stuck with this one.....invest in a fleet module so you can buy the Fleet Dreadnought as it adds a Tac console. Invest in VR Danube Runabouts in dilithium store (26,000 dilithium, and their tractors can be very helpful) which aren't the best hanger pet, but are the best of the cheap hanger pets available for you. Don't waste any slots on RCS consoles, just max out your Pilot Skill tree as a secondary and it will give you a 40% turn rate bonus. Regarding weapons upgrading.....if you have limited funds/limited upgrade tokens you are better off getting fewer of your weapons to XIV than more of them to only XIII. The damage bump from XIII to XIV is rather significant....so if you can only afford 10 upgrade tokens, do two beams to Mark XIV. Also buy a Kelvin Timeline Photon Torpedo for up front. Cheap on the exchange, and with the native reload trait they usually hit for 1200+dps.....and fire every 4 or 5 seconds I think? If you can afford it, the Ferengi Rapid fire missile is also handy and upgraded to mk XIV hits for 1400+dps AND has a 180 degree fire arc which is handy in a cruiser and the most affordable 180 degree torp. (short of Wide angle Quantum on a 2500 zen ship, or the wide angle Voth on a 300,000,000 EC ship off the exchange). Aux 2 Batt and 3 Technician boffs is critical so you can have constant BFAW, add a Tact Team 1 and you are good there.
    OP, are you set on the dread? seems to me the regent or Excelsior are superior ships for what you are doing


    I've flown the Dreadnought literally since the DAY it became available to buy, and then the T5-U, and then the Fleet, the T6 Yamato, and now the Fleet T6. If you like it, play it. The "Best" ship is the one you like the most. I personally fell in love with the ship in the 10 seconds it was on screen in TNG.....and won't fly anything else for any period of time longer than necessary to pick up a T6 ship trait. 9 fed characters (3 Tac, 3 Sci, 3 Eng) and they ALL primarily fly dreadnoughts.

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