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The Dragon Flagship Build

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I am new to the game only about 9 days in but i just hit level 47 and built a beam boat. I have set up my bridge crew with EPtS 2 and 3 and EPtW 1 and 3. I am currently in an AC but will be in a Tac Odd by friday. I am confused because in your listing of how to spec the Boffs and in several posts it talks about using two copies of a level 3 skill. Is that possible? In other posts and in your description of how the chain works you speak of using level 1 2 and 3 skills but never two copies of the same skill at level 3. So which is accurate can I use two boffs both with the same skill at level 3 or is it limited to two copies but not the same level?

    You will use two tac boffs with EPtW1 and EPtS3, alternate Weapons, Shields between the 2, one will always be ready to use the others will be on 15 30 or 45 sec cooldown.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    /bump. Just don't want this thread to get lost. Anybody wanting to fly a cruiser should really read this thread. Although we will all be running around flying the same build :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    HamRadio18 wrote:
    /bump. Just don't want this thread to get lost. Anybody wanting to fly a cruiser should really read this thread. Although we will all be running around flying the same build :p

    Hey, I love this build, and I'll bet plenty of people want combat cruisers, not healboats. I was more than happy to have this as a basis as a newbie, even though I don't run the "full" version and never have. There can be a lot of variety with the build and it'll still be effective, but it'll add sufficient diversity.

    Plus, if it works, it works!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    brillant build!! Why not use beam overload if you use a dual beam bank?
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    nightelfs21nightelfs21 Member Posts: 4 Arc User
    edited July 2012
    bumping just to keep the thread near the top....i see lots of people asking for cruiser builds.
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    azaralazaral Member Posts: 18 Arc User
    edited July 2012
    http://www.stoacademy.com/tools/skillplanner/index.php?build=Dreadnought_1587

    This captain bounces between the MVAE and Escort Carrier and a Dread so keep that in mind. The boff lay out is basically a dragon but the skill allocation is my own basically. I like the dragon and the Hakashima so i kinda split the difference.
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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    azaral wrote: »
    http://www.stoacademy.com/tools/skillplanner/index.php?build=Dreadnought_1587

    This captain bounces between the MVAE and Escort Carrier and a Dread so keep that in mind. The boff lay out is basically a dragon but the skill allocation is my own basically. I like the dragon and the Hakashima so i kinda split the difference.

    Hakashima... another Dreadnought pilot? I'll have to meet him and bounce ideas off him. :D

    For the build you posted, I do want to note that running a Dreadnought without a Tractor tends to get a little messy and minimizes the effect of your Lance (which you never want to do as a Tactical captain).

    I'd also fit in 1 Extend Shields in there if I could, perhaps overwriting Engineering Team if necessary. But that is preference and entirely your choice.

    For points... your skill set determines you heavily into tanking and moderately into healing, but yet you forgo many of the essentials. Why?

    No points in Threat Control (Damage Resist), Power Insulators (resist power drains from Sci), Inertial Dampers (resist tractors, gravity wells, etc etc).

    I believe you're attempting to do too many things at once, and have a lot of points spent needlessly at the expense of otherwise necessary skills.

    That said, you mentioned this point build is made for an MVAM and Armitage as well as the Dreadnought. I would make a few modifications to maximize efficiency for all three ships.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=HakBeamBoat_0

    May swap 1x FAW for Tac Team if you wish, I prefer to be offensive by keeping 8 beams on auto-fire with FAW while I heal my allies with a beamboat build. Just preference.

    Remember: After you hit 7-9 on the point spectrum, the return is VERY miniscule. Take particular care where you spend those points, and you can get far greater benefit from your ship than trying to min/max in a system that makes min/max impossible.

    Ignore ground points used - just preference.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    azaralazaral Member Posts: 18 Arc User
    edited July 2012
    I carry about 12 boffs and one has the tractor HE set up on her. If I run pvp i pop in that tractor boff but I also carry two sets of guns one dragon set and one cannon/turret set.
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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    Much more solid skill point distribution, nicely done.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    azaralazaral Member Posts: 18 Arc User
    edited July 2012
    Thanks,

    I basicly swap between your cannon load out and his beam load out as those are the most Efficent weapons lay outs I can find. As for Boff skills I play around with those alot but I carry the boffs to mirror both ships again. I am still STFing alot as i need my omega deflector and engine to finish that set. I do have MACO complete though. I find I like the dragon more in STF but the Hak more in the few pvp matchs I do. I only drag out an escort for STF use where I ether run an all AOE MVAE with grav well or the Heavy Escort carrier set up for tanking and single target.

    As for Doffs I run 3x shield distro 1x hazard and 1x doctor (crew regen) all purple I spend alot of time getting shot so I really lean towards the survival aspect more than offense.
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    darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited July 2012
    Edited: Oh wait, my question was already covered.

    Guess this was just a bump, then.
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    judicator7judicator7 Member Posts: 2 Arc User
    edited July 2012
    While we're bumping it.
    I was wondering whether it would be a good idea to use 3 Damage Control Engineers so one could afford to run just one copy each of EPtS and EPtW. Or would it be a better idea to run 3 Warp Core Engineers for an almost constant power boost.
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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    judicator7 wrote: »
    While we're bumping it.
    I was wondering whether it would be a good idea to use 3 Damage Control Engineers so one could afford to run just one copy each of EPtS and EPtW. Or would it be a better idea to run 3 Warp Core Engineers for an almost constant power boost.

    3 Shield Distributions. Damage Control will not make it to where you can only use one EPTS/W. It is unavoidable to run 2 of each. +2 Warp Core Engineers.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    judicator7judicator7 Member Posts: 2 Arc User
    edited July 2012
    When I was experimenting with a blue and green damage control engineers together it seemed almost plausible especially with purples. It'd be really nice to free up those two engineering slots for something else.
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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    judicator7 wrote: »
    When I was experimenting with a blue and green damage control engineers together it seemed almost plausible especially with purples. It'd be really nice to free up those two engineering slots for something else.

    Tested with 3 purples, cannot maintain 24/7 with both.

    2 instances of each will maintain each 24/7.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2012
    Tested with 3 purples, cannot maintain 24/7 with both.

    2 instances of each will maintain each 24/7.
    Well, it works for me, especially given one needs the proc only once in two cases.
    Sure it's not a full 100% certainty you'll always have them up, but if you got something better to put in the eng slots... (hard in, say, a Gal R, lots of eng boff places there :rolleyes: ).

    To be honest, the biggest problem with the chaining of just the 2 powers is the 1 or 2 seconds you loose while the proc from the doffs activates, although that might just be lag on my end.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited July 2012
    I mainly do PvE, and I'm currently rerunning the mission to get myself full sets of the Plasma-Disruptor arrays (Mk XI) for my Sci Odyssey. Since I'm busy replaying missions, I had a few questions.

    There seems to be conflicting information over how many beams vs torps we should carry, so I would like confirmation of the following points:
    a) Assuming you can keep your weapon power high, 8 beams is better for PvP, since players will redistribute shields.
    b) 7 beams + 1 torp (fore) is better for PvE, because our targets tend to have higher hull, and aren't as clever with adjusting shields. It also makes it easier to keep our weapon power high.
    c) 6 or less beams would not be making use of constant EPtW, and require better turning rates.

    Is the above correct? I don't mind redoing the mission to grab the Plasma-Disruptor arrays, but the Hargh'peng mission annoys me since they stick you in another ship. If it's better to run 8 beams even if I just intend to do PvE, then I'd like to know so I can skip it. :P

    With regards to DOffs, is it generally accepted that we should grab 3 Shield Distribution Officers and tap Brace for Impact whenever our shields go down? Are we supposed to keep it going at all times? Are we supposed to just use it when a torpedo (kinetic) is incoming? I always forget to use it until a ship is about to blow up next to me... :o

    A more noob question: when should I be using Transfer Shield Strength, Rotate Shield Frequency, and Reverse Shield Polarity? I've been using them in order of lowest to highest cooldown when my shields are dropping. Is that correct, or are there specific situations when you guys pop those?

    Lastly, we're supposed to pop Aux to Structural 3 whenever our hull starts to take damage because the cooldown is low enough we don't need to worry about saving it, right?

    Thanks!
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    playhard88playhard88 Member Posts: 733 Arc User
    edited July 2012
    the dragonfail topic is still alive? :rolleyes:
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    playhard88 wrote: »
    the playfail troll is still alive? :rolleyes:

    inorite?!:eek:
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    daxtarehatsudaxtarehatsu Member Posts: 0 Arc User
    edited July 2012
    inorite!! :D
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    shimmerlessshimmerless Member Posts: 0 Arc User
    edited July 2012
    I've staggered EPtW/EPtS in the Excel before, but I don't recommend taking any Emergency Power at Lt. Com. level. For one thing, you miss out on a lot of great options that are only available/competitive at that level, and for another it's just flat-out wasteful. If you want to broadside at 135 you can just build around Aux2Bat or pop weapon batteries.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
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    khayuungkhayuung Member Posts: 1,876 Arc User
    edited July 2012
    Dragonfail is still alive and I swear by its effectiveness. :D


    "Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.

    Support the "Armored Unicorn" vehicle initiative today!

    Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
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    dezmenddezmend Member Posts: 0 Arc User
    edited August 2012
    hello im just startin this game and came across the tread and im really interested i have several questions about if this build with a tac captin can do the stfs and elite and if the assult cruiser part of the build can be aplied to the mirrior universe one as well ty
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    toivatoiva Member Posts: 3,276 Arc User
    edited August 2012
    dezmend wrote: »
    hello im just startin this game and came across the tread and im really interested i have several questions about if this build with a tac captin can do the stfs and elite and if the assult cruiser part of the build can be aplied to the mirrior universe one as well ty
    The mirror universe assault is exactly the same as the usual assault (the only difference in stats is crew, afaik, but that doesn't really mean anything), so yes.

    And speaking of EliteSTFs, variations of the dragon worked for me on my KDF tac, KDF sci and FED eng. I see no reason for it not working on a FED tac. Only in comparison with an eng captain, a tac can expect to attract far more aggro while having less tanking abilities.
    I'd advise using shield distribution doffs.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    gladdenhammergladdenhammer Member Posts: 7 Arc User
    edited August 2012
    toiva wrote: »
    The mirror universe assault is exactly the same as the usual assault (the only difference in stats is crew, afaik, but that doesn't really mean anything), so yes.

    And speaking of EliteSTFs, variations of the dragon worked for me on my KDF tac, KDF sci and FED eng. I see no reason for it not working on a FED tac. Only in comparison with an eng captain, a tac can expect to attract far more aggro while having less tanking abilities.
    I'd advise using shield distribution doffs.

    Really solid advice here. I have been flying the MUAC in stf's for a couple days now as a change of pace from my Armitage/orb/Luna. My tac captain with 3 peice borg and a MACO shield has very little problems tanking anything the STF's can toss at you. Be very careful about what you choose as your Lt. Cdr/Cmdr boff skills as stated up thread you can lose out on some really nice skills.

    All in all the MUAC is a very solid ship (maybe the best buy in the game at 300k ec ish range) and the Dragon build readily adapts to it as a tac in my opinion.
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    toivatoiva Member Posts: 3,276 Arc User
    edited August 2012
    All in all the MUAC is a very solid ship (maybe the best buy in the game at 300k ec ish range) and the Dragon build readily adapts to it as a tac in my opinion.
    Hehe, yes. :P Those cruisers are the cheapest Tier 5 vessels in game, excluding the 1 free ship you can choose after leveling. I have actually bought a couple of these for all of my alts in order not to spend dilithium if I wanted a cruiser for them.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    razellisrazellis Member Posts: 176 Arc User
    edited August 2012
    The assualt cruiser works well with the dragon build, buying a MUAC and using your RA token for a Patrol Escort is an option I WISH I had when I hit 40th level. Instead I grabbed a Star Cruiser, something I regretted for many many moons.

    Seriously, I'd advise anyone wanting to do Elite STF's to use an escort instead at this time. The concept behind this build is very solid for a lone cruiser doing it's thing but it can't bridge the distance between the best of cruisers(Atrox as an exception?) and a mediocre escort in the DPS race, which is all STF's really are.
    judicator7 wrote: »
    While we're bumping it.
    I was wondering whether it would be a good idea to use 3 Damage Control Engineers so one could afford to run just one copy each of EPtS and EPtW. Or would it be a better idea to run 3 Warp Core Engineers for an almost constant power boost.

    Well being as we're bumping this thread again I figured I'd chime in on this subject.

    You don't get 100% up-time but it approaches something like 90% up-time on EPtS and EPtW. With an Oddy this could allow you to pick up more Tactical powers or more Sci abilities by getting rid of one Lt.Commander Engineer, with an Atrox or an Armitage it really beefs up the survivability and damage levels.

    I think that trick is well worth it because it let's me fly my least appreciated C-store ship in 3 very different ways.
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    toivatoiva Member Posts: 3,276 Arc User
    edited August 2012
    razellis wrote: »
    Well being as we're bumping this thread again I figured I'd chime in on this subject.

    You don't get 100% up-time but it approaches something like 90% up-time on EPtS and EPtW. With an Oddy this could allow you to pick up more Tactical powers or more Sci abilities by getting rid of one Lt.Commander Engineer, with an Atrox or an Armitage it really beefs up the survivability and damage levels.

    I think that trick is well worth it because it let's me fly my least appreciated C-store ship in 3 very different ways.
    I'm actually cycling EPtS and EPtW with three purple Damage control doffs on my hegh'ta. And I'd do the same on every other escort, raptor probably. The reason is simple: While for it to work reliably you need 3 active doffs, there aren't many more doff options for escorts (on the other hand, if you fly a science ship, 5 active doff slots are really miserable).

    EDIT: Oh, and using the same trick on an Oddy (free version) with Lt. Comm. tactical boff, I actually consistently get better damage numbers then with an assault (with one more tac console), while being subjectively still more "resilient".
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    gladdenhammergladdenhammer Member Posts: 7 Arc User
    edited August 2012
    Like stated in elite stf's the escort is likely the better choice. That said the vast majority of people run Normal level stf's and in PUGS. Personally, for me the Dragon seems to be a better choice. The unknown quality of the player you will be with, and what could likely be a very substandard fit leads me to need the tank abilities of the Cruiser far more than the DPS of the escort. If I can show some people that things like extended shields etc are pretty handy to have in a group environment all the better for everyone. While I am normally in a Armitage, the Dragon gives me a something fun to play with in normal stf's that can help make up for a sub optimal team and layout.
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