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The Hakaishin Dreadnought

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  • radiatedcuberadiatedcube Member Posts: 20 Arc User
    edited July 2012
    @Dalnar - LOL Very true... but honestly if you entered PvP and don't have it, imho, you're TRIBBLE and need to reroll with it.

    @Radiatedcube - You're asking me for a question answered by preference. Only you can answer that.

    You know what I can do with a tactical dreadnought. If that is something you'd like to do as well, then I believe you already know what you need to do.

    If it isn't worth that to you, then keep your Sci. Sci in a dreadnought is still a fine combination, just different, as aforementioned.

    I grew another Tactical just to fly the Armitage with its release, even though I had my tactical main already. Just saved me the trouble so I could optimize both characters for their specific roles.

    Only you can answer if it's worth it to you.

    one of my goals, be one of the best dreadnoughts in the whole Star Trek universe, if it takes a tactical captain to reach that, then, that is what i'll take.
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    In that case, the Dreadnought is an offensive weapon in my opinion. That said, what better way to capitalize on damage dealt than a Tactical?
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • moirawenmoirawen Member Posts: 5 Arc User
    edited July 2012
    I heard that the Galaxy Dreadnought may be getting saucer seperation soon I can only see this as enhancing the current builds abilities. I would be interested to hear others thoughts on how this will change things.
  • aveldraaveldra Member Posts: 0 Arc User
    edited July 2012
    Welcome back Haka.
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    moirawen wrote: »
    I heard that the Galaxy Dreadnought may be getting saucer seperation soon I can only see this as enhancing the current builds abilities. I would be interested to hear others thoughts on how this will change things.

    I've heard similar and even seen videos. I'd have to know the power of the new "shotgun lance" in order to make an accurate determination.

    The saucer's lance is supposedly a BO1-2, but fires every 20-30 seconds, so not too bad.

    It's up in the air. I'm hesitant to get rid of my one-shot capacity, so they'd have to convince me it is worthwhile. Simply getting maneuverability is not enough.

    If done correctly, would be a very nice Gal-X +1.

    If done incorrectly, I'd never bother with it.

    Edit: @Aveldra - Thank you. Suppose the one good thing about Perfect World's assimilation of these forums. My ban was lifted.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • radiatedcuberadiatedcube Member Posts: 20 Arc User
    edited July 2012
    In that case, the Dreadnought is an offensive weapon in my opinion. That said, what better way to capitalize on damage dealt than a Tactical?

    on my new quest to level my tact officer to level 50, i'll still try to contact you ingame, while im not 50, because you can always test my sci character
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    Np, if I'm not blowing something up in PvP I'll answer as best I can.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • bludaggerbludagger Member Posts: 118 Arc User
    edited July 2012
    moirawen wrote: »
    I heard that the Galaxy Dreadnought may be getting saucer seperation soon I can only see this as enhancing the current builds abilities. I would be interested to hear others thoughts on how this will change things.

    You heard correctly. I have even seen Gecko test version on tribble. Was a lovely thing to watch A Gx with Saucer separation.

    Yet, that is all we know about it. We still have no stats on the "shotgun" style of the lance or any other information. Cryptic did not release it stating that they were having some tech issues with a couple of things working properly. Since that time we have heard nothing else about it and I have not see Gecko back out with his Gx since that time.

    Being an engineer the Gx build I run is more tanky then Hakishin, as I am more setup for support. A setup like mine is design to compliment a full DPS power setup like Hakaishin, or a heavy DPS escort. Basically either set you up Debuff/Crowd Control, or I play Guardian/Support for the rest of the attack squadron. In some instances I do both.

    I would like to know just how the saucer separation will change the Gx, to know if I need to tweak my BO/Build any.
    [SIGPIC][/SIGPIC]
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited July 2012
    Saucer sep is interesting for Galaxy-X. I'm using quads on mine so naturally better turn rate is welcome. Although I got used to it long ago and it doesn't bother me.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    dalnar83 wrote: »
    Saucer sep is interesting for Galaxy-X. I'm using quads on mine so naturally better turn rate is welcome. Although I got used to it long ago and it doesn't bother me.

    I've a very hard time trading in my single cannons for obvious reasons.

    Still, one thing I do have to say about a possible saucer sep is that it would allow a burst monster like me the ability to equip them.

    Perhaps move in for my 1-shot, then saucer sep and go into mobility mode for the rest of the fight (or at least until my lance is off cooldown, then evasive out, reattach, cloak, and do another 1-shot).

    The only thing holding me back is seeing how practical the new shotgun lance and our ever-vital cloak are with this saucer sep.

    No other ship in the game so far has been able to separate and cloak as well.

    I'm skeptical, but I do have hopes that they don't TRIBBLE it up and give me something new to toy with.

    Perhaps make it the Fleet version of the Gal-X.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited July 2012
    Tbh separation or not, that doesn't bother me much. What drives me crazy tho, and is probably one of the greatest "meh" moments of my return to STO. is that the layout I always wanted got G-X is now on the Ferengi Garbage Hauler.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    dalnar83 wrote: »
    Tbh separation or not, that doesn't bother me much. What drives me crazy tho, and is probably one of the greatest "meh" moments of my return to STO. is that the layout I always wanted got G-X is now on the Ferengi Garbage Hauler.

    You noticed that too? lol

    Aw well. Cryptic has been a disappointment since beta, I wasn't expecting too much.

    Still aren't.

    Guild Wars 2 is right around the corner... those of us who love PvP can level from 1 to level cap and get the top-tier gear strictly in PvP there. Build customization is similar to setting up ships in STO.

    And best part - we don't only have an an arena-based mode and 2 maps to play on. PvP is a primary focus in that game, which means if nothing else I won't have to PvE all day/night just to be effective in PvP when all is said and done.

    This pleases the Destruction God. This pleases him greatly...
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • criminiuscriminius Member Posts: 184 Arc User
    edited July 2012
    Too bad GW2 does not have a space/startrek counterpart. STO will most likely be my last mmo the rest I will stick with FPS and space type games.

    On topic, I dont put much stock in Gal X. Your a tac in a cruiser, once all of your ally escorts are dead since you have limited healing we will focus on you. Perhaps thats why you feel AMS is an "essential"?
    <SNIP>
    But that depends on your console setup. You want to ensure you aren't sacrificing essentials (+% Shield Capacity, EPS Flow Regulator, AMS, etc).
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    criminius wrote: »
    Too bad GW2 does not have a space/startrek counterpart. STO will most likely be my last mmo the rest I will stick with FPS and space type games.

    On topic, I dont put much stock in Gal X. Your a tac in a cruiser, once all of your ally escorts are dead since you have limited healing we will focus on you. Perhaps thats why you feel AMS is an "essential"?

    Your choice and not for me to dictate.

    There is never a reason to sacrifice effectiveness because others cry about it. If it is a means of gaining an upper hand over your opponent, use it.

    If that is done by Pandas running 4x Oddys with AMS for a Fedball + Escort, or done by Nova Core running 5x carriers for trollspam, or if that is done by equipping a console whose effect can be nullified by a simple Sci Team (which most every ship should be running in PvP as it is if they weren't TRIBBLE), then so be it.

    Plenty of QQ threads regarding it from sub-par players who can't figure out how to adapt to those willing to use what is available.

    Not essential. Not prohibited either.

    For the other team's escorts, I don't worry all that much... just 1-shot candy is all.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited July 2012
    I see no problem with any console. Everyone can farm dilithium and sell it for C-Points and buy the consoles if they feel they are so crucial.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • criminiuscriminius Member Posts: 184 Arc User
    edited July 2012
    Your choice and not for me to dictate.

    There is never a reason to sacrifice effectiveness because others cry about it. If it is a means of gaining an upper hand over your opponent, use it.


    I dont recall crying about it, I am just saying you think AMS is essential

    If that is done by Pandas running 4x Oddys with AMS for a Fedball + Escort, or done by Nova Core running 5x carriers for trollspam, or if that is done by equipping a console whose effect can be nullified by a simple Sci Team (which most every ship should be running in PvP as it is if they weren't TRIBBLE), then so be it.

    Your missing my point, I dont believe a tac cruiser is a good choice but that just me. During my tenure in pandas we never ran that setup, I assume your using it as an example.

    Plenty of QQ threads regarding it from sub-par players who can't figure out how to adapt to those willing to use what is available.

    Again I wasnt crying or "QQ" about anything.

    Not essential. Not prohibited either.

    Really? I just quoted you sayng that AMS was essential

    For the other team's escorts, I don't worry all that much... just 1-shot candy is all.

    See you in the queues. Edit: Oh and it seems your being defensive about using AMS. Is AMS annyoing yes, and I do make it a point that the player using it ends up at respawn shortly after
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    criminius wrote: »
    See you in the queues. Edit: Oh and it seems your being defensive about using AMS.

    Pandas ran that recently against SOB. We don't complain when we fight a premade or someone uses a skill that is inconvenient for our efforts to win is all.

    Many of SOB will confirm this, as I'm certain other fleets will chime in. It was not a 1-time deal.

    But as said, we don't care. Fly what you want and do what you want with it.

    If you have the choice of a depreciating return extra armor or whatnot, or an AMS, I'd consider the AMS the essential choice. You're a moron if you're sacrificing an advantage for ... well, nothing.

    For someone not concerned with AMS, you seem awfully critical of its use.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • bludaggerbludagger Member Posts: 118 Arc User
    edited July 2012
    dalnar83 wrote: »
    Saucer sep is interesting for Galaxy-X. I'm using quads on mine so naturally better turn rate is welcome. Although I got used to it long ago and it doesn't bother me.
    You noticed that too? lol

    Aw well. Cryptic has been a disappointment since beta, I wasn't expecting too much.

    Still aren't.

    Guild Wars 2 is right around the corner... those of us who love PvP can level from 1 to level cap and get the top-tier gear strictly in PvP there. Build customization is similar to setting up ships in STO.

    And best part - we don't only have an an arena-based mode and 2 maps to play on. PvP is a primary focus in that game, which means if nothing else I won't have to PvE all day/night just to be effective in PvP when all is said and done.

    This pleases the Destruction God. This pleases him greatly...

    i hear ya.

    I been keeping an eye on that game.

    Far as if the Separation will allow enough manueverability to the Gx to think about adding quads or dual's to it, yeah that would be fantastic. Not that I would switch to it, jsut now how i am laid out, but i may add another DDB to the mix. to up my forward punch a touch as I work on beam sets.

    makes me wonder if cloak will work in conjunction, however, based on track record, i highly doubt it.
    [SIGPIC][/SIGPIC]
  • ocp001ocp001 Member Posts: 0 Arc User
    edited July 2012
    You all realize that the stats for the phaser lance wide beam blast have been up in the power window for a few months right?
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    ocp001 wrote: »
    You all realize that the stats for the phaser lance wide beam blast have been up in the power window for a few months right?

    I didn't, actually. Provide a link if you would please to SS?
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • ocp001ocp001 Member Posts: 0 Arc User
    edited July 2012
    Sorry, I don't have a photobucket or other web space for posting screenshots, but when I look at the Phaser Spinal Lance on the power window "Available Skills Drag to Tray" It lists this:


    Phaser Spinal lance - Wide Beam

    The Dreadnought Cruiser's Phaser Spinal Lance is a devastating weapon. Built into the entire structure or "Spine" of the hull, this weapon cannot be removed. When the saucer is separated the firing chamber is removed and the Lance is no longer able to fire a concentrated beam at long range. However the weapon is still useful. When the firing chamber is disengaged, the Phaser Lance Fires a Powerful wide beam. The Wide Beam lacks the directed fire power and range but can now hit multiple targets . The Spinal Lance - Wide Beam is not an array and thus can only fire in a very narrow arc directly in front of the ship. This massive weapon has a very long cooldown time and is not affected by Bridge Officer powers like Overload, Fire at Will or Subsystem Targeting.

    Targets foe 1 sec charge
    5 Kilometer Range 25 degree Cone 0.5 sec activate
    45' targeting arc 3 min recharge
    to target: 8013.3 Phaser Damage (44.2 DPS)
    to self: -50 Current weapon Power
    to target: 2.5% Chance disable 1 subsystem for 5 seconds

    skills that affect this ability
    Starship Weapons Training
    Starship Energy Weapon Damage


    Damage to target was calculated at 125 weapon power with no other active buffs.
    With ApA, GDF, and Tac Fleet @ 125 power I get a damage of:

    to target: 15625.8 Phaser Damage (86.1 DPS)

    This showed up "stealth" just prior to when the Galaxy Pack dropped off the radar... Seems all they have to do is turn on saucer separation whenever they decide to throw the Galaxy X a bone. Hope this helps. I certainly do miss my Galaxy X (U.S.S. Lancea Longini). Oh one last bit of info that hasn't made it to the thread yet:

    With the release of Season 6 the Energy Weapons Officers (that reduce cooldown on cannon rapid fire/volley) were changed to allow a proc rate of 50%. The reduction in CD time was not altered. SO with 3 Rare Energy Weapon Officer Doffs, you can use Cannon Rapid fire perpetually with a 5 second pause in between each 10 second CRF burst. Nearly making 1 copy work like 2. VERY VERY useful for this particular ship. using 2 is also viable if you want to keep a warp core engineer and 2 shield distribution doffs, just not as bullet proof reliable.

    I can confidently speculate that a pure cannon build with saucer separation would be very viable under the current mechanic.

    -Joseph.b (One of those Nova Core guys not in an Armitage)
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    ocp001 wrote: »
    Sorry, I don't have a photobucket or other web space for posting screenshots, but when I look at the Phaser Spinal Lance on the power window "Available Skills Drag to Tray" It lists this:


    Phaser Spinal lance - Wide Beam

    The Dreadnought Cruiser's Phaser Spinal Lance is a devastating weapon. Built into the entire structure or "Spine" of the hull, this weapon cannot be removed. When the saucer is separated the firing chamber is removed and the Lance is no longer able to fire a concentrated beam at long range. However the weapon is still useful. When the firing chamber is disengaged, the Phaser Lance Fires a Powerful wide beam. The Wide Beam lacks the directed fire power and range but can now hit multiple targets . The Spinal Lance - Wide Beam is not an array and thus can only fire in a very narrow arc directly in front of the ship. This massive weapon has a very long cooldown time and is not affected by Bridge Officer powers like Overload, Fire at Will or Subsystem Targeting.

    Targets foe 1 sec charge
    5 Kilometer Range 25 degree Cone 0.5 sec activate
    45' targeting arc 3 min recharge
    to target: 8013.3 Phaser Damage (44.2 DPS)
    to self: -50 Current weapon Power
    to target: 2.5% Chance disable 1 subsystem for 5 seconds

    skills that affect this ability
    Starship Weapons Training
    Starship Energy Weapon Damage


    Damage to target was calculated at 125 weapon power with no other active buffs.
    With ApA, GDF, and Tac Fleet @ 125 power I get a damage of:

    to target: 15625.8 Phaser Damage (86.1 DPS)

    This showed up "stealth" just prior to when the Galaxy Pack dropped off the radar... Seems all they have to do is turn on saucer separation whenever they decide to throw the Galaxy X a bone. Hope this helps. I certainly do miss my Galaxy X (U.S.S. Lancea Longini). Oh one last bit of info that hasn't made it to the thread yet:

    With the release of Season 6 the Energy Weapons Officers (that reduce cooldown on cannon rapid fire/volley) were changed to allow a proc rate of 50%. The reduction in CD time was not altered. SO with 3 Rare Energy Weapon Officer Doffs, you can use Cannon Rapid fire perpetually with a 5 second pause in between each 10 second CRF burst. Nearly making 1 copy work like 2. VERY VERY useful for this particular ship. using 2 is also viable if you want to keep a warp core engineer and 2 shield distribution doffs, just not as bullet proof reliable.

    I can confidently speculate that a pure cannon build with saucer separation would be very viable under the current mechanic.

    -Joseph.b (One of those Nova Core guys not in an Armitage)

    Interesting, you're correct - had a chance to look at my powers when I got home from work and saw that as well.

    The ability to reduce the CD of our sole copy of CRF available, along with the capacity to equip DHC reliably without losing the lance... Definitely would be nice, here's hoping they don't mess with the cloak in the process.
    ocp001 wrote: »
    -Joseph.b (One of those Nova Core guys not in an Armitage)

    We actually fought your team only a couple days ago - several times in the same night if I recall correctly. Good matches. Victories for SOB of course, so can't complain. :D

    Even if you ran 5x Atrox's with 2+ mine layers each, each with scorpion fighters, and 2 instances of Gravity Well and 2x PSW and all with AMS, you would hear no complaint from SOB, including myself. Just the "gg" at the end of the match, win/lose.

    Was only 1 match we fought a full carrier group (1 atrox mixed in with the armitages). It just so happened that in that match, Kedric brought his miner hoping to just TROLOLOL some pugs, but we ended up getting your team.

    Spam met spam. :D

    After that, had about 3 more matches that night (think you were in at least 2 of them, I remember calling for the team to focus you several times as their target caller). Good, clean matches.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • bludaggerbludagger Member Posts: 118 Arc User
    edited July 2012
    ocp001 wrote: »
    Sorry, I don't have a photobucket or other web space for posting screenshots, but when I look at the Phaser Spinal Lance on the power window "Available Skills Drag to Tray" It lists this:


    Phaser Spinal lance - Wide Beam

    The Dreadnought Cruiser's Phaser Spinal Lance is a devastating weapon. Built into the entire structure or "Spine" of the hull, this weapon cannot be removed. When the saucer is separated the firing chamber is removed and the Lance is no longer able to fire a concentrated beam at long range. However the weapon is still useful. When the firing chamber is disengaged, the Phaser Lance Fires a Powerful wide beam. The Wide Beam lacks the directed fire power and range but can now hit multiple targets . The Spinal Lance - Wide Beam is not an array and thus can only fire in a very narrow arc directly in front of the ship. This massive weapon has a very long cooldown time and is not affected by Bridge Officer powers like Overload, Fire at Will or Subsystem Targeting.

    Targets foe 1 sec charge
    5 Kilometer Range 25 degree Cone 0.5 sec activate
    45' targeting arc 3 min recharge
    to target: 8013.3 Phaser Damage (44.2 DPS)
    to self: -50 Current weapon Power
    to target: 2.5% Chance disable 1 subsystem for 5 seconds

    skills that affect this ability
    Starship Weapons Training
    Starship Energy Weapon Damage


    Damage to target was calculated at 125 weapon power with no other active buffs.
    With ApA, GDF, and Tac Fleet @ 125 power I get a damage of:

    to target: 15625.8 Phaser Damage (86.1 DPS)

    This showed up "stealth" just prior to when the Galaxy Pack dropped off the radar... Seems all they have to do is turn on saucer separation whenever they decide to throw the Galaxy X a bone. Hope this helps. I certainly do miss my Galaxy X (U.S.S. Lancea Longini). Oh one last bit of info that hasn't made it to the thread yet:

    With the release of Season 6 the Energy Weapons Officers (that reduce cooldown on cannon rapid fire/volley) were changed to allow a proc rate of 50%. The reduction in CD time was not altered. SO with 3 Rare Energy Weapon Officer Doffs, you can use Cannon Rapid fire perpetually with a 5 second pause in between each 10 second CRF burst. Nearly making 1 copy work like 2. VERY VERY useful for this particular ship. using 2 is also viable if you want to keep a warp core engineer and 2 shield distribution doffs, just not as bullet proof reliable.

    I can confidently speculate that a pure cannon build with saucer separation would be very viable under the current mechanic.

    -Joseph.b (One of those Nova Core guys not in an Armitage)

    Interesting... Thanks for the info. For how I am set it would lend as a good support tactic and spam cleaner when needed. My damage range is 8k-13k, no where near what a tac can get with a lance, but You will know I have been there.

    Hmm a 25 degree cone of fire. That is interesting, has my mind is working some on defense tactics and support tactics that it could be used for...

    Thanks for the insight and information.

    And Hakaishin, yeah dont hold your breath neighbor, that they will leave the cloak alone. :(
    [SIGPIC][/SIGPIC]
  • rayezillarayezilla Member Posts: 139 Arc User
    edited July 2012
    Hey Hak, I could use your critical analysis skills on my new PVE tac oddy build. Now that PVE is required for fleet advancement and a bit harder (woo!), a dedicated PVE setup will be valuable, don't you think?
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    rayezilla wrote: »
    Hey Hak, I could use your critical analysis skills on my new PVE tac oddy build. Now that PVE is required for fleet advancement and a bit harder (woo!), a dedicated PVE setup will be valuable, don't you think?

    Decent setup, but minor things you can tweak to optimize performance.

    You've no teams running really except for 1 Tac Team. This means you can keep Tac Team on 24/7 with 2 Tac Teams without consequence.

    I'd swap out that DBB and run 4x fore single cannons, 4x turrets rear. This eliminates the need for BO1 and you can fit a 2nd Tac Team in there. Keep that on perpetually to both increase DPS as well as increase survivability.

    Extend Shields II is more valuable than Reverse Shield Polarity II. I would swap to Reverse Shield Polarity I and Extend Shields II.

    If you didn't want to run 2x Tac Teams, I would swap out RSP altogether in favor of Engineering Team for some burst hull heal along with AtSIF3 + Hazards.

    I do this on my Dreadnought to good effect.

    Your call, both options work.

    Attack Pattern Beta is great, but more usable with weapons like FAW, where you can apply the debuff to many targets at once.

    Consider Attack Pattern Delta as an alternative. Since you'll be tanking in PvE a lot with the swarms of enemies in the new PvE missions, you'll have plenty of procs for that skill. It is primarily a PvP skill with that considered, but I believe it will function better than Beta in this case for your cannon build.

    Other than that, you should be in excellent shape.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • rayezillarayezilla Member Posts: 139 Arc User
    edited July 2012
    Hak wrote:
    Decent setup, but minor things you can tweak to optimize performance.

    You've no teams running really except for 1 Tac Team. This means you can keep Tac Team on 24/7 with 2 Tac Teams without consequence.

    I'd swap out that DBB and run 4x fore single cannons, 4x turrets rear. This eliminates the need for BO1 and you can fit a 2nd Tac Team in there. Keep that on perpetually to both increase DPS as well as increase survivability.

    I was actually planning on running 1 TT with 2x of the conn officer doffs that reduce the TT cooldown. With those 2 doffs I can keep TT up every 15 seconds without having to burn a valuable tac slot.

    I was under the impression that the single DBB with BO is going to net me DPS, do you think my numbers would be higher with 4 cannons?
    Hak wrote:
    Extend Shields II is more valuable than Reverse Shield Polarity II. I would swap to Reverse Shield Polarity I and Extend Shields II.

    excellent point! I'll make this change immediately.
    Hak wrote:
    Attack Pattern Beta is great, but more usable with weapons like FAW, where you can apply the debuff to many targets at once.

    Consider Attack Pattern Delta as an alternative. Since you'll be tanking in PvE a lot with the swarms of enemies in the new PvE missions, you'll have plenty of procs for that skill. It is primarily a PvP skill with that considered, but I believe it will function better than Beta in this case for your cannon build.

    I'm honestly rather a noob when it comes to attack patterns. However, I've noticed that I really don't need to increase my tanking skills at all for the three new space missions (No Win, Blockade, and fleet action). In fact I've slotted the Chevron sep console and have been using it to great effect. That makes me lean away from Delta, why boost my tanking if I'm already tanky enough.

    So that leaves beta and omega as options, and omega gives a boost only to me instead of to the whole group like Beta does. Omega is very valuable in some situations as a tractor beam escape, but mobility in the new missions hasn't really been an issue. Unless I'm incorrect, that leaves me with attack pattern beta as the only logical choice.

    Thank you very much for looking the setup over. I'm waiting to see what we'll be doing with the new fleet gear/ships. Are you going to stick with your GX?
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    rayezilla wrote: »
    I was actually planning on running 1 TT with 2x of the conn officer doffs that reduce the TT cooldown. With those 2 doffs I can keep TT up every 15 seconds without having to burn a valuable tac slot.

    I was under the impression that the single DBB with BO is going to net me DPS, do you think my numbers would be higher with 4 cannons?



    excellent point! I'll make this change immediately.



    I'm honestly rather a noob when it comes to attack patterns. However, I've noticed that I really don't need to increase my tanking skills at all for the three new space missions (No Win, Blockade, and fleet action). In fact I've slotted the Chevron sep console and have been using it to great effect. That makes me lean away from Delta, why boost my tanking if I'm already tanky enough.

    So that leaves beta and omega as options, and omega gives a boost only to me instead of to the whole group like Beta does. Omega is very valuable in some situations as a tractor beam escape, but mobility in the new missions hasn't really been an issue. Unless I'm incorrect, that leaves me with attack pattern beta as the only logical choice.

    Thank you very much for looking the setup over. I'm waiting to see what we'll be doing with the new fleet gear/ships. Are you going to stick with your GX?

    Due to physical handicap, it is difficult for me to fly other ships. I have an Armitage and I'm told I'm very good with it, but it takes substantially more effort to control than my Dreadnought.

    Though that is another matter, and not one I enjoy talking about.

    To address your concerns however:

    Q: 2x Tac Team?

    A: If you do that, you aren't running 3x Shield Distribution DOFFs, which is a noticeable blow. Not needing to slot these DOFFs just to lower Tac Team's CD will grant you the ability to explore many more options to optimize your build.

    Though I do believe with 2x CRF you would have more utility with 4x cannons versus 3 with a single DBB. I've used both setups (you'll see me use a DBB in many of my older videos), and DPS climbed when I dropped it, not fell.

    While it'd work, I find it to be both inefficient and unreliable by comparison, and for far too little return. Similar to saying "Yeah, I can drive 15 miles to work, but I'd rather walk every day." Walking would work, sure... but why?

    Though as I mentioned if you do not choose to use 2x TacTeams, consider swapping out RSP for Engineering Team for burst hull heals.

    Q: Which attack pattern?

    A: This is really a question of preference. You are likely more experienced in PvE than I am (I stay away from it as much as I can and feel dirty every time I touch it), choose what you feel is best.

    But, consider the new missions. There are 30+ enemies attacking at any given point in time. Often on several of them, teams must split up to cover more ground against multiple waves.

    It is very rare that teams will all be focusing your target. Everyone is just kinda shooting at whatever is in range, seemingly at random in almost all instances.

    This minimizes the effect of Beta in regards to a team environment.

    Delta on the other hand grants both damage resistance as well as damage buff, and as it applies to you and not your enemy, it is an alternate way for a Cannon build (a single-target focus fire build) to get an AoE debuff on multiple targets.

    That would allow your allies, who are firing on random enemies, to still benefit from the Delta buff, whereas Beta would only apply to your target and Omega would only apply to you.

    I hope that clarifies why that would be my choice.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • rayezillarayezilla Member Posts: 139 Arc User
    edited July 2012
    yeah, the large number of enemies that is so common in the new missions really make me wonder if I should be switching to an 8 beam 'moar fire at will' setup. The forward pointing thing was primarily best for grabbing tac cube aggro and getting high single-target numbers. Now suddenly that's been totally swapped around with these large group things.

    I feel like obi-wan just stepped up to me and said 'you need to rethink your life' :p
  • hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited July 2012
    rayezilla wrote: »
    yeah, the large number of enemies that is so common in the new missions really make me wonder if I should be switching to an 8 beam 'moar fire at will' setup. The forward pointing thing was primarily best for grabbing tac cube aggro and getting high single-target numbers. Now suddenly that's been totally swapped around with these large group things.

    I feel like obi-wan just stepped up to me and said 'you need to rethink your life' :p

    8 beam FAW does work. But it will never deal the focus damage of this setup while holding the capacity for such a large amount of support.

    You're touching on an Escort's ability to DPS and focus a target (8x cannon weapons with 2x CRF, maneuverability with Chevron sep or additional DPS from that and the escort pet if equipped, an Attack Pattern, and if following my recommendation, 2x Tac Teams).

    At the same time, you have the tanking and healing capacity of a cruiser.

    Food for thought.

    The ability to damage multiple targets is great, but useless imho if you can capitalize on it (4+ 8 beam cruisers with 2x FAW each), it doesn't do much at all. Most of the targets larger than a BOP will shrug it off.

    However, if you can focus that damage, you can rip apart any target quickly and move on to your next target.

    This is one reason why I've always favored burst damage over that of dps.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
  • seanaldusmagnusseanaldusmagnus Member Posts: 0 Arc User
    edited July 2012
    Wow! I have loved the Galaxy X ever since I saw it in the series finale of TNG. I hope that when I grow up, I can fly that thing like you do! I have been trying to make it work on and off for so long, but I can never seem to get any build to do better than sub-standard. Its a sad state of affairs when I can make an Oddy work better than my X. I just wish it wasn't so expensive to build it the way you have it. How long did it take you to collect all the components for this build? And do you have any good suggestions for a jumping off point? I've only been playing since F2P, and I've never played an MMO before this, so I am not really too educated on how to build up DPS.
    [SIGPIC][/SIGPIC]Peace Through Tyranny
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