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Jem hadar dreadnought carrier revisited

vetteguy904vetteguy904 Member Posts: 3,886 Arc User
edited August 2013 in Federation Discussion
To my surprise, i have actually acqured the lobi for a ship. After comparing boff layouts mostly, i decided on the jhdc.

Not being in a fleet, i don't have the coolest toys. Using exchange and pve equipment with two exceptions, i decided on the following build

Polaron mk XII dbb acc crtd dmg polaron beam mk XII acc crtd dmg polaron beam acc crtd crth and the wa quantum from the regent. Aft, temp mk xi polarons acc and the breen cluster torp.

Tac 4x green phase modulators mk xi , sci 2x mk xi field generators, eng assim console, 2x mk xi plating appropriate to the adversary, and the pds from the z store akira.

Using the j-h set from the ds9 series for impiulse shield and deflector mk xi

Boff layout.
Tt1 bol2
Tt1 faw2 ts3 apo3
Epts1 dem1 rsp2
He1
Tss1 he1

Thinking about changing on he to tss and the dem1 to aux2bat or aux2sif


Comments tweak suggestions welcome

Oh and the jh fighters.. Are the blue or purple scorps better?
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Post edited by vetteguy904 on

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    lordkasulordkasu Member Posts: 118 Arc User
    edited July 2013
    Been using the JHDN exclusively for a while.

    Fleet stuff is nice, but you can get by without. I would however reccommend getting your Omega and Rom rep maxed out, the abilities and toys you can get for your ship are nice, and they synergise well imho. I'm a big fan of using both the Omega and Rom plasma torps.

    As far as scorps, I've used all three, getting better ones as I unlocked them. I liked them better than the jh fighters, but if you're on a budget, you could hold on to them (or get some cheap peregrines if you want fighters with torps) until you can get elite scorps.

    TT is good, I like running two copies of EPtS, TT, APO, HE, with a Pol Hull and AuxToSif

    If you'd like to compare JHDN notes, drop me a line. Brian@LordSCUM

    I'll be happy to fly with you or pvp with you when I'm on. Usually after 18:00 CST.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=galactica_3755
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    arctcwolfarctcwolf Member Posts: 242 Arc User
    edited August 2013
    Agreed on the double torps. Could be better with dbb up front or beam arrays for broadsides to take advantage of subsystem targeting.

    Been told to consider aux2batt setup to boost power levels and reduce all cool downs. Will slow down launch cycle of fighters but provide plenty of power for all weapons.

    Elite scorps or fleet peregrines are best outside of Jem'hadar attack ships.

    Also need to invest in plasmonic leech. Awesome comsole
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited August 2013
    Aux2Batt builds on carriers are wasteful, IMO. For one, it kills or severely impacts hangar recharges. That is a very big deal especially when using frigates, which already have long recharges. Killing Aux on the JHDC is also killing another lifeline for support and survivability. No or little Aux Power severely impacts Aux based survivability skills like Polarize Hull, Transfer Shield Strength, Hazard Emitters, and Engineer BOFF ability of ASIF. No, you're not going to have all of them on a JHDC, but when they appear, they each mean alot for survivability.
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    arctcwolfarctcwolf Member Posts: 242 Arc User
    edited August 2013
    Interesting, as I have heard jhdc with full Borg set as being "silly OP" when it comes to tanking. Add in the new embassy emitter consoles and dil mine armor and I'm wondering where the weakness is? EptS and aux2sif and haz emitter are still available around aux2batt.
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    vetteguy904vetteguy904 Member Posts: 3,886 Arc User
    edited August 2013
    arctcwolf wrote: »
    Agreed on the double torps. Could be better with dbb up front or beam arrays for broadsides to take advantage of subsystem targeting.

    Been told to consider aux2batt setup to boost power levels and reduce all cool downs. Will slow down launch cycle of fighters but provide plenty of power for all weapons.

    Elite scorps or fleet peregrines are best outside of Jem'hadar attack ships.

    Also need to invest in plasmonic leech. Awesome comsole

    with my build I'm not sure I am gaining anything with two torps up front. the WA quantum gives me spike @180 degrees, and the aft cluster torp is pretty good at finishing off anything i just ran over. this thing is insanely powerful compared to the regent. even with the regular jem hadar fighters carrarya mission is a cakewalk, where you have to pay attention with the regent. in fact i think that' it's a better weapon than the scimitar my rommie flys, though i would love to put a WA quantum on the scimitar... would swapping BO3 or FAW 3 with the TS3 be better? I've replaced one beam array with a second mk xii DBB, but that only leaves 3 dbb for broadsiding. another idea was to replace a beam array with a mine launcher, maybe chroniton or tractor to slow down fast movers that run from the breen torpedo.
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    arctcwolfarctcwolf Member Posts: 242 Arc User
    edited August 2013
    TS3 with wide angle quantums mean u have 180* of never miss firepower. TS never misses, and is nice crowd control.

    considering the options u have, u could run a torp boat that allows the fighters to chew down shields while u pound away with torps. could get funny firing torpedo's every second, btwn WA quantum, omega, romulan, and maybe running romulan experimental beam up front, with tractor mines, web mines, and KCB in the back. wouldnt need weapon power, so the rest of the energy goes to shields and aux. u get a free beam overload with the rom set, u can run adapted maco/khg 2 piece for 25% torp damage bonus, and not even worry about the aux2batt setup, and just be able to tank, heal, and control everything around you.

    if your worried about the front firing arc, dont...because thats what the new dil mine neut armor with turn bonus is for, as well as the tachyokinetic converter from lobi.

    The dread gives a ton of possibilities with ship setups. it all depends on play style and if you like to experiment.
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    idontknow200idontknow200 Member Posts: 59 Arc User
    edited August 2013
    hey all, I would like to see this ship a lot cheaper...

    please be kind.
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    arctcwolfarctcwolf Member Posts: 242 Arc User
    edited August 2013
    considering the abilities it has, that would be hard to accomplish.

    high hull, high shield modifier, dual hanger bays, subsystem targeting, able to equip dual cannons, tac + aux2batt setup easily enabled.

    i doubt you will see a decrease in price
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    momawmomaw Member Posts: 0 Arc User
    edited August 2013
    I'll defend the idea of double torpedoes. For a while I was flying Jemnaught, with 2 photon tubes, 3 projectile weapon officers, 2 copies of Attack Pattern Beta, and 2 copies of Torpedo HY2. Staying in the back and slinging torpedoes into the fight as artillery. You basically shoot a photon torpedo every 2 seconds, and the PWOs upgrade your THY2 into THY3+ since you get a trailing full-damage shot on the end of it. This was KDF side, so Honor Guard set added some damage to my torps as well.

    Not a boring dual heavy cannon + scatter volley copy, but its firepower was quite significant.
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    arctcwolfarctcwolf Member Posts: 242 Arc User
    edited August 2013
    U only really need 2 purp or 3 blue PWO's with photons. Quantums are the lowest u wanna go with 3 purp PWO's.

    Love the khg/adapted maco 2 piece bonus to torps. In estf's it's great to play with.
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    jns70982jns70982 Member Posts: 10 Arc User
    edited August 2013
    I love my Jem'Hadar Dread.... I replaced the original fighters with advanced fighters, have Mark XI Assimilated Set (hope in the future there will be a Mk XII :D ).

    Foreward Weapons are Mk XII VR Polaron Dual Beam Banks (Two) with an Rapid Reload Transphasic Torpedo Launcher Mk XI and a Bio-Neural Warhead (love that). Rear Weapons are three Mk XI Polaron Beam Arrays.

    Warp Core is a Mk XI Blue Hyper Injected with Engines-to-Shields.

    Just saying, it's a perfect ship for getting in and busting stuff up very quickly, whether you are in an STF or soloing a mission.

    Can't cloak, which is a shame because that would be the bomb, but that's just my opinion.
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    rc8469rc8469 Member Posts: 2 Arc User
    edited August 2013
    Hello, long time reader here. I just obtained a Dreadnought carrier and Rather confused on who to give it to. While a tactical officer seems the most logical choice(insert bad Vulcan joke here >.>) It looks like an Engineer could benefit from it as well. I also am unsure of the energy type to use. Given the abysmal turn rate I may go with something beam related as I can also make use of the subsystem targeting.(Seems to be such a waste not to use them. I think they are neat.)

    As for what fighters to take, since I'm heavily leaning toward a Feddy admiral to use it, possibly phasers so I can use the appropriate consoles which would benefit runabouts, danubes or pergerines, and I have no knowledge of the Federation only fighters so they are iffy. Plasma seems cool as I can use scorpion fighters as well as keep a nice sustained DPS, yet that would be an issue if I take a tac officer uses it, in which case I would want spike damage and I don't think plasma works for that. My third option is Polaron. Now, I thought to do that because, well I really have not dabbled with Polaron weaponry and I like the pretty purple colors:D.

    Help would be appreciated on what officer to use, what kind of fighters, and through that, what energy weapons type to use, though Cannons are pretty much right out due to said bad turn rate. Thank you.

    By the way, I have carrier experience with the Vo'quv, but I never get the thing into combat if I can avoid it. I let the pets do all the work.
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    dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    rc8469 wrote: »
    Hello, long time reader here. I just obtained a Dreadnought carrier and Rather confused on who to give it to. While a tactical officer seems the most logical choice(insert bad Vulcan joke here >.>) It looks like an Engineer could benefit from it as well. I also am unsure of the energy type to use. Given the abysmal turn rate I may go with something beam related as I can also make use of the subsystem targeting.(Seems to be such a waste not to use them. I think they are neat.)

    As for what fighters to take, since I'm heavily leaning toward a Feddy admiral to use it, possibly phasers so I can use the appropriate consoles which would benefit runabouts, danubes or pergerines, and I have no knowledge of the Federation only fighters so they are iffy. Plasma seems cool as I can use scorpion fighters as well as keep a nice sustained DPS, yet that would be an issue if I take a tac officer uses it, in which case I would want spike damage and I don't think plasma works for that. My third option is Polaron. Now, I thought to do that because, well I really have not dabbled with Polaron weaponry and I like the pretty purple colors:D.

    Help would be appreciated on what officer to use, what kind of fighters, and through that, what energy weapons type to use, though Cannons are pretty much right out due to said bad turn rate. Thank you.

    By the way, I have carrier experience with the Vo'quv, but I never get the thing into combat if I can avoid it. I let the pets do all the work.

    Your Tac Consoles have no effect on your fighters. So Scorpions on a ship with Anti-Protons is fine.

    Advanced Danubes or better yet Yellowstones are fantastic CC ships and a bit more durable than fighters.

    If your Tac is built for Escorts than your Engineer might make better use of the JHDN than any other character.

    I'd try the JH set with Polaron Beams on it, not sure if that set works as advertised but. It's meant to provide more benefits to JH ships.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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    lordkasulordkasu Member Posts: 118 Arc User
    edited August 2013
    rc8469 wrote: »
    Hello, long time reader here. I just obtained a Dreadnought carrier and Rather confused on who to give it to. While a tactical officer seems the most logical choice(insert bad Vulcan joke here >.>) It looks like an Engineer could benefit from it as well. I also am unsure of the energy type to use. Given the abysmal turn rate I may go with something beam related as I can also make use of the subsystem targeting.(Seems to be such a waste not to use them. I think they are neat.)

    As for what fighters to take, since I'm heavily leaning toward a Feddy admiral to use it, possibly phasers so I can use the appropriate consoles which would benefit runabouts, danubes or pergerines, and I have no knowledge of the Federation only fighters so they are iffy. Plasma seems cool as I can use scorpion fighters as well as keep a nice sustained DPS, yet that would be an issue if I take a tac officer uses it, in which case I would want spike damage and I don't think plasma works for that. My third option is Polaron. Now, I thought to do that because, well I really have not dabbled with Polaron weaponry and I like the pretty purple colors:D.

    Help would be appreciated on what officer to use, what kind of fighters, and through that, what energy weapons type to use, though Cannons are pretty much right out due to said bad turn rate. Thank you.

    By the way, I have carrier experience with the Vo'quv, but I never get the thing into combat if I can avoid it. I let the pets do all the work.


    If you want energy that's easy to boost, I'd go with plasma or polaron, as they each have non tac equipment that boosts them. Cannons are fine on a JHDN, they have better damage and almost as much arc as beams. I use cannons + turrets for for my dread's energy weapons, and it works fine, even in pvp.

    As for fighters, your tac consoles don't do anything for them, just get the fighters with the abilities you want. If you like high yield torpedoes, get elite scorps.

    Get used to flying your carrier like a cruiser without pets, if you can't force spawn them until they die, they may fly off to attack the left gate when you go take out the right side probes in Khitomer. I've had a match where except for two, they all survived and helped the guys on the other gate until Dontara came out to play. Besides, if you fly your dread in pvp, your fighters won't live long if your opponents are smart.
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    vetteguy904vetteguy904 Member Posts: 3,886 Arc User
    edited August 2013
    I am loving every second of this ship as i get to know how she flys. my only question at this point, is do i go elite scorps, or if i get a bugship, i get bugships for fighters. I don't know which are the better pet. before i drop 80+ mil EC on a bugship I will probably never fly, I want to make damn sure the pets are worth it. I do have some blue DFs and runabouts, I may run through with them to see how well they stack up. Did i year someone say the Yellowstone is a carrier pet?? how can i score them?
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    westx211westx211 Member Posts: 42,248 Arc User
    edited August 2013
    I am loving every second of this ship as i get to know how she flys. my only question at this point, is do i go elite scorps, or if i get a bugship, i get bugships for fighters. I don't know which are the better pet. before i drop 80+ mil EC on a bugship I will probably never fly, I want to make damn sure the pets are worth it. I do have some blue DFs and runabouts, I may run through with them to see how well they stack up. Did i year someone say the Yellowstone is a carrier pet?? how can i score them?

    80 mil for a bug ship? What kind of crack you smokin? They go for at least 200mil but most often 400mil.
    Men are not punished for their sins, but by them.
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    arctcwolfarctcwolf Member Posts: 242 Arc User
    edited August 2013
    so...I tried a ridiculous, hilarious build on the JHDC...tetryon for PvP...

    I did omega deflector/impulse with fleet elite shields, elite XII warp core

    4x tet consoles, 2x embassy flow cap +th +shds, plasmonic leech, 2x fleet neut +rcs, tachyo converter

    7x fleet tet beam arrays

    cmdr tac: APB3, BFAW3, BO2, TT1

    lt. cmdr eng: DEM2, aux2batt, EptS1

    lt. eng: aux2batt, EptW1

    lt. tac: BFAW2, BO1

    ens. sci: HE1

    2 hangers of elite scorpions

    spamming dem with marion on bfaw, full aux, eptw, with the drains and procs going I had no problem melting shields for my team to pound away with torps and cannon. scorpions event got in a few torps to pop before being destroyed. was able to keep power levels above 75 on 3 of the 4 settings, giving me the 9.9% bump in damage from warp core. plasmonic leech drained at least 2 per pulse with 15 pulses...netting 30 power to me and from the enemy. flow caps also improve the shield drain proc from omega 2 piece set.

    the nice thing is...i can swap over to borg set with adapted shields, and go all polarons and the setup still works great. change over to plasma and swap in some +pla embassy consoles, drop tachyo, and add another fleet neut, and I'm solid for ESTF's requiring very little healing.

    only a few tweaks and I think this setup will be about as OP as I can get it.
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    dknight0001dknight0001 Member Posts: 1,542
    edited August 2013
    The Elite version of the Danube Runabout is the Yellowstone Runabout with Phaser Beam, Chroniton Torpedo, Tractor Beam & Eject Warp Plasma. You need a starbase with Tier 5 Science unlocked.

    Blue is the Default level of all Hanger pets now.
    Purple or Advanced is available from the Dilithium store
    Elite is available from Tier 5 Science Starbases.

    Elite Scorpions & Elite Tholian Widows are available from their respective reputation trees.

    The Jem'Hadar Fighters are available in Normal (Blue) Advanced (Purple) & Elite.

    Scorpions are considered one of the best Hanger pets because they have Plasma torps so you get 12 (3 per wing, 2 wings per Hanger) plasma dots on the other ship. Chances are the NPCs don't have Hazard Emitters.

    The Jem Hadar Attack Ship or the Bug as it's known is a fantastic hanger pet. Not remotely worth the cost. It's more the other way around, if you got a Bug and feel like a Carrier than a JHDC is the way to go.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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    tenkaritenkari Member Posts: 2,906 Arc User
    edited August 2013
    My Fed Eng char lves the JHDC, MK XII Jem Set on it, with all Polaron boosting Tac consoles While slinging a variety of Phased polaron and Dominion polaron weaponry, it's a nasty customer. im still in the process of upgrading its pets, but i got a set of Advanced Danubes and Advanced peregrines on it right now.
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