Hello all!
I just got my hands on Jem'Hadar Dreadnought Carrier, and finally would like to have a ship that wouldn't be a complete failure. This ship would be used in STF and PvE (I don't do PvP). It would be nice if it could do decent amount of DPS but also take some amount of hit (doesn't blow up immediately after taking a hit).
Here's the current build (or more like an idea of it)
http://skillplanner.stoacademy.com/?build=jemvr1_0
I am currently working on to get Jem'Hadar Space Set Mk XII. I would like to stick with polaron weapons but I'm uncertain should I drop torpedos and replace them with something else.
Doffs (all purple)
Projectile Weapons Officer
Maintenance Engineer
Flight Deck Officer
What doffs should I use?
So, any suggestions?
Sorry for any mistakes. English isn't my first language.
Comments
http://www.stoacademy.com/tools/skillplanner/?build=westxbeamjhdcbuild_0
Its cheaper than some and does great dmg as I often place first in stuff I do over escorts.
Overall, your build looks fairly solid to me. My only suggestions would be to swap a DBB up front for another beam, and swap the torp launcher in the back for another beam, but that's just me. I'm still learning, playstyle and builds.
[SIGPIC][/SIGPIC]
My name is Rage, and I too support a revised Galaxy family.
Nice ship I was thinking of buying one of these with lobi
For more damage in slower PvE (STFs, CE, etc.) I run DHCs fore and turrets and KCB aft, and then have EPtE2 for when I need to move.
http://skillplanner.stoacademy.com/?build=jhdc3final_4617
Sometimes I swap out one fore/aft missile to put a Hargh'peng up front and another one in the rear for kinetic damage (and the 15 seconds of radiation ). Whenever I do that, the Borg really get pissed off and come at me in droves.
I'll give your an overhaul for maximum punishment, but I need to know a few things.
What is your preference, beams or cannons?
What kind of budget do you have?
...ya that about covers it
My PvE/PvP hybrid skill tree
I've never used cannons in any of my ships, so I suppose beams then. As for the budget, I'm ready to invest a lot to this ship. Even if it takes time.
1?) It doesn't turn well. You should equip 7 beams and the Kinetic Cutting Beam. Double beams or cannons are a waste of DPS in your particular case. Torpedoes are too costly in terms of skill points, consoles and more generally too demanding in terms of turning.
2?) You have 4 tactical console slots. They should be filled by polaron damage booster ; I think that Mk XI blue consoles are affordable, better ones are expensive for a marginal increase.
3?) Your universal consoles should be placed in engineering console slots. You don't need the Zero-point Romulan console unless you plan to switch to plasma damage. Use a plasmonic leech console (available from the exchange ; expensive but worth its price) instead. Invest skill points into flow capacitors (it helps for many things including the polaron proc and more importantly the plasmonic leech).
4?) Why the [E->S]and [ECap] bonuses on your fleet warp core ? Your shield energy should be 125 all the time anyway (more on this later) and your engine power won't ever reach the cap and benefit from a raised cap... Bonuses like [S->A] , [SCap] and foremost [AMP] make a lot more sense.
5?) bridge officer skills :
You have two big ways to tank. In all cases, don't forget attack pattern omega 3 on your Cmd tactical slot (it's useful for defensive purposes too) and an attack pattern delta somewhere. Your science ensign should always be equipped with Hazard Emitters.
a) Aux2Batt : each of your engineers should have Auxilliary power to Batteries on the lieutenant slot ; you should use three blue or purple technicians as duty officers. This will keep your weapon and shield power at 125 all the time. Many threads explain this mechanism.
Your Lt-Cmd engineer slot should be Reverse Shield Polarity 2 (its cooldown will be greatly reduced by the Aux2Batt mechanics). One tactical team and one Fire at Will can suffice, you may focus on attack patterns. Don't use beam overload in PvE, it's a burst skill to be reserved for PvP.
Use this if you really want some torpedoes, as it leaves one tactical slot free for a torpedo spread skill.
b) Dragon : your five engineering slots should be two copies of Emergency power to Shields, two copies of Emergency power to Weapons and one Reverse Shield Polarity. You need two tactical teams and two Fire at Will, along with attack patterns omega and delta. Again, there are other threads explaining why this setup works as a tank.
c) You will use tactical team continuously. Engineering team is a great skill, but not for your ship. Likewise, you don't have enough engineering slots to afford a directed energy modulation, but you'll do enormous damages without it anyway. Victory is life .
I think it's one of the very best ships for an engineer. Take your time to get used to it, try some variants of the main builds. You'll find what makes you have most fun !
http://www.stoacademy.com/tools/skillplanner/?build=dreadsnot_0
My actual skills not set yet, shows the same as the OP since I just used that as a jumping off point, and I should respec anyways.
Very tanky, to the point it can take a Borg invisible HY torp and keep going for a bit without activating any abilities. Can put out a fair bit of damage too, particularly with the Elite Scorpions. DBB fore for sub-system targeting, which is somewhat useful when stacked with Plasmonic Leech and Polaron procs.
Energy Weapons DOffs for chance to reduce the cooldown of CRF and CSV so both are available to use as needed. Damage Control Engineers for chance to reduce the cooldown of Emergency Power abilities, lets you more or less stack the Emergency Power abilities of different types, with EPtS1 as a backup if they don't proc for EPtS2.
http://skillplanner.stoacademy.com/?build=jemnaughtofdoom_0
doffs are marion, 3 damage control, and a warp core
aux2bat build that will melt everything
http://skillplanner.stoacademy.com/?build=jemnaughtofdoomauxing_0
marion, 3 purple techs and a warp core
This build has potential to outdps scimitars due to an extra hangar
My PvE/PvP hybrid skill tree
http://www.stoacademy.com/tools/skillplanner/?build=bloodforodinmk2_0
Aux2Batt Build
http://www.stoacademy.com/tools/skillplanner/index.php?build=dreadcarrier_3711
What is the benefit of a aux2bat build over the directed energy build you have? Why the Scorpion Fighters?
I'll watch this thread closely. I also have a JHDC (and JHAS) still boxed. I haven't had access to a tier V fleet yet, so I can't get the "good" hangar items...
I am in agreement with many other posters with respect to your grammar. If English isn't your first language, you are more proficient in your additional languages than many in the US with their only language.
~Cannons are better than beams on this ship imo, because if you break away from everyone else's insistence that you fly it like a cruiser (when it isn't one), then you'll do a lot more DPS if you fly it properly.
Maintain a good distance from the main battle (about 5-8km) and just continually unleash CSV's/CRF's into your opponent(s). Let your hangar pets get lost in the mess (particularly if you have the Attack Ships, which are very worth it imo), no reason to fly a gigantic ship like the Dreadnought into the foray like its an escort or a cruiser.
Besides, if you do then you're just begging to get shut down and popped. Keep up distance and people will wrongly assume your weakness.
~Skip polaron -and- the Jem'Hadar set if you plan on any kind of serious PVE/PVP play. They both are not worth it and they make you much weaker across the board.
~ Skip Aux2Bat as well. Waste of time and boff powers on this ship.
~ Don't get sucked into the allure of universal consoles. You lose out on the tanking ability this ship can have if you slot more universals than you really need. You should use 3 of your engineering slots for either Fleet Neuts or Fleet RCS consoles (depending on what you want more of. The effective difference isn't -that- big on either side, so its personal preference really. I like RCS myself). Presuming you don't have access to either of those, get 2 regular Netus and an RCS. Won't be as effective as the Fleet ones, but will do in the meantime.
As for unis, you should only slot the Borg and Tachyo consoles. Or, barring access to the Tachyo, the Zero point or another of the RCS/Armor consoles.
And naturally you should always slot the Dominion Command Interface. Its one of the best consoles in the game with a virtual 100% chance to knock out whatever subsystem it selects (usually its Aux, but it can target the other 3 subsystems) on top of a very decent debuff.
Tacticals are a no-brainer.
~ Boffs. Run 2x Tac Team, CRF/CSV 1 & 2, Omega 3 and Beta/Delta 1
Do EPTSh 1 & 2 and RSP. Alternatively, you can do ETPS1 & 3 and do ETPW2. Another one is slotting Aux2Sif 2. DEM2 is also possible. Lot of flexibility here.
Universal should be Sci. Slot HE1, PH1 (or some other ability), and TSS2. An alternative here is running He1 and TSS1, with whatever Lt ability you would like.
Run 3x Attack Pattern Doffs, a Warp Core, and use the last slot as a freebie.
Hangars I obviously recommend the Elite Attack Ships, but barring that, Scorpions will do well. Runabouts (the ones with tractor beams) are also fun. Other than those I don't have experience with the other hangar pets.
This is how I run my ship and it serves me absurdly well, especially after getting my skill spec just right to support it.
Eep! No shield heals? :eek: RSP has a very long cooldown even with an Aux2Bat build (1 minute). While you'll have shield invulnerability for approximately 10s, you'll still need to find out what to do with that other 50s. Also, 3 attack patterns are a bit redundant. If you need to fill out those spots, buff the torpedo or perhaps consider getting some mines.
But back to the main build, I think it is trying to do too much at once. I see the borg weapons set mounted, along with the dominion tactical 2 piece. The kinetic cutting beam simply has no place in this build; no synergy with the other weapons, along with the two quantum torpedoes just hanging around. I recommend taking out the kinetic cutting beam and the assimilated module AND the random Zero Point Energy Conduit. Replace them with more Polaron Phase Modulators and Enhanced Neutronium Alloys.
The reason why you are dying quickly in STFs is that you don't have enough shield healing/buffs. One copy of EPtS is not enough healing, given that you are not running an Aux2Bat build. On top of that, Engineering Team and Tactical Teams are running into each other. Given that you don't want to spend a whole ton of energy credits on Aux2Bat, here's a build I would recommend:
http://skillplanner.stoacademy.com/?build=dreadedstarfall_0
You may also want to consider Plasmonic Leech somewhere in the console setup to synergize with your Polaron weapons.
Double stacking Tactical Teams, Beam Fire at Will, Attack Pattern Omega, and two EPtS will allow you to run these skills back to back with lowest downtime possible.
Auxiliary to Structural Integrity Field will allow you to heal your ship without compromising Tactical Team.
If Aux2SIF is still not enough, you have Hazard Emitters to cover you anytime you're under plasma fires or radiation damage.
Transfer Shield Strength allows you to stack on more shield healing on top of EPtS.
As for the last Sci Skill, Polarize Hull, you may find it useful when Attack Pattern Omega is on cooldown. It will immunize you from tractor beams and crowd controls while active, while also giving you very nice damage resistance.
Good luck! :cool:
All hands! Prepare the popcorn and tinfoil hats!
The aux2bat build allows you to use max rank tact boff skills instead of rotating.
Elite scorpions are regarded as the best pet that non-hardcore players can attain. Elite widows are pretty even, JHAS pets are the top of the food chain.
My advice, go with my non aux2bat build. Cheaper on the doffs and you get more survival through the sci skills
My PvE/PvP hybrid skill tree
i've tried torp boat and i noticed that full beam arrays build does more dps (at least for me).
i used a non aux2batt build but since i have changed to aux2batt my dps went crazy. in additional shield power is almost all the time full with all my power in weapons so my shields are up all the time. when something bad happend and i get some huge dmg i just use the ep2s or a shield battery and everything is going back to normal. ofcourse the tactical team helps a lot.
here is my build:
http://skillplanner.stoacademy.com/?build=jhdcaux2battscienceofficer_0
Get some damage control doffs and change the universal to science add another haz emitter and transfer shields. Get warp core doff power doff too
auxtobat isn't all its crack up to be honestly.
As a engineering captain i get nearly full power all the time in all four with out the use of aux to battery. Its honestly better for tac captians then engineers
I have tested my new ship with aux2batt build, and while it's not fail, it isn't amazing either. Maybe I try this with different boff skills than I currently have. Or Aux2SIF build.
Somebody suggested cannons. Just for the sake of it, what would be a good cannon build?
If I have to skip Jem'Hadar set (and polarons), I have Adapted MACO space set except Deflector Dish. Supposedly damage type has to be either disruptor, plasma or antiproton so you would be taken seriously in STFs?