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My Armitage Build - Pointers appreciated!

neppakyoneppakyo Member Posts: 245 Arc User
edited September 2012 in Federation Discussion
Ok, so i got the Heavy Escort Carrier, cause I wanted some fun in an escort and it looked like a decent ship. Got tired of taking 42 lightyears to turn in my tac ody.

Here's what I have so far;

Captain: Engineer class

Deflector: Borg Assimilated Deflector Array
Engines: Borg Assimilated Subtranswarp Engines
Shields: MACO Resilient Shield Array Mk XII

With skills:
Hull: 43,820
Shield: 10,041 per side

Fore Weapons:
2x Dual Antiproton Beam Banks Mk XII[borg] 2x Antiproton Dual Heavy Cannons Mk XII [borg]

Aft:
3x Antiproton Turret Mk X (XII when i get proto)

Engineer Consoles:
Tetraburnium Hull Armor Mk XI (blue), Neutronium Alloy Mk XI (blue), Ablative Hull Armor Mk XI (blue)

Science Consoles:
2x Field Generator Mk XI (blue)

Tactical Consoles:
Universal Torpedo Defense system, Universial Assimilated Console, Antiproton Mag Regulator XI (blue), Antiproton Mag regulator (purple)

Hanger: Adv. Delta Flyers

And My Boffs:

Cmd station:
Tac Team 1, Cannon Scatter Volley 1, Cannon Rapid Fire 2, Omega pattern

Lt. Station:
Beam Array Overload 1, Cannon rapid fire 1

Ensign Station:
Beam Array Overload

Lt. Cmd Engineer Station:
Emerg Power to Weapons 1, Reverse Shield Polarity 1, Emerg Power to Shields 3.

Lt. Science Station:
Science team 1, jam sensors 2

My Eng. Captain has: Rotate Shield freq. 3, EPS Power Transfer 3, and Miracle Worker 2.

This seems to work decently in stf's.

Any pointers on what to use, and what's a good setup for PvP?

Thanks for reading.
Quote about STO on consoles: "Not quite as bad as No man's sky, but a close second."
Post edited by neppakyo on

Comments

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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited June 2012
    Pick one: Beam or Cannon. Not both.

    That is a cruiser mentality, which doesn't quite apply here. The Armitage is still an escort, whether it has pets or not.

    Treat it as such.

    Otherwise you're on the right track.

    I recommend 3 DHC fore with a photon torp. Add Torp Spread 3, and the Torp Point Defense console. Add a Nadeon Detonator as well if you can.

    Damage tested alongside one another, the console is equal in damage to the power of a Torp Spread 3. Use them both at the same time and you're firing 50+ torpedoes.

    Instantly clears ALL enemy spam in 1 fell swoop. Lethal to any enemies with an exposed hull facing.

    Swap all energy types to phaser, and combined with your pets and a good party of Phaser-users, you get lots of procs to take down enemy shields. Time your shots right and you can unleash incredible carnage.

    Nadeon Detonator with points distributed properly is a very nice stun. Opens the window for a heavy cannon burst.

    It also is a huge AoE range, and serves to assist with clearing spam alongside your other assets.

    For PvP, find a way to add Attack Pattern Delta, and fit in 2x CRF alongside that Torp Spread 3. I'd use 2x Tac Teams with a Sci Team on standby to remove SubNuc.

    For your other Ens Tac slot, you can fit in Torp HY1 for some added burst potential without having to force in an unnecessary beam weapon.

    I hope that helps.
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    rayezillarayezilla Member Posts: 139 Arc User
    edited June 2012
    Hakaish has some good advice, though I would consider trying all Dual Heavy Cannons for a bit more dps. Really surprised that your Borg console is in a Tactical slot as well. I would try this weapon setup:

    3 antiproton DHC + 1 photon torpedo fore

    drop beam overload for HYT or torp spread, depending on how confident you are on your survivability.

    Finally I would seriously consider dropping the Borg deflector for the MACO one. The extra HPs from that should allow you to put the Borg Console into an engineering slot with only a slight net survivability loss. That will give you more glorious pew.

    What kind of DOFFs are you running?
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    lordcorrinolordcorrino Member Posts: 163 Arc User
    edited June 2012
    The biggest issue I see with your build is that you only use two of your four tactical console slots. These consoles stack without penalty and add to your primary asset as an escort - your ability to do damage. You really need a build that allows you to put either four energy or three energy and one torp console there. Also, ever since they changed the shield console to science, I've dropped the borg stuff for full MACO. You just don't have a console slot to spare for it anymore.

    FYI, here's my build.

    Full MACO set
    3 DHC (phaser), 1 Quantum
    3 turret (phaser)
    4 phaser relays
    2 Neutroniums, Torp PDS
    2 Field Generators

    Tac Comm: TT1, CRF1, APO, CRF3
    Eng. Lt. Comm: EPS1, EPS2, ASF 1
    Sci Lt.: PH1, HE2
    Tac Lt.: TT1, THY2
    Tac Ens.: THY1
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    proteus22proteus22 Member Posts: 0 Arc User
    edited June 2012
    here is my tribble build i am using to get fleet marks

    forward weapons i antiproton dbb mrk 12
    1 antiproton dhc mark 12 1 phaser qc 1 mark 12 quantum torp
    rear 2 anti proton turrets mark 12 1 mark 12 quantum torp
    hangers swappable depending which map i am in advanced perigrines for attacking every thing
    runabouts good for tractor spamming large enemy ships
    repair hanger good for repairing allied freighter in no win scenerio

    also got both point defense consoles installed

    both in science slots
    4 blue antiproton consoles mark 11 in tac slots
    engineering 1 armorm one rcs and 1 flow regulator all three mar 11 green.

    when coming up on lots of enemy spam hit with csv 1 and torp sread 1 or two then hit both point defense consoles enemies go poof!
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    hakaishinlegionhakaishinlegion Member Posts: 2 Arc User
    edited June 2012
    The biggest issue I see with your build is that you only use two of your four tactical console slots. These consoles stack without penalty and add to your primary asset as an escort - your ability to do damage. You really need a build that allows you to put either four energy or three energy and one torp console there. Also, ever since they changed the shield console to science, I've dropped the borg stuff for full MACO. You just don't have a console slot to spare for it anymore.

    FYI, here's my build.

    Full MACO set
    3 DHC (phaser), 1 Quantum
    3 turret (phaser)
    4 phaser relays
    2 Neutroniums, Torp PDS
    2 Field Generators

    Tac Comm: TT1, CRF1, APO, CRF3
    Eng. Lt. Comm: EPS1, EPS2, ASF 1
    Sci Lt.: PH1, HE2
    Tac Lt.: TT1, THY2
    Tac Ens.: THY1

    It's still hard to pass up added crit chance in a DPS machine. I'd hesitate before dropping the assimilated module, even with the aforementioned considered (which is a very valid point you have).

    I'd sacrifice one of the Neutroniums even for it, if I had to, but that is my personal preference.

    I'm more offensive-oriented... I actually don't bother with any Neutroniums, and place in the place of the other a Nadeon Detonator, my torp being a Photon. Tends to assist quite nicely in PvP.

    There are variations for preference. Yours is a very solid build. I just fly a little differently. :D
    [SIGPIC][/SIGPIC]
    "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
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    sotaudisotaudi Member Posts: 7 Arc User
    edited June 2012
    I would agree that you don't want two beam banks, but I disagree with the idea of going with three cannons and a torpedo. If you go with a torpedo, you then need a console slot for the torpedo. Going with three cannons and a single beam bank of the same type energy as your cannons means that the same consoles work for both your cannons and your beam bank. Likewise, your Rapid Fire and Scatter Volley won't work for the Beam Bank, but then, it won't work for the torpedo either. You are going to need another BOff power for the torpedo, so it may as well be Beam Overload for the Dual Beam Array.

    I find three Dual Heavy Cannons and a Dual Beam Array up front and three Turrets all of the same energy type work quite well.
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    neppakyoneppakyo Member Posts: 245 Arc User
    edited June 2012
    All great suggestions that I will try! As for DOFF's, I try to run the shield/hull/wep bonus missions
    Quote about STO on consoles: "Not quite as bad as No man's sky, but a close second."
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    eesparzaeesparza Member Posts: 0 Arc User
    edited June 2012
    you are using delta flyers without using torps on your ship?
    i would use fighters instead, or put some torps on that thing and use the delta's
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    whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited June 2012
    "2x Field Generator Mk XI (blue)"

    I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.

    I think you need a hull heal too.
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    rayezillarayezilla Member Posts: 139 Arc User
    edited June 2012
    "2x Field Generator Mk XI (blue)"

    I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.

    I think you need a hull heal too.

    agree. I would maybe get a few of the DOFFs that reduce Tactical Team's CD, and then drop sci team 1 for Hazard emitters.
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    gt86gt86 Member Posts: 52 Arc User
    edited June 2012
    Put 3 DHC's up front with a photon torp and turrets in the back. I use both the phaser point defense system and the photon torpedo defense system. It makes for an awesome one two punch combo. I hit the phaser point defense system first for a few secs because it does a pretty good job of dropping a facing shield even on star ships then I hit the Photon Defense system for many torps hitting on a targets hull.
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    obiwonko1obiwonko1 Member Posts: 28 Arc User
    edited July 2012
    There are several issues with torp upfront.

    a) Torp upfront means that you should specialize with skills points (otherwise it will only do base damage)
    b) you have to use projectile weapons doff to make them faster (using valuable doffs)
    c) they only effect hull optimally (so on ship to ship not as useful initially)
    d) To get optimal use of torpedoes you need a to put tac console thus reducing cannon damage.

    approximate values..
    MK12 Photon Torps are rated 440 dps approx non buffed
    MK12 Dual Phaser does 230 approx + 26x4(239 dmg) 469 dmg approx
    This also gets buffed because of weapons skills.

    This does not include any procs you may get from dual beam banks.

    If you want to use extra ensign slot your best bet is dual beam.
    You can put a fire at will/ Beam overload/ disable weapons ability.

    a) In stf's disable weapons ability is best because even if it does not disable weapons it weakends them giving more staying power against cubes and spheres.

    b) Fire at will is great against gates and probes as your using dual beam it will only fire at 90 degree arc so you more or less know where it is going to fire.

    c) beam overload is not as good as it does good spike damage but weakens everything else.

    The arguments for torp:

    Torp spread is very usefull in stf to do damage.

    Dmg can be increased with projectile weapons conn officer loadout

    If you find a way to specialize in both max phasers and max torps you can get the highest dps possible in game (but it will come at a cost of something else.)

    A really interesting debate all in all you can do a torp load out but it may cost in reducing effectiveness of some survivability skills. What are your thoughts?
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    gt86gt86 Member Posts: 52 Arc User
    edited July 2012
    Here's my build that I consistantly take the #1 spot with DPS using the Advanced Combat Tracker log parser.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=RipArmitage_0

    Fore Weapons
    3 MK XII Antiprotons DHCS
    1 MK XII Photon Torpedo

    Rear
    3 MK XII Antiproton Turrets

    Full MK XII MACO Set

    Boff layout

    Cmdr Tact
    TT1 CSV1 TS3 APO3

    Lt Tact
    HYT1 CRF1

    Ensign Tact
    TT1

    Lt Cmdr Eng
    EPTS1 EPTS2 RSP2

    LT Sci
    TSS1 HZEM2

    Pets
    Adv Delta Flyers

    Eng consoles
    Assimilated Uni Console, Phaser point defense system, Neutronium Alloy MK XI Blue

    Sci Consoles
    Field Generator MK XI Blue, Bio Function Moniter Mk XI Blue

    Tact Consoles
    Photon Torpedo point defense system, Photon Detonation Assembly Mk XI Blue, Antiproton Mag Regulator Mk XI Blue x2.

    I don't specificly use the point defense systems for pet spam unless I'm up against carriers that already have their fighters out. I acutually use them more of an offensive weapon. As in I with use my CSV or CRF to drop a facing shield along with the Phaser point defense system and then send out either HYT or Torp Spread 3 with the Torp defense system for massive damage against one target or multiple targets.

    I am consistantly in the 3800-4200 Dps range with the ACT parser which doesn't count shield damage only hull damage seems to be more accurate than the basic Combatlog parser where in the 6500-8000 range. Our fleet has come to like the ACT parser much better because it seems to read more accurate and doesn't seem to give other players lower Dps because they aren't withing a 15 km range of the person running the parser like the combat log parser seems to have. Plus ACT lets us break down excatly what weapon or ability is doing what damage and what may be doing damage to us.

    I will also add any Escort that is running more than 3 DHC"s up front is really hurting themseleves because of the toggle max per weapon of one. Escorts should have one torp up front for that big burst kinetic damage. I don't claim to be an expert like some of these so called people on this forum but I do find it funny allot of times. That when I end up in a STF or Starbase fleet action on Tribble with some of these so-called ubber elites and I out dps them and have to laugh when they are in the 1400-1800 dps range. I have only 5 points in Starship projectile Weapons and none in Projectile Specialization and go great damage with my torps.

    The only person from this board that really helped me with good solid advice when I was needing help was playhard88. He gave very solid advice and I would trust any advice he would ever give out.
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    stargate525stargate525 Member Posts: 36 Arc User
    edited July 2012
    I've used my armitage as a torpedo boat. It's got some issues with drawing aggro on EVERYTHING when it goes into torpedo mode, but other than that it tears through stuff in STFs

    Fore Weapons
    3 MK XII Photon Torpedo
    1 MK XII Dual Disruptor Beam Banks

    Rear
    2 MK XII Disruptor Turrets
    1 MK XII Photon Mine

    Borg Deflector
    Borg Engines
    Maco Shields

    Boff layout

    Cmdr Tact
    TS 1
    THY 2
    TS3
    Dispersal Pattern Beta

    Lt Tact
    TT 1
    APB

    Ensign Tact
    Target Shields Subsystems

    Lt Cmdr Eng
    EPTS1 EPTS2 EPSIF

    LT Sci
    TB1 TB II

    Pets
    Adv Delta Flyers

    I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.
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    rebel230rebel230 Member Posts: 90 Arc User
    edited July 2012
    I've used my armitage as a torpedo boat. It's got some issues with drawing aggro on EVERYTHING when it goes into torpedo mode, but other than that it tears through stuff in STFs

    Fore Weapons
    3 MK XII Photon Torpedo
    1 MK XII Dual Disruptor Beam Banks

    Rear
    2 MK XII Disruptor Turrets
    1 MK XII Photon Mine

    Borg Deflector
    Borg Engines
    Maco Shields

    Boff layout

    Cmdr Tact
    TS 1
    THY 2
    TS3
    Dispersal Pattern Beta

    Lt Tact
    TT 1
    APB

    Ensign Tact
    Target Shields Subsystems

    Lt Cmdr Eng
    EPTS1 EPTS2 EPSIF

    LT Sci
    TB1 TB II

    Pets
    Adv Delta Flyers

    I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.


    I was going to ask about anyone using it as a torp boat, which I "think" was the intended design. I would ask about 3 torps upfront? That seems excessive no? How is it working out? How do you drop the shields, and is this more for pve? (I do more pve also)
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    dcpuserdcpuser Member Posts: 71 Arc User
    edited July 2012
    He has Tachyon Beams to drain shields so that's not too big of an issue. I'm also guessing he'll have some flow capacitors to help augment that for his sci slots. This is very similar to a build I run with my Intrepid Retrofit (uses boff skills to drain shields and then unload with my 3x Fore Torp Launchers).

    Ive been debating about turning my Armitage into a torp boat as well but currently just running with DHCs.
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    rebel230rebel230 Member Posts: 90 Arc User
    edited July 2012
    his build listed disruptors. With a torp boat would tetryons be the best choice for energy weapons?
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    dcpuserdcpuser Member Posts: 71 Arc User
    edited July 2012
    I'm talking about his science boffs aka

    LT Sci
    TB1 TB II

    So basic strategy is use your TB to drain shields, let the Delta Flyers also use their inherit TB and shields ought to be stripped quite quickly. Then fire up THY and unload Torps. Dead ship.
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    montrezanthonymontrezanthony Member Posts: 0 Arc User
    edited September 2012
    "2x Field Generator Mk XI (blue)"

    I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.

    I think you need a hull heal too.


    They stack nicely. Take two to any enemy contact space zone and equip one. look at your stats, then equip the other. They are so worth it. If your like having alot of shields. If not throw in what you want :)
    You needn't hang like a dog. If you'd fight like a man.~ Anne Bonny
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