hello fellow players. I've been playing F2P since February and I've been trying to learn the mechanics of the game as best as I can since then. just last week I bought myself an Armitage Escort Carrier to replace my star cruiser. Mainly because I think the T5 cruisers turn rate is a nightmare. Her name is USS Galactica(sorry fellow trekkies) and I also started STFs the same day. as of now I have completely refurbished her into what I assumed was a good build, but I'd like your oppinions and suggestions should I need to change some thing. This is the build I use for STFs and PvP
I'm an engineer by the way
Weapons:
Fore:
2x Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg]
1x Antiproton Dual Cannon Mk X [Acc] [CrtH] [Borg]
1x Quantum Torp Mk XI [CrtD] [CrtH] [Borg]
Aft:
2x Phaser turrets Mk XI [Acc] (I'm gonna switch these to Antiprotons)
1x Antiproton turret Mk XII [Acc] [CrtH] [Borg]
Eng: 2x Neutronium Alloy(+18,+16 energy and kinetic dmg)
Ablative Armor(+26 pha, dis, tet, and pla dmg)
Sci: Torp Point Defense System (I've Heard that this isn't that great but it seems to work for STFs)
Biofunction Monitor Mk XI(+32% crew recovery rate)
ditch the phasers and go all antiproton; just make sure you have only one weapons type. (just noticed your note)
3 piece borg set with maco shields.
get more neutonium to replace ablative armor.
swap the bio out for some help on shields.
my 2 cents worth and just my opinion
i bought this ship and i am loving it. i use cannons for a wider firing arc, but have been wondering if i should go to dual heavy cannons??
I see, its just that I've heard that stacking certain eng. consoles has negative or diminishing results
Do you still use the point defense? And I'm savin up for the field emiters but they're around 900,000 energy credits. how does your setup work for PvP? I like the DHCs for the high dps. the escort carrier has a great turn rate so it shouldn't be hard to keep the enemy in your firing arc, so I'd say give'em a try.
Consoles
Tac:
2x Phaser Relay Mk XI (+26%)
1x Zero Point Quantum Chamber Mk XII (+30%)
Antimatter Spread
Eng:
1x Monotanium Alloy Mk XI (+37 kinetic resistance)
1x Ablative Armor Mk XI (+28 pha, dis, tet, and pla resistance)
Borg Assimilated Module
Sci:
Torpedo Point Defense System
Phaser Point Defense System
Hangar: Adv. Peregrine Fighters
It seems to be pretty good for me.
Yours is pretty similar, I would:
Get a monotanium alloy to replace one of your neutroniums, and get the most out of your resist improvements.
Drop the prefire chamber and get either another mag regulator or a zero point quantum chamber to improve your weapon damage more.
Drop the bio function and get eithe ra field generator if you want more shields, or find another universal console to go there... (I have the antimatter spread because it can break tractor beam locks in STFs)
Get the 3 piece borg bonus to improve your hull healing and shield healing.
hello fellow players. I've been playing F2P since February and I've been trying to learn the mechanics of the game as best as I can since then. just last week I bought myself an Armitage Escort Carrier to replace my star cruiser. Mainly because I think the T5 cruisers turn rate is a nightmare. Her name is USS Galactica(sorry fellow trekkies) and I also started STFs the same day. as of now I have completely refurbished her into what I assumed was a good build, but I'd like your oppinions and suggestions should I need to change some thing. This is the build I use for STFs and PvP
I'm an engineer by the way
Weapons:
Fore:
2x Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg]
1x Antiproton Dual Cannon Mk X [Acc] [CrtH] [Borg]
1x Quantum Torp Mk XI [CrtD] [CrtH] [Borg]
Aft:
2x Phaser turrets Mk XI [Acc] (I'm gonna switch these to Antiprotons)
1x Antiproton turret Mk XII [Acc] [CrtH] [Borg]
Eng: 2x Neutronium Alloy(+18,+16 energy and kinetic dmg)
Ablative Armor(+26 pha, dis, tet, and pla dmg)
Sci: Torp Point Defense System (I've Heard that this isn't that great but it seems to work for STFs)
Biofunction Monitor Mk XI(+32% crew recovery rate)
Hangar: Adv. Peregrine Fighters
Thanks for the help!
Some suggestions from an experienced escort pilot and theorycrafter:
As you already know, go all Antiproton. Further, all 4 damage consoles should he antiproton. The quantum does enough spike damage against hull, it doesnt need a dmg console. Put the borg console in your engi slots, use two field emitters in your science slots, use one neutronim and one plasma resist console in your other two engi slots. And you have the right idea about 2x MACO and 2x Borg, but you want MACO deflector and borg engines, rather than the reverse that you have.
Now what does your boff and doff setup look like? Need any help on that?
Also, do NOT get 3 piece borg set, stick with two maco two borg, its better for escorts.
How is 2 piece MACO better for Escorts? It affects power insulators and power recharge... You shouldnt be dropping below 100 weapon power in an excort anyway. so why waste the impulse or deflector slot on a maco piece when the borg pieces have better stats, and the 3 piece will improve your survival.
Some suggestions from an experienced escort pilot and theorycrafter:
As you already know, go all Antiproton. Further, all 4 damage consoles should he antiproton. The quantum does enough spike damage against hull, it doesnt need a dmg console. Put the borg console in your engi slots, use two field emitters in your science slots, use one neutronim and one plasma resist console in your other two engi slots. And you have the right idea about 2x MACO and 2x Borg, but you want MACO deflector and borg engines, rather than the reverse that you have.
Now what does your boff and doff setup look like? Need any help on that?
Well..... lets see, first you mean bridge officers and duty officers? i didn't know the duty officers had any affect on my ship.
this is my Boff setup
Commander Tac.
Beam overload I(need somethin to change it to)
Torp High Yield II
Cannon Scatter Volley II
Attk Ptrn Omega II
Lieutenant Tac.
Tact Team I
Cannon Rapid Fire I
Ensign Tac(not in use right now)
Lt. Commander Engineering
Engineering Team I
Reverse Shield Polarity I
Eject Warp Plasma I
here is a word from a very good experienced escort person:
For your Boff get:
Commander Tactical Slot: Tactical Team I, Rapid Fire 1, Beam Overload 3, Rapidfire 3
Lt. Cmdr. Tactical Slot: Tactical Team 1, Beam Overload 2, Attack Pattern Beta 2
Science slot: Polarize Hull 1, Shield Emitters 2.
Engineering Slot: Emergency Power to Shields/Weapons 1 [Your choice], Shield Reverse Polarity 1, Shield Reverse Polarity 2
Consoles:
Engineering: 2xRCS Accelerator MK XII (Blue) or Mk XI (Blue), EPS Flow Regulator Mk XI (Blue) or better.
Science: Field Generator Mk XI (Blue) or better, Assimilated Module.
Tactical Slots: 4x your weapon type (in my case 4x Mk II (Purple)).
Weapons I use:
Foreward: 3x Dual Heavy Cannons Mk XI or XII [Acc]x3 + Dual Beam Bank Mk XII [CrtH]x3 or [Acc]x3
Aft: 3x Turrets [Acc]x3
Deflector: Borg
Impulse: Borg
Shields: Maco XII
Thats what I use and I am flying my escort perfectly. People have a lot of trouble getting me in PVP. This is just a suggestion but this is a very very good build in my opinion and I couldn't be any happier with it.
Lifetime - Joined 2008 - U.S.S. Kilimanjaro - Inner Circle
Commander Tac.
Beam overload I(need somethin to change it to)
Torp High Yield II
Cannon Scatter Volley II
Attk Ptrn Omega II
Lieutenant Tac.
Tact Team I
Cannon Rapid Fire I
Ensign Tac(not in use right now)
Between the unused Ensign Tac and the BO1 you want rid of, you can put in another TT1 and either a Torp High Yield 1 or a Torp Spread 1.
I think you should run a higher copy of Cannon Rapid Fire than 1. CSV's great when you're on probe / Kang babysitting duty on an STF, but in other situations I prefer CRF. Consider having two different BOffs to switch between, so you have one with CSV2 for multi-targets and one with CRF2 if you're going to be focusing your DPS on single targets.
Also if you can find a reliable Tac officer (ie. who won't run off with your BOff) to train in Attack Pattern Omega 3 or Cannon Rapid Fire 3, it'd be helpful.
My own BOff layout for an Armitage is:
Tac Commander: Tac Team1, Torp Spread 2, Attack Pattern Omega 1, Cannon Rapid Fire3 (I swap in one with CSV2 and APO3 if I'm given a job where I need to hit multiple tagets)
Tac Lieutenant: TT1, CRF1,
Tac Ensign: THY1
Eng Lt. Commander: Emergency Power to Shields 1, EPtS2, Aux2SIF2
Sci Lieutenant: Polarise Hull 1, Hazard Emitters 2
Ok, well this is how I've changed my consoles and Boffs already.
Tac Consoles: i'm now running 4 AP mag regulators. 1 XI and 3 X with devastating results from what I can tell
Eng Consoles: I'm running 1 neutronium XI, I still have Ablative XI and Borg Console
Sci Consoles: I now have a Field Generator XI and the torp point defense(I still don't know if I should put it in my inventory, I just don't know what to do with it? should I not use it?)
As for my Boffs, this is what I've done...
Commander Tac
Torp Spread I
Torp HY II
Cannon Scatter Volley II
Attck Ptrn Omega II
Lt. Tac
Tac Team I
Cannon Rapid Fire II
En. Tac
Tac Team I
Lt. Commander Eng.
Eng. Team I
Reverse Shield Polarity I(is this a bad ability for my idea?)
Eject Warp Plasma I(should I keep this?)
Lt. Sci
Hazard Emitters I
Tractor Beam Repulsors I(only because every time I do Infected Space no one can keep the nanite spheres away long enough unless they have this or Gravity Well)
I don't think Reverse Shield Polarity is too bad, but I don't use it a lot myself, so I can't give you great feedback on it.
I wouldn't reccomend Engineering Team, though, since it shares a global cooldown with the Tactical Teams. And since you'll be using the Tac Teams in combat the as much as possible for their shield redistribution effect, you won't get much use out of the Engineering Team. I would recommend replacing it with Emergency Power to Shields.
Comments
3 piece borg set with maco shields.
get more neutonium to replace ablative armor.
swap the bio out for some help on shields.
my 2 cents worth and just my opinion
i bought this ship and i am loving it. i use cannons for a wider firing arc, but have been wondering if i should go to dual heavy cannons??
I see, its just that I've heard that stacking certain eng. consoles has negative or diminishing results
Do you still use the point defense? And I'm savin up for the field emiters but they're around 900,000 energy credits. how does your setup work for PvP? I like the DHCs for the high dps. the escort carrier has a great turn rate so it shouldn't be hard to keep the enemy in your firing arc, so I'd say give'em a try.
i had not heard that stacking eng consoles could result in negative or diminishing results. i need to look into this.
i would like to try some DHCs but the prototype has hard to get lately.
Weapons:
Fore:
1x Phaser Quad Cannons [Dmg]x4
2x Phaser Dual Cannons Mk XI [Dmg]x3
1x Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Borg]
Aft:
3x Phaser turrets Mk XI [Acc] [CrtH] [Borg]
Shields
M.A.C.O Resilient Shields Mk XI
Engine
Borg Assimilated Subtranswarp Engines
Deflector
Borg Assimilated Deflector
Consoles
Tac:
2x Phaser Relay Mk XI (+26%)
1x Zero Point Quantum Chamber Mk XII (+30%)
Antimatter Spread
Eng:
1x Monotanium Alloy Mk XI (+37 kinetic resistance)
1x Ablative Armor Mk XI (+28 pha, dis, tet, and pla resistance)
Borg Assimilated Module
Sci:
Torpedo Point Defense System
Phaser Point Defense System
Hangar: Adv. Peregrine Fighters
It seems to be pretty good for me.
Yours is pretty similar, I would:
Get a monotanium alloy to replace one of your neutroniums, and get the most out of your resist improvements.
Drop the prefire chamber and get either another mag regulator or a zero point quantum chamber to improve your weapon damage more.
Drop the bio function and get eithe ra field generator if you want more shields, or find another universal console to go there... (I have the antimatter spread because it can break tractor beam locks in STFs)
Get the 3 piece borg bonus to improve your hull healing and shield healing.
Some suggestions from an experienced escort pilot and theorycrafter:
As you already know, go all Antiproton. Further, all 4 damage consoles should he antiproton. The quantum does enough spike damage against hull, it doesnt need a dmg console. Put the borg console in your engi slots, use two field emitters in your science slots, use one neutronim and one plasma resist console in your other two engi slots. And you have the right idea about 2x MACO and 2x Borg, but you want MACO deflector and borg engines, rather than the reverse that you have.
Now what does your boff and doff setup look like? Need any help on that?
- Demosthenes01101, from the REAL Star Trek Online forums!
[SIGPIC][/SIGPIC]
"The needs of the many, outweigh the needs of the few, or the one."
"You have been, and always shall be, my friend."
- Pointy-eared, green blooded, hobgoblin
"Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
- Sherlock Holmes
- Demosthenes01101, from the REAL Star Trek Online forums!
[SIGPIC][/SIGPIC]
"The needs of the many, outweigh the needs of the few, or the one."
"You have been, and always shall be, my friend."
- Pointy-eared, green blooded, hobgoblin
"Once you eliminate the impossible, whatever remains, however improbable, must be the truth."
- Sherlock Holmes
How is 2 piece MACO better for Escorts? It affects power insulators and power recharge... You shouldnt be dropping below 100 weapon power in an excort anyway. so why waste the impulse or deflector slot on a maco piece when the borg pieces have better stats, and the 3 piece will improve your survival.
Well..... lets see, first you mean bridge officers and duty officers? i didn't know the duty officers had any affect on my ship.
this is my Boff setup
Commander Tac.
Beam overload I(need somethin to change it to)
Torp High Yield II
Cannon Scatter Volley II
Attk Ptrn Omega II
Lieutenant Tac.
Tact Team I
Cannon Rapid Fire I
Ensign Tac(not in use right now)
Lt. Commander Engineering
Engineering Team I
Reverse Shield Polarity I
Eject Warp Plasma I
Lt. Science
Hazard Emitters I
Polarize Hull II
what do you think?
The maco deflector helps shield emitters, eps, structural integrity, inertial dampeners, shield system, and graviton thingy.
So your shields will last longer, and that shield heal from 3 piece borg never seems to go off when you need it.
Your boff:
Commander Tac.
tac team I(need somethin to change it to)
Torp High Yield II
Cannon Scatter Volley II
Attk Ptrn Omega II
Lieutenant Tac.
Torp spread 1
Cannon Rapid Fire I
Ensign Tac(not in use right now)
Tac team 1
Lt. Commander Engineering
emergency power to shields 1
emergency power to shields 2
reverse shield polarity 2
Lt. Science
Hazard Emitters I
Polarize Hull II
Now You want to chain the two tac teams together along with the two emergency power to shields. This will help a lot.
Consoles:
Eng-
neutronium
monotanium or eps
assimilated console
sci-
emitter array
field generator
Tac-
3 antiproton or I guess the 2 antiproton and 1 prefire works.
1 quantum zero point
Thats my two cents.
here is a word from a very good experienced escort person:
For your Boff get:
Commander Tactical Slot: Tactical Team I, Rapid Fire 1, Beam Overload 3, Rapidfire 3
Lt. Cmdr. Tactical Slot: Tactical Team 1, Beam Overload 2, Attack Pattern Beta 2
Science slot: Polarize Hull 1, Shield Emitters 2.
Engineering Slot: Emergency Power to Shields/Weapons 1 [Your choice], Shield Reverse Polarity 1, Shield Reverse Polarity 2
Consoles:
Engineering: 2xRCS Accelerator MK XII (Blue) or Mk XI (Blue), EPS Flow Regulator Mk XI (Blue) or better.
Science: Field Generator Mk XI (Blue) or better, Assimilated Module.
Tactical Slots: 4x your weapon type (in my case 4x Mk II (Purple)).
Weapons I use:
Foreward: 3x Dual Heavy Cannons Mk XI or XII [Acc]x3 + Dual Beam Bank Mk XII [CrtH]x3 or [Acc]x3
Aft: 3x Turrets [Acc]x3
Deflector: Borg
Impulse: Borg
Shields: Maco XII
Thats what I use and I am flying my escort perfectly. People have a lot of trouble getting me in PVP. This is just a suggestion but this is a very very good build in my opinion and I couldn't be any happier with it.
Between the unused Ensign Tac and the BO1 you want rid of, you can put in another TT1 and either a Torp High Yield 1 or a Torp Spread 1.
I think you should run a higher copy of Cannon Rapid Fire than 1. CSV's great when you're on probe / Kang babysitting duty on an STF, but in other situations I prefer CRF. Consider having two different BOffs to switch between, so you have one with CSV2 for multi-targets and one with CRF2 if you're going to be focusing your DPS on single targets.
Also if you can find a reliable Tac officer (ie. who won't run off with your BOff) to train in Attack Pattern Omega 3 or Cannon Rapid Fire 3, it'd be helpful.
My own BOff layout for an Armitage is:
Tac Commander: Tac Team1, Torp Spread 2, Attack Pattern Omega 1, Cannon Rapid Fire3 (I swap in one with CSV2 and APO3 if I'm given a job where I need to hit multiple tagets)
Tac Lieutenant: TT1, CRF1,
Tac Ensign: THY1
Eng Lt. Commander: Emergency Power to Shields 1, EPtS2, Aux2SIF2
Sci Lieutenant: Polarise Hull 1, Hazard Emitters 2
Tac Consoles: i'm now running 4 AP mag regulators. 1 XI and 3 X with devastating results from what I can tell
Eng Consoles: I'm running 1 neutronium XI, I still have Ablative XI and Borg Console
Sci Consoles: I now have a Field Generator XI and the torp point defense(I still don't know if I should put it in my inventory, I just don't know what to do with it? should I not use it?)
As for my Boffs, this is what I've done...
Commander Tac
Torp Spread I
Torp HY II
Cannon Scatter Volley II
Attck Ptrn Omega II
Lt. Tac
Tac Team I
Cannon Rapid Fire II
En. Tac
Tac Team I
Lt. Commander Eng.
Eng. Team I
Reverse Shield Polarity I(is this a bad ability for my idea?)
Eject Warp Plasma I(should I keep this?)
Lt. Sci
Hazard Emitters I
Tractor Beam Repulsors I(only because every time I do Infected Space no one can keep the nanite spheres away long enough unless they have this or Gravity Well)
If you wanna see my setup prior to the thread, check out my video on my first STF miss. with it: https://www.youtube.com/watch?v=Z9jiS8-K2kk&feature=g-upl
Thanks for all the help and advice you've all provided me so far. I'm interested in seeing where this forum will take me in this game!
I wouldn't reccomend Engineering Team, though, since it shares a global cooldown with the Tactical Teams. And since you'll be using the Tac Teams in combat the as much as possible for their shield redistribution effect, you won't get much use out of the Engineering Team. I would recommend replacing it with Emergency Power to Shields.