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Armitage builds?

rebel230rebel230 Member Posts: 90 Arc User
edited September 2012 in Federation Discussion
I was wondering if people could post what there using and is working for them? I am using some trial and error myself, but not overly happy yet.
Post edited by rebel230 on

Comments

  • thoroonthoroon Member Posts: 409 Arc User
    edited July 2012
    With Engineer I use a common Beamboat with Threat Control Build, nothing special, but everything but into tankiness first, rest into damage.
    All weapons Beam Arrays, front 2 Dual Beams, MACO Shield and 3 Borg.
    I don't use the Special Console on him.
    BFAW and EPTS/EPTW-Rotation as usual (more or less), with some Patterns etc. for Threathelp.
    Its actually the same build I use for cruisers, with different BOFFs.
    Consoles: Engineer all into Resistance, Science all into Shields (one Cap, one Reg).
    Tactical all into Damagetype.

    On my Tacs I play nearly the same Build, with more emphasis on damage, and lesser points into tankiness (destroy fast, tank less ;) ). Some points for Powerlevels and EPS.
    Weapons: DHCs front with one Photon launcher, rear turrets.
    1 Photondamage, rest Damagetype in Tacticals, Special Console in Engineerconsole, 3 Borg/MACO Shield.
    BOFFs: All out AOE-> Spreads, Spreads, Spreads, Tactical 1, Sci and Engineer Hullreggen, Shieldreggen as prefered.

    I use Advanced Peregrines with both.
    [SIGPIC][/SIGPIC]
  • fletch57fletch57 Member Posts: 318 Arc User
    edited July 2012
    I was considering buying this ship,but I had afew questions. 1]does it come with hanger and fighters or do you add your self? 2] is the "stock" weapons/shields package it comes with good enough? or needs total upgrade? thanks
  • thoroonthoroon Member Posts: 409 Arc User
    edited July 2012
    You have a single hangar, already fitted with Uncommon Peregrine Fighters.
    You get all White MK X Weapons etc., no consoles, except the special one.

    After fitting consoles in it is ready for normal STFs (no consoles would be fine, but I find it rude not to have something usable in every slot), don't try PvP though, you will get blown to pieces.
    Change nothing, it still goes okay for episodes.
    [SIGPIC][/SIGPIC]
  • sosolidshoesosolidshoe Member Posts: 175 Arc User
    edited July 2012
    Me being a nerdy OCD git, I've ended up with a slightly odd build; quad cannons, beam array, two photons fore; two turrets, one photon aft. I initially went with the "gamey" torpedo setup, quads and three torps fore, three turrets aft, but the saucer section phaser strips and the evident aft-launchers on the pod were mocking me :P

    In everyday content, it's still fairly monstrous(I run one green, one blue, and one purple torpedo doffs, the purple xindi insectoid unique conn officer, and a blue flight deck officer - I've only been doffing for a wee while); as a tac captain, I buzz in with all buffs up, CRF the primary target while triggering a torp spread, fire the phaser and photon point defense turrets, then if there's more than a couple of enemies left standing pop antimatter spread and buzz back out again while my fighters engage. It makes a pretty mess of anything other than Borg, and even then it's great fun providing I don't get tractored before I can hit impulse burst. On single targets, I have two CRF to rotate which generally chews through shields pretty fast, at which point a HYT combined with the torp turret and the torps from my fighters is usually enough to spike them right out of existence.

    I'm still figuring the ship out myself though, so don't put too much stock in what I say; I've never been much of a min-maxer.

    We are PWE. Your forums and game accounts will be added to our own. Your community will adapt to service us. Resistance is futile.
  • rdm1958rdm1958 Member Posts: 822 Arc User
    edited July 2012
    fletch57 wrote: »
    I was considering buying this ship,but I had afew questions. 1]does it come with hanger and fighters or do you add your self? 2] is the "stock" weapons/shields package it comes with good enough? or needs total upgrade? thanks

    i highly recommend this ship if you are into escorts. i don't use fighters in the hanger bay, but instead use the ship repair bees. they seem to really help if you don't mind them buzzing around you.
  • fletch57fletch57 Member Posts: 318 Arc User
    edited July 2012
    thanks guys.:cool:
  • sotaudisotaudi Member Posts: 7 Arc User
    edited July 2012
    rdm1958 wrote: »
    i highly recommend this ship if you are into escorts. i don't use fighters in the hanger bay, but instead use the ship repair bees. they seem to really help if you don't mind them buzzing around you.

    Nothing wrong with the Reinforced Shield Repair Units (Worker Bees are from the Odyssey console). However, the only two limits you have on the hangers for the Armitage are that you can only equip one at a time, and you can only equip them while out of combat. That means there is no reason not to carry SRUs for situations where you need extra healing, Peregrines and/or Deltas for extra damage, and Danubes for extra CC. Type 10s likely have a use (more durable than others, for one), but I don't see a need to carry them.

    Equip and use SRUs for situations where survivability is an issue. If you are surviving well enough, swap them out for Peregrines or Deltas to do more damage. Danubes are great for intercepting Probes before they get to the gate. Danubes are also a choice of many in PvP who use the Armitage or Atrox.

    Carry different hanger types and use them as the situation warrants.
  • astrovikingastroviking Member Posts: 10 Arc User
    edited September 2012
    i use all beams with 3 AP bosst tac consoles 1 borg console in tec slot pd torp in sicence as well as shield regen booster with one knetic resist one repair boost and crew protect with full maco set
    that way i have Hvy Graviton beam and torp pd to do my hull damage pluss the torps of my hangar pets i realy want some honorguard or maco fighters though
  • skhcskhc Member Posts: 355 Arc User
    edited September 2012
    The key to remember with the Armitage is that it's an Escort first and foremost and the Hangar is just a bonus. Get in a couple of good Flight Deck Officers and you can get your launch cooldown to just under 20 seconds, which isn't bad, but it's not really comparable to a true carrier which will usually run higher Aux than an Armitage, and with the right FDOs can knock out 2 new wings of pets every 5 or 6 seconds.

    I run a cookie cutter Escort weapons layout (Fore: 3 x DHC & 1 Torp Aft: 3 Turret. All phasers in my case) on mine. I mostly do STFs / Fleet Actions with it, so I've stuck with Peregines as the pet for DPS. I did use Danubes for a while, but I didn't think I was getting enough benefit from the Tractor Beams & Chronitons to make up for the reduced damage vs. the Peregines. I haven't bothered with the Shield Drones since I don't find survivability to be any sort of an issue.

    BOff wise, I move around my Tactical BOffs a bit depending on what I'm doing exactly, but I use APBIII as my Commander power most of the time because I'm usually in a team situation, so debuffing the enemy is more beneficial than buffing myself. I alternate between CRF builds if I'm going after single targets and CSV builds if I have to take on mulitple targets (as is the case in most Fleet Actions). Torp Spread & Tac Teams make up the rest of my Tac powers. I use the Lt. C Engineer BOff to slot two EptS to chain them, and an Aux2SIF. That keeps me sorted for durability most of the time. You could put an EWP in there if you wanted either, but I prefer my way.

    Console-wise. I use the Assimilated Module, The Torp Spread Console and a Monatonium Alloy as my engineering consoles. 2 Field Gens in Science, and 4 Phaser Relays in Tactical.
  • tmichctmichc Member Posts: 164 Arc User
    edited September 2012
    As a bit of extra advice regarding the hanger, swapping peregrines for Shield Repair Units can be a good idea for No Win and Blockade. I launch them during the usual preamble before the shooting starts and keep them on Recall. Then I set them to 'Escort' the freighter in No Win (static, just have to remember to refresh them if they get destroyed).

    On Blockade I zoom to a freighter, set them to Escort the freighter and hit it with Tac Team 1 at the same time. It usually keeps the freighter alive enough whilst I'm aggroing/destroying the enemy ships (with the help of a team mate).

    Tim
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