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Please rate my Armitage build.

peevil31peevil31 Member Posts: 0 Arc User
edited September 2012 in Federation Discussion
I'm a Tactical Officer. My Bridge Officers are all Human. I'm almost solely a PvE gamer. I rarely, if ever, do any PvP. When I reached 50, it just seemed that the Armitage offered the best makeup to suit my needs. Any and all feedback would be greatly appreciated.

I'll start with by just going down the list starting with my fore-weapons then finishing off with Duty Officer picks and skills. Feel free to comment on all or only part of my setup as you see fit.

Fore Weapons:

Tetryon Dual Heavy Cannons (Borg, Mk 12) X 2
Photon Torpedo Launchers (Borg, Mk 12) X 2

Aft Weapons:

Tetryon Turrets (Borg, Mk 12)

Ship Components:

M.A.C.O. Deflector Dish Mk 12
M.A.C.O. Impulse Engines Mk 12
M.A.C.O. Shield Array Mk 11

Devices:

Usually some kind of drop-and-go turret
Weapon Battery

Engineering Consoles:

Neutronium Alloy (+17.5 Kinetic and all energy reduction)
Electoceramic Hull Plating (+35 Plasma and Tetryon resistance)
Universal - Torpedo Point Defense System

Science Consoles:

Field Generator (+17.5% Maximum Shield Capacity)
Universal - Point Defense System (Phaser)

Tactical Consoles:

Tetryon Pulse Generators (+26.2% Tetryon Damage) X 3
Photon Detonator Assembly (+26.2% Photon Projectile Weapon Damage)

Hangar:

I switch between the Reinforced Shield Repair Units and the Advanced Delta Flyers.


Next I'll touch on my Duty Officers. All are Very Rare (purple) quality.

Active, Space Duty Officers:

Projectile Weapons Officer X 3
Space Warfare Specialist (vs. Borg)
Hazard Systems Officer

Lastly I'll try and list my skills, both through Bridge officers and skill point allocation.

Bridge Officer Skills:

Torpedo: Spread 1 & 2
Torpedo: High Yield 1 & 3
Cannon: Rapid Fire 3
Cannon: Scatter Volley 1

Attack Pattern Alpha 3
Tactical Team 1

Emergency Power to Shields 1
Reverse Shield Polarity 1
Science Team 1
Hazard Emitters 2

Eject Warp Plasma

Skill Point Allocation:

9 points into:

Attack Patterns
Weapons Training
Hull Repair
Shield Emitters
-
Energy Weapons
Projectile Weapons
Structural Integrity
Warp Core Efficiency
-
Maneuvers
Targeting Systems
Electro-Plasma Systems
Warp Core Potential
-
Hull Plating
Shield Performance

8 Points into:

Shield Systems
Energy and Projectile Weapon Specialization

--

Weapon Performance (6 points)
Armor Reinforcements (5 points)

Finally, a few of my ships vital statistics:

Hull: 44,147
Shields: 8,996 /side
Power Transfer Rate: 217.75% (10.9/sec)

Front Cannons: 1,175 DPS (Full Attack power Setting)
Front Photon Torpedo Launchers: 733.5 DPS
Rear Turrets: 607.7 DPS (Full Attack power Setting)

Please reply with anything you see that I could either do differently or better. Thank you in advance for all the nice replies. I look forward to reading every one!
Post edited by peevil31 on

Comments

  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited September 2012
    If this is for STF's, I'd add the Polarize Hull or APO to break free of tractor beams. Science Team and Tac Team both redistribute shields but for different reasons so I'd get PH if you have issues with those tractors. That or just pop Evasive Maneuvers and an engine battery.

    I did a different build on my T5 Akira Class where I have BORG Mk XII Antiproton DHC and DC with a MK XII Q Torp launcher. All MK XII antiproton turrets at the back.

    I ended up mixing the 2 piece BORG and MACO sets where I get the auto regen Borg ability and the MACO Magnetoplasma Relays because... that Heavy Graviton Beam is useless against the Theta Radiation Console I have. Besides, I'm a Trill Engineer... I can use power to my advantage.

    How are your Space DOFFs slotted?

    Ship Components:

    M.A.C.O. Deflector Dish Mk 12
    Borg Assimilated Engines
    M.A.C.O. Shield Array Mk 12

    Devices:

    Red Matter Capacitor for repairing damaged subsystems
    The Devidian Phased Console for extra armor

    Engineering Consoles:

    Neutronium Alloy MK XI Blue
    Borg Universal Console
    Theta Radiation Console

    Science Consoles:

    MK XII Blue Shield Regen Console
    MK XII Blue Shield Emitter Console

    Tactical Consoles:

    MK XII Blue Antiproton Mag consoles x4

    I use the Blue Peregrine Class fighters just for the hell of it...

    Bridge Officer Skills:

    Torpedo: Spread 1
    Torpedo: High Yield 1 & 2
    Cannon: Rapid Fire 1 & 2

    Attack Pattern Delta 3
    Tactical Team 1

    Emergency Power to Shields 3
    Engineering Team 1
    Direct Energy Modulation 1

    Polarize Hull 1
    Hazard Emitters 2
  • peevil31peevil31 Member Posts: 0 Arc User
    edited September 2012
    Space Officers:

    3 X Ten of Ten: Purple, Borg, Projectile Weapons officers. (3 X 20% chance to reduce the time to recharge torpedoes)

    Dlyrene: Purple, Tholian, Space Warfare Specialist (+10% damage to Borg)

    Generic Human, purple Hazard Systems Officer. (Damage resistance buff with Ramming Speed and Brace for Impact.)
  • janetza#4790 janetza Member Posts: 0 Arc User
    edited September 2012
    You made a decent build. But I would suggest to switch to phasers or antiproton due to their procs. Also, I would put only 1 torp on fore, better one more dual cannon.
    About your set: 3 pieces of assim set and MACO elite shield.
    __________________
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  • ariseaboveariseabove Member Posts: 186 Arc User
    edited September 2012
    Nice, I would change the science team to something else as you don't want it interfering with tactical team or vice versa.

    Also what race is your toon and have you chosen your own passives?
  • peevil31peevil31 Member Posts: 0 Arc User
    edited September 2012
    At first I started with Phasers because I thought the Point Defense System would be augmented by my triad of Phaser Tactical consoles. I didn't see much, if any, gain. I also got rid of them because I didn't like the proc rate along with the fact that it can disable Aux systems, which does nothing. I do have a third Dual Heavy Cannon I've swapped in, in place of a Torpedo Launcher in the past. The reason why I keep 2 up front is because of the refire rate. Photon Torpedoes are already a fast reload, that, coupled with my 3 Very Rare Torpedo Duty Officers makes for a steady stream of kinetic damage. A High Yield Torpedo every 15 seconds makes for a bad day in Borg-Town too. Thanks again for the comment. I read them all!
  • peevil31peevil31 Member Posts: 0 Arc User
    edited September 2012
    ariseabove wrote: »
    Nice, I would change the science team to something else as you don't want it interfering with tactical team or vice versa.

    Also what race is your toon and have you chosen your own passives?

    I rarely use Tactical Team as a shield strength transfer aid. With 9/9 EPS points my Distribute Shield Strength ability is usually all I need. I, normally, only use Tactical Team for the damage buff or to rid boarding parties.

    My character is alien.

    Passives:

    Accurate (+10% Accuracy) - Space
    Elusive (+10% Defense) - Space
    Techie (+10 Starship Hull Repair) - Space
    Warp Theorist (+10 Warp Core potential and +10 Electro-Plasma Systems) - Space

    I rarely notice conflicts between the two "team" skills but yes, sometimes I'm hurting for a shield regen after I rid boarding parties.
  • ariseaboveariseabove Member Posts: 186 Arc User
    edited September 2012
    Very Nice.

    Perhaps just change Eeject Warp Plasma for Direct Energy Modulation.

    A fleet mate put me onto "Direct Energy Modulation" because I like using cannons anyway that affect stacks up to 5 times and it gets increased shield penetration per hit and given cannons deal out more hits than beams it just works really well.
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