Drop the quantums if you're using the Torpedo Point Defence console, use photons and photon tac consoles to get more damage out of your Torpedo Point Defence
FORE:
-Phaser Dual Heavy Cannons
-Phaser Dual Heavy Cannons
-Phaser Dual Cannons
-Phaser Dual Cannons
This is always sub-optimal. Tooltips show dps as the same, but when things actually start firing this is not the case. Firing cycle and weapon drain mechanics means that DHCs will always out perform DCs.
DHC: Fire, rest, rest
DC: Fire, fire, rest
Weapon drain starts immediately so that second fire from the DC happens at a lower power level.
Tric mines for STFs. Period. The torp console has seemed pretty underwhelming, especially for PvP, but I don't own one and don't know how people had spec'd for it who were using it.
Most people don't run more than one torp tac console since energy weapons have so much more uptime.
Beyond that it's playstyle. There's also no mention here of doffs and boffs, so it's hard to comment on the equipment which has become the least important aspect of the game at this point.
I don't think the Armitage has the tac slots to field CRF, HYT, and BO, but that's just me. You could possibly make it work but it would depend on doffs.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
This is always sub-optimal. Tooltips show dps as the same, but when things actually start firing this is not the case. Firing cycle and weapon drain mechanics means that DHCs will always out perform DCs.
DHC: Fire, rest, rest
DC: Fire, fire, rest
Weapon drain starts immediately so that second fire from the DC happens at a lower power level.
How is this for Quad cannons? Is it the same as DHC's?
None of the above. Never use quads, complete garbage compared to DHC's. Never EVER use dual cannons, complete garbage. If you are using a torpedo, use a photon. Quantums are only useful for torpedo spread, so pve only. The added bonus of using photons is that it will synergize with the torpedo defense system. If you are going to use a torpedo, stay away from the kinetic beam, because it's redundant and lowers dps to shields which is extremely important. The build I use is as follows:
3x phaser DHC's
1x photon torp
3x phaser turrets
Maco shield
2 piece omega
3 phaser relays
1 photon console
borg console
zero point console
tachiokinetic console
point defense system
torpedo defense system
Doffs - 2x purple con officers, 3x purple projectile officers
None of the above. Never use quads, complete garbage compared to DHC's. Never EVER use dual cannons, complete garbage. If you are using a torpedo, use a photon. Quantums are only useful for torpedo spread, so pve only. The added bonus of using photons is that it will synergize with the torpedo defense system. If you are going to use a torpedo, stay away from the kinetic beam, because it's redundant and lowers dps to shields which is extremely important. The build I use is as follows:
3x phaser DHC's
1x photon torp
3x phaser turrets
Maco shield
2 piece omega
3 phaser relays
1 photon console
borg console
zero point console
tachiokinetic console
point defense system
torpedo defense system
Doffs - 2x purple con officers, 3x purple projectile officers
Tet glider is based off of your flow capacitor skill. Max it out and you do great extra damage to shields. THe interesting thing about it is that it's a set amount of bonus damage regardless of the energy weapon used. This is why 3 turrets are preferable to the cutting beam. The adapted klingon set is great, but I honestly wouldn't use it on escorts. The torp damage is nice, but is less important then bonus shield damage, especially in PvP. Use 2 piece honor guard on cruisers. As far as beam overload goes, for whatever reason, 2 seems to be more accurate than 3, so only use 2. With that said, the armitage doesn't have a good boff layout to support it. It, along with the MVAM, I think are far more suited to using torpedo skills.
Tet glider is based off of your flow capacitor skill. Max it out and you do great extra damage to shields. THe interesting thing about it is that it's a set amount of bonus damage regardless of the energy weapon used. This is why 3 turrets are preferable to the cutting beam. The adapted klingon set is great, but I honestly wouldn't use it on escorts. The torp damage is nice, but is less important then bonus shield damage, especially in PvP. Use 2 piece honor guard on cruisers. As far as beam overload goes, for whatever reason, 2 seems to be more accurate than 3, so only use 2. With that said, the armitage doesn't have a good boff layout to support it. It, along with the MVAM, I think are far more suited to using torpedo skills.
i tought about 2 possible combinations:
VARIANT 1
FORE
- Dual Beam Bank
- Dual Heavy Cannons
- Dual Heavy Cannons
- Dual Heavy Cannons
AFT
- Turret
- Turret
- Turret
ENG
- EPS Flow Regulator
- Torpedo Point Defense / EPS Flow Regulator
- Point Defense System
Enjoy being incredibly squishy. One of the Armitage's greatest strengths is it's ability to soak up an absurd amount of damage (for an escort type ship). If you're looking for pure pew pew, go for a Tac Escort or Jemmy.
Tet glider is based off of your flow capacitor skill. Max it out and you do great extra damage to shields. THe interesting thing about it is that it's a set amount of bonus damage regardless of the energy weapon used. This is why 3 turrets are preferable to the cutting beam. The adapted klingon set is great, but I honestly wouldn't use it on escorts. The torp damage is nice, but is less important then bonus shield damage, especially in PvP. Use 2 piece honor guard on cruisers. As far as beam overload goes, for whatever reason, 2 seems to be more accurate than 3, so only use 2. With that said, the armitage doesn't have a good boff layout to support it. It, along with the MVAM, I think are far more suited to using torpedo skills.
The Armitage makes an incredible torpedo boat. The weakness of the KHG shield compared to say the Maco shield (in terms of defensive capability) can be pretty squarely offset by embassy shield regen consoles and the T4 Omega shield rep ability. Combine purple proj officers with the torpedo/mine bonus off the KHG set and you've got a crazy punch against unshielded targets (which, let's be fair, in PvE is pretty much everything after about two seconds of cannon fire).
Enjoy being incredibly squishy. One of the Armitage's greatest strengths is it's ability to soak up an absurd amount of damage (for an escort type ship). If you're looking for pure pew pew, go for a Tac Escort or Jemmy.
eheh, no I don't want a pure "pew pew" ahahah
but a One Shot Killer weapons is always good...
the armitage strenght is its hull, this is true, but without shields even a cruiser is vulnerable ...
so, the combination of KHG Shields, 2 Field Gen and Reverse Shield Polarty II ability gives you the time you need to blow away every ship ...
Also, i can use the point defense system that, if overpowered by Phaser Relays and some BUFF abilities, can deal an incredible amount of dameges (even more than the photon point defense) ...
In PVPs, Dual Beam Banks and a beam Overload III are very useful ... KDF Birds of Prey can Battle Cloak, but an overpowered Overloaded Beam can destroy them in 1 shot.
Keep in mind that I look at things from the PvP perspective first and foremost. With that said, you should never ever combine a dual beam bank with torpedoes on an escort. There are basic ways to setup an escort. 4 DHC's, 3 DHC's and a torp, or 3 DHC's and a dual beam bank. When you mix up torps and beams, you run out of ability slots to run either of them effectively and do more harm to yourself in the process.
I don't care what kind of ship you run in this game, there is no such thing as hull tanking and I will personally one-pass anyone foolish enough to claim otherwise. The Armitage's high hit points relative to escorts honestly doesn't mean a damn. When you run an Armitage, this is the tradeoff you should consider when compared to other escorts; turning speed vs a hangar. The Armitage is the worst turning escort in the game, my recommendation is to slot runabouts in your hangar to help combat this. This is another reason why 2x omega in PvP is a MUST.
EPS flow regulators are a waste of space. If you max out the captain's skill, you will be fine. Additional consoles give no appreciable benefit.
Like I said, Honor Guard is not a bad set, but it's not for this ship. Tet glider > torpedo bonus. Let me explain why, with tet glider you will burn through shields around 20-25% faster. Higher torp damage is great, but what you have to keep in mind is that for a torp to be effective, it must hit on hull. A torp on a shield is TRIBBLE damage, I don't car how much you buff it. Tet glider increases the likelihood of torps hitting hull = a greater boost to torp damage in practice then honor guard will ever achieve.
Shields are the most important thing in this game when it comes to surviving. With that said, the build I posted earlier doesn't use any until you get the fleet version. If you find you can't survive without one, drop one of the defense turrets. The point defense phaser is a nice way to help bring shields down really quicky (it benefits from tet glider), whereas the torp defense console is basically a oneshot button the second you see shields fail. Play around with it and do what you feel is best for you.
If you want to use a DBB, I won't stop you, but you hurt yourself with your tac abilities. I reiterate, don't bother with version 3, it misses, use 2. To realistically ue it on an armitage however, you are looking at using beam overload 1. The omegas and rapidfires take up all of your higher level abilities, and they are non-negotiable. The reason I use torps is because the burst from high yield 1 > beam overload 1 (using fleet photon). If you are deadset on a DBB, use another ship with a commander and lt. commander tac station.
Keep in mind that I look at things from the PvP perspective first and foremost. With that said, you should never ever combine a dual beam bank with torpedoes on an escort. There are basic ways to setup an escort. 4 DHC's, 3 DHC's and a torp, or 3 DHC's and a dual beam bank. When you mix up torps and beams, you run out of ability slots to run either of them effectively and do more harm to yourself in the process.
I don't care what kind of ship you run in this game, there is no such thing as hull tanking and I will personally one-pass anyone foolish enough to claim otherwise. The Armitage's high hit points relative to escorts honestly doesn't mean a damn. When you run an Armitage, this is the tradeoff you should consider when compared to other escorts; turning speed vs a hangar. The Armitage is the worst turning escort in the game, my recommendation is to slot runabouts in your hangar to help combat this. This is another reason why 2x omega in PvP is a MUST.
EPS flow regulators are a waste of space. If you max out the captain's skill, you will be fine. Additional consoles give no appreciable benefit.
Like I said, Honor Guard is not a bad set, but it's not for this ship. Tet glider > torpedo bonus. Let me explain why, with tet glider you will burn through shields around 20-25% faster. Higher torp damage is great, but what you have to keep in mind is that for a torp to be effective, it must hit on hull. A torp on a shield is TRIBBLE damage, I don't car how much you buff it. Tet glider increases the likelihood of torps hitting hull = a greater boost to torp damage in practice then honor guard will ever achieve.
Shields are the most important thing in this game when it comes to surviving. With that said, the build I posted earlier doesn't use any until you get the fleet version. If you find you can't survive without one, drop one of the defense turrets. The point defense phaser is a nice way to help bring shields down really quicky (it benefits from tet glider), whereas the torp defense console is basically a oneshot button the second you see shields fail. Play around with it and do what you feel is best for you.
If you want to use a DBB, I won't stop you, but you hurt yourself with your tac abilities. I reiterate, don't bother with version 3, it misses, use 2. To realistically ue it on an armitage however, you are looking at using beam overload 1. The omegas and rapidfires take up all of your higher level abilities, and they are non-negotiable. The reason I use torps is because the burst from high yield 1 > beam overload 1 (using fleet photon). If you are deadset on a DBB, use another ship with a commander and lt. commander tac station.
understood ...
I was convinced that the DBB were a good weapon for a mission, Hive Onslaught, I accidentally destroyed with a single hit the cruiser of an ally ... he also had the shields to the max and I only used the Beam Overload II.
Imagine what I could do with a Fleet DBB and Beam Overload III ...
DOFF
Shield Distribution Officer
3x Technician
Flight deck /reduce cool down of hangar/ - i use danube or peregrine
Critical chance with APA is nearly 14 procent + 4 proc from guns.
APtEB is for simply reason .. TS3 with APB3 every 15-18 sec combined with TAC ability and torpedo+point defense console gives huge amout of dmg. Shields are ripded by cannons with Tetryon Glider - must spec to flow capacitator. IN PVP ARENA or CAPTURE IS TRIPPLE KILL POSIBLE
EDIT: Now with T4 i go for 2,5 proc chance to penetrate shields gives me more fun .. lots of torps gives lots of 5 proc chances
Comments
How you skilled that toon?
Is that toon tac ,engi or sci?
the best for STFs and the best for PVPs.
i am tactical.
@DevolvedOne
This is always sub-optimal. Tooltips show dps as the same, but when things actually start firing this is not the case. Firing cycle and weapon drain mechanics means that DHCs will always out perform DCs.
DHC: Fire, rest, rest
DC: Fire, fire, rest
Weapon drain starts immediately so that second fire from the DC happens at a lower power level.
Tric mines for STFs. Period. The torp console has seemed pretty underwhelming, especially for PvP, but I don't own one and don't know how people had spec'd for it who were using it.
Most people don't run more than one torp tac console since energy weapons have so much more uptime.
Beyond that it's playstyle. There's also no mention here of doffs and boffs, so it's hard to comment on the equipment which has become the least important aspect of the game at this point.
I don't think the Armitage has the tac slots to field CRF, HYT, and BO, but that's just me. You could possibly make it work but it would depend on doffs.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
I really want to say "or not 2-B"
but I agree that variant 2-B looks the best for PVE
≡/\≡
3x phaser DHC's
1x photon torp
3x phaser turrets
Maco shield
2 piece omega
3 phaser relays
1 photon console
borg console
zero point console
tachiokinetic console
point defense system
torpedo defense system
Doffs - 2x purple con officers, 3x purple projectile officers
Boffs
Sci - hazards 1, TSS 2
Eng - EPTS 1, EPTS 2, RSP 2
Tac (PvP) - omega 3, omega 1, 2x rapidfire 1, 2x high yield 1, 1 tac team
PvE- rapidfire 3, rapidfire 2, 2x beta 1, 2x high yield 1, 1 tac team (feel free to swap to scatters and spreads for AoE)
On the wonderful day your fleet hits tier 5 shipyard, grab a field gen and watch your shields get 3-4k more powerful.
looks nice ...
what do you think about the adapted MACO set ?
it is like the Honor Guard set, so it grants a +25% power to torpedo's dameges and their shields are pretty strong.
Their engines and bonuses grant +10 on aux power which is not bad for my abilities like Emergency to Shields.
Also, i don't know how the Omega Set's Tetryon Glider works ... is it useful ?
EDIT:
very good combination ... i tried it with the borg set, common DHCs, fleet quantum torp and 3 common turrets Mk XI and it worked greatly.
can't wait to try it with the MACO/Omega set
Good or Bad ?
i tought about 2 possible combinations:
VARIANT 1
FORE
- Dual Beam Bank
- Dual Heavy Cannons
- Dual Heavy Cannons
- Dual Heavy Cannons
AFT
- Turret
- Turret
- Turret
ENG
- EPS Flow Regulator
- Torpedo Point Defense / EPS Flow Regulator
- Point Defense System
SCI
- Field Generator
- Field Generator
TAC
- Phaser Relay
- Phaser Relay
- Phaser Relay
- Phaser Relay
- Omeda Deflector
- Omega Engine
- ADAPTED MACO Shield
the dual beam bank to use the Beam Overload III that can destroy (if overboosted) most ships in one shot ...
the field generator on a Fleet Armitage, in combination with the Adapted MACO Shields = indestructible shields ...
the Phaser Relay = More Power to the Dual Beam Bank
the EPS Flow Regulators = Weapons Power Regeneration after using Beam Overload III ...
OR ...
VARIANT 2:
FORE
- Photon Torpedo Launcher
- Dual Beam Bank
- Dual Heavy Cannons
- Dual Heavy Cannons
AFT
- Turret
- Turret
- Turret
ENG
- EPS Flow Regulator
- Torpedo Point Defense / EPS Flow Regulator
- Point Defense System
SCI
- Field Generator
- Field Generator
TAC
- Phaser Relay
- Phaser Relay
- Phaser Relay
- Phaser Relay
- Omeda Deflector
- Omega Engine
- ADAPTED MACO Shield
what's your opinions about them ?
The Armitage makes an incredible torpedo boat. The weakness of the KHG shield compared to say the Maco shield (in terms of defensive capability) can be pretty squarely offset by embassy shield regen consoles and the T4 Omega shield rep ability. Combine purple proj officers with the torpedo/mine bonus off the KHG set and you've got a crazy punch against unshielded targets (which, let's be fair, in PvE is pretty much everything after about two seconds of cannon fire).
eheh, no I don't want a pure "pew pew" ahahah
but a One Shot Killer weapons is always good...
the armitage strenght is its hull, this is true, but without shields even a cruiser is vulnerable ...
so, the combination of KHG Shields, 2 Field Gen and Reverse Shield Polarty II ability gives you the time you need to blow away every ship ...
Also, i can use the point defense system that, if overpowered by Phaser Relays and some BUFF abilities, can deal an incredible amount of dameges (even more than the photon point defense) ...
In PVPs, Dual Beam Banks and a beam Overload III are very useful ... KDF Birds of Prey can Battle Cloak, but an overpowered Overloaded Beam can destroy them in 1 shot.
I don't care what kind of ship you run in this game, there is no such thing as hull tanking and I will personally one-pass anyone foolish enough to claim otherwise. The Armitage's high hit points relative to escorts honestly doesn't mean a damn. When you run an Armitage, this is the tradeoff you should consider when compared to other escorts; turning speed vs a hangar. The Armitage is the worst turning escort in the game, my recommendation is to slot runabouts in your hangar to help combat this. This is another reason why 2x omega in PvP is a MUST.
EPS flow regulators are a waste of space. If you max out the captain's skill, you will be fine. Additional consoles give no appreciable benefit.
Like I said, Honor Guard is not a bad set, but it's not for this ship. Tet glider > torpedo bonus. Let me explain why, with tet glider you will burn through shields around 20-25% faster. Higher torp damage is great, but what you have to keep in mind is that for a torp to be effective, it must hit on hull. A torp on a shield is TRIBBLE damage, I don't car how much you buff it. Tet glider increases the likelihood of torps hitting hull = a greater boost to torp damage in practice then honor guard will ever achieve.
Shields are the most important thing in this game when it comes to surviving. With that said, the build I posted earlier doesn't use any until you get the fleet version. If you find you can't survive without one, drop one of the defense turrets. The point defense phaser is a nice way to help bring shields down really quicky (it benefits from tet glider), whereas the torp defense console is basically a oneshot button the second you see shields fail. Play around with it and do what you feel is best for you.
If you want to use a DBB, I won't stop you, but you hurt yourself with your tac abilities. I reiterate, don't bother with version 3, it misses, use 2. To realistically ue it on an armitage however, you are looking at using beam overload 1. The omegas and rapidfires take up all of your higher level abilities, and they are non-negotiable. The reason I use torps is because the burst from high yield 1 > beam overload 1 (using fleet photon). If you are deadset on a DBB, use another ship with a commander and lt. commander tac station.
understood ...
I was convinced that the DBB were a good weapon for a mission, Hive Onslaught, I accidentally destroyed with a single hit the cruiser of an ally ... he also had the shields to the max and I only used the Beam Overload II.
Imagine what I could do with a Fleet DBB and Beam Overload III ...
/agreed.
Sound advice on every point.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
- MK XII Photon Torpedo Launcher acc; crith; critd
- MK XII Dual /Heavy/ Cannons acc; crith 2x
- MK XII Dual Cannons acc; crith 2x
- MK XII Dual Cannons acc; crith 2x
AFT
- Cutting Beam
- Turret
- Turret
ENG
- Neutronium Alloy
- Torpedo Point Defense
- Zero point module
SCI
- Point Defense System
- Borg console
TAC
- MK XII Photon detonation assembly
- MK XII Polaron Phase modulator
- MK XII Polaron Phase modulator
- MK XII Polaron Phase modulator
- Omega Deflector
- Omega Engine
- MACO Shield
BOFF
TT1 - CSV1 - TS3 - APB3
TT1 - CSV1
TT1
EPS1 - APtEB1 - APSIF2
TSS1 - HE2
DOFF
Shield Distribution Officer
3x Technician
Flight deck /reduce cool down of hangar/ - i use danube or peregrine
Critical chance with APA is nearly 14 procent + 4 proc from guns.
APtEB is for simply reason .. TS3 with APB3 every 15-18 sec combined with TAC ability and torpedo+point defense console gives huge amout of dmg. Shields are ripded by cannons with Tetryon Glider - must spec to flow capacitator. IN PVP ARENA or CAPTURE IS TRIPPLE KILL POSIBLE
EDIT: Now with T4 i go for 2,5 proc chance to penetrate shields gives me more fun .. lots of torps gives lots of 5 proc chances