Hello there just wondering, my armitage is specd out with all purple MK XI weapons with 3 front dual heavy anti proton cannons quantum torpedoes, borg kinetic beam, an anti proton turrets in the rear, and Delta Flyer MK XI PET plus all the associated Firepower consoles, i am a level 50 engineer, my BOFFS are specd to do the most damage, i also have appropriate DOFS for space combat, yet when i do an elite STF mission against a Borg sphere i find that im not doing enough damage (Front Facing head on with cannons and quantum torps) and well the sphere destroys me in no time, even with all my engineering abilities and consoles, any thoughts? or suggestions, as from what i can gather in other threads it shouldn't take long for me to make short work of a sphere ???? yet that's not the case for me
thanks for any input
Mike
*****************************
Appear weak when you are strong, and strong when you are weak.
when i first got my armitage is was an extremely tough ship. i could run up to a cube and fire away confindent the cube would go down.
i don't remember exactly when....maybe season 6?.....i felt like the ship was nerfed. somewhere here in the forum i made a post concerning that and someone else had the same observation.
the armitage use to be one of my front line ships, but i seldom use it now. in the hangar bay i use the shield repair unit to help keep me alive. seems like i have no shield strength and i have 3 purple SDO officers.
now i can take out spheres with no problem, but i have to be quick at all times to activate whatever i can to keep my shields up.
i currently use mk xii tetryon with all mk xii tac consoles. i have used other weapon types. my problem with the armitage seems to be weak shields.
Hello there just wondering, my armitage is specd out with all purple MK XI weapons with 3 front dual heavy anti proton cannons quantum torpedoes, borg kinetic beam, an anti proton turrets in the rear, and Delta Flyer MK XI PET plus all the associated Firepower consoles, i am a level 50 engineer, my BOFFS are specd to do the most damage, i also have appropriate DOFS for space combat, yet when i do an elite STF mission against a Borg sphere i find that im not doing enough damage (Front Facing head on with cannons and quantum torps) and well the sphere destroys me in no time, even with all my engineering abilities and consoles, any thoughts? or suggestions, as from what i can gather in other threads it shouldn't take long for me to make short work of a sphere ???? yet that's not the case for me
thanks for any input
Mike
First Problem... Delta Flyers are absolute Garbage. If you want to deal Damage get Elite Scorpions, Normal Peregrines if you are not advanced enough.
You also should highly consider the full Romulan Console set. Hyper Romulan Torp, with Romulan Experimental Beam Array (Up front), and the Zero Point Module thing. Replace your Cannons with Dual Heavy Romulan Plasma MK XII and your turrets with Romulan Plasma MK XII (Focus on Accuracy).
Make sure you have Attack Pattern Omega III, Torpedo High Yield III, and some good Cannon abilities. Keep your weapon power up to 125. Grab the Assimilated Borg Module to help your damage dealing ability. Use one copy of Beam Overload with your array and take advantage of the special beam attack it gives you to really dish out massive damage when your Torp swarms hit their target. Also use Nadian Inversion and EPS Power Tranfer to boost up weapon power when you intend to lay in hard.
Do not be afraid to use Cannon Scatter Volley to soften things up before using your Photon Point Defense Console. (It is nice to also have the Phaser Point Defense for maximum carnage as an Armitage)
Attack Pattern Beta is also nice (no need to get beyond level 1) to boost the massive hull damage you can deal.
OP: Make sure your Cmdr. Tac BOff has APO3 and get a purple Conn officer with the tac team/attack pattern cd reduction. (Like Hamlet)
Then make sure you're running with 4x antiproton mag reg consoles.
Then make sure your engineering BOff abilities are combat oriented. EPtW1/2 and DEM2 are a devastating combo with any ship, especially if you have Marion on your DOff roster. You really should not need any hull heal besides HE1/2, if you're using TT, TSS and EPtS or RSP to keep your shields up.
This with a good shield/deflector set will monster make anything (except perhaps another player) die much faster than you.
Hope this helps!! :cool:
BTW: I had a phaser-quantum build on my Armitage set up as described above and that was devastating. But then last week I sprung for the Mk12 Very Rare Reman set and put that and the full Rom weapon set on with some Rom mk12 plasma weapons and elite scorpions. Now it just feels like I'm committing a war crime every time I'm fighting anything less than an elite dreadnought.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Thanks for the Input, but i am not any where near getting the romulan set i will try PO3 though and ill try different combos, did you look at my current build? i also posses tactical readiness which increase my torps by 25%
Thanks for the help
*****************************
Appear weak when you are strong, and strong when you are weak.
again thanks for the recommendations but from my build i should be able to take out a Borg sphere before it kills me no? i am not a one year veteran so i dont really know but based on my build i should be producing some nasty damage.... which is not the case
THX:
Mike
*****************************
Appear weak when you are strong, and strong when you are weak.
Hamlet runs in the millions but there are other DOffs that do the same thing that run a little cheaper. Marion is a lot more expensive. These guys can be picked up by criting Doff assignments that a re triggered by holonovel code fragments (Hamlet) or temporal beacons (Marion) which you can find under "reward packs".
Other purple doffs van be picked out of Doff packs or by trading up through the assignment officer at the academy.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
If you are going to use the torpedo point defense console then you should use photon torpedoes and not quantum IMHO. Since photon torpedo consoles will boost the TPDC's damage.
My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug.
To answer the recurring question here: no, I would not expect this build to do well in ESTFs. With no EPtS it's extremely difficult to keep shields up, you don't have the ability to chain TT, and your two armor consoles don't include any kinetic resist. On the offense side, you should be running all 4 tac consoles boosting your energy damage, you need the Zero Point Energy Conduit and Assimilated Module, and you need to change your boff abilities since at the moment you have an excess of buffs for torpedoes but only one for your main weapons: your cannons.
Remember, in PvE it's all about the amount of DPS you can put out over a relatively long period, say a minute, as well as your total DPS over the whole mission. Doing well for 10 seconds and then having to wait for 20 before you can do decent damage again just isn't a good option, and that's what your build gives you (assuming you can live that long).
So you should drop HY3 for RF2 (or better yet switch to CSV3 and 2), drop APD for a second APB, either get TT CD reduction doffs or drop another torp ability for a second TT1, drop ET3, move RSP up to 2, and get EPtS2 and 3 Damage Control Engineers (or drop EPtW for EPtS1 to go with your EPtS2, either way you're going for near continuous uptime on EPtS). Also at least flip your PH2 and HE1 to PH1 and HE2, I'd actually drop PH entirely in favor of a TSS.
I would strongly recommend that you progress to T4 of the Omega rep and get the Superior Shield Repair ability. That will make the things noticeably less difficult. Then get to T5 Omega and buy an Adapted M.A.C.O. set and loose the quantum chamber console (the set gives 25% boost of projectile weapon damage). You won't have survivability issues when you do all that.
If you are going to use the torpedo point defense console then you should use photon torpedoes and not quantum IMHO. Since photon torpedo consoles will boost the TPDC's damage.
I once believed as you, but wise men have since convinced me of the error of this kind of thinking. Most of your weapons are energy weapons. These weapons do the most damage. By maximizing that damage by using only energy weapon consoles, you maximize your DPS. The torpedoes are just there to land killing blows or (in the case of the TPDS) to land forty-eight of them every three minutes. And also to look pretty.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
He is asking how to get purple doffs and people are tossing acronym soup at him? Think before replying, you may know what TT or CSV3 is but he will just be left confused and ignore the advice alongside anyone who does a search later who has the same question.
Join Date: Nobody cares.
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
when i first got my armitage is was an extremely tough ship. i could run up to a cube and fire away confindent the cube would go down.
i don't remember exactly when....maybe season 6?.....i felt like the ship was nerfed. somewhere here in the forum i made a post concerning that and someone else had the same observation.
the armitage use to be one of my front line ships, but i seldom use it now. in the hangar bay i use the shield repair unit to help keep me alive. seems like i have no shield strength and i have 3 purple SDO officers.
now i can take out spheres with no problem, but i have to be quick at all times to activate whatever i can to keep my shields up.
i currently use mk xii tetryon with all mk xii tac consoles. i have used other weapon types. my problem with the armitage seems to be weak shields.
I remember that and as someone who plays the same ship I still don't understand this observation.
I didn't notice any change to my ship, I do however remember reading the Borg were buffed a bit to make them as tough as they were before season 6 but when you have the rep system maxed out.
Maybe that's what you've observed.
It's also the only thing that makes sense given the ship's firepower is determined by equipment and energy levels and those have not been changed.
again thanks for the recommendations but from my build i should be able to take out a Borg sphere before it kills me no? i am not a one year veteran so i dont really know but based on my build i should be producing some nasty damage.... which is not the case
THX:
Mike
do you have 125 weapon power ??(all power to weapons and not shields)
Keybind: http://sto-forum.perfectworld.com/showpost.php?p=9355971&postcount=463
Bone1970 don't believe in a no-win senario, Kirk's protege. Fed Tac.
Bone Trader don't belief in a no-win senario, Kirk's protege. Fed Tac.
Bone2 don't believe in a no-win senario, Kirk's protege. KDF Eng.
Warning: Not a native English-speaker, sorry if my English sucks.
I once believed as you, but wise men have since convinced me of the error of this kind of thinking. Most of your weapons are energy weapons. These weapons do the most damage. By maximizing that damage by using only energy weapon consoles, you maximize your DPS. The torpedoes are just there to land killing blows or (in the case of the TPDS) to land forty-eight of them every three minutes. And also to look pretty.
Only if you're running an energy-weapon heavy setup. An Armitage is one of the better boats to run a hybrid projectile setup on, in which case having torpedo consoles will absolutely be of use.
15k+ base torpedo crits every 1.5 seconds? Yes please.
Thanks last night i did some mods and put more into cannons i also changed my armor and i now have Canon rapid fire 2 (As an engineer i cant get RF3) i ditched TS in favour of THY2 and made some mods for defense, while i see a slight improvement its no where near what i expected....but ill continu grinding till i can get the MACO Space Set and try to upgrade my Consoles to Purple (This i seem to have a hard time finding)
Thanks for the great advice
*****************************
Appear weak when you are strong, and strong when you are weak.
Gear and Doffs don't matter as much as your Boff powers. As others have hinted at, yours needs some work. First, you're over invested in torpedoes. Second, you need to run two copies of your main buffs for high uptime. Third, there are basics for survivability in an escort that you aren't meeting. The Boff layout on an Armitage should be something along these lines:
You can fiddle with what levels of what to use, but the key points are this:
1. For basic survivability, you want to run two copies of Tactical Team and two copies of Emergency to Shields. EPTS keeps shield power high, which boosts damage resistance. TT automatically focuses shields in the direction you are taking fire from. Cycle these skills constantly. Use the keybind from the Hilbert Guide as mentioned earlier to help with this.
2. Run two buffs for each kind of weapon you are using, and no more. For you, that means two cannon buffs and two torpedo buffs. The shared cooldown will not let you use a third effectively and it will go to waste. You may want to have alternate Tactical Boffs and switch them depending if you need to do focused fire on a single target or AoE. CRF vs CSV, THY vs TS.
3. Attack Pattern Omega is the choice attack pattern because it boosts damage, increases speed and turn rate, and gets you out of tractor beams. Fighting the Borg, you may want to hold onto it for when you get stuck in a tractor. If you use it to make an attack run, make sure you can get back out of range before it wears off in case you get aggro and the cube tractors you.
4. Science skills are now both heals since APO will alleviate the need for PH. Carry Aux batteries and pop one before hitting those science heals. This will dramatically increase their effectiveness.
Gear and doffs are mostly up to you. There are a number of choices you can use that are all good. Torpedo doffs, Damage Control, Shield Distribution, Attack Pattern doffs, lots of stuff. For gear, grab one of the good shields (MACO, Adapted MACO, Elite Fleet Resillient) and pair it up with a deflector and engine you like. Running Aegis deflector + engine is a good way to get started, and easy to get. If you're stuck with shields off the Exchange, get a Mk XII resilient shield with [Cap]x2 [Pla] mods for the Borg. But definitely lose the Jem'Hadar stuff.
i did put less in my torpedo and more into my AP-DHC ill post you my new configuration tonight
again thanks for the great advice....i am not a noob but i have yet a lot to learn..... like i will look at keybinding not very familiar with that but the more i read the more i realize its an absolute necessity....
*****************************
Appear weak when you are strong, and strong when you are weak.
Developing a good flight technique is also helpful. Escorts turn fast, and that can be used to advantage just as much as chaining BOff powers. For example, make an attack run - target shields get eaten by your DHCs on rapid fire, and two or three quantum torps (thanks to Torp: HY) really pack a punch. Even if that lot doesn't punch a hole through to the hull, when you cut throttle and turn quickly, an aft-mounted torp (especially a tricobalt torp) will. Also, try launching a new wing of fighters (support hanger pets on an attack ship? What were you thinking?) as you start the attack run, and make sure they're set to attack, not intercept. That way you guarantee you've got three extra sets of cannons and torpedos attacking the same shield facing of your target. And once a target's shield facing goes down, it tends to stay down when you're properly flying an escort.
Hello, i did some new mods to my build and i also did a key-bind for all my healing powers my survivability is better now and i can last longer but i still find im not doing enough damage i also added some rare doffs changed my consoles around also, so in STF elite im going face front with a Borg sphere (All Alone) full DHC with cannon rapid fire i noticed it had a hard time eating through the shields then once down THY II with my quantum's... and yet the green bar for the spheres life barely went down.... ill try the different torpedo combos like Breen transphasic and Romulan plasma....here is my new build
Some good info in this thread , been thinking about getting the Armitage for a while now since a fleet mate of mine did quite well piloting one with his Engineer. A question however, is it possible to make a decent torp build for this ship? I have an OCD thing about not liking plasma etc on Fed ships because a little voice in my head keeps screaming "they use phasers!!". Any tips on such a build?
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Hello, i did some new mods to my build and i also did a key-bind for all my healing powers my survivability is better now and i can last longer but i still find im not doing enough damage i also added some rare doffs changed my consoles around also, so in STF elite im going face front with a Borg sphere (All Alone) full DHC with cannon rapid fire i noticed it had a hard time eating through the shields then once down THY II with my quantum's... and yet the green bar for the spheres life barely went down.... ill try the different torpedo combos like Breen transphasic and Romulan plasma....here is my new build
THank a bunch guys i got a lot of great advice these forums are really good :-)
Drop the Torpedo Point Defense Console and the Plasma Redistribution Manifold. Replace with a Borg assimilated and Romulan Zero Point. If you can get it, replace one of the Neutroniums with a Tachyokinetic Converter.
Basic power consoles are TRIBBLE. You'll get considerably more out of the named consoles than you ever will out of basic power+ engineering consoles. Secondly, STF survival is about shield tanking, not hull tanking. 2 Neutroniums in that regard is fairly redundant.
Replace ET3 with either Aux2SIF2 or EPTS3 (if the first, additionally replace RSP with EPTS2). Replace APO2 with wither APO3 or APB3. Replace CRF2 with TS3. Replace HYT2 with CSV1.
Some good info in this thread , been thinking about getting the Armitage for a while now since a fleet mate of mine did quite well piloting one with his Engineer. A question however, is it possible to make a decent torp build for this ship? I have an OCD thing about not liking plasma etc on Fed ships because a little voice in my head keeps screaming "they use phasers!!". Any tips on such a build?
In a word: hell ****ing yes. My primary Fed-side ship is a hybrid photon boat that just shreds anything in it's path (for PvE mind you).
You'll want something like this in terms of gear loadouts (pay no attention to the skill point allocation, this is just a quick n dirty mockup):
I left the AP cannons on from the OPs setup, but you can load what you like. Distruptors would be a very good choice for the hull damage resist debuff, but thematically I prefer Phasers (mostly because they're sufficient for the task, and I'm too cheap to replace them right now). Slot in 3x purple PWOs and 2x purple DCEs for EPtX fun times, and you're golden.
Alternatively, you can replace one of the fore DHCs with a DBB and slot in a BO1 in place of a tac team, but that would necessitate swapping the DCEs for Conn officers to keep your TT CD at/near the 15 second mark.
2. Run two buffs for each kind of weapon you are using, and no more. For you, that means two cannon buffs and two torpedo buffs. The shared cooldown will not let you use a third effectively and it will go to waste. You may want to have alternate Tactical Boffs and switch them depending if you need to do focused fire on a single target or AoE. CRF vs CSV, THY vs TS.
You can run 3 Cannon abilities, 2 being Rapid Fire and 1 being Scatter Volley, simply because while you won't need Scatter Volley all the time, it's nice to able able to use it occasionally. Energy Weapon's in general catch up to Torp's effectiveness in damage against hull at the end game.
4. Science skills are now both heals since APO will alleviate the need for PH. Carry Aux batteries and pop one before hitting those science heals. This will dramatically increase their effectiveness.
One thing that Polarize Hull does that APO does not is make you immune to the damage from the Tractor Beam. Not an issue against the borg, but against Tractor-Happy targets all that kinetic damage can add up quickly on the escort's tiny hull.
Hello, i did some new mods to my build and i also did a key-bind for all my healing powers my survivability is better now and i can last longer but i still find im not doing enough damage i also added some rare doffs changed my consoles around also, so in STF elite im going face front with a Borg sphere (All Alone) full DHC with cannon rapid fire i noticed it had a hard time eating through the shields then once down THY II with my quantum's... and yet the green bar for the spheres life barely went down.... ill try the different torpedo combos like Breen transphasic and Romulan plasma....here is my new build
THank a bunch guys i got a lot of great advice these forums are really good :-)
Spheres are strangely enough tougher than Cubes for the Borg, however my engineerscort in a Patrol Escort doesn't seem to be having the troubles you seem to be despite not quite having the quality of gear.
One thing I noticed is that you're using CrtD and Dmg weapons and you don't have max points in Targeting Computers. In fact it looks like your skill build could use a bit of work.
Some tips:
1. Only put 9 points into a skill if you know you're going to be getting the most out of it. Things like Weapon's Training, Energy Weapon Damage etc.
2. If you're not sure you'll be getting the most out of a skill, put at max 6 points in.
3. If you're not going to use a skill, don't put points into it. (I see you've done this fairly well.)
4. Missed shots do no damage so there's no reason not to max out both Starship Maneuvers, to increase your survivability, and Starship Targeting Sensors, to increase your damage.
5. Pay attention to the skill blurbs provided. Flow Capacitors only increase drain effectiveness. IE Energy Siphon, Tachyon Beam and the drain effect of Subsystem Targetting. You have none of those, so those points are wasted. (Unless you swap ships often, which I am not sure you do.)
6. Some points in Subsytem Repair and Power Insulators are desirable, especially if you fight things other than the borg.
Here's an incomplete build with plenty of points in both space and ground for you to fill in to taste, while still having everything you need to get the most out of pretty much any non-science ship.
Hello, ok will try that tonight i already have the Borg assimilated console what can i replace one on my neutroniums with? i wont get the Romulan Zero Point nor the Tachyokinetic Converter anytime soon so any other alternatives? ill also try removing one of my AP DHC and put another Quantum Torp instead, and BTW what is best for hull damage Brenn Transphasic, Plasma or Quantum?
Thank you
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Appear weak when you are strong, and strong when you are weak.
Comments
http://www.stoacademy.com/tools/skillplanner/
Don't forget doffs in the notes or just post them in the reply.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
i don't remember exactly when....maybe season 6?.....i felt like the ship was nerfed. somewhere here in the forum i made a post concerning that and someone else had the same observation.
the armitage use to be one of my front line ships, but i seldom use it now. in the hangar bay i use the shield repair unit to help keep me alive. seems like i have no shield strength and i have 3 purple SDO officers.
now i can take out spheres with no problem, but i have to be quick at all times to activate whatever i can to keep my shields up.
i currently use mk xii tetryon with all mk xii tac consoles. i have used other weapon types. my problem with the armitage seems to be weak shields.
Appear weak when you are strong, and strong when you are weak.
http://skillplanner.stoacademy.com/?build=mojosarmiatge_0
Appear weak when you are strong, and strong when you are weak.
First Problem... Delta Flyers are absolute Garbage. If you want to deal Damage get Elite Scorpions, Normal Peregrines if you are not advanced enough.
You also should highly consider the full Romulan Console set. Hyper Romulan Torp, with Romulan Experimental Beam Array (Up front), and the Zero Point Module thing. Replace your Cannons with Dual Heavy Romulan Plasma MK XII and your turrets with Romulan Plasma MK XII (Focus on Accuracy).
Make sure you have Attack Pattern Omega III, Torpedo High Yield III, and some good Cannon abilities. Keep your weapon power up to 125. Grab the Assimilated Borg Module to help your damage dealing ability. Use one copy of Beam Overload with your array and take advantage of the special beam attack it gives you to really dish out massive damage when your Torp swarms hit their target. Also use Nadian Inversion and EPS Power Tranfer to boost up weapon power when you intend to lay in hard.
Do not be afraid to use Cannon Scatter Volley to soften things up before using your Photon Point Defense Console. (It is nice to also have the Phaser Point Defense for maximum carnage as an Armitage)
Attack Pattern Beta is also nice (no need to get beyond level 1) to boost the massive hull damage you can deal.
That will make for a vicious Armitage.
Then make sure you're running with 4x antiproton mag reg consoles.
Then make sure your engineering BOff abilities are combat oriented. EPtW1/2 and DEM2 are a devastating combo with any ship, especially if you have Marion on your DOff roster. You really should not need any hull heal besides HE1/2, if you're using TT, TSS and EPtS or RSP to keep your shields up.
And finally, don't be afraid to use The Button.
This with a good shield/deflector set will monster make anything (except perhaps another player) die much faster than you.
Hope this helps!! :cool:
BTW: I had a phaser-quantum build on my Armitage set up as described above and that was devastating. But then last week I sprung for the Mk12 Very Rare Reman set and put that and the full Rom weapon set on with some Rom mk12 plasma weapons and elite scorpions. Now it just feels like I'm committing a war crime every time I'm fighting anything less than an elite dreadnought.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Thanks for the help
Appear weak when you are strong, and strong when you are weak.
THX:
Mike
Appear weak when you are strong, and strong when you are weak.
Appear weak when you are strong, and strong when you are weak.
Short answer: the exchange.
Hamlet runs in the millions but there are other DOffs that do the same thing that run a little cheaper. Marion is a lot more expensive. These guys can be picked up by criting Doff assignments that a re triggered by holonovel code fragments (Hamlet) or temporal beacons (Marion) which you can find under "reward packs".
Other purple doffs van be picked out of Doff packs or by trading up through the assignment officer at the academy.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Remember, in PvE it's all about the amount of DPS you can put out over a relatively long period, say a minute, as well as your total DPS over the whole mission. Doing well for 10 seconds and then having to wait for 20 before you can do decent damage again just isn't a good option, and that's what your build gives you (assuming you can live that long).
So you should drop HY3 for RF2 (or better yet switch to CSV3 and 2), drop APD for a second APB, either get TT CD reduction doffs or drop another torp ability for a second TT1, drop ET3, move RSP up to 2, and get EPtS2 and 3 Damage Control Engineers (or drop EPtW for EPtS1 to go with your EPtS2, either way you're going for near continuous uptime on EPtS). Also at least flip your PH2 and HE1 to PH1 and HE2, I'd actually drop PH entirely in favor of a TSS.
http://www.stoacademy.com/tools/skillplanner/?build=satyfhec_3479 - besides the additional science console, everything else should be of help.
Later on you may add a DOFF with space warfare, that gives +10% damage vs Borg.
I once believed as you, but wise men have since convinced me of the error of this kind of thinking. Most of your weapons are energy weapons. These weapons do the most damage. By maximizing that damage by using only energy weapon consoles, you maximize your DPS. The torpedoes are just there to land killing blows or (in the case of the TPDS) to land forty-eight of them every three minutes. And also to look pretty.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
I remember that and as someone who plays the same ship I still don't understand this observation.
I didn't notice any change to my ship, I do however remember reading the Borg were buffed a bit to make them as tough as they were before season 6 but when you have the rep system maxed out.
Maybe that's what you've observed.
It's also the only thing that makes sense given the ship's firepower is determined by equipment and energy levels and those have not been changed.
do you have 125 weapon power ??(all power to weapons and not shields)
Bone1970 don't believe in a no-win senario, Kirk's protege. Fed Tac.
Bone Trader don't belief in a no-win senario, Kirk's protege. Fed Tac.
Bone2 don't believe in a no-win senario, Kirk's protege. KDF Eng.
Warning: Not a native English-speaker, sorry if my English sucks.
Only if you're running an energy-weapon heavy setup. An Armitage is one of the better boats to run a hybrid projectile setup on, in which case having torpedo consoles will absolutely be of use.
15k+ base torpedo crits every 1.5 seconds? Yes please.
Thanks for the great advice
Appear weak when you are strong, and strong when you are weak.
THX
Appear weak when you are strong, and strong when you are weak.
Cmdr Tac: TT1, CRF1, CRF2, APO3
Lt. Tac: TT1, TS2/THY2
Ens Tac: TS1/THY1
Lt. Cdr Eng: EPTS1, EPTS2, RSP2
Lt. Sci: HE1, TSS1
You can fiddle with what levels of what to use, but the key points are this:
1. For basic survivability, you want to run two copies of Tactical Team and two copies of Emergency to Shields. EPTS keeps shield power high, which boosts damage resistance. TT automatically focuses shields in the direction you are taking fire from. Cycle these skills constantly. Use the keybind from the Hilbert Guide as mentioned earlier to help with this.
2. Run two buffs for each kind of weapon you are using, and no more. For you, that means two cannon buffs and two torpedo buffs. The shared cooldown will not let you use a third effectively and it will go to waste. You may want to have alternate Tactical Boffs and switch them depending if you need to do focused fire on a single target or AoE. CRF vs CSV, THY vs TS.
3. Attack Pattern Omega is the choice attack pattern because it boosts damage, increases speed and turn rate, and gets you out of tractor beams. Fighting the Borg, you may want to hold onto it for when you get stuck in a tractor. If you use it to make an attack run, make sure you can get back out of range before it wears off in case you get aggro and the cube tractors you.
4. Science skills are now both heals since APO will alleviate the need for PH. Carry Aux batteries and pop one before hitting those science heals. This will dramatically increase their effectiveness.
Gear and doffs are mostly up to you. There are a number of choices you can use that are all good. Torpedo doffs, Damage Control, Shield Distribution, Attack Pattern doffs, lots of stuff. For gear, grab one of the good shields (MACO, Adapted MACO, Elite Fleet Resillient) and pair it up with a deflector and engine you like. Running Aegis deflector + engine is a good way to get started, and easy to get. If you're stuck with shields off the Exchange, get a Mk XII resilient shield with [Cap]x2 [Pla] mods for the Borg. But definitely lose the Jem'Hadar stuff.
the load out you suggest sounds vey good cant wait to try...
(Cmdr Tac: TT1, CRF1, CRF2, APO3
Lt. Tac: TT1, TS2/THY2, APO1
Ens Tac: TS1/THY1
Lt. Cdr Eng: EPTS1, EPTS2, RSP2
Lt. Sci: HE1, TSS1
i did put less in my torpedo and more into my AP-DHC ill post you my new configuration tonight
again thanks for the great advice....i am not a noob but i have yet a lot to learn..... like i will look at keybinding not very familiar with that but the more i read the more i realize its an absolute necessity....
Appear weak when you are strong, and strong when you are weak.
http://skillplanner.stoacademy.com/?build=arkroyalversion21_0
THank a bunch guys i got a lot of great advice these forums are really good :-)
Appear weak when you are strong, and strong when you are weak.
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Drop the Torpedo Point Defense Console and the Plasma Redistribution Manifold. Replace with a Borg assimilated and Romulan Zero Point. If you can get it, replace one of the Neutroniums with a Tachyokinetic Converter.
Basic power consoles are TRIBBLE. You'll get considerably more out of the named consoles than you ever will out of basic power+ engineering consoles. Secondly, STF survival is about shield tanking, not hull tanking. 2 Neutroniums in that regard is fairly redundant.
Replace ET3 with either Aux2SIF2 or EPTS3 (if the first, additionally replace RSP with EPTS2). Replace APO2 with wither APO3 or APB3. Replace CRF2 with TS3. Replace HYT2 with CSV1.
In a word: hell ****ing yes. My primary Fed-side ship is a hybrid photon boat that just shreds anything in it's path (for PvE mind you).
You'll want something like this in terms of gear loadouts (pay no attention to the skill point allocation, this is just a quick n dirty mockup):
http://skillplanner.stoacademy.com/?build=exampleakiratorpboat_0
I left the AP cannons on from the OPs setup, but you can load what you like. Distruptors would be a very good choice for the hull damage resist debuff, but thematically I prefer Phasers (mostly because they're sufficient for the task, and I'm too cheap to replace them right now). Slot in 3x purple PWOs and 2x purple DCEs for EPtX fun times, and you're golden.
Alternatively, you can replace one of the fore DHCs with a DBB and slot in a BO1 in place of a tac team, but that would necessitate swapping the DCEs for Conn officers to keep your TT CD at/near the 15 second mark.
You can run 3 Cannon abilities, 2 being Rapid Fire and 1 being Scatter Volley, simply because while you won't need Scatter Volley all the time, it's nice to able able to use it occasionally. Energy Weapon's in general catch up to Torp's effectiveness in damage against hull at the end game.
One thing that Polarize Hull does that APO does not is make you immune to the damage from the Tractor Beam. Not an issue against the borg, but against Tractor-Happy targets all that kinetic damage can add up quickly on the escort's tiny hull.
Spheres are strangely enough tougher than Cubes for the Borg, however my engineerscort in a Patrol Escort doesn't seem to be having the troubles you seem to be despite not quite having the quality of gear.
One thing I noticed is that you're using CrtD and Dmg weapons and you don't have max points in Targeting Computers. In fact it looks like your skill build could use a bit of work.
Some tips:
1. Only put 9 points into a skill if you know you're going to be getting the most out of it. Things like Weapon's Training, Energy Weapon Damage etc.
2. If you're not sure you'll be getting the most out of a skill, put at max 6 points in.
3. If you're not going to use a skill, don't put points into it. (I see you've done this fairly well.)
4. Missed shots do no damage so there's no reason not to max out both Starship Maneuvers, to increase your survivability, and Starship Targeting Sensors, to increase your damage.
5. Pay attention to the skill blurbs provided. Flow Capacitors only increase drain effectiveness. IE Energy Siphon, Tachyon Beam and the drain effect of Subsystem Targetting. You have none of those, so those points are wasted. (Unless you swap ships often, which I am not sure you do.)
6. Some points in Subsytem Repair and Power Insulators are desirable, especially if you fight things other than the borg.
Here's an incomplete build with plenty of points in both space and ground for you to fill in to taste, while still having everything you need to get the most out of pretty much any non-science ship.
http://skillplanner.stoacademy.com/?build=generalbuildsuggestionver01_0
Thank you
Appear weak when you are strong, and strong when you are weak.