I fly an Armitage as my primary 'go-to' vessel for my Tac toon Thrax. It's been rebuilt so many times, under multiple configurations that I have come to think of her as 'my home'. I've played others, but I always come back to her.
On a bad day she clears 6K dps. If I'm 'on my game', I can break 10K. Thats BEFORE damage from my hanger.
This means I can solo cubes, or groups of spheres and a cube. I've done this will all-energy variants (no torps!), but I prefer the torpedo volley for the sheer fun of it.
My advice is based on my getting help with this build from too many to thank here. Here are the basics:
Point One: It's not the build. It's the Pilot. Having a skill and being able to use it effectively is job #1. The ship doesn't do the fighting - you do.
My skills vary from day to day. Some days I suck, and barely break 4K.
Point Two: DOFFS - There are so many options if you have unlimited funds, but the basics are:
- 'recharge when using special cannon attacks' x2 (I use uncommon)
- 'recharge torpedos' x1 (most will go x2) (VR, easy to get)
- 'increased damage vs Borg' x1 - I have Dlyrene, the Tholian doff.
- 'increased carrier pet accuracy in intercept mode' x1, VR Pant.
Point Three: Build You can use ANY ENERGY TYPE you prefer. I went to plasma after antiproton, but have tried everything except disrupters (not Fed enough). Disrupters work fine too.
Fore:
3x XII Romulan Plasma DHC (better than advanced fleet or [borg] variant)
1x XII Omega Torp
DIS: OMEGA Force Set
Rear:
1x XII Advanced Fleet plasma Turret.
1x XII Romulan Hyper-Plasma Torpedo
1x XII Borg Cutting beam
Note: I swap the torpedos, front to rear based on what I'm doing in an STF - Probe or Kang duty, Omega is at the front. Anything else, Romulan is at the front.
Eng:
2x XII Neutronium
1x Romuluan Zero-Point Module
Sci:
1x XII Romulan Shield Emitter (+9.6% Plasma Energy Weapon Damage)
1x Assimilated Module
Tac:
4x X Plasma Infusers
Hanger:
1x Elite Scorpion Fighters
Set bonuses that matter: OMEGA weapon amplifier, +15.5 Targeting, Tetryon Glider (shield drain), Plasma conductive circuitry (+7.6% Plasma damage), Increase damage, accuracy etc.
Point Three: Skill Tray & Tactics I have probably RESPEC this toon 4x. This build is based on what I like to play, rather than a specific AUX2BAT or simular.
My Elite Scorpions are almost always on intercept mode rather than attack. They add on average 3K to your total dps, and act as flying targets.
The tactics are primarily hit and run if I have the Omega torp in front, using APB as often as possible. TAC Team 1 x2, rotating with EPtS or batteries produces an effective defense.
With the Hyper Torpedo in front, I sit still, just out of range and do traditional siege attacks, doing SLOW strafing runs only when the targets weapons are offline, or they are engaged with a higher threat (which is rare). The HyperPlasma torpedo has a NASTY habit of blowing up in your face at full impulse.
Point Three: TEAM Working with a good team will impact your performance more than you realize. Throw a few tac with APB2 or 3, and suddenly your score goes way up. Add a decent SCI captain, and shields drop faster than panties on prom night. One good ENG captain, and you have a tank that draws all of the threat, and suddenly you can attack at will without fear of dying.
In summary: The Armitage is literally one of the best ships in the game. It's success or failure rests with her captains ability to use it.
My WAY TOO MANY Bits
Admiral Thrax
Hey Thrax your absolutely right some days are better than others, and gear does make a difference, i think there are many combinations to get max Damage and survivability its all a matter of experimenting with different load outs and see which is best for you, that being said it takes quite a while before you become elite 1) getting experience and putting in a lot of time for the many different gear/equipment combinations and of course shelling out some coin for equipment, and i believe i am not at that stage yet only 3 months on STO and i play on my free time, i realize i have yet ways to go before i can reach elite status but thanks to all the great input and suggestions from everyone out there im on my way :-)
Thank you all
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Appear weak when you are strong, and strong when you are weak.
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.
I used to do that, but I found the CSV was mostly not getting utilized unless I deliberately allowed a gap in CRF. Then I have a CRF not getting utilized. Tactical skills aren't like heals where you keep them around for when you need them. Tactical skills you aren't triggering is DPS you aren't doing. You can't cycle more than two skills for the same weapon type without one sitting around unused most of the time.
So, I stand by my original point. If you need to do AoE, like if you're on probe duty in KSE, switch to Boffs that replace CRF with CSV and THY with TS. Or don't, I run probe duty with CRF and THY, killing one probe at a time, and just killing them really fast. Plus then I can contribute to attacking cubes and the gate between probe waves.
Point is valid about PH, though I still don't find it very valuable except special circumstances (Tholians). Having an array of Sci officers to swap between is useful too.
Comments
Thank you all
Appear weak when you are strong, and strong when you are weak.
I used to do that, but I found the CSV was mostly not getting utilized unless I deliberately allowed a gap in CRF. Then I have a CRF not getting utilized. Tactical skills aren't like heals where you keep them around for when you need them. Tactical skills you aren't triggering is DPS you aren't doing. You can't cycle more than two skills for the same weapon type without one sitting around unused most of the time.
So, I stand by my original point. If you need to do AoE, like if you're on probe duty in KSE, switch to Boffs that replace CRF with CSV and THY with TS. Or don't, I run probe duty with CRF and THY, killing one probe at a time, and just killing them really fast. Plus then I can contribute to attacking cubes and the gate between probe waves.
Point is valid about PH, though I still don't find it very valuable except special circumstances (Tholians). Having an array of Sci officers to swap between is useful too.
btw I mostly fly my Armitage as my main ship.
USS WARRIOR NCC 1720 Commanding Officer
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