Ok, so i got the Heavy Escort Carrier, cause I wanted some fun in an escort and it looked like a decent ship. Got tired of taking 42 lightyears to turn in my tac ody.
Here's what I have so far;
Captain: Engineer class
Deflector: Borg Assimilated Deflector Array
Engines: Borg Assimilated Subtranswarp Engines
Shields: MACO Resilient Shield Array Mk XII
With skills:
Hull: 43,820
Shield: 10,041 per side
Fore Weapons:
2x Dual Antiproton Beam Banks Mk XII[borg] 2x Antiproton Dual Heavy Cannons Mk XII [borg]
Aft:
3x Antiproton Turret Mk X (XII when i get proto)
Engineer Consoles:
Tetraburnium Hull Armor Mk XI (blue), Neutronium Alloy Mk XI (blue), Ablative Hull Armor Mk XI (blue)
That is a cruiser mentality, which doesn't quite apply here. The Armitage is still an escort, whether it has pets or not.
Treat it as such.
Otherwise you're on the right track.
I recommend 3 DHC fore with a photon torp. Add Torp Spread 3, and the Torp Point Defense console. Add a Nadeon Detonator as well if you can.
Damage tested alongside one another, the console is equal in damage to the power of a Torp Spread 3. Use them both at the same time and you're firing 50+ torpedoes.
Instantly clears ALL enemy spam in 1 fell swoop. Lethal to any enemies with an exposed hull facing.
Swap all energy types to phaser, and combined with your pets and a good party of Phaser-users, you get lots of procs to take down enemy shields. Time your shots right and you can unleash incredible carnage.
Nadeon Detonator with points distributed properly is a very nice stun. Opens the window for a heavy cannon burst.
It also is a huge AoE range, and serves to assist with clearing spam alongside your other assets.
For PvP, find a way to add Attack Pattern Delta, and fit in 2x CRF alongside that Torp Spread 3. I'd use 2x Tac Teams with a Sci Team on standby to remove SubNuc.
For your other Ens Tac slot, you can fit in Torp HY1 for some added burst potential without having to force in an unnecessary beam weapon.
I hope that helps.
[SIGPIC][/SIGPIC] "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
Hakaish has some good advice, though I would consider trying all Dual Heavy Cannons for a bit more dps. Really surprised that your Borg console is in a Tactical slot as well. I would try this weapon setup:
3 antiproton DHC + 1 photon torpedo fore
drop beam overload for HYT or torp spread, depending on how confident you are on your survivability.
Finally I would seriously consider dropping the Borg deflector for the MACO one. The extra HPs from that should allow you to put the Borg Console into an engineering slot with only a slight net survivability loss. That will give you more glorious pew.
The biggest issue I see with your build is that you only use two of your four tactical console slots. These consoles stack without penalty and add to your primary asset as an escort - your ability to do damage. You really need a build that allows you to put either four energy or three energy and one torp console there. Also, ever since they changed the shield console to science, I've dropped the borg stuff for full MACO. You just don't have a console slot to spare for it anymore.
FYI, here's my build.
Full MACO set
3 DHC (phaser), 1 Quantum
3 turret (phaser)
4 phaser relays
2 Neutroniums, Torp PDS
2 Field Generators
here is my tribble build i am using to get fleet marks
forward weapons i antiproton dbb mrk 12
1 antiproton dhc mark 12 1 phaser qc 1 mark 12 quantum torp
rear 2 anti proton turrets mark 12 1 mark 12 quantum torp
hangers swappable depending which map i am in advanced perigrines for attacking every thing
runabouts good for tractor spamming large enemy ships
repair hanger good for repairing allied freighter in no win scenerio
also got both point defense consoles installed
both in science slots
4 blue antiproton consoles mark 11 in tac slots
engineering 1 armorm one rcs and 1 flow regulator all three mar 11 green.
when coming up on lots of enemy spam hit with csv 1 and torp sread 1 or two then hit both point defense consoles enemies go poof!
The biggest issue I see with your build is that you only use two of your four tactical console slots. These consoles stack without penalty and add to your primary asset as an escort - your ability to do damage. You really need a build that allows you to put either four energy or three energy and one torp console there. Also, ever since they changed the shield console to science, I've dropped the borg stuff for full MACO. You just don't have a console slot to spare for it anymore.
FYI, here's my build.
Full MACO set
3 DHC (phaser), 1 Quantum
3 turret (phaser)
4 phaser relays
2 Neutroniums, Torp PDS
2 Field Generators
It's still hard to pass up added crit chance in a DPS machine. I'd hesitate before dropping the assimilated module, even with the aforementioned considered (which is a very valid point you have).
I'd sacrifice one of the Neutroniums even for it, if I had to, but that is my personal preference.
I'm more offensive-oriented... I actually don't bother with any Neutroniums, and place in the place of the other a Nadeon Detonator, my torp being a Photon. Tends to assist quite nicely in PvP.
There are variations for preference. Yours is a very solid build. I just fly a little differently.
[SIGPIC][/SIGPIC] "Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
I would agree that you don't want two beam banks, but I disagree with the idea of going with three cannons and a torpedo. If you go with a torpedo, you then need a console slot for the torpedo. Going with three cannons and a single beam bank of the same type energy as your cannons means that the same consoles work for both your cannons and your beam bank. Likewise, your Rapid Fire and Scatter Volley won't work for the Beam Bank, but then, it won't work for the torpedo either. You are going to need another BOff power for the torpedo, so it may as well be Beam Overload for the Dual Beam Array.
I find three Dual Heavy Cannons and a Dual Beam Array up front and three Turrets all of the same energy type work quite well.
Put 3 DHC's up front with a photon torp and turrets in the back. I use both the phaser point defense system and the photon torpedo defense system. It makes for an awesome one two punch combo. I hit the phaser point defense system first for a few secs because it does a pretty good job of dropping a facing shield even on star ships then I hit the Photon Defense system for many torps hitting on a targets hull.
a) Torp upfront means that you should specialize with skills points (otherwise it will only do base damage)
b) you have to use projectile weapons doff to make them faster (using valuable doffs)
c) they only effect hull optimally (so on ship to ship not as useful initially)
d) To get optimal use of torpedoes you need a to put tac console thus reducing cannon damage.
approximate values..
MK12 Photon Torps are rated 440 dps approx non buffed
MK12 Dual Phaser does 230 approx + 26x4(239 dmg) 469 dmg approx
This also gets buffed because of weapons skills.
This does not include any procs you may get from dual beam banks.
If you want to use extra ensign slot your best bet is dual beam.
You can put a fire at will/ Beam overload/ disable weapons ability.
a) In stf's disable weapons ability is best because even if it does not disable weapons it weakends them giving more staying power against cubes and spheres.
b) Fire at will is great against gates and probes as your using dual beam it will only fire at 90 degree arc so you more or less know where it is going to fire.
c) beam overload is not as good as it does good spike damage but weakens everything else.
The arguments for torp:
Torp spread is very usefull in stf to do damage.
Dmg can be increased with projectile weapons conn officer loadout
If you find a way to specialize in both max phasers and max torps you can get the highest dps possible in game (but it will come at a cost of something else.)
A really interesting debate all in all you can do a torp load out but it may cost in reducing effectiveness of some survivability skills. What are your thoughts?
Fore Weapons
3 MK XII Antiprotons DHCS
1 MK XII Photon Torpedo
Rear
3 MK XII Antiproton Turrets
Full MK XII MACO Set
Boff layout
Cmdr Tact
TT1 CSV1 TS3 APO3
Lt Tact
HYT1 CRF1
Ensign Tact
TT1
Lt Cmdr Eng
EPTS1 EPTS2 RSP2
LT Sci
TSS1 HZEM2
Pets
Adv Delta Flyers
Eng consoles
Assimilated Uni Console, Phaser point defense system, Neutronium Alloy MK XI Blue
Sci Consoles
Field Generator MK XI Blue, Bio Function Moniter Mk XI Blue
Tact Consoles
Photon Torpedo point defense system, Photon Detonation Assembly Mk XI Blue, Antiproton Mag Regulator Mk XI Blue x2.
I don't specificly use the point defense systems for pet spam unless I'm up against carriers that already have their fighters out. I acutually use them more of an offensive weapon. As in I with use my CSV or CRF to drop a facing shield along with the Phaser point defense system and then send out either HYT or Torp Spread 3 with the Torp defense system for massive damage against one target or multiple targets.
I am consistantly in the 3800-4200 Dps range with the ACT parser which doesn't count shield damage only hull damage seems to be more accurate than the basic Combatlog parser where in the 6500-8000 range. Our fleet has come to like the ACT parser much better because it seems to read more accurate and doesn't seem to give other players lower Dps because they aren't withing a 15 km range of the person running the parser like the combat log parser seems to have. Plus ACT lets us break down excatly what weapon or ability is doing what damage and what may be doing damage to us.
I will also add any Escort that is running more than 3 DHC"s up front is really hurting themseleves because of the toggle max per weapon of one. Escorts should have one torp up front for that big burst kinetic damage. I don't claim to be an expert like some of these so called people on this forum but I do find it funny allot of times. That when I end up in a STF or Starbase fleet action on Tribble with some of these so-called ubber elites and I out dps them and have to laugh when they are in the 1400-1800 dps range. I have only 5 points in Starship projectile Weapons and none in Projectile Specialization and go great damage with my torps.
The only person from this board that really helped me with good solid advice when I was needing help was playhard88. He gave very solid advice and I would trust any advice he would ever give out.
I've used my armitage as a torpedo boat. It's got some issues with drawing aggro on EVERYTHING when it goes into torpedo mode, but other than that it tears through stuff in STFs
Fore Weapons
3 MK XII Photon Torpedo
1 MK XII Dual Disruptor Beam Banks
Rear
2 MK XII Disruptor Turrets
1 MK XII Photon Mine
Borg Deflector
Borg Engines
Maco Shields
Boff layout
Cmdr Tact
TS 1
THY 2
TS3
Dispersal Pattern Beta
Lt Tact
TT 1
APB
Ensign Tact
Target Shields Subsystems
Lt Cmdr Eng
EPTS1 EPTS2 EPSIF
LT Sci
TB1 TB II
Pets
Adv Delta Flyers
I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.
I've used my armitage as a torpedo boat. It's got some issues with drawing aggro on EVERYTHING when it goes into torpedo mode, but other than that it tears through stuff in STFs
Fore Weapons
3 MK XII Photon Torpedo
1 MK XII Dual Disruptor Beam Banks
Rear
2 MK XII Disruptor Turrets
1 MK XII Photon Mine
Borg Deflector
Borg Engines
Maco Shields
Boff layout
Cmdr Tact
TS 1
THY 2
TS3
Dispersal Pattern Beta
Lt Tact
TT 1
APB
Ensign Tact
Target Shields Subsystems
Lt Cmdr Eng
EPTS1 EPTS2 EPSIF
LT Sci
TB1 TB II
Pets
Adv Delta Flyers
I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.
I was going to ask about anyone using it as a torp boat, which I "think" was the intended design. I would ask about 3 torps upfront? That seems excessive no? How is it working out? How do you drop the shields, and is this more for pve? (I do more pve also)
He has Tachyon Beams to drain shields so that's not too big of an issue. I'm also guessing he'll have some flow capacitors to help augment that for his sci slots. This is very similar to a build I run with my Intrepid Retrofit (uses boff skills to drain shields and then unload with my 3x Fore Torp Launchers).
Ive been debating about turning my Armitage into a torp boat as well but currently just running with DHCs.
So basic strategy is use your TB to drain shields, let the Delta Flyers also use their inherit TB and shields ought to be stripped quite quickly. Then fire up THY and unload Torps. Dead ship.
I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.
I think you need a hull heal too.
They stack nicely. Take two to any enemy contact space zone and equip one. look at your stats, then equip the other. They are so worth it. If your like having alot of shields. If not throw in what you want
Comments
That is a cruiser mentality, which doesn't quite apply here. The Armitage is still an escort, whether it has pets or not.
Treat it as such.
Otherwise you're on the right track.
I recommend 3 DHC fore with a photon torp. Add Torp Spread 3, and the Torp Point Defense console. Add a Nadeon Detonator as well if you can.
Damage tested alongside one another, the console is equal in damage to the power of a Torp Spread 3. Use them both at the same time and you're firing 50+ torpedoes.
Instantly clears ALL enemy spam in 1 fell swoop. Lethal to any enemies with an exposed hull facing.
Swap all energy types to phaser, and combined with your pets and a good party of Phaser-users, you get lots of procs to take down enemy shields. Time your shots right and you can unleash incredible carnage.
Nadeon Detonator with points distributed properly is a very nice stun. Opens the window for a heavy cannon burst.
It also is a huge AoE range, and serves to assist with clearing spam alongside your other assets.
For PvP, find a way to add Attack Pattern Delta, and fit in 2x CRF alongside that Torp Spread 3. I'd use 2x Tac Teams with a Sci Team on standby to remove SubNuc.
For your other Ens Tac slot, you can fit in Torp HY1 for some added burst potential without having to force in an unnecessary beam weapon.
I hope that helps.
"Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
3 antiproton DHC + 1 photon torpedo fore
drop beam overload for HYT or torp spread, depending on how confident you are on your survivability.
Finally I would seriously consider dropping the Borg deflector for the MACO one. The extra HPs from that should allow you to put the Borg Console into an engineering slot with only a slight net survivability loss. That will give you more glorious pew.
What kind of DOFFs are you running?
FYI, here's my build.
Full MACO set
3 DHC (phaser), 1 Quantum
3 turret (phaser)
4 phaser relays
2 Neutroniums, Torp PDS
2 Field Generators
Tac Comm: TT1, CRF1, APO, CRF3
Eng. Lt. Comm: EPS1, EPS2, ASF 1
Sci Lt.: PH1, HE2
Tac Lt.: TT1, THY2
Tac Ens.: THY1
forward weapons i antiproton dbb mrk 12
1 antiproton dhc mark 12 1 phaser qc 1 mark 12 quantum torp
rear 2 anti proton turrets mark 12 1 mark 12 quantum torp
hangers swappable depending which map i am in advanced perigrines for attacking every thing
runabouts good for tractor spamming large enemy ships
repair hanger good for repairing allied freighter in no win scenerio
also got both point defense consoles installed
both in science slots
4 blue antiproton consoles mark 11 in tac slots
engineering 1 armorm one rcs and 1 flow regulator all three mar 11 green.
when coming up on lots of enemy spam hit with csv 1 and torp sread 1 or two then hit both point defense consoles enemies go poof!
It's still hard to pass up added crit chance in a DPS machine. I'd hesitate before dropping the assimilated module, even with the aforementioned considered (which is a very valid point you have).
I'd sacrifice one of the Neutroniums even for it, if I had to, but that is my personal preference.
I'm more offensive-oriented... I actually don't bother with any Neutroniums, and place in the place of the other a Nadeon Detonator, my torp being a Photon. Tends to assist quite nicely in PvP.
There are variations for preference. Yours is a very solid build. I just fly a little differently.
"Yes, I fly a Galaxy-X... and yes, I just 1-shotted you with it." -- Alcione@Hakaishin
I find three Dual Heavy Cannons and a Dual Beam Array up front and three Turrets all of the same energy type work quite well.
i would use fighters instead, or put some torps on that thing and use the delta's
I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.
I think you need a hull heal too.
agree. I would maybe get a few of the DOFFs that reduce Tactical Team's CD, and then drop sci team 1 for Hazard emitters.
a) Torp upfront means that you should specialize with skills points (otherwise it will only do base damage)
b) you have to use projectile weapons doff to make them faster (using valuable doffs)
c) they only effect hull optimally (so on ship to ship not as useful initially)
d) To get optimal use of torpedoes you need a to put tac console thus reducing cannon damage.
approximate values..
MK12 Photon Torps are rated 440 dps approx non buffed
MK12 Dual Phaser does 230 approx + 26x4(239 dmg) 469 dmg approx
This also gets buffed because of weapons skills.
This does not include any procs you may get from dual beam banks.
If you want to use extra ensign slot your best bet is dual beam.
You can put a fire at will/ Beam overload/ disable weapons ability.
a) In stf's disable weapons ability is best because even if it does not disable weapons it weakends them giving more staying power against cubes and spheres.
b) Fire at will is great against gates and probes as your using dual beam it will only fire at 90 degree arc so you more or less know where it is going to fire.
c) beam overload is not as good as it does good spike damage but weakens everything else.
The arguments for torp:
Torp spread is very usefull in stf to do damage.
Dmg can be increased with projectile weapons conn officer loadout
If you find a way to specialize in both max phasers and max torps you can get the highest dps possible in game (but it will come at a cost of something else.)
A really interesting debate all in all you can do a torp load out but it may cost in reducing effectiveness of some survivability skills. What are your thoughts?
http://www.stoacademy.com/tools/skillplanner/index.php?build=RipArmitage_0
Fore Weapons
3 MK XII Antiprotons DHCS
1 MK XII Photon Torpedo
Rear
3 MK XII Antiproton Turrets
Full MK XII MACO Set
Boff layout
Cmdr Tact
TT1 CSV1 TS3 APO3
Lt Tact
HYT1 CRF1
Ensign Tact
TT1
Lt Cmdr Eng
EPTS1 EPTS2 RSP2
LT Sci
TSS1 HZEM2
Pets
Adv Delta Flyers
Eng consoles
Assimilated Uni Console, Phaser point defense system, Neutronium Alloy MK XI Blue
Sci Consoles
Field Generator MK XI Blue, Bio Function Moniter Mk XI Blue
Tact Consoles
Photon Torpedo point defense system, Photon Detonation Assembly Mk XI Blue, Antiproton Mag Regulator Mk XI Blue x2.
I don't specificly use the point defense systems for pet spam unless I'm up against carriers that already have their fighters out. I acutually use them more of an offensive weapon. As in I with use my CSV or CRF to drop a facing shield along with the Phaser point defense system and then send out either HYT or Torp Spread 3 with the Torp defense system for massive damage against one target or multiple targets.
I am consistantly in the 3800-4200 Dps range with the ACT parser which doesn't count shield damage only hull damage seems to be more accurate than the basic Combatlog parser where in the 6500-8000 range. Our fleet has come to like the ACT parser much better because it seems to read more accurate and doesn't seem to give other players lower Dps because they aren't withing a 15 km range of the person running the parser like the combat log parser seems to have. Plus ACT lets us break down excatly what weapon or ability is doing what damage and what may be doing damage to us.
I will also add any Escort that is running more than 3 DHC"s up front is really hurting themseleves because of the toggle max per weapon of one. Escorts should have one torp up front for that big burst kinetic damage. I don't claim to be an expert like some of these so called people on this forum but I do find it funny allot of times. That when I end up in a STF or Starbase fleet action on Tribble with some of these so-called ubber elites and I out dps them and have to laugh when they are in the 1400-1800 dps range. I have only 5 points in Starship projectile Weapons and none in Projectile Specialization and go great damage with my torps.
The only person from this board that really helped me with good solid advice when I was needing help was playhard88. He gave very solid advice and I would trust any advice he would ever give out.
Fore Weapons
3 MK XII Photon Torpedo
1 MK XII Dual Disruptor Beam Banks
Rear
2 MK XII Disruptor Turrets
1 MK XII Photon Mine
Borg Deflector
Borg Engines
Maco Shields
Boff layout
Cmdr Tact
TS 1
THY 2
TS3
Dispersal Pattern Beta
Lt Tact
TT 1
APB
Ensign Tact
Target Shields Subsystems
Lt Cmdr Eng
EPTS1 EPTS2 EPSIF
LT Sci
TB1 TB II
Pets
Adv Delta Flyers
I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.
I was going to ask about anyone using it as a torp boat, which I "think" was the intended design. I would ask about 3 torps upfront? That seems excessive no? How is it working out? How do you drop the shields, and is this more for pve? (I do more pve also)
Ive been debating about turning my Armitage into a torp boat as well but currently just running with DHCs.
LT Sci
TB1 TB II
So basic strategy is use your TB to drain shields, let the Delta Flyers also use their inherit TB and shields ought to be stripped quite quickly. Then fire up THY and unload Torps. Dead ship.
They stack nicely. Take two to any enemy contact space zone and equip one. look at your stats, then equip the other. They are so worth it. If your like having alot of shields. If not throw in what you want