Lt. Commander
Join Date: Jul 2012
Posts: 211
# 11
12-10-2012, 08:52 AM
Quote:
Originally Posted by admiraltexxx View Post
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

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

Last edited by avengerkid1993; 12-10-2012 at 10:01 AM.
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 12
12-10-2012, 04:29 PM
Dual Beam Banks with Beam Overload III ...
Good or Bad ?
Ensign
Join Date: Jun 2012
Posts: 3
# 13
12-10-2012, 06:12 PM
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.
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 14
12-11-2012, 08:10 AM
Quote:
Originally Posted by admiraltexxx View Post
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

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 ?
Captain
Join Date: Nov 2012
Posts: 3,477
# 15
12-11-2012, 08:18 AM
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.
Captain
Join Date: Nov 2012
Posts: 3,477
# 16
12-11-2012, 08:21 AM
Quote:
Originally Posted by admiraltexxx View Post
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).
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 17
12-11-2012, 09:13 AM
Quote:
Originally Posted by stirling191 View Post
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.
Ensign
Join Date: Jun 2012
Posts: 3
# 18
12-11-2012, 07:21 PM
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 crap 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.
Lt. Commander
Join Date: Jul 2012
Posts: 211
# 19
12-12-2012, 07:03 AM
Quote:
Originally Posted by admiraltexxx View Post
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 crap 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 ...
Captain
Join Date: Jun 2012
Posts: 1,015
# 20
12-12-2012, 07:39 AM
Quote:
Originally Posted by admiraltexxx View Post
*snip*
/agreed.

Sound advice on every point.
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