Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Atrox Load out
05-12-2012, 08:17 PM
I was wondering what a good weapon load out the Atrox would be
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-13-2012, 12:42 AM
I went 6 tetryon beam arrays. However as an engineer the weapons drain isn't and issue.

I figured it's too slow to turn for torps forward, something like chronoton mines on the rear would be good for pvp.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-13-2012, 01:02 AM
I've been using 5 arrays and concentrated tachyon mines. The mines seem to strip pve target shields off completely if they hit. Only problem is trying to maneuver close enough to a target to drop them... still getting used to turning in it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-13-2012, 01:02 AM
I hear using fighters with it can do a lot of damage. Just run Turrets and maybe a beam fore and aft if you want the system targeting.

I run Carriers with max Aux power so I'm not really using it's firepower.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-13-2012, 01:21 AM
Quote:
Originally Posted by DKnight1000
I run Carriers with max Aux power so I'm not really using it's firepower.
I run weapons power and the left over into aux with EPt Aux 1
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-13-2012, 03:41 AM
It's not too fun to get, but the Ferengi Rapid Fire Missile Launcher works pretty well on ships with a low turn rate. Considering you're unlikely to run high weapon power on the Atrox anyway, you can afford swapping out an energy weapon for this launcher (maybe even adding a bit dps, despite it being reduced by shielding).

At the very least it looks cool. :-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-13-2012, 04:53 AM
Actually I have been running an all bleed build. Has been hurting alot of people in Ker'rat and it eats elite STFs pretty fast.

Basicly is a Harg Peng for and aft, plasma (X-XI Purple needed for sugnificant effect)

The HP has a decent burn and second explosion. The the second blast has a crit chance so it can really sting. The plasma burns stack up 5 times, but if you use torpedo spread it creates a second stack of up to 5.

If you do it right you can end up with a 2 stack of HP, and a twin 5 stack of plasma burn. While HE will stop this and borg shield debuff also clears it, if you are a tac officer with your tac buffs you will cut 10% of an escorts hull per second with this set up.

Through in your pets (Runabouts are needed, the other can be Advanced Stalkers or Adv Delta flyers.).
Because you don't need weapons power you can pump it all into aux and shield. So if you do what I do and use FBP with high Aux and tac buffs you can actually 'pop' escorts.

You also hurt tanks more than you would expect but unless you skill out correctly and are lucky with you crits you are unlikely to kill one. But thats not the job of a carrier.

I run this build and it is yet to be killed by even a pair of other players and will consistantly have lighter escorts and science ships running for heals.

Just be aware that FAW boats with clear your pets and then you loose alot of your offence.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-13-2012, 07:51 AM
I've been running 6 beams and liking it. Straight up phaser, it combos nicely with all the phaser spam from your fighters/shuttles peregrines phaser cannons + 6 beam broadsides lead to phaser procs. Sure you don't always proc shields but frankly who cares aslong as you offline stuff its good stuff.
Mostly your weapon damage will be meh, but you can swap to max weapon power and pew pew to help finish stuff off or when solo pve.

As far as fighters I've pretty much settled on runabout + peregrine combo as the best for me. Runabouts let me run extra crowd control while peregrines give me pewpew. If I have to try to pump dps for whatever reason double peregrine.
Double runabout has been sorta meh, the dps is really low, 3 peregrines do more dps than 4 runabouts sure I can CC abit better but the trade off isn't worth it unless you have a dedicated escort following you around being your pewpew for you.

As far as tanking goes, double tac team, double epts, single he and tss, single aux2sif2. Along with my engineer stuff this makes me a pretty solid tank, if it can be tanked generally this can manage it. Only some super alphas where only RSP will have a chance of saving you could do better for pvp, and frankly in those situations preorganized alphas like that will usually have a subnuc or 20 up there sleeves it seems.

As far as offensive skills, double tactor beam1, these work well with your runabouts. Runabout go snare, you either follow up with your own tractor if they try to break free, OR you wait and tractor once your runabouts stop/die. This gives you great abilities for keeping things held down.
Beyond that my LtComms and Comm sci slots are always sorta changing. Sometimes its PSW sometimes VM or GW.
VM has been decent pvp wise even just rank1, not amazing, but decent. PSW is abit of a let down but is a good "oh crap button" when swarmed by 2-3 carriers worth of pets. PSW+Evasive can generally get you some breathing room if you are getting massive swarmed.
GW is mostly worthless, but troll worthy when it works. Snare with runabouts, and drop a GW on the target, and save your tractors for when they try to run. Yeah its trolly as all heck, but hey it works. Its still solid enough pve blockade wise but meh.
Energy Siphon has always been a personal favorite of mine as Eng/Sci. Use EPS + Siphon generally pumps all your power levels to 100+ if not maxed (depending on build) for the duration of EPS (generally). This can be really really dirty for taking down a heavy tank not only are you dropping there power some but you just went godlike on them. PS use siphon+subsystem targets at the same time to offline low power aux, engines, or shields depending on target, this will work most of the time unless they stack insulators or you guessed wrong at there "low" power setting. Granted they can fix this offline easy, but a crapping on someones engines forcing them to power it back up with a CD or just sit there taking it only to then but subject to tractor+chroniton+phaser spam generally leaves them pretty annoyed to say the least.

Overall, its a solid support ship. Laughable pvp dps, acceptable stf dps but not great, and a really nice tank if you stack for it.

Right now besides my usual LtComm/Comm slot flip flopping I'm also testing a single tractor mine... just for that extra tractor troll if I can get it work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-13-2012, 08:14 AM
Agree with the previous post, hanger of adv peregrines + hanger of adv danubes is most effective for me in pve or pvp.
I ran with all Phaser arrays at first, but as a Tac captain I decided to switch over to my Antiproton beam array loadout and find it much more effective, I suppose due to high crits/chance to bypass shields. With this particular build I'm finding that I'm maxing dps in stf's between the ship + pets and am usually top one or two in damage output in pvp.
I'm just not much of a number-cruncher when it comes right down to it as I find it extremely boring. I'd much rather just try it out for myself for that 'seat-of-the-pants' feel so this is how I've ended up with this build which is more or less a supportive damage + crowd control build using bfaw & grav well + viral matrix + ams or grappler depending upon the situation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-13-2012, 09:36 AM
I'm a sci, points in flow capacitors.

I'm running 6xPolaron beams, and ES2+3. with 3 flow capacitor consoles and the jem'hadar deflector, ES3 drains for 47 and my polarons proc for 52.

Basically, if I'm targeting you, you have no energy, and all my subsystems are over 100. Advanced stalkers to strip the shields down (and they have little energy to get them back up with) an advanced Perigrines to drop some torps to seal the deal.

Pretty much stock up on heals and damage resist in the other slots. I don't think I've ever felt this resilient.
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