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Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
I'm a Tactical Officer

I've been toying around with my Armatage build for a while now, and I just can't seem to get it right. It's exclusively for PvE, mostly STFs but also random missions when playing in groups (on Elite difficulty mostly)

What do you think is missing/what would you change about this build.

The firepower is no problem, but I can't get the balance between raw DPS and survivability right. My current setup is this:

(I'll include a picture for an easier glance)

http://i46.tinypic.com/6gzsd0.png

Weapons/Equipment:
Fore: 3 dual heavy cannons, 1 quantum torpedo
Aft: 3 turrets
Borg: Deflector/Engines/Console
MACO Shield Mk XII

Consoles:
Tac: 4x Antiproton Mags
Science: 2x field generators
Eng: Borg/Point Defense/Electroceramic (Plasma/Tetryon)

Hangar:
Danube Runabout (for the tractor beams. Thinking about shield drones. No idea at all)

Bridge Officer Layout

Cmdr Tac: Tac Team 1, High Yield 2, Rapid Fire 2, Omega 3
Leiu Tac: High Yield 1, Rapid Fire 1
Ens Tac: Tac Team 1


I quite like this tac layout, as I can alternate HY1 and RF2 with HY2 and RF1 every 15 seconds. It seems to work pretty well, and dual tac-team-1s seems pretty vital for an escort build.

Lt.Cm Engineering: Eng Team 1, Reverse Polarity 1, Eject Plasma 1

This was pretty much a stab in the dark. I love reverse polarity 1, it's my "oh s***" button. Eng team 1 although on a shared CD with TT gives me the hull regen I need. Plasma was just because I found directed energy modulation to be lacking.

Lt Science: Hazard Emitters 1, Science Team 2

Couldn't really think of any other options. These seemed like the most logical.

Active Space Officers:
3x Projectile Weapons Officer (20% chance reduce cooldown by 5s)
1x Developmental Lab Scientist (Reduce Science team cooldown by 8s)
1x Astrometric Scientist (Transwarp cooldown rate 200%)


Good build? Bad build? Slightly iffy build?

Any thoughts and feedback would be very much welcome!
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 2
07-10-2012, 09:27 PM
P.S I hope the colour is okay, I tried to make it not look like a big wall of text and separate it out by context, I hope it works and is all still readable
Empire Veteran
Join Date: Jul 2012
Posts: 5,563
# 3
07-10-2012, 11:47 PM
Ok, as an engineer who gladly snapped one of those up, I've been looking at how to run them as well.

You have a good build, but I can see where it is lacking, and here's my own thoughts about what needs to be changed:

Weapons are fine, engines/deflector/shields are good. I use virtually that exact same build on my own ship, only with tetryon weapons. The only beef I have with it (and it's more a personal thing to me), is that you use dual heavy cannons, aside from that, it's good.

I would HIGHLY recommend the shield repair drones, I mean that with all my heart. The escort has plenty of firepower, but those drones, especially four of them will constantly heal all four shield facings. It's SO useful. Just stick to normal drones though, the dil. store ones aren't that much better.

For your consoles, I recommend this though:

Tac is fine.

Sci, move your two universal consoles to here, to be honest, anything in elite, is gonna tear through shields like mad, the extra shield strength isn't going to help. If you really want one of them though, give up one of the two universal consoles.

For the engineering ones, use three Neutronium Alloys, or two of those, and an Emergency Force Fields. Here's kind of the thing, you really CAN'T survive in an elite of anything in an escort, but what you want those for is to help resist long enough to get out of combat to heal up. It's better to run away for a bit, heal some, and come back firing, instead of having to wait forever to respawn.


For your BOFFs...

Tactical:

Two tac teams is good, keep those. I recommend having only rapid fire one, and a cannon scatter volley, so you can equally deal with one, or multiple targets. Same goes for torpedoes, choose either high yield 1 and spread 3, or spread 1, and high yield 3.

As for the commander slot, I'd like to mention you should use Beta 3 instead, because Omega 3 IS nice, but it only helps you, while Beta 3 helps the whole team out.

Engineering:

As a main-playing engineer, that is exactly what I might recommend, however, there are plenty of other good choices:

E-power to shields 1, Rsp 1, aux to structural 2, it provides a good deal of all around healing, without having to wait on a cool down from a tactical team.

If you want purely instant heals, then...E-power to shields 1, Engineering team 2, aux to structural 2.

There are other choices, but what you have already is quite good.

Sci: Polarize hull 1, Hazard Emitters 2, or reverse em. They do share a cool down, but honestly, if the Borg catch you in a tractor beam for too long, you might as well be dead, so using Polarize hull can save your skin.

As for the DOFFs, keep the torp ones, they're fine. The astrometrics scientist can go for something else. I might recommend a Warp Core Engineer to get a big power boost once in awhile if you use an E-power ability. Heck, I've had that proc, not to mention then using EPS on top of that, i've had at least 100 power across the board for a brief time, which can make your ship do some amazing things, such as some super-powered heals.

Otherwise, if you use Engineering team, use a Technician (I think that is the one) to reduce the charge time on that instead.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 4
07-11-2012, 01:04 AM
Quote:
Originally Posted by mimey2 View Post
Tac is fine.

Sci, move your two universal consoles to here, to be honest, anything in elite, is gonna tear through shields like mad, the extra shield strength isn't going to help. If you really want one of them though, give up one of the two universal consoles.
Sorry but your doing something wrong if your having trouble surviving in an Elite, especially if your running shield drones.

Quote:
Originally Posted by mimey2 View Post
For the engineering ones, use three Neutronium Alloys, or two of those, and an Emergency Force Fields. Here's kind of the thing, you really CAN'T survive in an elite of anything in an escort, but what you want those for is to help resist long enough to get out of combat to heal up. It's better to run away for a bit, heal some, and come back firing, instead of having to wait forever to respawn.
That being said your right about the Neutronium Alloys, pack two of those and the Borg console into Engineering than run one Field Generator and the PDS console in Science. Long story but the diminishing returns on these mean three aren't that much better than two.

Quote:
Originally Posted by mimey2 View Post
Tactical:

Two tac teams is good, keep those. I recommend having only rapid fire one, and a cannon scatter volley, so you can equally deal with one, or multiple targets. Same goes for torpedoes, choose either high yield 1 and spread 3, or spread 1, and high yield 3.

As for the commander slot, I'd like to mention you should use Beta 3 instead, because Omega 3 IS nice, but it only helps you, while Beta 3 helps the whole team out.
If you he loses Omega Pattern he has only one way out of Tractor Beams, that's not a good move on his part. Also the Borg can cleanse Beta pattern. Now the setup is good but you do need some AOE in there. Either that or run two sets of BOFFs an AOE and Single Target but you may not be able to swap them when you want so I generally like to have one of each. I'd replace the weaker Rapid Fire and High Yield with Cannon Scatter and Torp Spread.

Quote:
Originally Posted by mimey2 View Post
Engineering:

As a main-playing engineer, that is exactly what I might recommend, however, there are plenty of other good choices:

E-power to shields 1, Rsp 1, aux to structural 2, it provides a good deal of all around healing, without having to wait on a cool down from a tactical team.

If you want purely instant heals, then...E-power to shields 1, Engineering team 2, aux to structural 2.
I very much disagree here, Engineering Team will be near useless with your constant rotation of Tac Team 1. I suggest Emergency Power to Shields 1 (And a DOFF to help but more on that later) Reverse Shield Polarity 1 is good here now you can choose between Eject Warp Plasma (With a DOFF) for a Crowd Control or Aux to SIF for a Heal.

Quote:
Originally Posted by mimey2 View Post
Sci: Polarize hull 1, Hazard Emitters 2, or reverse em. They do share a cool down, but honestly, if the Borg catch you in a tractor beam for too long, you might as well be dead, so using Polarize hull can save your skin.
I agree with this one, with only one Omega Pattern you want the Polarise Hull to get out of tractor beams and you want to use your Omega offensively. But you would never reverse them, Polarise Hull's best feature is the same for all ranks. Alternatively to Polarise Hull you can run Jam Sensors 1, this lowers your threat and blinds your opponent to you for a few seconds or a certain amount of DPS.

Quote:
Originally Posted by mimey2 View Post
As for the DOFFs, keep the torp ones, they're fine. The astrometrics scientist can go for something else. I might recommend a Warp Core Engineer to get a big power boost once in awhile if you use an E-power ability. Heck, I've had that proc, not to mention then using EPS on top of that, i've had at least 100 power across the board for a brief time, which can make your ship do some amazing things, such as some super-powered heals.

Otherwise, if you use Engineering team, use a Technician (I think that is the one) to reduce the charge time on that instead.
Technicians reduce the cooldown to BOFF abilities on use of Aux to Battery, they are considered relatively useless but a Sci ship running max Aux Power might get more out of them but. I've also heard of a Gal R build who uses them.

Your DOFFs are terrible, I completely Disagree here. With only one tube your tying 3 DOFFs to a single ability for three 20% chances. If you want run a single Torp DOFF but I advice against it. I am generally against taking things that only work in Sector Space, Driver Coils and Transwarp Cooldowns are two of these things I think are a complete waste of time.

Shield Distribution Officer is insanely useful, this guy turns your Brace for Impact into a shield heal, and probably when you need it the most as you hit Brace for Impact.

Hazard Systems Officer adds a Damage resist to Brace for Impacts and Ramming Speed.

A Damage Control DOFF will have a chance to lower the cooldown of your Emergency Power to Shields, This allows you to use a single Emergency Power to X like it was two. One or two of these are good.

A Warp Core Engineer will increase the power to all systems when you use Emergency Power to X, not as useful to an Escort as it is to a Cruiser.

A Matter-Anti matter DOFF is vital if you intend to run Eject Warp Plasma.

Flight Deck Officers now come in several Flavours, Increased Accuracy in Intercept mode and Increased Damage while in Escort mode are probably the best two here.

A "Blue" Energy Weapon Officer Cannon specialist can help you a lot here. Purple are hideously expensive for some reason, Purple are not in any way Better than Blue and it's for a very simple reason. Every time you use a Cannon BOFF power you start a 15s System Cooldown on Cannon systems. 15s from a Blue or 20s from a Purple will both allow you to use the ability in 15s.

And for the Record it's Maintenance Engineer who lowers the cooldown of Engineering Team, but I wouldn't bother with Engineering Team on an Escort.

Edit: I forgot to talk about Fighter craft.

Danubes can do about the same DPS as Peregrine's on a stationary target, due to the 360 beam, and the Peregrines overshooting. Also there is no counter in the game for Chroniton Torpedoes and these are monsters in PVP.

Delta's Shield stripping ability I'm not so sure of.

Peregrines are of course the default.

So in Cure, Danubes, everything else Peregrines or maybe Delta's. Keeping both in your inventory should take care of any problem.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.

Last edited by dknight0001; 07-11-2012 at 01:10 AM.
Lieutenant
Join Date: Jun 2012
Posts: 34
# 5
07-11-2012, 02:32 AM
Consoles:
Tac: 4x Antiproton Magsi would change to 1 quatum chamber 3x antiproton mags
Science: 2x field generators
Eng: Borg/Point Defense/Electroceramic (Plasma/Tetryon)-change to borg point defense and kinetic/energy(neuro?)

Hangar:
Danube Runabout (for the tractor beams. Thinking about shield drones. No idea at all)

Bridge Officer Layout

Cmdr Tac: Tac Team 1, High Yield 2, Rapid Fire 2, Omega 3suggest rapid fire switched to torpedo spread 3 and rapid fire to volley for torpedo defense
Leiu Tac: High Yield 1, Rapid Fire 1
Ens Tac: Tac Team 1

Lt.Cm Engineering: Eng Team 1, Reverse Polarity 1, Eject Plasma 1i suggest emergency power to shields 1, reverse polarity 1, and aux to structial 2(or epts1, aux to struc 1,eject plasma 1 for cc)

Lt Science: Hazard Emitters 1, Science Team 2hazard emitter and polarized hull.

Active Space Officers:
3x Projectile Weapons Officer (20% chance reduce cooldown by 5s)drop 1 for conn officer to reduce tac team/buff it
1x Developmental Lab Scientist (Reduce Science team cooldown by 8s)drop to gain duty officer to improve epts
1x Astrometric Scientist (Transwarp cooldown rate 200%)drop for flight deck officer that improves refresh of hanger

these are my suggestion. I prefer peragines or deltas myself. If im tanking/taking damage i switch to intercept mode they will target the torpedos first.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 6
07-11-2012, 09:01 AM
First of all a huge thanks to you lot for some detailed replies for me to wade through with my morning coffee and cigarette. I'll get right on that!

Quote:
Originally Posted by dknight0001 View Post

That being said your right about the Neutronium Alloys, pack two of those and the Borg console into Engineering than run one Field Generator and the PDS console in Science. Long story but the diminishing returns on these mean three aren't that much better than two.

...

Your DOFFs are terrible, I completely Disagree here. With only one tube your tying 3 DOFFs to a single ability for three 20% chances. If you want run a single Torp DOFF but I advice against it. I am generally against taking things that only work in Sector Space, Driver Coils and Transwarp Cooldowns are two of these things I think are a complete waste of time.

The reason I'm tying 3 DOffs to a single ability when only using one tube, is because this is how it's most effective. With these three doffs I found that most of the time I could launch 1 photon torpedo every second, with quantums it's a little bit less but still insane. Really helps my DPS.

I know most people hate things that work in sector space, but I find transwarp cooldown is essential for my, because although the main flying and shooting I do is in space, I'm a prolific DOffer. I need this for when I'm on my tuffli TWing around to the star clusters to pick up new shiny purple doffs

Excellent advice though, I appreciate it.

Quote:
Originally Posted by mimey2 View Post
The only beef I have with it (and it's more a personal thing to me), is that you use dual heavy cannons, aside from that, it's good.

...

I would HIGHLY recommend the shield repair drones, I mean that with all my heart. The escort has plenty of firepower, but those drones, especially four of them will constantly heal all four shield facings. It's SO useful. Just stick to normal drones though, the dil. store ones aren't that much better.

...

As for the commander slot, I'd like to mention you should use Beta 3 instead, because Omega 3 IS nice, but it only helps you, while Beta 3 helps the whole team out.
What's your beef against DHCs? I love them, sexy weapons.

I've taken you up on the Neutronium Alloys, seems sensible and modified a couple of my bridge abilities to what you suggested (employing scattery volley and torp spread)

Good to know R.E Shield drones, I will certainly be testing them out to see what they're like.

I tried Beta 3 and ran it for a long while, but I'm really not a big fan. It shares a cooldown with Alpha (I think) where Omega does not, and Omega also grants resistance to Tractor beams so I very rarely need to use polarize hull, and actually did away with it because I found I wasn't using it very often.

Excellent advice though, I thank you
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 7
07-11-2012, 09:07 AM
Quote:
A "Blue" Energy Weapon Officer Cannon specialist can help you a lot here. Purple are hideously expensive for some reason, Purple are not in any way Better than Blue and it's for a very simple reason. Every time you use a Cannon BOFF power you start a 15s System Cooldown on Cannon systems. 15s from a Blue or 20s from a Purple will both allow you to use the ability in 15s.
P.S These are still 2.5m EC. I normally pay way less than that for any purples I need, so I'm stubbornly thinking about it. I can see how it would be useful, but wow! 2.5m for a blue? That's an outrage!
Starfleet Veteran
Join Date: Jul 2012
Posts: 78
# 8
07-11-2012, 10:01 AM
Alpha dose not share a cool down with Beta. Omega, Delta & Beta however cause a 15 second cooldown between one another. Omega will give you better survivability, Beta gives you and your team better damage.

I like EPS1&2+AuxSif2 + 2x Neutronium +1 Monotanium for survivability. Throw in shield distrabution doffs & that's about all you can do. RSP is a nice ability, but the cool down is far too long to count on it. You may as well just use doffs to make brace for impact a replacement for it. Use aux or shield bats as needed.

Scatter is good if your going in with an AOE team, other wise it makes you a threat magnet, witch aint a good idea. Same deal with spread. Spread+Scatter+Beta with a full AOE team can be very effective, but other wise I stick to single target abilitys to avoid extra threat.
Empire Veteran
Join Date: Jun 2012
Posts: 38
# 9
07-11-2012, 10:22 AM
This is the build I use with my Tactical Armitage.

Borg Deflector
Borg Engines
Maco MK XII shield

Fore Weapons: 1 Dual Beam Bank, 2 Dual Heavy Cannons, 1 Photon Torpedo
Aft Weapons: 3 Turrets

An all cannon build is usually considered to be superior, but I personally like the additional spike of a Beam Overload.

Engineering Consoles:
2x Anti Plasma Armor consoles, Neutronium Alloy

Science Consoles:
Borg console, Field Generator Shield (+18% shield depth)

Tactical Consoles:
2x Anti Proton Mag regulators, 1 Photon torpedo damage, 1 Photon Point Defense Console

Hanger: Advanced Peregrine Fighters (Usually in intercept mode to kill borg high yield Plasma torpedoes)

this console lay out is not maximized I know, and i may soon adopt the choices that other players have listed.

Boff Powers:

CMDR Tactical: Tac Team 1, THY 2, Omega 2, CRF 3
LT Tactical: Tac Team 1, CRF 1
Ensgn Tactical: BO 1

LTC Engineering: EPtS 1, EPtS 2, Aux to Sif 2

LT Science: TSS 1, HazEm 2

No Suggestions For DOFFs, I am still working my way through that system.

2 copies of Emergency Power to Shields is a must have power, not only is it a shield heal, but increases shield damage resistance as well.

TSS provides a bigger Shield Heal over time compared to Science Team.

Auxiliary to Structural is a very nice Hull Heal that can be used every 15 seconds, it also includes a 10 second damage resistance buff.

With this set up, I have tanked the Tactical Cube in Elite Infected Space, though admittedly with a a couple of extra shield heals from my friend.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 10
07-11-2012, 04:22 PM
Some more interesting thoughts here for me to mull over and test out.


As an aside, I replaced HY1 and RF2 with torp spread and scatter volley like was suggested. I ran a few STFs with it and a few missions in the Romulan Arc with a fleet newbie.

While I can see the appeal, it really didn't work for me as well as previously, so I'm going to stick to sustained heavy DPS on one target at a time over the spreads/scatters of the other abilities which just seem to increase my threat level.
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