Lieutenant
Join Date: Jun 2012
Posts: 78
# 1 Help with an Armitage build
07-24-2012, 11:54 PM
I just bought an armitage, and im wondering if its build should be any different than my old fleet escort? i see alot of people putting dual beam banks on it which feels like a waste of my turn rate to me.

http://www.stoacademy.com/tools/skil...rmitagebuild_0

here is my current build. Im a tact officer and my gear is as follows:
fore: 3xDHC Photon torpedo launcher
borg deflector
borg engine
MACO shield mk xii
aft: 3xturrets

engineering consoles: torpedo point defence system, 2xneutronium
Science consoles: borg console, field generator
tactical consoles: photon detonation assembly, 3x antiproton mag regulator

hangar: advanced peregrine fighters

i wanted to take advantage of the special console the armitage came with, because id feel like its a waste of money not to use it after i payed for it lol and a lot of threads say that the torpedo point defense console is affected by the photon tact console. i was using quantums but like i said, i wanted my weapon types to be universal.

some good feedback and positive criticism would be greatly appreciated thx in advance
Captain
Join Date: Jun 2012
Posts: 568
# 2
07-25-2012, 12:58 AM
That's a solid setup, and shouldn't give you any real trouble.

One thing you might want to try, though, is a Aux2Bat build. The Armitage having two higher-than-ensign-level Engineering slots means you can take Aux2Bat1 and either Aux2SIF2 + EPTS1 or EPTS3 + ET1 (I prefer the former setup given the shared cooldown of ET1 with TT1).

Aux2Bat is a little tricky to get to grips with if you've not used it before... by itself it's pretty much a throwaway ability, but combined with 2-3 Purple Technician DOFFs it comes into its own as a major power recharge buff. The only downside to it is that it shares a cooldown with EPTX, so you can't double-stack EPTW+EPTS if you're using it (no problem for an Escort, since they can hit 125 Weapons power without any extra buffs). Despite what the name suggests, Aux2Bat does NOT share a cooldown with Aux2SIF... but since it works by diverting Aux power to other systems, you'll usually want to wait until the initial Aux Power debuff wears off (10 seconds) before using any Aux-based heals.

Taking Aux2Bat would allow you to drop one of the CSV1s for CRF1, and have all your powers recharge a lot sooner - whenever you click Aux2Bat they'll be nearly but not quite halved. Technically you might be able to get away with dropping a TT1 for THY1, but I prefer having perma Tac Team than "up really often" Tac Team.

On my Armitage I use 2x Purple Technician DOFFs, 2x Projectile Weapon DOFFs, and a Shield Redistribution DOFF, combined with the MACO Shields/Deflector and Borg Engines/Console. The two technicians plus the 5% Recharge buff from the MACO set makes me able to be just short of "perma" EPTS (3 Techs would make it Perma, but I didn't want to give up another DOFF slot). Fore Weapons are 1x Quad Cannon, 2x DHC, 1x Quantum Launcher with 3 Turrets at the rear... and I swap out one DHC for another Quantum Launcher during certain STFs.

[ <<<--- @Maelwys --->>> ]
Captain
Join Date: Jun 2012
Posts: 568
# 3
07-25-2012, 05:58 AM
Quote:
Originally Posted by bespin18 View Post
fore: 3xDHC Photon torpedo launcher
[snipped]
tactical consoles: photon detonation assembly, 3x antiproton mag regulator
Taking a second glance at this, I noticed what you mentioned about trying to maximise Photon Torpedo Potential along with that Universal Console.

There's a hard cap on the amount of Torpedos you can launch over time. Basically, one every two seconds. Assuming you're using at least two Projectile Weapon DOFFs, three launchers will start to give diminishing returns as they near that hard cap.

I've performed a lot of testing trying to figure out the optimum weapon setup. But basically: if we assume you've room to slot 2-3 Purple Projectile Weapon DOFFs, then you're better off with 2x DHCs and 2x Launchers (Photons being slightly better DPS at 2 DOFFs, Quantums slightly better at 3 DOFFs). Energy type should always be either Disruptors (for hull damage) or Antiprotons (for shield damage).

Your 3xDHC/1Torp Setup is pretty standard. There's a slight increase in Hull DPS going from 3xDHCs/1Torp to 2xDHCs/2Torps (with 2-3 DOFFs), but a noticable drop in general DPS going from 2xDHCs/2Torps to 1xDHC/3Torps. "Pure" torpedo boats are generally not as effective as hybrid DHC/Torp setups, outside of very specific builds exploiting the B'rel Retrofit's Battle Cloak.

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 07-25-2012 at 06:02 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 4
07-25-2012, 06:10 AM
Quote:
Originally Posted by maelwy5 View Post
Despite what the name suggests, Aux2Bat does NOT share a cooldown with Aux2SIF...

Are you sure about this?

About a month ago I was playing around with Aux to Batts +Purple Techs, and I remember it putting Aux to SIF on cooldown.

I could simply be remembering it wrong, but it was one of the main reasons I decided against aux to batts.
Captain
Join Date: Jun 2012
Posts: 568
# 5
07-25-2012, 06:45 AM
Quote:
Originally Posted by ussultimatum View Post
Are you sure about this?

About a month ago I was playing around with Aux to Batts +Purple Techs, and I remember it putting Aux to SIF on cooldown.

I could simply be remembering it wrong, but it was one of the main reasons I decided against aux to batts.
Yeah, logically I'd have expected there to be a shared cooldown since they both use the Aux system. I was surprised to learn firsthand that there isn't one.

It even says on STOWiki that there's a shared cooldown, so perhaps there used to be one? However when I bought my Armitage I tested it out (Aux2SIF2 and Aux2Bat1, with EPTS1) in order to see if my survivability was greatly reduced... Currently using Aux2Bat1 starts a 40 second recharge on itself (after 3 seconds, the recharge buff kicks in and reduces this to 29 seconds) and puts EPTS1 on a 15 second system cooldown, but doesn't touch Aux2SIF2.

Currently in-game (testing right now) I can fire Aux2SIF2 right after Aux2Bat, but its effectiveness reduces considerably: at 52/25 AUX its 3972.5 Heal + 25.9% Resist buff becomes 2137 Heal + 13.9% resist due to the Aux power drain. Likewise, using Aux2SIF2 doesn't place a cooldown on Aux2Bat1. The only shared cooldown appears to be between EPTS1 and Aux2Bat1.

[ <<<--- @Maelwys --->>> ]
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 6
07-25-2012, 07:07 AM
Quote:
Originally Posted by maelwy5 View Post
Yeah, logically I'd have expected there to be a shared cooldown since they both use the Aux system. I was surprised to learn firsthand that there isn't one.

It even says on STOWiki that there's a shared cooldown, so perhaps there used to be one? However when I bought my Armitage I tested it out (Aux2SIF2 and Aux2Bat1, with EPTS1) in order to see if my survivability was greatly reduced... Currently using Aux2Bat1 starts a 40 second recharge on itself (after 3 seconds, the recharge buff kicks in and reduces this to 29 seconds) and puts EPTS1 on a 15 second system cooldown, but doesn't touch Aux2SIF2.

Currently in-game (testing right now) I can fire Aux2SIF2 right after Aux2Bat, but its effectiveness reduces considerably: at 52/25 AUX its 3972.5 Heal + 25.9% Resist buff becomes 2137 Heal + 13.9% resist due to the Aux power drain. Likewise, using Aux2SIF2 doesn't place a cooldown on Aux2Bat1. The only shared cooldown appears to be between EPTS1 and Aux2Bat1.
Interesting, I'll need to check in game again then.

I'm not sure if it would convince me to run the build but it's definitely something to consider.
Empire Veteran
Join Date: Jun 2012
Posts: 1,176
# 7
07-25-2012, 12:37 PM
Put the Danube shuttles in the hanger, and you don't need turn rate.
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Ensign
Join Date: Jun 2012
Posts: 10
# 8
07-25-2012, 01:06 PM
Quote:
Originally Posted by maelwy5 View Post
That's a solid setup, and shouldn't give you any real trouble.

One thing you might want to try, though, is a Aux2Bat build. The Armitage having two higher-than-ensign-level Engineering slots means you can take Aux2Bat1 and either Aux2SIF2 + EPTS1 or EPTS3 + ET1 (I prefer the former setup given the shared cooldown of ET1 with TT1).

Aux2Bat is a little tricky to get to grips with if you've not used it before... by itself it's pretty much a throwaway ability, but combined with 2-3 Purple Technician DOFFs it comes into its own as a major power recharge buff. The only downside to it is that it shares a cooldown with EPTX, so you can't double-stack EPTW+EPTS if you're using it (no problem for an Escort, since they can hit 125 Weapons power without any extra buffs). Despite what the name suggests, Aux2Bat does NOT share a cooldown with Aux2SIF... but since it works by diverting Aux power to other systems, you'll usually want to wait until the initial Aux Power debuff wears off (10 seconds) before using any Aux-based heals.

Taking Aux2Bat would allow you to drop one of the CSV1s for CRF1, and have all your powers recharge a lot sooner - whenever you click Aux2Bat they'll be nearly but not quite halved. Technically you might be able to get away with dropping a TT1 for THY1, but I prefer having perma Tac Team than "up really often" Tac Team.

On my Armitage I use 2x Purple Technician DOFFs, 2x Projectile Weapon DOFFs, and a Shield Redistribution DOFF, combined with the MACO Shields/Deflector and Borg Engines/Console. The two technicians plus the 5% Recharge buff from the MACO set makes me able to be just short of "perma" EPTS (3 Techs would make it Perma, but I didn't want to give up another DOFF slot). Fore Weapons are 1x Quad Cannon, 2x DHC, 1x Quantum Launcher with 3 Turrets at the rear... and I swap out one DHC for another Quantum Launcher during certain STFs.

I use this Aux2bat build too but on my Eng Armitage, and it is very effective with DEM2, but on a Tactical officer with Tactical Initiative I just wouldn't bother. Tac Init works better because it reduces the global cooldown not just the power cool down, and it free's up active space Doffs.

It does, however, provide an excellent power boost on any profession, especially if you hit a Aux battery before Aux2Bat, your levels shoot through the roof which is more apparent in an Eng if you hit EPS power transfer again before Aux2bat.
Lt. Commander
Join Date: Jun 2012
Posts: 243
# 9
07-25-2012, 02:27 PM
Quote:
Originally Posted by maelwy5 View Post
Energy type should always be either Disruptors (for hull damage) or Antiprotons (for shield damage).
Tetryon weapons have been given a significant boost to the point where they may be better against shields than anti-protons. Anti-protons are mainly good for tacticals who get large numbers of criticals.
Don't fall for the fake advertising: Guild Wars 2 is a WoW clone and a poor one too.
Lieutenant
Join Date: Jun 2012
Posts: 78
# 10
07-26-2012, 04:35 AM
thx for all the feedback can someone give me a good boff layout for the 2xtorp 2xDHC layout? and is tetryon worth it as a tact or should i stick with antiproton?
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