1, couldn't go anywhere else. Being that an escort is glassy it's good to be able to take damage as well as take it. So I had a crew regen in science. 2 alloys 1 hull regen and 1 turn rate in engineer.
3, with the cutting beam and plasma torpedo I got this
On hit with any energy weapon, 2.5% chance: to self: Applies Omega Weapon Amplifier:
+10 Current Weapon Power
+500 Current Weapon Power Resistance Rating for 3 sec
+500 Maximum Weapon Power Resistance Rating for 3 sec
Set 3: Reactive Deflection
1% Chance when hit to reduce all incoming damage by approximately 99% for 2 seconds. This cannot occur more frequently than once every 30 seconds.
Now the bug ship has a hull rating of 34,500 and a crew of 50
Fleet armitage 35,200 crew of 200.
So with the hull and crew increase you would have thought the armitage would have better survive ability.
NO IT DOESN'T.
in fact it's worse a lot worse.
Discard Crew counts for any ship -- Crew doesn't really do anything, since they're killed off at a percentage rather than a flat number. In fact, if anything this makes having a lower Crew better since they'll recover faster.
As for the hull... well, the JHAS actually has higher shields and shield modifier than the FHEC. Not substantially, but at the same time, Shields are much more valuable than Hull. It does lack Science Console slots, obviously, so if you stack Field Generators you can get a lot more out of your shields on a FHEC anyway.
In your FHEC, try filling those Science Consoles with Field Generators (bonus % to Shields), and add Emergency Power to Shields and Transfer Shield Strength. Make sure you either have Tactical Team Doffs that reduce the global cooldown on Tac Team to 15s, or have two Tac Teams running. That means ditching Science Team and Engineering Team -- they put a GCD on Tac Team, and you want Tac Team running as much as possible. Use Hazard Emitters to repair your hull (and HE will clear Plasma Fires and Shield Drain when fighting the Borg).
Once you can keep your shields up, then your FHEC will be a lot more durable.
Gonna be honest -- seeing you run so many Engineering Teams and Science Teams on top of Tac Team is really telling about how OP the Bug Ship is.
Ok doffs are same on both ships
2 reduce cannons powers
1 reduce torpedo power
1 crew regen at 75%
1 Borg warfare speciel.
Bug and armitage boffs
High yield torp.
X2 engineer team
Attack pattern beta
The bug ship and another tactical team and the armitage had a polorize hull
Uhm? I don't think this list can be accurate, and it's certainly incomplete - first, you are only listing 11 powers for each ship, which is one short. Second, you don't list the levels of each of the powers, which makes a difference. Third, you are giving the Fleet Armitage 3 sci powers, which it cannot use - it only has one Sci LT.
I strongly suspect that what you are feeling is a combination of options 1 and 3. I'll be honest, your Bug set up doesn't strike me as very optimal, which leads me to believe that it doesn't actually perform as well as you feel it does, and that furthermore the attempt to shoehorn the same power selections onto a very different ship configuration is causing your setup to go from "not optimal, but functional" to "Not functional at all".
Given the situation and usage you are describing, here are my recommendations for each station on the Armitage.
With the Doffs you have, I might be tempted to try something like this for the Tac Commander: Scatter Volley III, Torp Spread III, AP:Beta I, Tac Team I
That makes the LT tac this: AP:Beta I, Tac Team I
And the Tac Ensign Torp Spread I.
For the LtC Engineer, run Aux to structural II for a decent, low CD hull heal/resist, then Emergency power to Shields II and Emergency power to Shields I for a 100% uptime shield resistance bonus.
For the Sci, use Transfer Shield Strength II and Hazard Emitters I, and you'll have plenty of healing for what PVE throws at you.
Last edited by mrtshead; 06-09-2013 at 10:09 AM.
Reason: clarification of recommendations