Alright... interesting build. It doesn't match my playstyle (can't stand polaron for some reason), and I personally really don't like the hargh'peng. Here's how I run my qin, so you'll see the differences.
I forget my duty officers, but you can see what the basic idea is behind my ship. Use disruptor breach combined with APB2 to basically optimize my damage on the target, while I also have APO3 in case I need to add a little burst damage. For defense, I have EPtS, and for power balance I have EPtW2, mostly out of habit leftover from my fed side, but it still works well. The science consoles are kind of must haves, with giving me additional resistance to holds, and also gives me anti-drain defense. The borg module is just there because it works. On anything. XD.
Sooo yeah, slightly different plans there. But overall, your build is interesting, but needs a few tweaks to optimize it. Listen to biteme, he knows his stuff lol
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
What are you fighting? If it's not other players, the Har'peng torp is not any good. You have the tools to remove the shields from your target, and would be better served with a pure kinetic killer. If you run STFs, I'd recommend a good photon launcher and two copies of high yield torpedo. (has better DPS than quantums)
If you aren't in a Fleet Qin, and you decide to stick to no beams or other torps, consider the Mirror Qin for its Ensign Engineer (unless they haven't fixed it yet?)
The Fleet Qin really should have had a universal Ensign slot... and a decent pivot point... *sigh*
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exactly why i changed to the mirror qin. when running an all energy build what do you do with that last tac ensign....nothing. at least i have shield heal with the mirror version.
That ens slot is all but useless. It's one thing I don't like on most escorts.
The escorts that move it to eng or sci are much more useful. Then you can put it to EPTS or TSS or polarize hull or something.
The real problem is that the tac skills at ens level all suck. They need to move CRF 1 through 3 down 1 rank. THEN you'd have a use for it at the ENS level. You'd put CRF1 on it then more useful things at the ltcdr or cdr level.
I run TT1/TT1/TS1 (sepread) on most of my 3-tac "escort" builds. Works well for me with 3x cannons and a quantum front, 2 x turrets and an array (with BO3). ymmv. If the cutter beam is effected by beam abilities, I may just swap that in in Season 7...
Bloodbath and Beyond 'Iw HaH je Hoch . . . SB4 | M4 | E3 | S3 || Em 2 | Dip 3 | Rct 3
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The problem with TS1 is that it's a really weak torp weapon skill. It's a pale pale comparison to TS3 available at the ltCDR rank. If I want to run a torp or quantum on an escort, TS3 all day, baby!!!
But for an ens level skill it's not worth it. I'd probably rather run a BO1 with a DBB, but even then you're not getting the same crit rate as DHCs. Overall running 4 same type weapons on front is best for optimizing damage.
Lately I've been running 2 copies of CSV, 2 of CRF, and the 2 ens slots as tac team 1, and I just chain whatever is needed plus the nearest available tac team for a damage bonus. I might waste a third ens slot on BO but I really hate the ens options for cannon builds.
I ran a DBB build in an escort and got it running darned decent DPS (not as good as the best DHC builds, but way better than even a sloppy DHC build). There I had more beam skills at ens level that I could employ. Overall I got top or near top dps in almsot every stf.
I wish I had that flexibility with cannons. Their slots being 1 rank up really shafts you. That and the DHC extra crit rate. That crit makes a difference.