That is the Commander level K't'inga. In STF events. Doing just fine thank you. It will show you some of the relationships between speed, torpedoes, mines, and cannons. It also has a bit how torpedoes and mines can be used to customize your loadout for specific instances. In short, KDF cruisers (except Bortas) are plenty fast enough to use the beam/2 torpedo set up OR the cannons/torpedo/mines set up. Bortas should just stick to the latter. No turn consoles involved. The eggbringer weeps a thousand years for each console you put on a kdf cruiser. So sad.
This is a Mirror Vor'cha. In a fleet event. Using the cannon/torpedo/mine scheme. And Dem. For THIS stf that scheme works very well. Ok it works great in all of them. Just in this particular event, all the darn borg have pesky shields, so the transphasics/dem scheme is nice. I didn't have a plasma thing going on, but that would be good here as well.
In your doff scheme, the 4 engineer doffs are a solid choice. That leaves you a swing slot open so to speak. I'll use those same 4 engineers, and then I'll choose a space warfare doff or a DEM doff, or some other solid unique doff to compliment that particualr mission.
When you choose your Emergency Power to" abilities even I must say that EPTS seems to be a no brainer, and then add in one of your choice that you feel enhances the build. Using a lot of Aux abilities? Emergency to aux it is then! That leaves you two systems to cover with batteries if you so choose. So if you're running shields and aux powers, maybe you stock engines and weapons batteries.
As far as your boff powers go, heads up, you likely will never need RSP in pve. Just saying. That ship is a beast and you'll have plenty of ways to keep it alive and kicking. Other than that.......here's the run down.
You need the two emergency powers that are core to your doff scheme. That is key.
If you're going to be fighting the Borg you want one tac team. One's enough. Outside of the Borg you likely don't need one at all for pve, but lets just say we'll keep one on hand. Other than that one TT, spend 3 or 4 abilities on mines, cannons, beams, or torpedoes. If your absolutely married to the omega as a defense or speed buff, then its 3, if not then choose 4. Again this will depend on the mission or even the phase of the mission. Phase two of Hive you may find that SCADS of mines are a good thing. Phase one not so much.
You need hazards.
You need Sci Team or TSS. Not both. If you don't take Sci Team, you can take Eng Team. It's also PVE. It isn't the end of the world if you take one of each team. It really isn't. Once your core is covered, having one of each if they are used reactively, can be a good thing. If you're using TT to balance your shields in PVE well that won't work obviously.
This leaves 3 engineering slots open. DEM? Some aceton debuffing? Some plasma venting CC? Some extend shields because I want to give some poor escort pilot a heart attack? Or maybe some Aux to structural for some fast sharable heals? Remember you already have a tac heavy ship. Straight up damage is covered. Use these slots to customize your ship for the role you need to fill for specific missions.
It's primarily for PvE, though occasionally I'll wonder into a PvP match if I get bored.
I'm running the Aegis set currently just because that's what is easily available and it's a Hyper engine (which used to help turning...not sure if it still does). I'm about 10 days away from finishing the full Borg+Romulan rep grinds. Any suggestions on what to replace it with?
I'd go with KHG Engines and Shields, and perhaps Adapted Deflector myself, however, I'm more focused on tanking in my Tor'Kaht. I'm not well versed in the engine differences, so it might be a slower combo. For pure speed, the Omega Force Shield has a proc that gives a burst of speed and maneuverability and the Omega engines are pretty decent speed wise from what I hear.
For leveling purposes the Jem'Hadar space set seems the go to set for near-endgame worthy specs for just the cost of running a few missions.
For PvP your Plasma weapons aren't going to be as effective against anyone with an STF set/Omega Reputation shield, and you can't quite make up the difference with the Embassy Threat-Scaling Plasma consoles since you have only two Sci console spots (at least with the Mk X ones).
I would drop sci team for transfer shield strength, and run 1 tac team. Maybe consider droping an RCS console or 2 for more armor once you get used to piloting it. Drop the torp in the back for another turret, you never want to be facing away from targets anyway to use it, you can always evasive manuvers to get back on target quickly but with torkaht its easy enough to turn without it to. You should be running 2 emergency power to shields unless you have the very rare emergency power doffs and you can run 1 copy with 1 other emergency power and have both up all the time. You can drop directed energy modulation and get better power, maybe downgrade your rsp ato 1 or 2nd get aux2sif3 . DEM doesnt seem to useful when i check combat logs.
Doesnt die in elite and always gets lots of aggro, and can heal others if it doesnt have aggro.
edit ok didnt see you have the doffs, so maybe you could run EPTS3 with EPTW1 or EPTA1 then in that case you need to use ET1 with the other ensign slot. That means you probably need aux2sif 3 more to help make up for the weak engineer team to keep your hull healed.
maybe try this in your eng slots? should be really tanky, then as you get used to survive you could switch out rsp for extends.
Yes all 4 dhc setup works to, I do that sometimes, I like either 3DHC 4 turrets, or 4DHC 4 turrets, although you probably need to run 2 tac teams if you go 4 dhc route and just accept that it can interfere with Eng team cd if you still want to use that to.
As has been said, drop the torps entirely and go for a full energy build. I love torps, and run a torp boat on my Fed, but this isn't the boat for it.
On mine I'm running 3 Disruptor DHCs and a disruptor DBB, purp, Mk XII fleet stuff. 4 turrets on the back. I have never needed torps on this build as the spike damage, especially with BO, CRF and decloaking bonus is already enormous.
On my engineer consoles, I run 3 Electroceramics (For STFs, or others for mission-specifics) and a Plasma Distro Manifold. I have 53% plasma resist.
My engineering BOFF layout is pretty much the same as marc8219's.
EP2S, RSP, ET3, Aux2SIF
Hazzard Emitters, TSS
I'm a bit different in that I use a DBB, so my TAC boffs look like this:
TT1, CRF1, BO3
I like this build. It feels pretty tanky, and if I can't tank I can run. I can heal myself quickly and heal others of needed, I can put ridiculous amounts of damage down-range in a hurry. With the DBB, I occasionally run into power issues with BO3, but I tend to only use that when I can pop a weapons battery, RMC or NI/EPS.
And to anyone saying drop torpedoes and running two tac teams. I hope that's for PVP and just because your not really sure how this all works. In that case I would say it makes perfect sense. Otherwise if not you may want to rethink your builds.