Alright maybe this has been made a topic before. But reluctantly since I can't find one, and as a new captain in the Klingon Defense Force, I was looking for Fleet K'T'inga build Suggestions, or thoughts of a good build.
Why did I choose the K'T'inga you may ask? I like the ship, both from TOS, TMP, etc. I realize there are much better DPS'ing Klingon Cruisers, but I like the K'T'inga and I am sticking with it .
Anyway, lemme see your thoughts, suggestions, and idea's roll!
You almost have to run beams... while it supports cannons, it has exactly 1 cannon skill max, while it could have 2 FAW and a tac team with beams.
So it looks like a TT/ FAW FAW tac setup, HE/whatever science (sci team? TSS? etc?) and a bunch of engineer skills. It has enough manuverability to support blowing plasma clouds... might consider using that as a dps supplement?
Although it has enough maneuverability and turn rate to be able to put DHC's on target often enough, the lack of an attack pattern if you use rapid fire or scatter volley means the K'Tinga is going to miss out on DPS compared to a beam boat in PvE. It's probably not a total loss for PvP, though.
Anyway, I'll focus on PvE.
Weapons: All beam arrays. Use something that has boosts with your consoles and/ or space gear like engines or shield.
2 Conn officers to reduce Tactical team recharge (the only expensive part)
1 Warp Core Engineer to boost power levels upon use of EPTx ability
Cycle EPTx abilities as often as possible, swapping between EPTS and EPTW. That will bring their recharge down to 30 seconds each, allowing one to activate every 15 seconds. That will keep shield power boosted some as well as damage resistances up for your shields, and weapon power with weapon damage boosts as well.
Cycle Tactical Team as often as possible too. Cycling TT and EPTS as often as possible gives you a lot of damage resistance and automatic shield orientation which help keep you from taking hull damage as often.
As mentioned above, read up on Key Binding if you need help with running various abilities as often as possible and for making some other things possibly easier.
If you already have some polaron tactical consoles, run boldly they rode several times to get dominion polaron beam arrays if you need stuff on the cheap. Operation Gamma is good to get Jam Hadar space set pieces too. It's not great stuff all around, but it will get you going with a full set without spedning a lot of EC, dilithium, etc.
2x Neutronium consoles, ?, ?
1 Shield Emiter array, ?, ?
3 TAC consoles to match the weapon type you will use
I like what he said above except I would run "sphere of influence" instead, get a set of AP beam arrays, and use the obelisk warp core/ beam to get that 10% bonus to damage. The dominion poloran weapons are nasty (shield AND power drain) as a drainer but I would personally rather have the dps against PVE enemy. Time you drain something to disfunction, you could have just killed it already.
Long term, you COULD use a DBB / obelisk beam / cutting beam/ turret X 2 frontal assault setup in this ship. It would do significantly more dps (again, AP helps because it eliminates a back turret in favor of the nasty 360 beam, and the set bonus is on top of tac consoles and almost as good as AMP until you can afford to run amp), but you would be limited to a frontal 90 cone of damage which is doable but requires learning to pilot the ship WELL.