I use 2x EPtS 1, 2x Extend 1, 2x Engineering Team3, and Aux2SIF 3 for Engineer abilities. For Sci abilities I use 2x TSS1 and HE 2 and for Tac abilities I use TacTeam 1 and Delta 1.
Some people might tell you its not worth it to run 3 "team" abilites (2xET,TT) but I honestly don't have a problem with it.
Sounds very close to what I was thinking, what is the build for skills on your captain?
Right now only commander level, but I need a guideline.
Right now using epts 1+2, extend shields 2, et1
I am thinking of going with something more inline with what you have laid out, but I am going in the right direction it seems. I am really interested to see what your captain skills look like.
I tried to amalgamate Joslins and your build, and this is what I came up with. Went with the exploration retrofit instead of the star cruiser, but if I were to switch ships I would just get another copy of tss and lose the epta1.
I'm running an exploration retrofit, and it can be quite potent if properly handled. Grab Venture for the Antimatter console, it's a Scramble for cruisers and can be especially annoying to escort pilots as it makes their screen go all fuzzy. Used it in PvP vs some Klinks last night, and every time I popped it their BoPs ran away. Saucer sep is a great power, turns your slow cruiser into a fairly quick and maneuverable beam escort, but you keep all your tanking powers, which means it's pretty darn hard to kill. Also, the saucer module can use any powers or devices attached to the ship, so that effectively gives you two of those Antimatter consoles... for increased annoyance of your opponents. I saw my detached saucer pop it twice in combat last night.
Build I'm running.
Fore Weaps: 2x Phaser DBB, 1x Quantum Torp, 1x Phaser Array
Aft Weaps: 3x Phaser Array, 1x Quantum Torp
(I had a 'peng on each end until last week, TS is just too powerful not to use)
Reman Shields (for maximum capacity)
Devices: RMC, SFM, Shield Batt, Weapons Batt
Eng Consoles: Antimatter Spread, Neutronium Armor, Field Emitter, EPS
Sci Consoles: Biofunction, Borg
Tac Consoles: 2x Directed Energy (beam weapons)
Tac BOff: FAW I, TS II
Eng BOff: EPtA
Eng BOff: Eng Team, RSP, EPtS III
Eng BOff: EPtW, Aux to ID, EPtS III, Warp Plasma
Sci BOff: Sci Team (a MUST to deal with SS) Hazard Emitters
2x EPtS III means its always up, granting a 30% damage resistance to your shields. RSP is great against burst damage. SFM and RSF are nice to have for additional damage resistance in the face of a prolonged attack.
I like Eject Warp Plasma for its lovely ability to stick ships in place while everyone pounds on them... and the extra damage it deals is a nice bonus on top of that. But if you want to be more of a healer I would swap this for Extend Shields III, which can be of great help to a friend in trouble.
The only vulnerability I've found in the build so far is to a well timed PSW + alpha strike. With only one copy of Aux to ID I can't keep it running all the time. I pondered swapping out RSP for a second Aux to ID, but to my build RSP is a pretty valuable power, especially if you get multiple enemies on you.
Feel free to critique or tweak or just ignore it completely if you don't like it... but in my experiences thus far it's done pretty good.
2x EPtS 1, RSP 1, Aux to SIF 1, EngTeam 2+3, Extend 3. HE 1 and TSS 2.
Add in AP Delta if you want to take it over the top.
You mean Aux to SIF 2, right? And yeah, this or something close to this is one of the most popular healer builds. I personally like to run 1x EPtS and 1x EPtA in order to get a bit more healing, but that's just me. In a Neghvar or Galaxy-R I would also throw an EPtW in the extra ens slot.