I'm all about the phasers. I've also had good luck with a phaser/polaron hybrid, though it costs you two console slots (you'll want a respective booster console for each). Also, make sure to add two EPS consoles. I use two Mk XI purples, because I like to funnel a $#!%-ton of energy through those beams.
You should also note that you can fly at high weapons power when you're pushing offense and toggle another power setting for your heals. This way you won't have such gimped damage OR heals when you have to push out one or the other. Batteries and a couple skill selections, if you have room for them in your boff build, can help make this even easier. If you're an engineer, you have even more means to make this work.
Don't always fly with one power setting.
Also I concur with the above -- EPS consoles don't do anything with respect to the energy drain from firing a weapon. I know, as other players seem to like telling me, they used to, but that doesn't matter now.
Combined that's a higher boost to your damage than you get using 1 phaser specific and 1 polaron specific and it boosts any other energy type you might feel compelled to try out on the ship.
When did they un-nerf EPS consoles to affect weapon power recharge rate again?
My power levels never dip below 100 (when running weapons), so I can lay down a continuous stream of firepower. Unless they've now made it to do that automatically, my EPS conduits are what's funneling that energy.
As for the Direct Energy Distribution manifolds, I've always been told to get weapon specific consoles, as they give more boost than generic consoles.
Right, but as it says in the title, this is for a beam boat. Rather than high weapons and shields, Ill be using high Aux and shields.
OK perhaps I wasn't clear, Torpedoes will hit hard with low weapons power, the issue is getting things into arc. With Beams and low power your going to be doing next to nothing DPS wise, but you'll be able to hit things almost anywhere.