My plan is to use this as a stopgap on my way to a fleet patrol and a better equipment set (looking at omega). Primarily planning on using this for general PvE. So far it works very well for everything I have tried to use it for. I am yet to try an STF and want to make sure I am at least as prepared as I can afford to be before making the attempt.
My questions are:
How long can I expect this Jem'hadar set to remain viable?
Are the bonuses of using the full set with polaron better than a mix/match with other weapon types and modules?
Which modules should be highest priority for upgrade? Should I prioritize on upgrading mk# and quality before sacrificing portions of the set?
When choosing shields, what are the advantages/disadvantages of buffer vs recharge vs resist? Should I focus my consoles on buffer or recharge?
Looks like you have the basics and don't have any obvious sloppy mistakes (you sure don't look like its your first admiral, thats a good thing).
The JH set (i'm guessing its 11) will hold you through normal STFs, but the shield is a little thin for the elite level.
You're using all polaron with the JH set which is a good choice since the set gives a bonus. Never mix and match energy types; specialization hits harder.
For upgrading I'd go for consoles first actually. Get the Assimilated Module from the first Borg-campaign story mission Assimilated, both because its a good console itself and gives a set bonus elsewhere. Also get a Field Generator console (expensive but worth it) and some armor, either Neutronium or Monotanium. For your weapons if you really need to upgrade, buy some white-quality Mk 11s Dual Heavy Cannons off the Exchange to tide you over till you can get specialized high-end stuff, then you can sell back the whites you're no longer using, but its not absolutely necessary.
On shields Buffer is the most important, as your main healing comes from skills. Combat is too fast to depend on the natural regeneration rates.
Your gear is alright for now, enough to do any story mission or normal STF. What will probably make a bigger difference as a next step will be fine-tuning your bridge-officer abilities and play style, and probably should be where you next focus on.
I don't know what grade your current polaron cannons are, but a switch gives you about 10% more damage (the power usage is more efficient on DHCs, giving you less total drain despite what's listed strangely), but if your current guns are full of bonuses then stick with them. I just normally buy cheap Whites 11s to run with until I can save up enough Prototype Borg Salvage for some Purple 12s. I don't see the point of buying an expensive blue-quality weapon knowing I intend to soon replace it, and won't be able to resell it, but thats pure personal opinion (and being a cheapskate). However, on one particularly impatient character playthrough, I was able to run a patrol escort with White 10s and still handle normal STFs just fine, and I'm only an average pilot so I know its perfectly doable. So long as your gear layout is basically sound and doesn't have any gaping mistakes (and yours looks fine), it comes down to your BOFFs and tactics. I think you'll be okay, just pay attention to what other people are doing and leave your chat window open.
For Engineering Consoles I'd be looking at getting two Neutronium (very expensive, or 2 to 3 days worth of Dilitium if you can get 8k a day) for Engineering and the Borg Console from Assimilated. Monotanium and the right energy resist are a cheap alternative.
For Science Consoles I'd be looking at getting a Field Generator (an extra days worth of Dilitium) which is again a very expensive console because it's blue Mk XI minimum.
Your Tac consoles and everything else are fine.
I don't know you BOFF layout, post it if you want help. Also one of the 2300 FE missions (Boldly they Rode) gives you Phased Polaron Cannons which would be fine until you get Mk XII.
They have the Tetryon and Polaron proc on them.
The best Weapons in the game are of course Mk XII [Acc]x3 but they cost millions of EC and are out of reach of most players.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. If I ask you a question it is not an insult but a genuine attempt to understand why. When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Ok so the specific benefit of the field generator would be? I see the bonus to power levels, this translates to what exactly? more power across the board increasing shields maneuverability and dps?
Both my own skills (tac) and my boffs are in need of a complete overhaul. There are certainly plenty of threads listing what kinds of skills to load. Only thing holding me back from that is trying to decide if I want to completely minmax for a cannon gunship or if I want to leave enough diversity to maybe hop into another ship type later on (some kind of cruiser probably, or maybe to have a second escort on a torp fit).
Also found some green and a blue DHC XI's for cheap. on exchange and swapped to those. Picked up the borg console, which slot should that be in?
Also tried out a few normal stf's and did fine... well didnt die, had to run away once or twice.
Field Generator, not Field Emitter. They both affect the shield system, and look similar and have a similar name, but are miles apart in performance. The Emitter boosts your shield power a couple of points, which is meh. The Generator boosts your shield rating by 17.5%, so another thousand points per facing.
Borg module can go in either sci or eng, just not tactical.
As for your skills, some people like focus, others (like myself) like diversity. I wanna be able to jump from an escort to a cruiser to a sci ship and still be 95% effective without having to burn respec tokens (silly things cost money after all), just adjust my BOFFs some. This awesome chart shows how much of a benefit you get from various skill points, so will help you get an idea of just how much of an advantage you will or won't get if you bump something all the way to 9. Wish I'd seen it on my first playthrough.
I imagine this build is not for PvP, so will bite my tongue on what would need changed to be viable there.
For PvE, if it shoots, it works.
Maybe, but he said its a stopgap to get into playing STFs without hugely redoing the ship. "Will this be adequate?" and the answer is "yep, that'll do."
Also, some stuff that's useless for PVP is a big help in PVE, since you're trying to engage multiple targets at once or grind away at ships with absurd hull numbers. Flying a ship built for spike damage or a specific purpose in a premade will work sure, but thats probably more the piloting skill of experienced PVPers than the ship itself being the best tool for the job. Why put a square peg in a round hole when a round peg is available?