So I've been playing this game since around March of this year, and finally started to PvP. I tried it before in my D'kora with mostly blue XI gear (and the XII STF Borg weapons) and did not fair well at all. Recently though, a bunch of EC fell in my lap and I was able to pick up a Jem'Hadr Bug and some goodies to go along with it. Since then, I've been trying to figure out a good build for her, and this is what I've come with:
3 Purple XII Phased Tetryon Dual-Heavy Cannons [DMGx2], 1 Purple XII Quantum Torp. (the STF version, although I want to upgrade to something other than the Borg proc.)
3 Purple XII Phased Tetryon Turrets [DMGx2]
2 Piece Borg (Console + Engines) / 2 Piece XII Honor Gaurd (Shield + Deflector)
Tac: 3 Purple + 1 Blue XII Tetryon Consoles, 1 Blue XII Zero Point Console
Sci: 1 Purple XII Field Generator
Eng: 3 Purple XII Neutronium + Borg Console
Tactical Team x2, Cannon Rapid Fire 1 & 2, High Yield Torpedo 2 & 3, Attack Pattern Omega 3
Polarize Hull, Sci Team 2
Emergency Power to Weapons 1, Eng. Team 1, Reverse Shield Polarity 1
Active Space Doffs:
3 Purple Shield Distribution Doffs + ??? (I don't really know which other Doffs I should set to active)
I haven't played a whole lot of matches yet, but it seems most Escort users go for all energy weapons and skip the torpedos. My idea is that with the fast shield stripping of the Tetryon weapons, combined with the 25% torpedo bonus of the 2 piece Honor Guard would give a larger spike damage. It also doesn't hurt when their shields get disabled by the phaser proc. right before the torpedos hit.
I'm curious as to whether y'all consider this a good setup. Since I haven't really seen other PvP'ers using it I'm thinking there's probably something wrong. Also, which additional active Doffs should I be using with this setup?
Another problem I am having is that I can't seem to choose between Hazard Emitters and Polarize Hull. I started with Hazard Emitters but I kept getting tractored, so I switched to Polarize Hull, and now it seems I keep getting stuck in Warp Plasma. Would Hazard Emitters clear the effects ejected warp plasma to where I would not be stuck? Is there some way around this dilema, to where I can have my cake and eat it too?
Look into getting weapons with Acc for PvPing. It makes all the difference. Very rare Mk XII [Acc]x2 [CrtH] or [Acc]x3, whichever is available. I think.
I would personally get rid of Sci and Eng team, because they share a cooldown with tac team, and having 4 'team' abilities results in a very inefficient setup, with none of those abilities being used to their full extent. Tac Team, by far, is more important. Replace them with Hazard Emitters 2 (which will clear the Warp Plasma debuff, and other 'hazards' as well) and Emergency Power to Shields 2, and keep an eye on the conflicting cooldown with Emergency Power to Weapons. . .timing is important with such things. Keep the polarize hull ability, because good PvPers know that a tractored escort is a dead escort, given enough time.
For your remaining two space doff slots, I strongly suggest either getting the Energy Weapon Officer doffs that reduce cooldown on cannon abilities, or get Conn Officers that reduce cooldown on Evasive Maneuvers. Even a Jem'Hadar bug needs to escape now and then, or chase down cruisers attempting to flee.
Lastly, you probably only need 1 torpedo attack, HY3, for your alpha-strike runs. Put an Attack Pattern Delta or second Attack Pattern Omega (Omega 1) into wherever the HY2 is.