Two things will help you greatly live though the borg's 40K+ plasma torpedo. (Although hazard emitters will help with the after math or a shield drain.)
1) Brace for impact. All torpedo do kinetic damage and plasma torpedo are no exception.
2) If you can spot it in time? Photonic Shockwave will swat high yield torpedoes. (It swats mines just as well and paired with charged particle burst it does a number on fighters too.)
I agree. As for the spotting it in time, those torps are hella slow, so seeing one is easy. Just make sure your shockwave is NOT on cd. As for BfI, that has saved my skin sooooo many times in squishier ships, so use it as much as you want, since the best part is that it has a relatively short cd.
Tractor Repulsors are good at anti torp defence too. Plus you can use it as an offensive weapon of sorts. Big immovable bosses or something you can activate TBR3 and hit them for 1200-1500 hull damage per pulse (10 max) even with shields up.
Or you can stick smaller enemies in a grav well, sit about 5km away activate TBR and have them be pushed out by TBR then suck back again by the grav well then pushed out again etc, get quite a good yoyo effect going all the while dealing kinetic damage
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Just looking at some of your build I see you have nine point in attack patterns. Why? I don't see a skill that uses it. I would look at each skill you want to use and make sure you are using skills and powers that use them. I alway run two copies of emergency power to shield. Have one of them active and one on cool down doubles your natural shield heal. As long as you have at least six points spent into elcto-plasma. Also your shield and weapons profecency is two high. The last three point in those only net you 1 point in power bonus. Use those points into the two skills that grant resistance the names elude me right now. I recommend you to buy a respec token, but before you use it try it out on tribble. Transfer you toon and respec him on tribble to see how you like it. When you do this try to see if you can get away with only spending six points in a skill. I recently did this and found out I am mor well rounded.
Just looking at some of your build I see you have nine point in attack patterns...
It was because I came into this game blind and was playing solo for a majority of my leveling. I didn't understand the synergy between captain skills and abilities back then, but now that I've gotten a better grasp of how things work together, it's why I've come to the forum, for answers like yours, to tweak things to run better.
With most games I play, I usually jump headlong into one class to learn everything, then realize I hate that playstyle and take what I've learned and apply it to another character with much more effectiveness. Since STO only allows one character per faction by default, I have had to adapt my playstyle for this character.
- TT1 to move shields to faces taking impacts, this should be constantly in use (I run with 2x purple conn officers to get cooldown down to 15s, so effectively running 2 copies for the price of 1)
- As you should be popping TT1 all the time ET and ST are almost always out of commission during combat so you should use other heal abilities
- EPtS, moderate heal and damage resist buff
- A2SIF1, 15 second cooldown, decent heal compared to ET1 over 30secs with high aux level and moderate hull resist too
- HE2 high hull heal + cleanse
- TSS2 High shield heal plus resist buff
- PH1 very high hull resist buff plus immunity to holds
The idea being that you can fire off most/all heals/resists without causing cool downs on others so they're constantly in use.
ST1 I'm not sure what to do with. It heals a huge amount but when popping TT1 all the time is always in cool down and only useful after the skirmish. It, like ET doesn't provide any resist buffs, which during battle are more useful imo.
You could maybe drop HE2 down to HE1, replacing ST1 and put in a Lt level offensive Sci power, like scramble sensors (to match your high sensors speccing).
When shields are depleted use PH1 and use A2SIF to start healing and add more hull resist buff, once cool down on HE is over use it and by then your shields should be coming back online.
Console wise, drop one of the field gens and put in an emitter. It's like having an ocean you can only fill from empty one drop from a tap at a time, great while full, bad when needing to fill up.
You're sci ship already has a high shield modifier benefit (effectively a free gen inbuilt!). An emitter or two will help fill the shields up faster from heals when in combat taking sustained damage.
Any "performance" skill only spec to 6 points. the extra 3 only gets you ONE extra point of power, totally not worth it, spend them elsewhere like armor reinforcements, hull plating and structural integrity for survival. Spec into decompiler to buff VM3 and CPB2, and particle gens to give more damage to GW1 and CPB2
If going the disable skills route, switch to phaser weapons to proc disables. If you skill into decompiler too, phaser disable proc times should also be buffed.
Drop the engine for a borg one so you get the hull regen proc form the 2 piece set with borg console.
If it's any worth, I agree with that. Great advice.
Also, given your problem was survivability, the best equipment is then: Assimilated console + Assimilated subtranswarp engines and MACO deflector + MACO resilient shield.
The first couple gives you "Autonomous regeneration sequencer" (if I'm not mistaken in the name), which gives you a really powerful hull heal (from parsing, I noticed it usually heals for more than any other heal I use, even when playing a healboat in a cruiser). The second couple gives you high HP resilient shields (half the bleedthrough) with the deflector adding both hull HP (not that it really matters, but still nice on fragile sci ships) and shield HP through Shield system skill.
And I'd stress the importance of the Tac team, if possible supported by the right Conn officer doffs for the longest uptime. Don't forget that it also boosts damage you do, so you really want to have it active all the time, even if you don't have aggro.
Last, consider switching your weapons from "broadsiding cruiser-like" to front oriented (Dual beam banks, maybe a torp, turrents in the back), given that many offensive sci abilities still necessitate 90 degree frontal arc. Not that this will help with survivability, just a general advice on faster sci ships.
EDIT: Oh, and speaking of skill points distribution, the only thing I'll say is that it's generally better not to skill 9 points in anything unless you're sure you're gonna need that skill all the time, and even a small bonus matters.
As to the exact categories to skill into, I'd rather not comment, since it heavily depends on what ships you intend to use in the future, what roles you want to play in the team...
Personally, I tend to not specialise very much given I like to try different ship types on each character and can't afford to respec every time I change ship.
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class Toi'Va, Ti'vath, Toivia: Add Tier 6 staple KDF ship types: Carrier and Bird of prey. Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans