As the topic title suggests, I'd like some tips on fine-tuning my build for DPS (Presume I'm either in a Fleet Patrol Esc. or a Mobius, as those are my main and best ships atm). I alternate between STFs and light (as in, between fleet members and sometimes pug/premade) PVP, though STFS are the main thing I do. (My ship is already fine for other PVE activities, so no worries there. I just want to be even more effective beyond that)
~I use Polaron weapons. Please don't get one me about it, I love Polarons and have been using them since I was first able to outfit my whole ship with them. I am building up a mkXII purple set of Disruptors (already have the consoles) so even in serious PVP I'll have that option if Polaron somehow doesn't stack up (which would be strange seeing as Polarons have always done good by me anyway)
~The way I play is that I rely mostly on my hull to just soak up damage. This has pretty much always worked for me and so long as I don't get hit for a big crit at a bad time (mainly inbetween my hull absorbing damage and me restoring my shields. For me this is only ever a window of less than 5 seconds and so far its only gotten me killed up against Borg, but thats usually because I get unlucky enough to get hit with a Super Torp) As of now, I don't think I'll ever really change away from this.
~ I Do have Mk XII [Acc]x3 Dual cannons and Turrets of the polaron variety.
Anyway, here's my ship setup on my Mobius. (I haven't actually used my FPE in a while so I don't have a setup for it, though it isn't very different from how I have my Mobius setup)
Advanced Fleet Polaron Dual Cannons [Acc] x3
AF Quantum or Transphasic Torp [CritD]
AF Pol. Turrets [acc] x3
Advanced Positron Deflector Array [Grav] [Ins] [ENG] [HullR]
Subspace Field Mod
(Not sure what other device I want to put here)
Ablative Hull Armor Mk XII Purple (Note that I have a bunch of armors, cept the neutronium one, that I switch out depending on need)
if you use aux batteries you can basically get rid of the hull repair console, since higher aux is far more effective to increase heals than the console.
either use the borg deflector or the maco...i prefer borg
no need for sci team...use 2 tac team...if you actually have 2 conn doffs for tac team, forget what i wrote.
ltdcmdr sci is probably better if you actually use an ability that uses flow capacitator. and hazard emitter 3 is pure overkill, or overheal to be more specific.
i would suggest: HE1, TSS2, energy syphon or TBR (but if you use the repulsor use a particle gen. console instead, but you are skilled in flow capacitator too...so only the syphon makes sense)
also skill shield emitters plz...thats actually a must have on any ship. get rid of threat control and driver coil. and you really don't need to pump each skill full up to 9 points. 6 is sufficent in most cases. As you can read here
even if you rely on hull tanking or dmg absorb, you still use some skills that this skill supports, or go completely down that road and ignore shield systems aswell and pick up AUXtoSIF instead of reverse shield polarity.
also use a skillplaner before reskilling and get a feedback on that