Your build looks really good, although I do have a few comments:
As I was looking at your build, two major things stood out to me. First, it looks like you'll have a lot of shared cooldowns. It's just something to be aware of, and it can be annoying sometimes. Second, this build seems a little weak in terms of hull repairs.
Instead of running EPtS 2, I would probably take Aux to SIF 1. It's a decent damage resist and hull repair (about 4k with auxiliary power at 80-90, and with your skills and equipment that should be more than possible) with a reasonably short cooldown. For another hull heal, you could take 2 pieces of the assimilated set (i.e. console + engine).
I'm not a big fan of Polarize Hull myself, but some people seem to really like it. I don't like how it shares cooldown with Hazard Emitters though. If I need to break free of tractor beams I tend to use either Jam Targeting Sensors, photonic shockwave, or tricobalt torpedoes.
Do you really need both Tyken's Rift and Gravity Well? I'm asking because that might not be the best due to their shared cooldown. Also, if you plan on using Tractor Beam Repulsors, you could end up pushing enemies out of range of the anomalies. I find that Rifts and Wells tend to be mutually exclusive with repels, and so I'm not a big fan of combining those.
Also, be aware that tractor beam will share cooldown with tractor beam repulsors. I once experimented with something similar but I found it to be quite frustrating.
In your tactical slot I noticed that you have torpedo spread 1 and 2. I would probably take Tactical Team 1 instead of torpedo spread 1. Tac team automatically directs shields to the facing currently under fire, and I find that with shield heals, it is extremely useful to keep the ship alive longer.
Your equipment and weapon loadout looks excellent, so I think with maybe a few tweaks to abilities this build could be really useful.
I used to use a similar build (below) and I found that it was quite tanky and still be able to pack quite an offensive punch. I'm currently in the process of revamping it because I'm not sure if having transfer shield strength 2 and 3 and feedback pulse 2 is the best way to go since they're all on the same cooldown. Even so, this ship is able to hold aggro and tank tactical cubes on elite infected and KA for most of the fight. I do occasionally need the ablative generator though.
For an idea, the power presets I most commonly use are 75/50/25/50. With boosts from captain training and before any abilities or MACO power conduit link, that comes to 89/69/47/83 with my ship. I do use the borg universal console and +power aux and shield consoles though.
Hope my advice helps! Your ship really does look like it'll be quite solid.
Thanks for the reply and I am experimenting with some of your suggestions, replaced EPtS 2 with Aux To SIF1 and replaced Torpedo Spread 1 with Tactical Team 1.
This a work in progress so I'm looking into alternatives for Tyken's. I think I may use the Doff "Gravimetric Scientist" to boost chance of Gravity Well Aftershock, which could lead to getting rid of the Rift.
Boff layout needs a tactical team! its really a must have.
I don't see the Borg console, you need that too. And if you have the Console then you want at least 1 other Borg part. The deflector has +5 aux that is pretty cool for sci vessels. But i would go for 2 Borg+console+Maco shield.
get rid of the viral matrix, use the Reman BOFF (coming up to get it this month) has a TSS 3...very powerfull shield heal.
Move the sci team to ensign...lowest tier is enough. and get a photonic shockwave. It does massive hull dmg at very close ranges.
your skilltree is not optimal at all. 3 points in starship maneuvers and targeting system is enough. there is a thread about the raw numbers around here on the forums: basically it says that all above 3 points in it is only a 0,05% increase with every aditional skllpoint in it.
You skilled too many sci skills. 3 is enough. Both that support shield and particle generator is enough. 3 points in power insulators is also enough, because it already counters all drain ablilitys PVP and PVE wise.
Graviton generators can generate a lot of dps with TBR, but since it is only usefull to push nanite spheres away it works also with no skillpoints in it. (Borg deflector has some skillpoints on it, thats sufficent, but if you want it, then use it)
Energy weapons specialisations should be skilled. (also get 2 phaser consoles, you profit way more from the 26% to phaser dmg and they stack up)
On a personal note...i like a reverse shield polarity better than the second EPtS.
try to max AUX and Weapon power...ignore the other 2. Use a shield battery instead of AUX battery.
a gameplay tip: when fireing on the gate in STF's, raise your nose 45° if you are over the eclyptic plane of the gate's centre your position will allow you to fire your aft beams at the gate infront of you because it has a very large hitbox.
If you don't mind combining turrets and beams, then use 3 turrets in the back.
I think I may use the Doff "Gravimetric Scientist" to boost chance of Gravity Well Aftershock, which could lead to getting rid of the Rift.
while tykons rift is powerfull energy drain, you should use other abilities to support it. like energy syphon etc. GW I or a charged particle wave would be a better choice...both run on particle generators too.
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