I've read a ton and this is what I have now. I actually have 2 since I got another toon, but the other one is lagging behind in some stuff. My BOff layout isn't perfect, and probably could use some enhancements. At some point I'll get 'better' stuff, but... Is this 'okay' for an 'old-newb'? lol
Sometimes I'll go with 3 single cannons because of the wide firing arc, but basically I use this setup all the time.
Short version: not really. There's a lot here that's going to go to waste, which causes you to miss out on a big part of your potential.
Drop that single cannon for another DHC, you'll always want to be running those, and you should have plenty of turn rate to keep them on target basically all the time as long as you're flying right (except maybe in PvP, I don't know much about that). You'll also want to drop either the Tetraburnium armor or the Biofunction Monitor and move the Assimilated Module in there so you can fill all your tac slots with energy damage consoles (and ultimately drop the other for the Zero-Point). Get rid of TT3, that's just never worth using, and just have 2xTT1 (3 X Team abilities are generally pointless anyway because of the global cooldown). Then pick either CSV or CRF, get 2 copies of that and drop all other cannon abilities (again global cooldowns make them useless). Same thing for torp abilities, and then you'll have slots for some attack patterns, APO and APB being the best of the bunch (2xAPO and 1 APB is a common and potent combination). You also want to drop Eng Team (same reason as the excess Tac Team) and replace it with a second EPtS. I would then take an A2SIF1 instead of the RSP1, since otherwise you won't have a hull heal. So that would look something like:
If you can survive like that, great, if not, get the TT cooldown reduction doffs, cut back to just one copy of TT1, replace the other with a torp ability, and swap the universal boff to a sci with HE1 and TSS2 (or switch to an all energy build so you can drop torp abilities entirely).
HOLY!!! I figured out what you meant and did it. Except I added a dual beam bank and took out the wing phasers... Before it was hard to even challenge a cube, I just took out 2 by myself - took a little while but wasn't much of a problem! Just got to get use to the timing chain thing I messed up with the timing twice and it sucks to get it back into 'sync' - Thanks!!!
Keybinding will really help with chaining. It's a bit of a pain to learn, and you'll make mistakes, but the benefits are huge. Probably the best overall resource is here: http://sto-forum.perfectworld.com/sh...d.php?t=192243 There's also this list of available commands, but it takes some prior knowledge to interpret: https://docs.google.com/spreadsheet/...hl=en_US#gid=1 I've got both my EPtS, Distribute Shields, and fire energy weapons bound to spacebar on all my ships, so I can just pound that every couple seconds and get solid DPS and survivability. You can also keybind all your attack patterns together if you're not picky about which goes first, and all your cannon abilities, and even put those two together, and throw in your TTs if you want. I wouldn't put more than 4 on spacebar though, as with enough commands it will decide you need to press the button once for each, and you want to keep the basic necessities reliable.