It's not a bad setup, but I would start with every build, what is the weakness and work from there. There is no point in being able to kill someone and also be a guaranteed kill for the other team as well.
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
That is true,but i'm playing with Scimitar for a long time(since it's release).
So i'm familiar with his weakness and strenghts.
Before whole Romulan faction i played before with KDF and BoP(i still play with),and learned alot about hit and run tactics.
I tried before with Full cannon setup,then later A2B FAW,etc,but now i'm want to try this build.
Yes i can be guaranteed kill for other team if i'm not focused on the match and do something stupid.
But as you can see on boff powers,i have covered my "Escaping" powers with APO,EPTE,A2D and Romulan tier 5 rep power.
For the most part, I have a similar setup -though with some minor differences:
Most of my Eng and Sci slots are packed with consoles to increase CrtH and CrtD chance and severity.
Apart from my DBBs which are [Acc]x3, all weapons are [CrtD]x3. Since the target is often tractor locked as I decloak, I went for severity rather than accuracy. This is because of the minimal defence rating of the tractored target, and due to the fact as a Romulan I'm already packing a high crit chance.
Using the 3 piece Dyson set for Proton Barrage. Often pop an Aux battery before use.
Same weapons, but a slight different arrangement in weapons up front, with the cannons first, then the Quantum, then the DBB. The idea is that I use the cannons to soften shields on approach, launch the HY quantums, and then hit the shields with a beam overload just before the torps hit. This creates a nice opening for the torps, and on occasion the cannons take down the shields by themselves so the beam overload hits hull directly.
Using DEM and the Marion Doff. Though to be honest, I could probably go without this.
Obviously there'll be people with more experience who'll may disagree with the above (to be honest, I'd be interested in alternate suggestions), but so far this is working for me. Just chucking some ideas your way.
Like you, I poo poo the Aux2Bat Beam Scimi in favor of a Thissler style Bo3 + HY3 build. My build is almost exactly the same as yours but instead of points in stealth which I've found to be useless against "snoopers" I put some in Grav gens for a stronger tractor beam. I also do 4 tac energy consoles and one quantum console. I also use the Zero Point for extra Crit chance and the Valdore console for the shield heals.
The decloak alpha strike with this build is devastating but I've found the Scimi in general to be a little unwieldy and have gone to the Fleet Mogai for the time being.
here's the thing about an AtB scimitar, does it do you any good if your ship is a vaper? AtB is all about up time, warbirds generally are all about bliping. by the time you have APA back, all your other skills will be ready again without AtB and with just 1 copy of any skill. AtB is for a ship that stays in a fight, and with that missing (shield) power, in exchange for an enhanced escape skill essentially, its clear were the strengths and weaknesses of warbirds lies. beam boats generally need like 20 seconds to a minute to do their thing though, thats why AtB and the uptime you can get from it is useful on them.