You've got the Borg and 0Point consoles somewhere in your 3/3 Eng/Sci consoles.
You're looking to use Hyperflux for the HDR debuff rather than adding the Omega Torp for that secondary Borg bubble.
So you're sporting the 2pc secondary Borg bonus as well as the 2pc Romulan Harness - giving you that little bump to Plasma DEW/DEW DoT damage (join one of the various campaigns complaining that the 2pc Harness doesn't boost Plasma DoT damage from projectiles - cause it doesn't - only boosts DEW and DEW DoT damage...meh)...
...you do not have access to Fleet stuff, so you can run any of the Romulan Threat-Scaling Science Consoles with [Pla]...
So you're looking at the four Tac consoles and what to do there (as well as what to do with the 2 DHCs/2 Turrets).
Your 2pc Harness is buffing the damage for the Experimental Beam Array. It's not buffing damage for the Hyper-Plasma Torpedo (wouldn't buff the Kinetic, but it's also not going to buff the DoT from the torps).
If you wanted to boost the Kinetic/Plasma DoT of the Hyper-Plasma, it would be a case of looking at Ambiplasma consoles (they would not boost the Plasma DoT of the Experimental Beam though)...but since you've only got one Plasma Torp and because of the limitation of the Ambiplasma console - you'll likely not want any.
Plasma Infuser consoles on the other hand, will not only boost the damage of your DEW/DEW DoTs, but it also boosts EWP (which you wouldn't have on the Chel) as well as the DoTs from Plasma Projectiles. Won't do anything for the Kinetic damage, but they still boost the DoTs.
So Phaser Relay (the Phaser consoles, not the Cannon consoles) vs. Plasma Infuser.
As it stands now, the Phaser Relay would boost the PQC. The Plasma Infuser would boost the DEW/DEW DoT of the Experimental Beam Array and the Projectile DoT of the Hyper-Plasma Torp.
Look at how often you'll be able to use Hyperflux, eh? The rest of the time, you'll just have a Rom Plasma Array that doesn't draw energy.
Okay though, let's do something about those 4 weapons (2 DHCs/2 Turrets).
Let's try Phaser first, so we've got the following layout, eh?
4 Plasma weapons (where you're not boosting the torp's kinetic) vs. 3 Phaser weapons
One might start thinking about the Cannon consoles at this point...the Prefire do boost the Cannon DoTs (not the Torp DoT) - but uh...
Okay, there was a pause there - why?
Well, cause I'm not going to recommend anything - I'm just sharing thoughts. I'm sure you'll get various recommendations from various people. Rainbow builds (short of running 6-8 weapons of the same energy type - you're going to be looking at that - heck, add a torp or mine - it's become a form of rainboow)...are frowned upon because they do not maximize damage. There's different levels, mind you as I pointed out seconds ago.
It's a curious thing - depending on why you want the Experimental/Hyper-Plasma there with the PQC. I wish you the best of luck with what you're looking to accomplish.
Because of the mods, I would not recommend using the Quad Cannons. A good DHC would be a worthy replacement. Build around your experimental beam array instead. Remember to use all 4 plasma consoles, not the more general cannon/beam consoles.
I personally love the authentic audio effects of the Sauo Paulo quad phaser cannons, but alas they don't have sufficient accuracy to make them worth using long term. My suggestiion: Go all-plasma to maximize your damage output.
Since you do have the experimental beam array, I can honestly say that it is one of the best weapons available in game. Here is my Breen ship build that uses it:
Ship Gear: Full Borg Space Set (or Reman Engine + Reman Deflector + Omega Shields)
-Weapons-
Fore = 2 Romulan Plasma DHC's + 1 Romulan Experimental Beam Array + 1 Romulan Hyper Plasma Torpedo Launcher
Aft = 3 Romulan Plasma Turrets + 1 Kinetic Cutting Beam
Devices = Red Matter Capacitor, Subspace Field Modulator
Consoles: Tachyokinetic Converter, Zero Point Energy Conduit, RCS Accelerator, Neutronium Armor, Borg Assimilated Universal Module, Field Generator, Plasma Infuser x4
I admit - the sound they make is cool - the same goes for quantum torpedos.
In general mixing energy types is counter productive. The drop in damage is substantial when you lose 1 console to benefit another energy type. The generic consoles for cannons are no help in this area as they are not cross-weapon-type.
An easy way to see this is to add/subtract consoles in space. hover you mouse over the weapon from your tray (not the shiplayout), and set your weapon energy to maximum. Watch as you add a console and see the difference.
I do admit that the experimental array is cool, IF you have the full reputation set only. That opens up the 'Hyperflux' option and you suddenly have a lance type weapon. In practical use, it's awesome on a beam cruiser or tank where you can leverage all the same type of beams.
My suggestion focus all of the consoles for phaser. Don't boost the array, relying on the hyperflux capability every 2 minutes instead. It won't be as good as a 3rd DHC for over all damage, but it will give you flexibility for special attacks and field of fire.
Comments
Weapons
Fore - 2x DHCs, PQC, Experimental/Hyper-Plasma
Aft - 2x Turrets, Cutting Beam, Experimental/Hyper-Plasma
You've got the Borg and 0Point consoles somewhere in your 3/3 Eng/Sci consoles.
You're looking to use Hyperflux for the HDR debuff rather than adding the Omega Torp for that secondary Borg bubble.
So you're sporting the 2pc secondary Borg bonus as well as the 2pc Romulan Harness - giving you that little bump to Plasma DEW/DEW DoT damage (join one of the various campaigns complaining that the 2pc Harness doesn't boost Plasma DoT damage from projectiles - cause it doesn't - only boosts DEW and DEW DoT damage...meh)...
...you do not have access to Fleet stuff, so you can run any of the Romulan Threat-Scaling Science Consoles with [Pla]...
So you're looking at the four Tac consoles and what to do there (as well as what to do with the 2 DHCs/2 Turrets).
Your 2pc Harness is buffing the damage for the Experimental Beam Array. It's not buffing damage for the Hyper-Plasma Torpedo (wouldn't buff the Kinetic, but it's also not going to buff the DoT from the torps).
If you wanted to boost the Kinetic/Plasma DoT of the Hyper-Plasma, it would be a case of looking at Ambiplasma consoles (they would not boost the Plasma DoT of the Experimental Beam though)...but since you've only got one Plasma Torp and because of the limitation of the Ambiplasma console - you'll likely not want any.
Plasma Infuser consoles on the other hand, will not only boost the damage of your DEW/DEW DoTs, but it also boosts EWP (which you wouldn't have on the Chel) as well as the DoTs from Plasma Projectiles. Won't do anything for the Kinetic damage, but they still boost the DoTs.
So Phaser Relay (the Phaser consoles, not the Cannon consoles) vs. Plasma Infuser.
As it stands now, the Phaser Relay would boost the PQC. The Plasma Infuser would boost the DEW/DEW DoT of the Experimental Beam Array and the Projectile DoT of the Hyper-Plasma Torp.
Look at how often you'll be able to use Hyperflux, eh? The rest of the time, you'll just have a Rom Plasma Array that doesn't draw energy.
Okay though, let's do something about those 4 weapons (2 DHCs/2 Turrets).
Let's try Phaser first, so we've got the following layout, eh?
Weapons
Fore - 2x Phaser DHCs, Phaser QC, Experimental/Hyper
Aft - 2x Phaser Turrets, Cutting Beam, Experimental/Hyper
5 Phaser weapons vs. 2 Plasma weapons (where there's no console that boosts both of them equally)
Let's try Plasma next, so we've got the following layout, eh?
But first, are you looking at just Plasma or Romulan Plasma? Hrmm, I'm going to go with Romulan Plasma (I'm cooky like that - /cough).
Weapons
Fore - 2x Romulan DHCs, Phaser QC, Experimental/Hyper
Aft - 2x Romulan Turrets, Cutting Beam, Experimental/Hyper
6 Plasma weapons (where you're not boosting the torp's kinetic) vs. 1 Phaser weapon (which begins to beg the question of why it's on the boat)
Let's not forget the following layout, eh? We're already looking at a split build.
Weapons
Fore - Romulan DHC, Phaser DHC, Phaser QC, Experimental/Hyper
Aft - Romulan Turret, Phaser Turret, Cutting Beam, Experimental/Hyper
4 Plasma weapons (where you're not boosting the torp's kinetic) vs. 3 Phaser weapons
One might start thinking about the Cannon consoles at this point...the Prefire do boost the Cannon DoTs (not the Torp DoT) - but uh...
Okay, there was a pause there - why?
Well, cause I'm not going to recommend anything - I'm just sharing thoughts. I'm sure you'll get various recommendations from various people. Rainbow builds (short of running 6-8 weapons of the same energy type - you're going to be looking at that - heck, add a torp or mine - it's become a form of rainboow)...are frowned upon because they do not maximize damage. There's different levels, mind you as I pointed out seconds ago.
It's a curious thing - depending on why you want the Experimental/Hyper-Plasma there with the PQC. I wish you the best of luck with what you're looking to accomplish.
Since you do have the experimental beam array, I can honestly say that it is one of the best weapons available in game. Here is my Breen ship build that uses it:
Ship Gear: Full Borg Space Set (or Reman Engine + Reman Deflector + Omega Shields)
-Weapons-
Fore = 2 Romulan Plasma DHC's + 1 Romulan Experimental Beam Array + 1 Romulan Hyper Plasma Torpedo Launcher
Aft = 3 Romulan Plasma Turrets + 1 Kinetic Cutting Beam
Devices = Red Matter Capacitor, Subspace Field Modulator
Consoles: Tachyokinetic Converter, Zero Point Energy Conduit, RCS Accelerator, Neutronium Armor, Borg Assimilated Universal Module, Field Generator, Plasma Infuser x4
BOFFS:
Ensign Univ: BO1
Commander Tac: TT1, CSV1, HYT3, AP-Beta3
Lt.Tac: TT1, CSV1
Lt.Eng: EPtS1, EPtS2
Lt.CmdrSci: HE1, ST1, GW1
DOFFS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers
This build easily puts out 8.5k - 10k sustained DPS, though I'm fairly certain it can go higher with more aggressive gear and BOFF/DOFF specs.
I could live with a quad-cannon pack in the c-store as long as it is an account unlock and not too stupidly expensive.
Probably have to omit the phaser and disruptor quads to avoid offending the players that bought those ships previously though.
In general mixing energy types is counter productive. The drop in damage is substantial when you lose 1 console to benefit another energy type. The generic consoles for cannons are no help in this area as they are not cross-weapon-type.
An easy way to see this is to add/subtract consoles in space. hover you mouse over the weapon from your tray (not the shiplayout), and set your weapon energy to maximum. Watch as you add a console and see the difference.
I do admit that the experimental array is cool, IF you have the full reputation set only. That opens up the 'Hyperflux' option and you suddenly have a lance type weapon. In practical use, it's awesome on a beam cruiser or tank where you can leverage all the same type of beams.
My suggestion focus all of the consoles for phaser. Don't boost the array, relying on the hyperflux capability every 2 minutes instead. It won't be as good as a 3rd DHC for over all damage, but it will give you flexibility for special attacks and field of fire.
Last thought on this... I need to have these Cannons just due to the fact they look amazing! LOL
So would it be better to build around the Quad Phaser Cannon or the Experimental Beam Array?
I really wish Tactical Consoles received a diminishing return like armor consoles do, that would help with these kinds of builds.
..that said, I have noticed more dual energy type ships in kerrat due to those elite fleet shields...
Get the Forums Enhancement Extension!
add it dilth store or something with all energy types pls.!!!!!!