Actually, the disruptor turrets combined with the Aux Phaser DHC's might be arguable for, considering you'd be running them with low weapon power anyway - the proc might outweigh the damage loss. Haven't done the math, here, mind you.
You should, however, just go for full phaser-specific tac consoles, particularly as these also boost your quantum beam.
I'd also run at least one Emergency Power to Shields, in there, and maybe change the universal ensign to Transfer Shield Strenght. Then get an Overcharged warp core, set your aux power to 100/130 and divide the rest between shield and engine power. Don't bother running weapon power higher than 15, just for the turrets, just max the effectiveness of the DHC's, the sci skills and your heals.
Give THIS BUILD a try - it has ideal consoles, but get what you can afford so long as all four tac consoles are phaser relays. There's flexibility with the fleet consoles, though ideally you want plasma infused science consoles for the small amount of additional DPS. You could swap out a DHC for the omega plasma torpedo too, though I would then suggest swapping the ensign uni. boff slot to tac, and picking up torpedo spread 1 for additional AoE DPS - costs you constant uptime on emergency power to weapons, but that's not a huge deal.
The idea - since you'll be running a warp core that increases your maximum aux capacity to 130 - is to obtain virtually 100% uptime on energy syphon which, coupled with plasmonic leech, will seriously bolster your power levels. The fleet flow capacitor aids this (I suggest having 6 in the flow caps skill, so the flow cap console will put you well over 100).
TBR3 is actually a great method of doing a lot of damage to stationary, shieldless targets the likes of which are quite prevalent in STFs, as well as its normal use.
I've left the Quantum Field Focus controller console in because it's fun to use, but on the whole there's little reason to equip any of the Vesta consoles for combat - though the 2-piece slipstream bonus is good for speeding up sector space travel.
What you choose to equip in your hangar bay is up to you, but I tend to use delta flyers because they're more durable than fighters, and their tachyon beam ability helps me - and my team in STFs - get through shields that little bit faster. Scorpion fighters or Tholian widows are better at enhancing DPS on the whole, but they die incredibly easily.
I've left the borg regenerative array in because it's not a bad shield, and the 3-piece bonuses are quite good. However, a fleet resilient shield will serve to better increase survivability - though frankly survival in a max-aux science vessel isn't much of an issue in current PvE content.
For doffs I suggest the following as ideal:
2 x purple conn officer (TT cooldown reduction)
2 x purple energy weapons officer (cannon special attack cooldown reduction chance)
1 x purple matter/antimatter specialist (aux to dampeners boost)
For power level settings I suggest:
Weapons: 50
Shields: 30
Engine: 25
Auxiliary: 95
Have a play around to find a balance that you like, but ideally you want aux at or close to maximum.
your universal slot more or less mirrors your commander, I'm pretty sure that's wasted as they would have the exact same cooldown time
Using two copies of HE & TSS effectively renders them available every 30s, where as only one copy of each means the full 45s cooldown. With HE especially that 15s difference can be crucial when it comes to cleansing plasma fires & shield drains, and two copies of TSS not only means a more regular shield HoT, but also more shield resist uptime if that's the main thing you're using it for.
That said, it's perfectly feasible to give up the duplicates of HE and TSS if you feel that having one copy of each available on standard cooldown is enough - I simply tend to err on the side of caution. Good alternatives for the two duplicated slots are:
Ensign slot: Tractor Beam, Jam Sensors or Polarize Hull
Lt. slot: Feedback Pulse, Tyken's Rift or Charged Particle Burst
Running two copies of Energy Syphon 2 however, is very important for the build's success. ES2 @ 130 aux gives a sizeable chunk of power to all systems for around 24-26s. With only a single copy of the ability, the downtime on that significant power boost would be greater than the actual uptime. A duplicate copy on the other hand allows you to use ES2 every 30s, meaning a mere few seconds of downtime before your power levels receive another significant boost. You could possibly run a purple deflector officer and pray that you get lucky with deflector cooldown reduction procs - but at a 25% chance you're likely to be left wanting more often than not.
I doubled up on Juel Ducane on my Ambassador build for the subsystem shutdown proc, in that build I also have aux 2 batt so I trim a good deal off down time.
Comments
You should, however, just go for full phaser-specific tac consoles, particularly as these also boost your quantum beam.
I'd also run at least one Emergency Power to Shields, in there, and maybe change the universal ensign to Transfer Shield Strenght. Then get an Overcharged warp core, set your aux power to 100/130 and divide the rest between shield and engine power. Don't bother running weapon power higher than 15, just for the turrets, just max the effectiveness of the DHC's, the sci skills and your heals.
The idea - since you'll be running a warp core that increases your maximum aux capacity to 130 - is to obtain virtually 100% uptime on energy syphon which, coupled with plasmonic leech, will seriously bolster your power levels. The fleet flow capacitor aids this (I suggest having 6 in the flow caps skill, so the flow cap console will put you well over 100).
TBR3 is actually a great method of doing a lot of damage to stationary, shieldless targets the likes of which are quite prevalent in STFs, as well as its normal use.
I've left the Quantum Field Focus controller console in because it's fun to use, but on the whole there's little reason to equip any of the Vesta consoles for combat - though the 2-piece slipstream bonus is good for speeding up sector space travel.
What you choose to equip in your hangar bay is up to you, but I tend to use delta flyers because they're more durable than fighters, and their tachyon beam ability helps me - and my team in STFs - get through shields that little bit faster. Scorpion fighters or Tholian widows are better at enhancing DPS on the whole, but they die incredibly easily.
I've left the borg regenerative array in because it's not a bad shield, and the 3-piece bonuses are quite good. However, a fleet resilient shield will serve to better increase survivability - though frankly survival in a max-aux science vessel isn't much of an issue in current PvE content.
For doffs I suggest the following as ideal:
2 x purple conn officer (TT cooldown reduction)
2 x purple energy weapons officer (cannon special attack cooldown reduction chance)
1 x purple matter/antimatter specialist (aux to dampeners boost)
For power level settings I suggest:
Weapons: 50
Shields: 30
Engine: 25
Auxiliary: 95
Have a play around to find a balance that you like, but ideally you want aux at or close to maximum.
It's an aux-DHC build that works for me - YMMV.
Using two copies of HE & TSS effectively renders them available every 30s, where as only one copy of each means the full 45s cooldown. With HE especially that 15s difference can be crucial when it comes to cleansing plasma fires & shield drains, and two copies of TSS not only means a more regular shield HoT, but also more shield resist uptime if that's the main thing you're using it for.
That said, it's perfectly feasible to give up the duplicates of HE and TSS if you feel that having one copy of each available on standard cooldown is enough - I simply tend to err on the side of caution. Good alternatives for the two duplicated slots are:
Ensign slot: Tractor Beam, Jam Sensors or Polarize Hull
Lt. slot: Feedback Pulse, Tyken's Rift or Charged Particle Burst
Running two copies of Energy Syphon 2 however, is very important for the build's success. ES2 @ 130 aux gives a sizeable chunk of power to all systems for around 24-26s. With only a single copy of the ability, the downtime on that significant power boost would be greater than the actual uptime. A duplicate copy on the other hand allows you to use ES2 every 30s, meaning a mere few seconds of downtime before your power levels receive another significant boost. You could possibly run a purple deflector officer and pray that you get lucky with deflector cooldown reduction procs - but at a 25% chance you're likely to be left wanting more often than not.