http://skillplanner.stoacademy.com/?build=myloadout_0
What I currently have equipped is a rare Mk XI, and I want to put an advanced fleet core, but I have no clue which would be best.
Yes, I am using Beams as primary weapons, as Beam overload crits upwards of 40K. I have Cannon: Rapid Fire, for my rear turrets to keep constant DPS when dogfighting things that can outmaneuver me. Also, I am using the Deflector/Shield/Engines that were reccomended to me, but I have access to just about everything in the game. If you see something that would work better for my build, let me know. I pull entirely too much aggro from just about everything I alpha strike, so I am tossing around the idea of using a -threat console.
Comments
I'm not commenting on the boff powers and certain console choices, but it is certain to say it is far from optimum.
why no fleet elite shields?
QFT...the amp mod in an elite core will give you +3.3 damage to each subsystem that is over 75 power. Just choose an elite core that will give extra power to those subsystem that need boosting to get you over 75. Your leech console will help greatly in that endeavor provided you specced into flow capacitors in you skill tree.
Unless you really want that +25%damage to your rom hyper torp from the 2pc honor guard an elite shield like [Elite Fleet Adaptive Resilient Shield Array Mk XII [Cap]x2 [ResB] [Adapt]] will help you survive sustained multi-directional fire. And if you're trying to survive I would suggest using the 2pc borg engine and deflector as its multiregenerative hull proc procs more often than not thus saving your bacon.
Also you have too many team abilities that are all on global cool down. You want to use two copies of tac team and replace sci team with transfer shield strength and engineering team with another copy of emergency power to shields or weapons and replace reverse shield polarity with aux to structural integrity field (gives you a nice hull heal every 15 secs) where as you can only use reverse shields every 2 mins.
#It'sJustaGameAndAFreeOneAtThat!
Come Visit the 44th Fleet
Elite Fleet Reinforced Warp Core MKXII [SEP] [S-W] [SCap] [AMP] [SST]
Reasoning:
fleet reinfored gives a bonus to aux and shields. SEP gives bonus power to engines. S->W gives power to weapons. That gives bonus power to every subsystem. S-Cap and AMP are obvious. SST is junk, but its the slipstream stat, it has no combat meaning anyway.
I haven't gone over the new spire cores yet, but when we unlock the elite ones I'm hoping to find a decent one with energy drain resistance for my beam boats.
Fleet Admiral Space Orphidian Possiblities Wizard
important for me was Hyper-charged for +EnginePower and +AuxPower, since those are Systems you normally have the lowest energy (since EptW and EptS are must-haves for non-torpboots and doing a good job for more energy.
W->A or W->E would be the next choice (since weapons are the highest powered subsystem), and I prefer better heals over more speed (W->S is mostly unimportant, since normally you already have S at or near cap).
AMP is given
The rest is unimportant, since the XCap have a long CD and the last modifier is only for sector space. For the first Modifier I would have prefered EPS, but well, you cant get all you want^^