Hi Barry,
Let me give you my own feedback on this.
However before I start, I'd like to make sure that you know that DPS is in fact not the end all be all, and that your PERSONAL PREFERENCES come before anything that I suggest. All three careers, Science, Engineers and Tactical can do perfectly great DPS (50K and upwards) , though at the very upper end the tactical characters will do more obviously. And in fact, science characters are very useful, in helping heal and debuff enemies, and Gravity well can be a very useful crowd control ability that I is a lot of fun to play around with. Now, on to your engineering build.
For reference, here is my avenger tactical orientated (I'm an engineer) build
http://www.stoacademy.com/tools/skillpla...erdps_7241
Here it looks like we have a basic starter build that will be built up over time into a solid endgame build.
1) Weapons- First rule of thumb, avoid mixing differing weapons types at all cost, especially energy weapon types. This is so that your tactical consoles can give the maximum damage possible across all your weapons. Antiproton is the best for DPS, as it gives you added critical severity during critical hits.
Second rule of thumb- stick to the same kind of weapon- don't mix beams and cannons as your powers will not be orientated most efficiently, and in the end can be a bit of a mess. So as you are a bird of prey, i'd recommend getting Antiproton dual heavy cannons with as many crtd modifiers as you can for your fore weapons, but keep the ancient antiproton and kinetic beam at the back for set bonuses or swap to turrets
2) Set- At the minute you are using the Jem Hardar set, which is a decent base set, but I would replace it as soon as possible with a reputation set, such as the Iconian set which maximises damage.
3) Consoles- For all your tactical consoles slots, you should be looking to get the Embassy +AP vulnerabiltiy locators which will boost your DPS dramatically by adding critical chance. However, antiproton mag regulators will suffice for the time being. Meanwhile for your engineering slots, try to get some neutrinos armor at this stage, which gives you damage resistance. There is a upgraded version for the fleet dilithium mines which gives bonuses to Hull as well. You also need the Assimilated Module from the borg reputation which is essential for damage, and is very worthwhile. Later on, you can try to get the plasmonic leech console, which gives you lots of power, but it is super expensive, over 117 million EC last i heard on the exchange. For your science consoles, for the time being, field generator are nice for the shield capacity boost, but also look to get the weapon signature nullifying console, which will also give you extra plasma damage.
4) powers- Engineering is fine, apart from I would switch EPT shields for EPT weapons for extra weapons power.
Science- for a maximum damage ship, I would switch one of the science BOFFS to either a engineering one for added survivability, or another tactical one for extra damage powers. For you tactical powers, with the new DHC, look to get cannon scatter voley, and cannon rapid fire, as well as attack pattern beta, which debuffs enemy resistances, very useful. For the remaining science BOFF, I would get Science Team II for shield heals, as well as Hazard Emitters I for a cleanse and hull heal.
5) Skills- i would take powers out of power insulators, inertial dampeners and sensors, they are not much use on a damage focuses ship such as the Bird of Prey with an engineer.
I hope this helps you as you enter the endgame. Remember that the above damage advice is secondary to your own personal preferneces, and of course damage is not the most important thing, you having fun with your ship is.
@aaaict
Captain of the USS Westminster (avenger class ship that is a DPS orientated cruiser, the KDF equivalent is the Mogh, although the T6 versions are even better now, they are a joy to fly.)
STOA Ground Squad Administrator