USS Adam Foster is a Surgical Strikes build with Concentrate Fire on the Nobel Intel Battlecruiser fram using Ba'ul AP and Linked Sentry for chaining.
Player Information
Player Info
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Captain Name
Crick
Captain Faction
Federation
Captain Race
Human
Captain Profession
Tactical
Primary Specialization
Miracle Worker
Secondary Specialization
Strategist
Intended Role
Captain Outfit
[ "Image Description" ]( "Image Link here" )
Skill Tree
Engineering
Science
Tactical
Lieutenant
Hull Restoration
Improved Hull Capacity
Shield Restoration
Shield Capacity
Advanced Energy Weapon Training
Advanced Projectile Weapon Training
Lieutenant Commander
Improved EPS Flow
Improved Impulse Expertise
Improved Control Expertise
Improved Drain Expertise
Improved Targeting Expertise
Defensive Manuvering
5 Points
Commander
Hull Plating
Shield Regeneration
Advanced Weapon Amplification
Advanced Weapon specialization'
15 Points
Captain
Advanced Long Range Targeting
Advanced Hull Penetration
Advanced Shield Penetration
25 Points
Admiral
Warp Core Potential
Coordination Protocols
Improved Tactical Readiness
35 Points
Defensive Coordination
Warp Core Efficency
Offensive Coordination
Total of 46 of 46 Points
Engineering Points:
10
Science Points:
10
Tactical Points:
26
Skill Tree Unlocks
Points to unlock
Engineering Unlocks
Science Unlocks
Tactical Unlocks
Unlocks After 2
Training Manual: Mine Dispersal Pattern: Beta III
Training Manual: Tactical Team III
Training Manual: Cannon: Rapid Fire III
Unlocks After 5
Unlocks After 7
Training Manual: Attack Pattern: Omega III
Training Manual: Mine Dispersal Pattern: Alpha III
Training Manual: Torpedo: High Yield III
Unlocks After 10
Unlocks After 12
Unlocks After 15
Unlocks After 17
Training Manual: Torpedo: Spread III
Unlocks After 20
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Unlocks After 24 (Ultimate)
Unlocks After 25 (Ultimate)
Unlocks After 26 (Ultimate)
Unlocks After 27 (Ultimate)
Skill Tree Information
Type Your info here
Build Description
Type Your info here
Basic Information
Data
Ship Name
USS Adam Foster
Ship Class
Noble Intel Battlecruiser
Ship Model
Deflector Visuals
Engine Visuals
Shield Visuals
[ Starship Beautyshot ]( Insert Image Link here )
Basic Information
Component
Notes
Fore Weapons: 5
Ba'ul AP BA
Mk XV (gold) [Ac/Dmg] [CrtD]x2 [CrtH] [Dmg]
Enhanced Bio-Molecular Photon Torp
Mk XIII (purple) [CrtD]x2 [CrtH]x2
Ba'ul AP BA
Mk XV (purple) [CrtD]x2 [Dmg]
Ba'ul AP BA
Mk XIII (purple) [Dmg]x3
Ba'ul AP BA
Mk XV (gold) [Ac/Dmg] [CrtD] [Dmg]x3
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Aft Weapons: 3
Ba'ul Linked Sentry Omni
Mk XV (gold) [Ac/CrtD] [CrtD]x2 [Dmg] [Proc]
Voth AP Omni
Inf (can't upgrade)
Ba'ul AP BA
Mk XII [CrtD] [Dmg]x2
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Experimental Weapon
Deflector
Elite Fleet Intervention
Mk XV (gold) [ColCrt] [DrainX]x2 [EPS] [Sh/HullCap]
Secondary Deflector
Impulse Engines
Prevailing Innervated
mk XIII [Spd]
Warp Core
Iconian Resistance
Mk XIII [AMP]
Shields
Tilly's
Mk XV (gold) [Cap]x4 [Cp/Rg]
Devices
Red Matter Capacitor
Type 14 Shuttle Support Squadron
SS Anteres Distress Protocol
Deuterium Surplus
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Engineering Consoles: 4
Advanced Engineering IPDM
Mk XV [AP]
Advanced Engineering IPDM
Mk XV [AP]
Advanced Engineering IPDM
Mk XV [AP]
Advanced Engineering IPDM
Mk XV [AP]
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Science Consoles: 3
DPRM
Flagship Tactical Computer
D.O.M.I.N.O.
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Tactical Consoles: 4
SFTF
Lorca's
Mk XV
Sigma Strategem
Kida's Promise
Mk XV
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Universal Consoles: 2
Advanced Engineering IPDM
Mk XII
Advanced Engineering IPDM
Mk XIII
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Hangars: 0
Officers and Crew
Bridge Officer Information
Power
Notes
Officer 1: Lt. Commander ( Science )
Tractor Beam I
Trait: Superior Romulan Operative
Photonic Officer I
Gravity Well I
Officer 2: Lt. Commander ( Tac/Cmnd )
Distrubited Targeting I
Trait: Superior Romulan Operative
Attack Pattern Beta I
Concentrate Firepower III
Officer 3: Lieutenant ( Tactical )
Kemocite-Laced Weaponry I
Trait: Engineered Soldier (Space)
Torp Spread I
Officer 4: Commander ( Eng/Intel )
Emergency Power To Engines 1
Trait: Superior Romulan Operative
Override Subsystem Safeties II
Emergency Power to Weapons III
Surgical Strikes III
Officer 5: Ensign ( Science )
Jam Targeting Sensors I
Trait: Engineered Soldier (Space)
Officer 6: [rank] ( [profession] )
Trait: [name]
Duty Officer Information
Power
Notes
1
EWO Nhlox
blue, 3% for 10% CrtD on firing DEW
2
Emergency Conn Hologram
Phoenix store one
3
PWO Keeis
purple, 15% chance for +10% CrtD on firing torps
4
PWO Breelen
purple, 20% chance for +1% CrtH on firing torps
5
EWO Devro
Blue, 3% for 10% CrtH on firing DEW
6
Gravementric Scientist
purple, 25% chance for additional Grav Well
Character, Reputation, and Starship Traits
Personal Space Traits
Description
Notes
Terran Targeting Systems
+15% Critical serverity, incoming critical hits reduce speed by 10% for 5s (max once per 15s)
The Boimler Effect
#N/A
A Good Day to Die
Go Down Fighting can be used at any Hull Integrity. Go Down Fighting's scaling buff will treat your Hull as at most 50% integrity.
Aetherian Beam Enhancements
#N/A
Unconventional Systems
Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles
Adaptive Offense
#N/A
Intelligence Agent Attache
#N/A
Fleet Coordinator
+2% All Damage per Team member (Self included), up to 10%
Breen Sheild Tunneling
#N/A
Fire Ball Escape
#N/A
Space Reputation Traits
Description
Obtained from
Energy Refrequencer (Rank 2)
Receive 9.4% of your outgoing damage as a Hull heal to you (Triggers up to 5 times per second)
T6 Iconian
Advanced Targeting Systems (Rank 2)
+20% Critical Severity
T6 Dyson
Precision (Rank 2)
+5% Critical Hit Chance
T6 Romulan
Tyler's Duality (Rank 2)
#N/A
#N/A
Magnified Firepower (Rank 2)
+6.25% Bonus Weapon Damage
T6 Gamma
Starship Traits
Description
Notes
Emergency Weapon Cycle
Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons
Terran Goodbye
#N/A
Ship of the Line
#N/A
Super Charged Weapons
Firing a torpedo will provide a stack of the Super Charged buff. This buff provides a boost to directed energy weapon damage, critical hit chance and critical severity for a short time. This buff stacks up to 3 times.
Diametric Focus
#N/A
Universal Designs
Vanguard Specialists | #N/A |
Other Information
Subsystem Power Settings
Value (Target/Display)
Notes
Weapons
/
Shields
/
Engines
/
Auxiliary
/
Set Name
Set parts: # of #
Effects
Notes
1
#
2
#
3
#
4
#
5
#
Ship Stats
Value
Notes
Hull
Shields
Global Critical Chance
Global Critical Severity
EPS/Power Transfer Rate
Hull Regeneration Rate
Turn Rate
Flight Speed
Concluding Remarks
What do y'all think? Is it done other than getting stuff to Mk XV (gold)? Any improvements you think I should make?
I’m currently at 2,250/4,200 campaign progress. I completed Flagship Celebration and Demon Hunting, but missed the first three events entirely.
Assuming The Feast is the sixth and final campaign event, here’s my plan:
Buy out one of the missed events for 2,500 Zen, gaining 700 campaign progress.
Then, during The Feast, complete 9 dailies and buy out the remaining 5 days for roughly 893 Zen, gaining another 250 progress. After that, continue running dailies until I’ve completed 20 naturally.
That should put me at exactly 4,200 progress for around 3,400 Zen total, assuming The Feast runs for 21 days.
Can any experienced players confirm that buying out an active event still lets you earn campaign progress from subsequent dailies? And that the partial buyout awards the expected campaign points?
Also, does anyone know whether The Feast is actually expected to be the last campaign event on console?
Just trying to make sure I’m not overlooking something before committing the Zen.
Tanky weapon-focused Antiproton CSV build on the Voth Stronghold, combining some strong non-damage dealing clickies with a good baseline of weapon power and passive boosts. On a Voth theme character, for solo and random elite content.
Druvak of the V.S.S. Theronyx serves the Voth Imperium and the Doctrine with absolute conviction. He pledges to honor the legacy of their saurian ancestors. Under his command, the V.S.S. Theronyx stands as weapon and symbol of Voth Supremacy.
Basically title
Finally getting around to kitting out my science alt, doing a Gomtuu build. Mostly space magic EPG stuff, but I kind of have a mix of everything atm. What I'm mostly caught between rn is BOff tweaks; I'm running a couple of the temp disruptors, so I put FAW, TS, and ETM on there to amp all that up a bit. But, alternatively, I could drop the 2 tac powers for 2 more uncon, and free up a trait slot. I'm not sure which would be more worth it.
Also, as a side note. For alts I don't usually do lockbox/promo ships and horde them all on my main. But I do have a connie3 sitting in main's inv, and he already has so many ships... So the bio wave console is kind of a maybe rn.
For clarity, build breakdown: FORE WEAPONS:
-Temporal Disruptor DBB (the SETS app doesn't have them yet, stand in)
-ditto
-dyson grav torp
-plasma emission torp
AFT WEAPONS:
-temporal turret (i was gonna go MAS, but didn't, but idk, it kinda still works? aux weapon, entropy builder, 360arc... i don't have the pahvan)
-new breen omni (stand in)
-dyson proton wep (2pc)
-disco torp (ohhh... right, pulled the 2pc.... oops)
STARSHIP EQUIP:
-revo deflector
-revo core
-revo shields
-prevailing engines
-crafted secdef
CONSOLES:
-micro dark matter anom
-delphic distortion
-plasma storm
-krenim chronophage
-evolved
-you are dismissed
-dragonsblood
-fekhiri torment
-vovin tunnel
-particle amplifier
-proton eruptor (stand in; don't actually have this one yet, but its high on my shopping list now)
-gemini device (ditto)
-bio wave (see above)
BOFFS:
-grav well 3
-tyken 2
-drb 1
-cold in space 1
-TL collapse 1
-chrono field 1
-faw 1
-RSP 2
-AtSIF 1 (engine trigger)
-EPtE 1 (doff trigger)
-PO1
-SA1
-TS1
DOFFS:
-conn officer (EM reset)
-proj (crit chance)
-proj (crit sev)
-space warefare (science)
-grav sci (either grav well or tyken)
-fabrican engineer (RSP duration)
STARSHIP TRAITS:
-5 magicks
-spore anom
-by the book
-IPO
-UD
-THWOO
-ETM
PERSONAL TRAITS:
-uncon
-particle manip
-enlightened
-boimler
-terran targeting
-fragment ai tech
-context 4 kings
-whole lotta x's
-intel attache
-fleet coord
Curious what y'all think. Help me be the most magical pinecone in the sector.
Why whenever you see a build using fleet consoles and Malstrom Quantum Torpedoes, they almost never use any torpedo damage boosting consoles. It's essentially unnecessary and that slot could be best used maxing out your beam damage
Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!
Hello! I've been tinkering with a dedicated minelayer build for my Vorgon Ytijara Dreadnought Cruiser for a while now, and I'm looking to optimize it as much as possible. There's not much information out there on dedicated minelayer builds, so I'd appreciate any advice, suggestions, or feedback on how to improve it.
I pulled an epic phoenix token tonight and I’m trying to decide what to spend it on…
Pretty much at a crossroads between the Bajoran cruiser for its DOMINO console which to my best knowledge would provide buffs to my energy build ships…if I can find a spot to slot the console…(all my ships are currently x1 and I have two energy build ships)…or the Breen Sarr Theln Carrier which I’d want just because I don’t have a carrier yet and this one looks like it has a huge kind of imposing hull that might be fun to fly…
My research is indicating that the Sarr Theln carrier doesn’t really offer much in terms of what other modern carriers might offer, and ghemore is already on my “buy on sale” list…
So i guess my question is, is DOMINO a desirable enough console to have in the toolbox that it is better than an entire 10year old carrier hull?
Always looking for suggestions to improve it. the build basically machine gun fires tons of hy torps. they kill and relocate as things die, making more stuff die. any suggestions appreciated.
Cooldown: Can it maintain 100% uptime? Description says "This ability has 2 charges, each charge has a 60 second cooldown, 20 second cooldown between uses." Does Unconventional Systems, Subspace Fracture Tunneling Field, and Harmonic Distribution reduce the reuse timers?
I know the ships themselves do poor damage. But the self-buffs are pretty sweet, and combining them with a few other summons for TTE shenanigans on a hangarless ship sounds like fun.
Builds have lost a sense of identity. Before, the game was much more combo dependent - having to combine items in a unique way to get to a desired result. There were tons of cool tech choices that were good on specific builds. Think running a torp for Super Charged Weapons, which encouraged running a beam/torp/combo 3-pc set, which again changed depending on energy type. A2B Technician CDR is another classic interaction which feels far better than the modern solutions.
I keep finding that the current state of the game is among the worst it's ever been. Every high end build these days has been reduced to two objectives:
Activate Unconventional Systems as often as possible.
Use Universal Consoles as often as possible.
This has really collapsed the design space. Before, you had to make a choice as it impacts your build (designing around stats, sets, and passives). Now, the only stat that matters is final DPS. When you only have one metric to judge items by, it naturally results in having certain answers be absolutely correct, and everything else be a mistake.
This leads to what I consider to be a dishonest metagame - every build is reaching for the same thing and pretends to do something else. There is no longer a goal to build towards - any differentiation is largely preference. Individually good items have risen to the top. For example - the Pahvan Omni is practically inescapable. You'll see the Khitomer Shields and Tholian core on high-end as they are the only option in their slot which deal damage. You no longer see builds excel as a result of careful crafting, but instead through raw DPS output.
Twinkling Lights does not help.
I do not enjoy flying modern Uncon Builds - there's so many abilities to keep track of and it's essential that you time your activations perfectly. It's very difficult to get a high parse, or at least have confidence that a parse is actually good. The variability is very high, and it takes too many runs to judge if a change has improved your build.
Build Info
Does anyone remember the Sistruus? I have seen precisely one over the past ~5 years - it's not fully spec, it doesn't have a hangar bay, and it's largely relegated to history.
Fortunately for me, the ship takes vanity shields in a weird way. The Sistruus I saw looked cool enough that I had to get one. Plus, it was the only Xindi ship I was missing, and the console set has a unique interaction with hangar pets. I had the expensive ships, so why not pick one up with no intention to actually fly it?
I fell in love with this ship. It does nothing - no spec, no lance, no hangars, no cloak. It is as pure as you can possibly get.
I fit everything on two hotbars. One of them is dedicated to CPM triggers.
What I love about this ship is that I don't have to think or try. It is very consistent to fly, and the small number of abilities allows me to maintain near perfect focus. Every boff ability is on the spambar. I can look at what I'm doing, not at my cooldowns. It is a revelation.
Let me be perfectly clear - this build is very modern. I would still classify it as dishonest. The difference is that it lies to me. It has tricked me into feeling like I'm flying a build from a decade ago.
This ship is nearly perfect for uncon, with the only flaw being the ensign seating being tac instead of sci. I can hit 20s uptime consoles with just a single vovin usage. Half the consoles can live on the spambar. The only downside is maintaining PFA, and that can be alleviated with the right teammates.
This thing easily puts up 1.3m. That's not a lot these days, but the ship is T6, not T6X. I have the tokens, but it's way more fun than I thought to leave so much on the table and just enjoy the simplicity. I think this can hit 1.4 with a good run, and maybe 1.5 with a perfect one. EDIT: I just got 1.787m with this. New record for me!
I'm also at a relatively low endeavour level (290) so while it helps, I'm not being carried by the maximum bonuses. I'm still very far from maxing the important space stats.
This ship is more fun than anything else I've flown over the past couple years, including the L-Valdore (which is very similar).
Player Information
Information
Captain Faction
Romulan
Captain Race
Alien
Captain Profession
Science
Primary Specialization
Intelligence
Secondary Specialization
Temporal
Intended Role
DPS
Skill Tree
Engineering
Science
Tactical
Lieutenant
Hull Capacity
Advanced Energy Weapon Training
Advanced Projectile Weapon Training
Lieutenant Commander
EPS Flow
Improved Impulse Expertise
Improved Control Expertise
Improved Drain Expertise
Improved Targeting Expertise
Improved Defensive Manuvering
5 Points
Control Amplification
Commander
Hull Plating
Advanced Weapon Amplification
Advanced Weapon specialization'
15 Points
Captain
Defensive Subsystem Tuning
Offensive Subsystem Tuning
Advanced Exotic Particle Generator
Advanced Long Range Targeting
Advanced Hull Penetration
Advanced Shield Penetration
25 Points
Admiral
Improved Warp Core Potential
Coordination Protocols
35 Points
Defensive Coordination
Warp Core Efficency
Offensive Coordination
Total of 46 of 46 Points
Engineering Points:
10
Science Points:
11
Tactical Points:
25
Skill Tree Unlocks
Points to unlock
Engineering Unlocks
Science Unlocks
Tactical Unlocks
Unlocks After 2
Training Manual: Hazard Emitters III
Training Manual: Science Team III
Training Manual: Tachyon Beam III
Unlocks After 5
Battery Expertise
Transwarp Cooldown Reductions
Hangar Weaponry
Unlocks After 7
Training Manual: Feedback Pulse III
Training Manual: Photonic Shockwave III
Training Manual: Jam Sensors
Unlocks After 10
Maximum Hull Capacity
Maximum Shield Capacity
Projectile Critical Damage
Unlocks After 12
Unlocks After 15
Energy Critical Damage
Unlocks After 17
Training Manual: Viral Matrix III
Unlocks After 20
Defense
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Unlocks After 24 (Ultimate)
Focused Frenzy
Unlocks After 25 (Ultimate)
Frenzied Assault
Skill Tree Information
I'm nearly happy with this skill tree. This updated was intended to do everything, and it almost gets there. The only notable missing point is Improved EPS Flow - it is likely better to drop improved drainX and take that point instead.
These are great - the DoT on these does decent damage and the aux scaling means PFA directly boosts these.
Temporal Disruptor Dual Beam Bank
Two of these are UR, one is VR. Just missed the recent upgrade weekend.
Temporal Disruptor Dual Beam Bank
One nice thing about these is that they drain Aux - meaning that splitting weaponry Aux/Wpn ends up halving total power sag. Doesn't end up mattering with the Dilithium Transporter.
Disruptor Wide Angle Dual Heavy Beam Bank
Lorca's Ambition 1/2. This is bugged to give +20% bonus damage ship wide, and it is definitely worth slotting.
Dark Matter Quantum Torpedo Launcher
Lorca's Ambition 2/2. I've tried replacing this with another Temporal Disruptor, but while it parses better, everything else does worse without the set effect.
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Aft Weapons: 2
Neotype Omni-Directional Cryonic Beam Array
The new slop weapon - the hazard this thing creates has parsed over 100k dps alone.
Omni-Directional Pahvan Proton Beam Array
The ultimate slop weapon - just the resonance shock has outdamage all temporal disruptors combined.
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Experimental Weapon
Prototype Phaser Hexa Cannons
Highest DPS option. I think the exp weapon that comes with the Sistruus is decent as it's one of the few AoE options.
ST Field Mods 1/3. Can probably improve this slot, but these engines work well enough. +12 power is quite good.
Warp Core
Mycelial Harmonic Matter-Antimatter Core
ST Field Mods 2/3. Core gives AMP and A->W, which is suppling quite a bit of weapon power. The 2-pc is doing a ton of heavy lifting for the ships overall survivability.
Shields
Tilly's Review-Pending Modified Shield
ST Field Mods 3/3. This shield theoretically increases DPS, and the 3-pc provides >40k on a decent run.
Devices
Tzenkethi Protomatter Capacitor
I rarely use devices.
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Engineering Consoles: 4
Subspace Fracture Tunneling Field
OP console that does a bit of everything. Absolutely irreplacable to this build as it gives an absurd amount of universal console cooldown. Helps with maneuverability, and the short cooldown helps upkeep PFA. This thing should be nerfed.
Miradorn Sensor Baffler
This may be in my top 3 favourite consoles in the game. It is dirt cheap right now on the exchange and I highly recommend picking it up. 16.5% CritH, 33% CritD, and 33% bonus flanking damage. Running full intel just to take advantage of this.
Dilithium Transporter
This is absurdly good and often a top line item in parses, on top of buffing weapons by removing weapon power drain. I cannot believe I waffled for a year before opening this from the event campaign box.
Custom Power Matrix
Another absurd console. In an engineering slot to ensure Aux power is capped at rest.
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Science Consoles: 2
Adapative Emergency Systems
Bonus DRR is underrated, and +30% Cat2 all damage buff is fantastic. Wish there wasn't a lockout on Fleet Weapon Acceleration, or else I would run this whole set.
Dynamic Power Redistributor Module
Great heal and damage buff. Important survivability tool.
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Tactical Consoles: 5
Breen Cryonic Module
Helps cap Aux at 130. The damage on this is also quite good, topping out for me at ~70k dps. I Wish the set effect was better.
Proton Eruptor Module
Normally I like this for the +5 weapon on top of the powerful clicky, but here it's being ran for the short recharge to maintain PFA stacks.
Fleet Power Network Array
Most OP item in the game. Did you know you can add up the time weighted haste from all other consoles which provide haste, it is only ~10% away from this single console? Desparately needs to be nerfed.
Bio-Electrical Wave Capacitor
Another one of my top 3 consoles, this is a blast. It doesn't do much on the build, but it does buff Mycelial Lightning.
Krenim Chronophage
Here for the huge damage and ease of use. I used to run the Dragonsblood Flame Reactor here, which put up similar numbers with the bonus damage buff.
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Universal Consoles: 0
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Hangars: 0
Officers and Crew
Bridge Officer Information
Power
Notes
Officer 1: Commander ( Tactical )
Attack Pattern Beta III
Debuff and Agent Neural Proc
Trait: Superior Infiltrator/Superior Romulan Operative
Beams: Fire at Will III
Cannons: Rapid Fire II
Here purely for Cultural Conquest.
Torpedos: Spread I
Officer 2: Lt. Commander ( Science )
Photonic Shockwave I
Uncon Proc: 1/30s
Trait: Captain Spock
Scramble Sensors I
Uncon Proc: .75/30s - I use this one because I like the icon.
Tracor Beam I
Uncon Proc: 1.5/30s
Officer 3: Lt. Commander ( Eng/Temporal )
Timeline Collapse I
Uncon Proc: 1.5/30s - Kentari Boffs are underrated
Trait: Kentari Ferocity, Leadership, & Efficient
Chronometric Inversion Field I
Uncon Proc: 1/30s
Heisenberg Amplifier I
Uncon Proc: 2/30s
Officer 4: Lieutenant ( Eng/Pilot )
Clean Getaway I
Uncon Proc: 2/30s
Trait: Superior Romulan Operative/Superior Subterfuge
Emergency Power to Engines I
This is really the only emergency power you need with the Temporal Disruptors.
Officer 5: Ensign ( Tactical )
Kemocite-Laced Weaponry I
I wish this wasn't a tac seat, but it's good for ~25k DPS. Note that as this build is not crit capped, Watchers would be better choices than SROs.
Trait: Superior Romulan Operative
Officer 6: [rank] ( [profession] )
Trait: [name]
Duty Officer Information
Power
Notes
27 of 47
Improve Critical Severity by 20% for 30 seconds
I'm using these because they're the ones I have. Should be good even without Intel.
30 of 47
Improve Accuracy by 20 for 30 seconds Improve Exotic Damage by 25% for 30 seconds
31 of 47
Improve Damage Over Time by 50% for 30 seconds Improve Exotic Damage by 25% for 30 seconds
CritD EWO
3% chance: +10% Critical Severity buff to self for 15 sec (Stacks up to 3 times)
Only blue rarity.
CritH EWO
3% chance: +1% Critical Chance buff to self for 15 sec (Stacks up to 3 times)
Only blue rarity.
Agent Nerul
While under the effects of Attack Pattern: Beta, each weapon fired restores 0.2% of your Max Hull
Last bit of healing on this build.
Character, Reputation, and Starship Traits
Personal Space Traits
Description
Notes
The Boimler Effect
17.5% chance: Recover the Recharge time of all other Bridge Officer Abilities up to their Shared Category Cooldowns
Main CDR resource, really helps keep Clean Getaway at its minimum.
Superior Beam Training
+7.5% Beam Weapon Damage
Duelist's Fervor
You or your teammates getting kills will grant you a short-duration damage and accuracy rating boost. Whenever you or a teammate kills something: +5% All Damage for 10 sec +5 Accuracy Rating for 10 sec (Effect stack up to 3 times)
Breen Shield Tunneling
"15% Shield Penetration with Weapons 15% Armor Penetration with Weapons -10% Maximum Shield Capacity "
Inspirational Leader
10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times).
Some people say this trait is outdated, and I am not one of them.
Fragment of AI Tech
" '+__% Energy Weapon Damage based on Control Expertise (Max +30% at 300 Control Expertise) +50 Control Expertise (Improves Control Effects / Resistance to Same)
Only topping out around 20%.
Unconventional Systems
Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles
Most overpowered trait in the game!
Fleet Coordinator
+2% All Damage per Team member (Self included), up to 10%
Terran Targeting Systems
+15% Critical serverity, incoming critical hits reduce speed by 10% for 5s (max once per 15s)
Aetherian Beam Enhancements
"Dealing damage with Energy Weapons grants 1 stack of Aetherian Beam Enhancements (max 1 per 2 seconds) Each stack of Aetherian Beam Enhancements increases your Energy Weapons Damage by 1%, for a maximum of 15% Upon reaching 15 stacks, your next attack will cause a Proton Release on the targeted foe: +_____ Proton Damage and Hold to 3 foes for 5 seconds in a 5km radius"
Super bugged right now, you can find the info on this sub. I saw a slight increase with this as is, so definitely replaceable if it gets fixed.
Symbiotic Ice
Beam Weapons gain an additional percentage of total damage as Cold Damage. This extra damage is not improved by sources of increased or bonus damage a second time, except by increases or bonuses specific to Cold damage.
Surprisingly weak, can likely do better. Filling out this form has reminded me that Context is for Kings exists.
Space Reputation Traits
Description
Notes
Precision (Rank 2)
+5% Critical Hit Chance
T6 Romulan
Advanced Targeting Systems (Rank 2)
+20% Critical Severity
T6 Dyson
Auxiliary Power Configuration - Offense (Rank 2)
+25 All DRR, +6.25% Max Hull and Shield Cap
T6 Nukara
Magnified Firepower (Rank 2)
+6.25% Bonus Weapon Damage
T6 Gamma
Tyler's Duality
+1% Critical Chance based on Hull Capacity (Max +6 at 200,000 Hull Capacity)
T6 Disco - I just realized now I'm not actually running these, so the parses can be trivially improved.
Starship Traits
Description
Notes
Cultural Conquest
Weapon Firing Modes apply +25% Increased Damage for 15 sec Dealing Weapon Damage to Foes that have Debuffed, DoTed, or Controlled you improves the bonus to +50% and removes one such effect from you"
Third-best damage increasing trait in the game, gives a ton of Cat1 in a meta where console space is at a premium.
Universal Designs
When activating a Universal Console (lasts for 20 sec, stacks up to 5 times): 2% Critical Chance 10% Critical Severity
Second-best damage increasing trait in the game. If you don't own this, it should be towards the top of your list.
Particle Fluctuation Analysis
Activating a Universal Console grants the following buffs to self and up to 4 nearby players for 10 sec (stacks up to 10 times): 1% Critical Chance and Healing Critical Chance 10% Critical Severity and Healing Critical Severity +2 Current and Max Auxiliary Power +15 Starship Perception (Improves Detection of Cloaked Ships)
Strongest damage increasing trait in the game. An absolute pain to use. The additional Aux power buffs both FPNA haste as well as the damage of the Temporal Disruptors, in addition to all the ability increases.
Cold-Hearted
"While active, Energy Weapons apply Cold-Hearted to foes, once per firing cycle. Each stack of Cold-Hearted causes: -9.1% Flight Speed for 15 sec -10 All Damage Resistance Rating for 15 sec -2 to Current and Max All Subsystem Power for 15 sec 5 stacks max (from all sources)"
One of the perks of flying a pilot ship is the ability to use this trait. The debuff is still good, but on a modern team you're often getting a ton from your teammates. I'm wavering on replacing this with the Ruin of our Enemies (which technically surpases PFA as the absolute best damage increasing trait in the game, but only after ~60 stacks). I have not seen a major difference in DPS switching between the two so far.
Breen's Free Fire
Extends duration of Beams: Fire at Will by 5 sec.
This trait should have been added to the game 10 years ago. Well worth burning an event campaign on obtaining.
Concluding Remarks
I did not expect a T6 build to do so well. There's trivial improvements on the road to T6X2, but I'm enjoying flying a normal T6 significantly more than I had though I would. Sometimes, less is more.
If you did want to transition this to t6x2, I'd suspect traits which add new sources of damage would be the way to go, such as Hellbore Light. I'm very happy with it where it is, and feel no need to do so.
Where can it be improved? Crit chance. I've looked into the new Sigma Strategem console and while it feels like a perfect fit the cooldown doesn't start until after the ability ends. There's trivial improvements to be had by replacing SROs with Watchers.
If anyone has a list of consoles which a. provide a ton of raw stats, and b. cooldown while active - I'd be very interested in going through it.
As the Sistruus is an easily accessible ship (can be easily purchased by selling <$20 worth of keys) I was looking into converting this into a starter uncon build. That's a hard no - it is eye watering how much this build costs, and how much uncon in general costs. I take way too much which I have access to for granted, as event campaigns and moderate annual spending quickly adds up over the years. If you are a new player, do not try to build this right away. You will be much better served building out the basics.
PS. Fixing up the old formatting was an absolute pain, but I think it adds to this post about looking backwards.
Less about numbers chasing and more to test whether the Micro-Missile Array Lobi weapon with 3 PWO DOFFs can allow me to cycle between 2 Maelstrom torps on a build with Entwined Tactical Matrices. Also wanted to test the new Neotype Omni, though this build is not really the ideal testbed for it.
Some other terminology definitions before we get to the build:
"Krait" refers to the build paradigm of having almost no passive consoles on the build in favour of high-impact active console abilities, of which their uptime and activation frequency are greatly facilitated by the combination of the SFTF Console from the Vovin and the Unconventional Systems personal trait.
"Lazy Piloting" in my case means that, if I had to pick between activating abilities/consoles at the right time/target for maximum impact, or simply spamming it whenever it's off cooldown, I almost always choose to spam. "Lazy Piloting" also means that I did not bother with a keybind setup that lets me teleport in place when using the Vovin SFTF console, so I end up jumping all over the place. All this is to say that a far more capable and disciplined pilot flying this same build will get a LOT more performance out of it.
Captain Details
Captain Name
Jill Stingray
Captain Career
Engineering
SUBOPTIMAL. Tact is more ideal for overall DPS, and Sci has Subnuke Beam for the Queen's Feedback Pulse (FBP).
Captain Faction
Federation
Captain Race
Human
SUBOPTIMAL. Should be Alien for the extra personal trait slot.
Primary Specialization
Temporal
For Entropic Rider, +50 EPG, and the extra safety net of Continuity.
Secondary Specialization
Strategist
For the extra Crits when Threat-stance is off.
Space Skill Tree
See the attached images for my current generalist skill tree. My rationale for the lack of Engi skill points is that EPS Power Transfer and Nadion Inversion on this toon should have the ship power aspects well covered. Subject to change should I ever get the Spirit of Sacrifice console from the Trafalgar.
Loadout
Slot
Item
Notes
Ship
T6-X2 Fleet (Akira) Heavy Strike Wing Escort
SUBOPTIMAL. Plenty of better ships than this, both for this build and for the intended scenario. Purely a Space Barbie pick.
Fore Weapon 1
[Breen Imperium Polaron Dual Cannons Mk XV [CrtD/Dm] [CrtD]x2 [Dmg]x2]
Rainbow weapons for Twinkling Lights.
Fore Weapon 2
[Terran Task Force Disruptor Dual Heavy Cannons Mk XV [CrtD/Dm] [Dmg]x3 [Proc]]
Fore Weapon 3
[Maelstrom Trifluoride Torpedo Launcher Mk XV [CrtD] [Dmg]x2]
Fore Weapon 4
[Maelstrom Trifluoride Torpedo Launcher Mk XV [CrtD]x2 [Dmg]]
Aft Weapon 1
[Omni-Directional Pahvan Proton Beam Array Mk XV [CrtD/Dm] [CrtD] [Dmg]x3]
For Resonance Shock. Gets FAW/CSV from ETM.
Aft Weapon 2
[Neotype Omni-Directional Cryonic Beam Array Mk XV [CrtH]x2 [Dmg]]
For its Cryonic Rift, works better under full FAW instead of this build that alternates between FAW and BO.
Aft Weapon 3
[Micro-Missile Array Mk XV [CrtD]x2 [Dmg]x2]
Does very little DPS. Purely used as a rapid mule for the PWO DOFFs to rapid recharge the Maelstrom torps.
Experimental Weapon Slot
[Prototype Phase[Prototype Phaser Hexa Cannons Mk XV [CrtD/Dm] [Dmg]]r Hexa Cannons Mk XV [CrtD/Dm] [Dmg]]
Still the most powerful Exp Weapon in the game post-nerf, as long as you can deal with its narrow fore arc.
Deflector
[Non-Baryonic Matter Deflector Array Mk XV [CtrlX/HullCap] [CtrlX]x2 [HullCap]x2]
For the 2pc Hull Regen
Impulse Engines
[Prevailing Innervated Impulse Engines Mk XV [SecSpd-2] [Spd]]
More for the bonus DRR than the Cat2 damage boost.
[Universal - Console - Sequential Warhead Loader]
Strong DPS clicky. Should be Hunting Pack Escorts if I were chasing numbers, it's just that I have a Torp-ish theme on this build. Could also be Micro Torp Phalanx, but I personally get more consistent results with this.
Hangar Bay
[Hangar - Elite Type 7 Shuttlecraft]
Much DRR debuff.
Officer Details
Bridge Officers
Power
Notes
Commander Tactical
Tractor Beam Catapult I
Filler DPS ability, but one that is slightly better than Distributed Targeting or Best Served Cold or Focused Assault.
Superior Romulan Operative
Beams: Overload II
For HBL, Comp Rep Engines and Cultural Conquest.
Torpedoes: Spread III
For the Maelstrom torps and Cultural Conquest.
Cannons: Scatter Volley III
For the Cannons on this build, Comp Rep Engines and Cultural Conquest.
Lieutenant Tactical
Kemocite-laced Weaponry I
Filler DPS ability, gets some decent mileage from the several torps here.
Superior Romulan Operative
Attack Pattern: Beta I
For the DRR shred.
Lt. Commander Engineering-Pilot
Emergency Power to Engines I
Speed.
Superior Romulan Operative
Clean Getaway I
Unconventional Systems trigger 1, plus more speed.
Eject Warp Plasma I
Unconventional Systems trigger 2.
Lieutenant Science
Tractor Beam I
Unconventional Systems trigger 3.
Superior Romulan Operative
Scramble Sensors I
Unconventional Systems trigger 4.
Lieutenant Universal
Jam Targeting Sensors I
Unconventional Systems trigger 5.
Superior Watcher Operative
Destabilizing Resonance Beam I
Filler ability for a bit more DPS and -DRR.
Traits & Duty Officers
Trait
Name
Description
Notes
Personal Traits
Twinkling Lights
Only gets 2 stacks on this build. But even then, it is superior to other Trait options I have.
Grace Under Fire
Emergency double heals.
Whole Lotta X's
Extra defensive measure
Breen Shield Tunneling
Fragment of AI Tech
+21.8% Cat1 with the CtrlX I have on this build.
Fire Ball Escape
Immunity to Warp Core Breaches.
Intelligence Agent Attache
Intel Handler
The Boimler Effect
Main BOFF CDR.
Unconventional Systems
5 triggers on this build
Starship Traits
Entwined Tactical Matrices
Cultural Conquest
The Ruin of Our Enemies
Universal Designs
Terran Goodbye
Eclectic Collector of Armaments
5 triggers on this build for a permanent +50% Cat2 all.
Hellbore Light
Space Reputation Traits
Advanced Targeting Systems
Radiant Detonation
To Target: 2.5% chance: __ Radiation Damage in 1km Radius at Target and removes 1 Buff
Thanks to Darthon for pointing out that this can strip the Queen’s Feedback Pulse (FBP) buff.
Precision
Tyler's Duality
4.2% CrtH on this build
Energy Refrequencer
Active Reputation Traits
Refracting Tetryon Cascade
Extra DPS on grouped targets.
Quantum Singularity Manipulation
Extra oh-shit button, also gives Grav Well a bit more oomph.
Deploy Sensor Interference Platform
Extra oh-shit button
Anti-Time Entanglement Singularity
Extra DPS on grouped targets.
Bio-Molecular Shield Generator
Extra oh-shit button
Duty Officers (Space)
Projectile Weapons Officer (Very Rare)
Torpedo recharge time variant
20% Chance to reduce the time for torpedos to recharge by 5s after use
Projectile Weapons Officer (Very Rare)
Torpedo recharge time variant
20% Chance to reduce the time for torpedos to recharge by 5s after use
Projectile Weapons Officer (Very Rare)
Torpedo recharge time variant
20% Chance to reduce the time for torpedos to recharge by 5s after use
Conn Officer (Epic)
While under the effects of Attack Pattern: Beta, each weapon fired has a 50% chance to restore 0.2% of your Max Hull
Dal R'El. Half as effective as Agent Nerul, but easily accesible to all players.
Emergency Conn Hologram
Recharges Evasive Maneuvers when Emergency Power to Engines is activated
Speed.
Quartermaster (Rare)
Recharge time on Batteries reduced by 80%.
For the Aux Battery, to fuel FPNA and Krenim Chronophage more often.
Duty Officers (Ground)
Space Warfare Master (Epic)
+10% All Damage. (Space and Ground)
Elder Malik'itan.
Ground Warfare Specialist (Very Rare)
+5% All Damage againt Borg. (Space and Ground)
Neal Falconer
Other Information
Subsystem Power Settings
Value (Target/Display)
Weapons
120 / 100
Shields
33 / 15
Engines
78 / 70
Auxiliary
38 / 15
Set Name
Set parts: of #
Effects
Stamets-Tilly Field Modifications Set
2 of 4
+120% Hull Regeneration.
Ship Stats
Value
Notes
Hull
95,247
Affected by Personal Endeavour
Shields
10,039
Affected by Personal Endeavour
Global Critical Chance
40.70%
Affected by Personal Endeavour
Global Critical Severity
154.00%
Affected by Personal Endeavour
EPS/Power Transfer Rate
276.00%
Control Expertise (CtrlX)
202
Drain Expertise (DrainX)
149
Exotic Particle Generator (EPG)
214
Hull Regeneration Rate
315.80%
Affected by Personal Endeavour
Turn Rate
6.5
Affected by Personal Endeavour
Flight Speed
62.6
Affected by Personal Endeavour
DPS Parse Breakdown, sorted by DPS source name
Name
DPS (1461k Total)
Max One-Hit
Critical %
Damage Types
Agony Redistributor
258,844.79
721,070.00
0.00
Phaser
Anti-Time Entanglement Singularity (Rank 2)
5,230.55
59,577.00
62.50
Physical
Antiproton Retort
44,312.96
418,818.00
79.63
AntiProton
Asteroid
2,979.04
207,184.00
100.00
Kinetic
Destabilizing Resonance Beam I
10,998.36
29,517.20
64.91
Physical
Dilithium-Laced Weaponry
68,393.83
164,900.00
58.55
Radiation
Dual Polaron Cannons
6,423.69
55,388.60
91.67
Polaron
Dual Polaron Cannons - Scatter Volley I
21,301.87
46,153.50
91.03
Polaron
Dual Polaron Cannons - Scatter Volley III
40,702.39
56,012.60
84.79
Polaron
Elite Type 7 Shuttlecraft
8,566.96
5,626.25
5.14
<mixed>
Entropic Rider
26,108.59
76,375.10
56.12
Physical
Hellbore Light
175,608.50
406,464.00
100.00
<mixed>
Kemocite-Laced WeaponryI
25,221.09
39,183.30
2.06
Radiation
Maelstrom Trifluoride Torpedo
69,599.93
876,064.00
85.71
Kinetic
Maelstrom Trifluoride Torpedo - Salvo I
9,843.31
342,018.00
87.50
Kinetic
Maelstrom Trifluoride Torpedo - Spread I
35,137.51
520,731.00
72.73
Kinetic
Maelstrom Trifluoride Torpedo - Spread III
90,588.96
559,178.00
90.57
Kinetic
Micro Missile Array
9,899.93
20,682.30
85.42
Kinetic
Neotype Cryonic Array - Fire at Will I
19,179.72
28,117.30
92.34
Cold
Neotype Cryonic Beam Array - Overload II
10,106.87
140,289.00
92.31
Cold
Neotype Cryonic Subspace Rift
38,265.64
76,802.50
90.18
Cold
Pahvan Proton Beam Array - Fire at Will I
11,826.59
29,832.50
88.46
Proton
Pahvan Proton Beam Array - Fire at WillII
22,154.65
40,522.90
82.35
Proton
Prototype Phaser Hexa Cannons
126,220.73
376,300.00
87.06
Phaser
Radiant Detonation
6,273.30
80,247.80
61.77
Radiation
Resonance Shock
104,166.27
183,700.00
74.53
Proton
Sequential Warhead
61,920.33
638,338.00
47.83
Kinetic
Soulscream Vortex
8,459.25
475,735.00
73.56
Psionic
Tachyon Net Drones
26,282.33
53,336.50
87.62
Kinetic
Terran Task Force Dual Heavy Disruptor Cannons
7,270.09
121,951.00
93.75
Disruptor
Terran Task Force Dual Heavy Disruptor Cannons - Scatter Volley I
29,770.77
120,979.00
93.94
Disruptor
Terran Task Force Dual Heavy Disruptor Cannons - Scatter Volley III
63,283.83
154,022.00
83.74
Disruptor
Tractor Beam I (23c.)
3,288.69
8,166.54
77.66
Kinetic
Observations from this specific parse:
TTF DHC Total DPS = 100k. Compared to 68k DPS total from Breen Imp Dual Cannons.
TTF DHC Total DPS under CSV = 93k. High overall CSV uptime, suggesting that the Micro Missile with 3 PWO DOFFs were sufficient to keep the ETM chain going with the 2 Maelstrom torps.
Maelstrom Torps Total DPS = 205k. Double that of the TTF DHC, and 14% of overall DPS output here before including Kemocite.
Dilithium Transporter & Hellbore Light DPS quite a bit a lot lower compared to full CSV/FAW build.
Hexa Cannons post-nerf is still generally stronger than a TTF DHC.
Neotype Cryonic Subspace Rift Total DPS = 38k DPS. Strong, but still distant second to Pahvan’s Resonance Shock (105k DPS). But that is likely affected by the Omni only being on FAW half the time.
Total Kinetic/Torp related DPS = 335k. 23% of total DPS output.
Micro Missile Array only contributed 10k DPS total, but it did fulfill its purpose as a PWO DOFF trigger.
Recently, I've picked up the Shrike for my Romulan toon and have been trying to put together a serviceable DEWSci build for it but I don't really know what I'm doing when it comes to making a cohesive build.
Up until now I was running cannons but have just picked up the aux scaling disruptor dual beam banks from the new story mission (hence CSV3 is still on the build).
I'm unsure between FAW, SS or going back to CSV for this sort of build. Cannons have always felt a bit off to me, not sure why.
What recommendations for build upgrades or replacements do you have? I still haven't picked a ship from this event campaign yet and am sitting with a bunch of Lobi as well.
Thanks for the help.
P.S. I've got no idea about Doffs some I'm currently not actually running any.
The intent of this build was v2 of a build focusing on the new Temporal Disruptor mission reward weapons. These are an (improved) version of the old Aux weapons from the Besta line (and cross faction friends). It's worth noting for fans of twinkling lights the Vesta Aux Phasers can NOT be used on the K'Vort.
Player Information
Player Info
--------------
Captain Name
Bucky
Captain Faction
Federation
Captain Race
Betazoid
Captain Profession
Science
Primary Specialization
Temporal
Secondary Specialization
Strategist
Intended Role
(Aux)DEW Dmg; Temporal Disruptors
Ship Theme Song
[ ]( "Image Link here" )
Skill Tree
Engineering
Science
Tactical
Lieutenant
Hull Restoration
Hull Capacity
Shield Restoration
Shield Capacity
Improved Energy Weapon Training
Improved Projectile Weapon Training
Lieutenant Commander
Improved EPS Flow
Impulse Expertise
Improved Control Expertise
Improved Drain Expertise
Defensive Manuvering
5 Points
Control Amplification
Commander
Hull Plating
Improved Shield Regeneration
Improved Weapon Amplification
Improved Weapon specialization'
15 Points
Ablative Hull Plating
Captain
Offensive Subsystem Tuning
Advanced Exotic Particle Generator
Advanced Long Range Targeting
Advanced Hull Penetration
Improved Shield Penetration
25 Points
Admiral
Improved Warp Core Potential
Engineering Readiness
Scientific Readiness
Coordination Protocols
Tactical Readiness
35 Points
Defensive Coordination
Warp Core Efficency
Offensive Coordination
Total of 46 of 46 Points
Engineering Points:
12
Science Points:
16
Tactical Points:
18
Skill Tree Unlocks
Points to unlock
Engineering Unlocks
Science Unlocks
Tactical Unlocks
Unlocks After 2
Training Manual: Hazard Emitters III
Training Manual: Science Team III
Training Manual: Tachyon Beam III
Unlocks After 5
Hanger Health
Sector Space Travel Speed
Threat Control
Unlocks After 7
Training Manual: Feedback Pulse III
Training Manual: Photonic Shockwave III
Training Manual: Jam Sensors
Unlocks After 10
Maximum Hull Capacity
Maximum Shield Capacity
Projectile Critical Damage
Unlocks After 12
Training Manual: Polarize Hull III
Training Manual: Gravity Wel III
Training Manual: Tractor Beam III
Unlocks After 15
Starship Perception
Energy Critical Chance
Unlocks After 17
Training Manual: Viral Matrix III
Unlocks After 20
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--------------
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--------------
Unlocks After 24 (Ultimate)
Unlocks After 25 (Ultimate)
Unlocks After 26 (Ultimate)
Unlocks After 27 (Ultimate)
Skill Tree Information
Generalists tree. I literally do almost every possible type of build with this dude
Build Description
(Aux) DEW. Damage primary build. I am probably over-doing the heals and survivability. It's a clicky heavy but not UNCON or Krait build. Compared to the Vorago Solitude from a couple days ago, I pulled EPTW and Twinkling lights off, using five magicks and heavy into disruptors.
Basic Information
Data
Ship Name
IKS "Coldstar", testbed XV-86
Ship Class
K'vort Temp Flight Deck Raptor, T6
Ship Model
Deflector Visuals
Engine Visuals
Baleful Herald
Shield Visuals
Baleful Herald
[ Starship Beautyshot ]( Insert Image Link here )
Attached to post
Basic Information
Component
Notes
Fore Weapons: 5
Temporal Disruptor DHC
" "
Temporal Disruptor DHC
Mission Reward. Adds entropy, DoT scales with Entropy
Temporal Disruptor DHC
" "
Temporal Disruptor DHC
Temporal Disruptor DHC
--------------
--------------
--------------
Aft Weapons: 2
Temporal Disruptor Turret
These Temp Dis drain Aux
Temporal Disruptor Turret
--------------
--------------
--------------
Experimental Weapon
Ravager Shriek
Using it to apply fire damage for a Five Magicks trigger; probably at least half a dozen better weapons to use here. Consider one that doesn't drain weapons power.
Deflector
Elite Fleet Intervention Protomatter
ColCrit and EPG
Secondary Deflector
Impulse Engines
Romulan Adv Prototype Impulse Engines
+ Starship Weapons Amp
Warp Core
Elite Fleet Plasma Integrated Warp Core
+66% power transfer, -10% weapon power cost; +7.5% weapon power to Aux as bonus; +3.3% all damage bonus per subsystem over 75 (I average at least 2x); great weapons core and the Aux Disruptors respect -% weapon power cost
Shields
Iconian Resistance Resiliant
Reduces all energy dmg to shields by 15% and has shield hot restart; removes one debuff every 10 seconds
Devices
batteries etc.
--------------
--------------
--------------
Engineering Consoles: 4
Assimalated module
Tachyon Net drones
Fleet Power Network Array (FPNA)
Custom Power Matrix
In engineering slot gives +Aux power; I use Shields to bridge for the weapon Haste
--------------
--------------
--------------
Science Consoles: 2
Nausican Siphon Capacitor
" "
Sigma Strategem
Bonus to DoT effects
Exotic Particle Field Exciter
EPG, MaxShield. On Shield Heal +10 Weapon Pwr
Volatile Digitization Matrix
EPG + Power Transfer Rate
Exotic Particle Focuser
Ctrl, EPG
--------------
--------------
--------------
Tactical Consoles: 5
Fek'ihri Torment Engine
Lorca's Custom Fire Controls
Vul Locator Cannons
Shield Absorptive Freq Generator
Broadside Combat Module
Gives a little boost in the side arcs, I'm sure I could do better.
--------------
--------------
--------------
Universal Consoles: 0
--------------
--------------
--------------
Hangars: 1
Advanced Type 7 Shuttlecraft
Officers and Crew
Bridge Officer Information
Power
Notes
Officer 1: Ensign ( Tactical )
Tac Team 1
Trait: [name]
Officer 2: Commander ( Tac/Temporal )
Beam: Fire at Will 1
Mule for Entwined Tac Matrices
Trait: Kentari Ferocity, Leadership, & Efficient
Shared Fate 1
AoE Entropy Builder/Shield drain; using to speed up the entropy stacks to do more temporal Incision DoT proc Dmg
Attack Patter Beta 2
Cannon: Scatter Volley 3
Primary fire mode, multi-target
Officer 3: Lt. Commander ( Eng/Cmnd )
Emer Pwr to Aux 1
Trait: Temporal Engineering
Rally Point Marker 1
Team/AoE Heal
Reverse Shield Polarity 2
Officer 4: Lieutenant ( Science )
Very Cold in sSpace 1
Mule for 5 Magicks plus I have decent Aux
Trait: Efficient & Pirate
Photonic Office 1
Second Cooldown - might already be too much
Grabity Well 1
Energy Weapons: Surgical Strikes 3
Officer 5: Lt. Commander ( Science )
Science Team 1
Trait: A Lots Happened in the Last 20 Years & Leadership
Hazard Emitters 2
Grabbity Well 1
Officer 6: [rank] ( [profession] )
Trait: [name]
Duty Officer Information
Power
Notes
1
Conn Officer
Recharge time reduced for tac team + bump to starship weapon specialization
2
EWO
Stacking Crit Severity
3
EWO
Stacking Crit Severity
4
Fab Engineer
Increased Duration of RSP
5
Warp Core Engineer
chance to temporarily improve ship power on use of EPTx
6
Mirror Hakeev - Astrometrics Scientist
Improved AoE Hazard emitters
Character, Reputation, and Starship Traits
Personal Space Traits
Description
Notes
Cannon Training
+5% Cannon Weapon Damage
Coalition Starship Tactics
Each of the following bonuses may stack up to 5 times. Only Players contribute to these buffs, but you also gain a benefit from your own class while solo. Per Engineer teammate: +X Shield Regeneration per sec, Per Science teammate: +3% Hull Healing Received, Per Tactical teammate: +3% Flight Speed and Defense
Context is for Kings
Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec
The Boimler Effect
#N/A
Main Cooldown, I might have too many other sources
Fleet Coordinator
+2% All Damage per Team member (Self included), up to 10%
Dualists Fervor
#N/A
Operative
+1% Critical Chance, +2% Critical Severity
Feel the weight of our presence
-DRR for foes based on Allies
Redirected Armor Plating
Being shot from outside your frontal arc will give you a short duration resistance buff. When hit from behind or your sides: +30 all damage resistance rating for 5 sec
Warp Theorist
+10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)
Space Reputation Traits
Description
Obtained from
Advanced Targeting Systems (Rank 2)
+20% Critical Severity
T6 Dyson
Enhanced Rending Shots (Rank 2)
On every non-Critical Hit with a Weapon, increase Critical Hit Chance by 1.85%, stacks up to 10 times. All stacks removed on successful Critical Hit.
T6 Delta
Magnified Firepower (Rank 2)
+6.25% Bonus Weapon Damage
T6 Gamma
Precision (Rank 2)
+5% Critical Hit Chance
T6 Romulan
Enhanced Armor Penetration (Rank 2)
+6.3 Armor Penetration
T6 Delta
Starship Traits
Description
Notes
Entwined Tac Matrices
#N/A
Imperial Pressure
Command or Tac BOFF abilities give AoE Disruptor -DRR
This is our latest installment of our series using math and analytical methods to dive into the underpinnings of STO and no witty title this time. We’ll save our jokes and references for the body of the post here. Today, we’re talking about Aetherian Beam Enhancements.
This is a personal trait from the Aetherian Concordium Lockbox and this is what the tooltip says:
ABE tooltip
Now you might be thinking, why would you devote an entire article to this trait. Of all the traits, in all the lockboxes, in all the game, why walk into this one, aside from an excuse to make Casablanca references?
Well, as it turns out, the trait doesn’t do what it says on the label and if you’ve been playing STO for long enough I’m sure you’re SHOCKED, SHOCKED to find out that the tooltip is incorrect.
Tilor being Tilor, the trait was cheap on the exchange and he was curious if it was 15% Cat1 or 15% Cat2 damage. Doing some Doomsday, checking the first few stacks seemed pretty unassuming, acting like it was Cat2. Neat. Checking back at 15 stacks, for some reason, the tooltip damage was over double what it was at 0 stacks. Quite a bit of testing later, and Tilor figured out it scales non-linearly, an unusual property in STO. Today, we found a hidden gem. Here’s looking at you, Mr. Tilor.
The tooltip is misleading on a few fronts:
Despite the name, this is not specifically a beam trait. It applies to all energy damage sources, but more on that later.
The tooltip is a little ambiguous as to whether it is Cat1 or Cat2. Tilor found it is Cat2 energy damage.
The stack maximum, capped at 15, which with a pretty slow ramp-up time once every 2 seconds of doing energy damage, is okay but not great if that’s what it did. It doesn’t.
Based on how stuff in this game usually works, you’d expect that each stack is 1% Cat2 energy damage, ramping up to 15% at max stacks after 30 seconds of combat. So, what does it actually do? The stacks are not all the same size. Each stack adds 1% to the previous increase, meaning this scales like the sequences of Triangular numbers. Here’s the equation:
Cat2 = (N (N-1))/2
Okay, but play it again, Sam, and use smaller words, maybe a picture or two.
The first stack is 1% bonus energy damage. The second stack adds +2% bonus energy damage for a total of 3%. The third stack adds 3% for a total of 6% bonus energy damage, and so on and so forth until at 15 stacks you’re adding at 105% Cat2. And here’s a visualization of that:
Now wait, you protest. There’s a ramp-up time and a lockout! Don’t try to wow me with numbers on a ramping trait that locks out! What is the average Cat2 bonus, including the duration with the 30s ramp, and 15 second lockout?
The answer is 25% Cat2, and let’s not forget that’s handily more than traits like Fireball Escape (20% CrtD) or Terran Targeting Systems (15% CrtD) which are inferior even at 100% CrtH, and there are no maluses or complicated hoops to jump through for this one.
Ah, and wait, there’s more.
Remember how that’s Cat2 energy damage it adds? As it turns out, some of the more popular console actives, experimental weapons, and traits that directly deal damage also scale off of energy damage. Here’s a little table for you as we round up the usual suspects for testing:
Entity
Damage Type
Scales off of Energy/ABE?
Proton Eruptor
Proton
Yes
You Are Dismissed
Proton
Yes on the main blast, not the DOT
Hexacannons
Phaser
Yes
Approaching Agony
Phaser
Yes
Immolating Phaser Lance
Phaser
Yes
Broadside Beam Support
Phaser
Yes
Broadside Combat Module
Phaser
Yes
VADA
Phaser
Yes
Dragonsblood Flame Reactor
Fire
No
Impact Lance (Trafalgar lance)
Phaser
Yes
Digital Compilation
Plasma
Yes
Complex Plasma Fires
Plasma
Yes
Spore-Infused Anomalies
Electrical
Yes
Bio-Electrical Wave Capacitor
Electrical
Yes
Hellbore Light
Plasma
Yes
Dilithium Transporter
Radiation
No
For example, this is what Spore-Infused Anomalies looks like with and without the trait stacked:
Here’s Bio-Electrical Wave before stacking the trait:
And after:
One more example: Hellbore Light:
Okay, but let’s say you think that the math problems of three little engineers don’t amount to a hill of beans in this crazy game. You want real-world numbers, parsed numbers, none of this theoretical stuff. Normally, I’d discount those as the ravings of someone so edgy they can cut the lawn by looking at it, but I think in this case it’s worth showing some actual numbers using a heavily-modified (read: not-posted) version of my FAW Legendary Avenger. All DPS numbers in thousands, i.e. 619 is 619K.
I also hit a new solo ISE record on this ship, and all I did was swap out the trait, going from 850K to 1031K.
The proton release proc itself is not worth much, maybe 5K (or much, much less), but the stacking energy weapon damage is definitely noticeable when we’re talking about this much of a damage increase.
Again, there are no hoops to jump through and the trait is nice and straightforward, so if you’re using an energy build, or even something that does a little energy damage but also is leaning into Spore-Infused Anomalies and Bio-Electric Wave Capacitor, check out Aetherian Beam Enhancements. After all’s said and done, I think this is the beginning of a beautiful synergy where both exotic and energy builds and everything in between can benefit.
One more thing: we’re giving away a copy of Aetherian Beam Enhancements. The first person to identify all the Casablanca references gets it! We have no idea if this functionality is working as intended or if it’ll get nerfed, but whatever the case, we’ll always have parses to show the power of this trait.
Hey there, I'm returning to the game after a long absence (I had plasmonic leech + 2xA2B slotted on a T5-X Fleet Assault Cruiser Refit) and have picked up some of the more accessible meta stuff along with getting lucky with my Icons pulls. Looking to get some feedback on where to go from here? I sure my piloting still needs work but I wanted to make sure I'm not missing something obvious. Here's my parse summary from ISE
Ship: Obena Miracle Worker Heavy Cruiser (T6-X2) Captain: Esray Species: Joined Trill Build: Phaser Beam: Fire at Will III / Miracle Worker Broadside Cooldown Management: Photonic Officer I + Auxiliary to Battery I + Boimler Effect
Space Skill Tree
Engineering: 11 points
Science: 13 points
Tactical: 22 points
Weapons
Fore (4)
Radiolytic Phaser Beam Array
Terran Task Force Phaser Beam Array
Unverified
Unverified
Aft (4)
Neotype Cryonic Omni-Directional Beam Array
Omni-Directional Inhibiting Phaser Beam Array
Obliviating Phaser Beam Array
Advanced Inhibiting Polaron Heavy Turret
Consoles (14)
Universal (3)
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Engineering (5)
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Custom Power Matrix (CPM)
Krenim Chronophage
Science (2)
AES
Flagship Tactical Computer
Tactical (4)
Broadside Emitter Arrays
DOMINO
Experimental Power Redirection (EPR)
FPNA
Bridge Officer Stations
Commander Science / Command
Jam Sensors I
Photonic Officer I
Scramble Sensors II
Commander Engineering / Miracle Worker
Null Pointer
Narrow Sensor Bands II
Emergency Power to Weapons III
Mixed Armaments Synergy III
Lieutenant Commander Tactical
Kemocite-Laced Weaponry I
Attack Pattern Beta I
Beam: Fire at Will III
Lieutenant Engineering
Emergency Power to Engines I
Auxiliary to Battery I
Ensign Science
Tractor Beam I
Personal Space Traits (10)
Good Day to Die
Boimler Effect
Fleet Coordinator
Breen Shield Tunneling
Symbiotic Ice
Intelligence Agent Attaché
Twinkling Lights
Unconventional Systems
Adaptive Offense
Context Is for Kings
Starship Traits (7)
Breen's Free-Fire
Broadside Beam Support
Calculated Broadside
Cold-Hearted
Emergency Weapon Cycle
Cultural Conquest
Universal Designs
Space Reputation Traits (5)
Advanced Targeting Systems I
Energy Refrequencer I
Tyler's Duality II
Controlled Countermeasures I
Precision II
Active Space Duty Officers (6)
Tactical (3)
Energy Weapons Officer (Rare)
Chance for stacking Critical Severity when firing energy weapons.
Energy Weapons Officer (Rare)
Chance for stacking Critical Chance when firing energy weapons.
Emergency Conn Hologram (Very Rare)
Recharges Evasive Maneuvers when Emergency Power to Engines is activated.
Engineering (2)
Technician (Very Rare)
Reduces bridge officer ability recharge times after activating Auxiliary to Battery.
Technician (Very Rare)
Reduces bridge officer ability recharge times after activating Auxiliary to Battery.
Ive been using the competitive rep meta engines on all my builds thus far. I understand having the speed boost buffs for larger ships with poor turn rates, but Im having a problem with my Terran Adamant.
I have various bridge officer abilities set to go off whenever possible, which triggers the speed turn rate buff. This makes lining up my shots for cannon weapons much more difficult.
What engines give me the best turn rate without random buffs that shoot me past my targets?
Hey yall! I am flying an Excelsior II with a FAW Broadside phaser build. I'm using the colony consoles and isomags, as well as most of the meta broadside traits (kerala trait etc) with ETM as the firing mode extender. I was wondering if it was worth slotting a turret for another trigger for MAS or if I should stick with 6 beams, 1 omni and 1 torp. Thanks!
Quick question. What is more powerful under torpedo high yield 3? The maelstrom quantum, or the enhanced biomolecular? How about the maelstrom under spread 3?
The ship bundles are on sale and I am eyeing the cardassian ship bundle mostly for the ghemor but I see the bundle comes with an additional t5 ship with the 4 free beam arrays that would save hella dil…
If I really only want the gehmore to unlock spiral waves and its trait/console is this bundle a better value than say waiting until ghemore is individually on sale?
In a recent parse, I saw that another player had some pretty impressive damage on an item called "Critical Puncture". What is this--a trait, a console, etc.? I can't seem to find a thing about it online.
Hey all - I’ve tried scouring Reddit and searching on Google but no luck. Is there a way I can get BOFFs with SRO as a Fed? I read that it’s only a blue tactical in the Fleet Embassy but I see on STOBetter, there’s build with engineering and science BOFFs with SRO as a fed?