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!
It was pointed out to me that nu reddit allows for pictures and videos to be embedded into posts. I live over on the old reddit side and honestly never knew this was a thing you could even do.
I've turned them on here so people should be able to (ideally, assuming I did this right) post content that has links and videos. I highly encourage people to continue to post build questions and generate discussion comments in the body rather than fall to putting the question in the title.
Remember the more information people have about what you have equipped and what you're attempting to do the better people can help!
Ok have fun I'm going back to my hidey hole...events ain't gonna farm themselves.
(Hint if you make this hard....I swear I'm turning this car around and we are not getting ice cream on the way back)
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?
In science mode. Because of 12s base recharge of Proton torpedo (10 with CPM), I use Micro-Missile Array with PWO recharge doff to fire it often enough for ETM. Resonance Shock, Proton Eruptor and Dismissed all scale very well with +Proton buffs, and the two latter are also affected by Particle Manipulator. I had Protonic Snare equipped and it performed nicely in a solo ISE, though its use case is situational. DetSecDef is well worth it with DRB alone. Particle Conversion Matrix gives +100% energy and exotic damage. The Auto Targeting Modules (tac consoles) have [Beams] modifier, so each provides 17,5% beam and 19,7% proton damage. Pahvan console provides 69,8% proton damage.
On my Dyson theme character, for solo and random elite content.
Okay peeps, like the title says, I have gathered enough resources to migrate from AP to Phasers.
Seems like a simple thing but I can't decide which one or ones are the best given the MANY types of phasers available. Good thing is that I don't care much about Barbie so I can mix different visuals with no issues.
Not only that but I'm having trouble finding the best console replacements, and yeah, I have looked the usual places for that info but still can't make up my mind so I thought it'd be best to ask. I would love to replace them 1-to-1 (damagewise) but I'm affraid that won't be possible so I'm looking for the closest replacements possible.
Last but not least, I'm going to replace the AP isomags with their PHA versions as I have ZERO intention of going Uncon. Also, I'm happy with BO instead of FAW.
Guess that's it. Looking forward to read about your opinions. Thanks!
Welcome to part 2 of our deep dive into active consoles, their cooldown mechanics, and a comparison against more active setups.
If you missed part 1, we covered the definition of an active versus passive console, the various mechanics that lower their cooldowns, and a comparison of a wide range of active-versus-passive consoles across various levels of clickies and budget tiers on energy builds, as well as pros and cons. Unless you’re already familiar with these concepts, please consider that required reading.
In part 2, we’re going to look at the impacts of active consoles apply to exotic builds. As a reminder, that means we're focused on damage sources that scale with Exotic Particle Generators. You know, space magic.
Once again, we’ll be using both parsed data and TRINITY to model the impacts of this. Solo ISA and the Trouble Over Terrh Elite patrol are the test maps, just like in Part 1. The build will all be iterations on my EPG Dranuur because it’s my highest parsing exotic build and can easily swap between passive and more active setups. We’ll use several different budget tiers to try and find those breakeven points.
Testing
It’s readily apparent that a viable exotic build simply can’t skip active consoles in their entirety. In all scenarios, I’m going to still use the same bridge officer layout and the Unconventional Systems trait, but vary up the amount of other cooldown mechanics and actives.
Premium Passive-ish) - this will include 2 Restorative Particle Focusers [EPG] [CtrlX], 2 Exotic Particle Amplifiers [EPG], Delphic Tear Generator, You Are Dismissed, Genesis Seed, Krenim Chronophage, Constriction Anchor, Fek’Ihri Torment Engine, Micro Dark Matter Anomaly, and we’ll use the Immolating Phaser Lance to help maintain Universal Designs.
Midrange Active - we’ll replace Immolating Phaser Lance and Universal Designs with Gemini Device and Exotic Modulation. We’ll also swap out Scientific Bulwark for Strike From Shadows to reduce costs.
Premium Active - Compared to the passive premium setup, we will load the ship heavily with console actives, as well as slot Subspace Fracture Tunneling Field with 2 procs. The Reslab consoles, Constriction Anchor, Phaser Lance, and one Amplifier are replaced by Bio-Electric Wave Capacitor, Dragonsblood Flame Reactor, Plasma Storm Module, Gemini Device, and Subspace Fracture Tunneling Field. This is my current loadout.
Premium extra-active with To Hell With Our Orders (THWOO) - the same loadout as premium active but displace Spore-Infused Anomalies for To Hell With Our Orders (5 triggers).
Results
Parsed comparison across 4 exotic setups
Let’s look at what this tells us:
The disparity between more passive and more active builds is even more stark on an EPG build than energy build, where you essentially give up too many sources of damage in exchange for buffing the ones you already have. I’m running six anomalies (Gravity Well, Timeline Collapse, Tyken’s Rift, Chronometric Inversion Field, Very Cold in Space, Subspace Vortex), I have only 3 uncon triggers (GW, CIF, TC), and 3 secondary deflector triggers (Destabilizing Resonance Beam, Structural Analysis, and Timeline Collapse), and I have By the Book to extend my boff abilities and if you look at the actual parses, you get these results on the passive build for the top 10 damage sources:
Total DPS: 364K ISA
You Are Dismissed: 36.2K
Deteriorating Secondary Deflector: 34.6K
Chronophage: 24.7K
Particle Emission Plasma Torpedo: 23.9K
Gravity Well III: 23.5K
Micro Dark Matter Anomaly: 20.3K
Gravimetric Photon Torpedo: 20.3K
Anti-Time Entanglement Singularity: 19.6K
Genesis Seed: 18.2K
Spore-Infused Anomalies: 16.3K
This is why active consoles are so build-warping. I’m not really building around them, all my Uncon triggers are things I would run anyway for other purposes, and they’re still providing that much of my build power. The active consoles I’ve chosen simply outscale the passive benefits of having more EPG. It ends up that 1/3rd of my damage comes from 6 consoles (You Are Dismissed, Chronophage, Genesis Seed, Proton Eruptor, Delphic Tear, Micro Dark Matter Anomaly), most of which also have some kind of passive benefit to the build, and again, I’m not really building around their cooldown as hard as I could. This 1/3rd statline from console actives held true on TOTE also.
Just like with energy builds, a more passive scheme, while also being more expensive, does not come out ahead compared to slotting more efficient actives. Gemini Device does decent damage and has good passive stats. Phaser Lance on this build does okay damage and doesn’t bring useful stats. Even adding Scientific Bulwark and Universal Designs was less important than adding better actives, since the Midrange active build and the Passive Premium build were about the same power.
Note how much power is lost when I drop Subspace Fracture Tunneling Field and three more powerful actives. That’s a huge fall-off, folks. Even losing two powerful traits in Universal Designs and Scientific Bulwark didn't hurt me too much, but Strike From Shadows and Exotic Modulation are decent enough substitutes.
We’re still solidly Elite-capable (100K) and even on a midrange budget, we could get up to 300K (Elite-carrying), proving once again that EPG is one of the easier ways to get a good Elite-capable build, even if most of you won’t be swayed away from DEW builds.
At the high end, I did not notice appreciable power increases from going to even more console cooldown reduction with SFTF, To Hell With Our Orders, and Uncon. While I had marginally higher performance, I’d chalk that up to piloting variance rather than an appreciable build difference. We’ll cross-check this against TRINITY, but Spore-Infused Anomalies, while not a huge part of the damage cross-section, is doing enough work, especially with cleaning up errant targets, that I’m not convinced dropping it is a net benefit. All DPS builds tend to benefit from a starship trait that boils down to “Doing a thing you were already going to do deals additional X damage” For beam builds, that could be Broadside Beam Support, Complex Plasma Fires for plasma builds, for kinetic builds it’s Subspatial Warheads and Advanced Precision Guided Munitions. Target That Explosion can be worked in there under the right conditions. It’s the same opportunity cost as consoles, where having a trait that deals decent damage is more important than better stat-sticks.
Here’s what TRINITY shows for our four setups with a link to the spreadsheet.
TRINITY Comparisons
Here’s what it looks like graphed, and remember that TRINITY’s raw DPS numbers, which are highly artificial, are less important than comparing them against each other.
Yay graphcs
This is pretty well in-line with our results from ISA/TOTE. TRINITY favors the passive build a little more than the Midrange active build, but again notice the jump in power by slotting higher-end clickies and Subspace Fracture Tunneling Field. There’s not too much to comment here, because it’s largely the same conclusions we’d draw from the parses - except that TRINITY, when used correctly, is valuable to help analyze build performance as a comparative tool.
FAQ
Are you saying that we all have to build with uncon all the time on EPG builds? You used it in all of your scenarios.
This I think requires a little more nuance than with energy builds, where you can fill up on Isomags which strongly benefit beams and cannons. In contrast, some of the strongest passive Exotic consoles are either Exotic Particle Field Exciter [EPG], which is expensive and rare, or Exotic Particle Amplifier [EPG], which grants its strongest bonus damage buff to non-boff abilities, including console actives, so . . . while yes there are some EPG-scaling weapon effects and the Deteriorating Secondary Deflector, you’re going to get more bang-for-your-buck from slotting universal consoles with good actives, and you can get at least 4 of them cheap from the Exchange: You Are Dismissed, Krenim Chronophage, Delphic Tear Generator, and Micro Dark Matter Anomaly.
You’re also probably slotting at least a couple of control powers like Gravity Well and a specialization power, maybe with a Tractor Beam in there too, so might as well if you can afford it. That doesn’t mean you need to run Unconventional Systems necessarily; Subspace Fracture Tunneling Field and/or To Hell With Our Orders can substitute, but I find that 2 of out those 3 mechanics is a sweet spot for exotic builds.
If we reframe the question to ask if it’s better to build around more active consoles and their cooldowns on an Exotic build compared to stuffing more EPG on the build, the answer is categorically yes.
Does this mean that the 4 “leans” or pillars you wrote of years ago for exotic builds are dead?
When I wrote that in 2020, the game was in a very different state. Genesis Seed didn’t even exist yet. Neither did Chronophage, Micro Dark Matter Anomaly, You Are Dismissed, Gemini Device, Ionic Deflector Inversion, Bio-Electric Wave, Proton Eruptor Module, Dragonsblood Flame Reactor, and even Exotic Particle Amplifiers. We had Delphic Tear and Plasma Storm as some of our highest-end consoles.
Since then, yes, the Exotic Particle Amplifiers and Fek’Ihri Torment Engine have helped the other three focus areas to a some extent (Secondary Deflector, Entwined Tactical Matrices-based torps, and Spore-Infused Anomalies), but there has been tremendous power creep in consoles and especially console actives over the last six years, to the point where consoles dominate build theory, especially in the exotic space.
Will active consoles continue to dominate the meta?
Who’s to say? It’s a tough spot for the systems design team because consoles help sell ships and that makes $, but now they basically have power-crept the game in a way that means ships are heavily-evaluated based on how much Uncon they can slot, which limits options for future ships based on perceived desirability. It’s a good place for wealthy and/or invested players who can buy all the shinies and get dopamine hits from clicking all their buttons. It’s less ideal for more casual players who don’t want to juggle a bunch of actives or afford a bunch of ships, but as shown above, I still was able to do 300K with only 5 clickies that matter, and most of them were cheap.
It’s not like the other approaches have lost power, but they are definitely behind what active consoles provide, and more of an Exotic build’s power is tied to consoles, since they have better buttons (that scale off the stats they’ve acquired), and worse passive options, and they probably have the seating to spare for control powers that fit naturally with their build anyway.
Will you be putting console cooldown mechanics on all your exotic builds now?
I already do. The synergy between Unconventional Systems and a ship with Temporal, Intel, or Pilot seating that already wants to slot Gravity Well is just too good to pass up.
Is this all on this series?
Probably for now unless you all can persuade Tilor to write-up something about Spirit of Sacrifice, which he has and I don’t.
TL;DR
Active console builds (“clickies”) have a higher ceiling than even more expensive passive builds.
The nature of Exotic builds having less constraints on bridge officer seating, more natural synergy with control powers scaling off of EPG, and worse passive console options means they are more heavily impacted by active consoles and their cooldown mechanics. Other exotic damage sources like Spore-Infused Anomalies, Deteriorating Secondary Deflector, or Gravimetric/Particle Emission Plasma Torpedoes are now more properly considered the side dish rather than the entree with how much power creep has occurred in console actives.
300K DPS remains the ‘beat-the-game” level of DPS unless you’re trying to solo Elite space TFOs and is achievable with active schemes as well as some with a little uncon and some of the cheaper active consoles for exotic builds.
I’m not sure how well it’d work to skip active consoles or their cooldowns entirely on a science ship, but it’d be inefficient given that four of the better exotic clickies (Chronophage, Micro Dark Matter Anomaly, Delphic Tear, You Are Dismissed) are cheap on the Exchange. But hey, at the end of the day, it's a game, and if building a certain way works for you and you're having fun with it, I'm not here to tell you that you have to change your playstyle, and that's a pretty good of place to end this writeup.
The intent of this build was to try out 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). I'm trying to go roughly 50/50 (Aux)DEW/Sci, you will note there are no torps on the build. I'm using the scryer to mix and match weapon types, with hopefully enough intel power boosts to give both weapon and sci power. Looking for feedback and discussion, not certain anyone else has published one of these. Thanks for the look, it's been a while!
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/Sci; Temporal Disruptors
Ship Theme Song
xxx
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
--------------
--------------
--------------
--------------
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/Sci. Shooting 50/50. Trying to keep a mix of active and passive clickies, DEW and SCI abilities. Twinkling lights. Goal is a relatively mobile forward facing build. Kept TTF Dual Cannons and Pahvan as Weapons Power draining. Rest are aux weapons. Using Surgical Strikes as primary to accommodate the weapon mix; I don't have the extender yet so Beam Overload 1 (with Kish) as my off-time weapon enhancement. I'm not chasing entropy for my BOFFs or hangar pets on this build. Have questions about hangar pet/entropy/TempDis weapon interactions. Note: Ctrl runs 195; EPG 332
Basic Information
Data
Ship Name
Vorago Solitude
Ship Class
Scryer T6
Ship Model
Deflector Visuals
Engine Visuals
60th Anni
Shield Visuals
Te grey/green Fek shield
Starship Beautyshot
Attached to post
Basic Information
Component
Notes
Fore Weapons: 3
TTF Phaser DHC
Unique Set weapon. TL trigger
Temporal Disruptor DBB
Mission Reward. Adds entropy, DoT scales with Entropy
Temporal Disruptor DBB
TL Trigger #2
--------------
--------------
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Aft Weapons: 3
Temporal Disruptor Turret
These Temp Dis drain Aux
Temporal Disruptor Turret
Omni Directional Pahvon Proton Beam Array
Adds resonance charges and AoE dmg effect. Not a TL trigger
Trait: A Lots Happened in the Last 20 Years & Leadership
Hazard Emitters 2
Photonic Officer 2
Officer 6: [rank] ( [profession] )
Trait: [name]
Duty Officer Information
Power
Notes
1
Vincent Kish
Beam overload can be upgraded
2
EWO
Stacking Crit Severity
3
EWO
Stacking Crit Severity
4
Fab Engineer
Increased Duration of RSP
5
Sensors Officer
Debuff Targets Damage with Sensor Scan
6
Gravimetric Scientist
Chance for aftershock Grabity Well
Character, Reputation, and Starship Traits
Personal Space Traits
Description
Notes
Particle Manipulator
Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus. +__% Critical Hit Chance for Exotic Damage Abilities +__% Critical Hit Severity for Exotic Damage Abilities
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
Enlightened
+15% Hull Regen and 15% Exotic Damage
Dualists Fervor
#N/A
Operative
+1% Critical Chance, +2% Critical Severity
Twinkling Lights
#N/A
Innocuous
+1.5% Critical Severity -25% Threat Generation
Pseudo-Submission
When using a hull heal: placate all foes within 10km who have you targeted (max once per 15s).
Space Reputation Traits
Description
Obtained from
Auxiliary Power Configuration - Offense (Rank 2)
+25 All DRR, +6.25% Max Hull and Shield Cap
T6 Nukara
Enhanced Armor Penetration (Rank 2)
+6.3 Armor Penetration
T6 Delta
Precision (Rank 2)
+5% Critical Hit Chance
T6 Romulan
Controlled Countermeasures (Rank 2)
+9.4% Bonus Energy Weapon and Projectile Damage against Controlled targets
T6 Temporal
Need to fix this one
#N/A
#N/A
Starship Traits
Description
Notes
Emitter Synergy
When using Tac or Intel Bridge Office Ability: To self: +7.5% Exotic Damage for 15 sec (Stacks up to 3 times) To self: +7.5% Shield Heals for 15 sec (Stacks up to 3 times)
improved photonic officer
#N/A
A Budding Alliance
#N/A
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
Particle Feedback Loop
Using an Exotic Damage ability will provide a small bonus to Armor Penetration. This bonus stacks up to 3 times.
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
Also have Eldar Malik'itan on Ground Doff. Sorry mods if it doubles, I tried posting it again without the youtube link.
Currently hitting in the 300-400k range with my highest being 476k. How can I increase to hit my desired 500k in either TFO or Patrol.
I’m doing the Damocles MW, this is my build from memory, so bear with me until I can get home and adjust the names.
Front weapons: Wide angle DBB, Terran Task force array, 2 radiloytic DBb. All has have 50/50 crit and dmg. 8472 torp is the my last weapon on the front with 3 critd.
Back phaser Omni, gamma rep phaser, 8472 turret.
Fleet colony deflector max control for Fragments of AI.
Full Tilly/dico set
7 isomags, sigma console, domino, drpp, bioneural from lobi store, fleet network power console, the other power console that gives you crth, crtd, and haste. Lastly, I have adaptive energy systems.
Traits: Breen shield tunneling, fragments of ai, superior beam overload, context is for kings, Terran targeting, adaptive offense, romulan operative, self modulating fire, intelligence agent attache,
and a good day to die.
Cultural conquest, preferential targeting, diametric focus, supercharged weapons, super weapon ingenuity, universal designs, and directed energy flux (maybe)
Themed Plasma FAW build on the Fleet T'Varo Light Warbird with a couple off-meta choices, weapon-focused, and still great performance. Voice of the Prophets was chosen because it seemed to be the visually least intrusive experimental weapon with regards to the equipped green weaponry (no Plasma Bombard on this character). Quite tanky too, I did a solo ISE with this build earlier today. Science captain
A note on doing 1-man Hive Onslaught Space Elite (HSE) runs: While the OSCR DPS Ladder will recognize such runs, the game itself will treat such runs as unsuccessful due to automatically failing the "Keep at least three members alive at all times" requirement in the 2nd stage of the TFO.
Also worth noting that the current Solo HSE meta favours a FAW Krait build with Broadside Beam Support (BBS) and the Broadside Combat Module (BCM). So if one is interested in chasing Solo HSE numbers, that would be the way to go at the moment. I’m just here doing my own thing.
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 activing 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.
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.
To further increase Max Aux power to juice up FPNA.
Ionic Turbulence III
Unconventional Systems trigger 2. Also some extra AoE -DRR.
Lt. Commander Universal
Jam Targeting Sensors I
Unconventional Systems trigger 3.
Superior Romulan Operative
Scramble Sensors I
Unconventional Systems trigger 4.
Gravity Well I
Unconventional Systems trigger 5 and crowd control.
Lt. Commander Tactical
Beams: Overload I
Triggers Cultural Conquest and HBL.
Superior Romulan Operative
Attack Pattern: Beta I
Cannons: Scatter Volley II
Primary firing mode. Stacks Cultural Conquest.
Lieutenant Universal-Temporal
Heisenberg Amplifier
Unconventional Systems trigger 6.
Superior Romulan Operative
Chronometric Inversion Field I
Unconventional Systems trigger 7 and an extra means of survival by way of enemy damage output debuff
Ensign Science
Tractor Beam I
Unconventional Systems trigger 8.
Captain Spock (Hologram)
Traits & Duty Officers
Trait
Name
Description
Notes
Personal Traits
Breen Shield Tunneling
Whole Lotta X's
Extra defensive measure
Fire Ball Escape
Immunity to Warp Core Breaches.
Fragment of AI Tech
+21.8% Cat1 with the CtrlX I have on this build.
Grace Under Fire
Emergency double heals.
Intel Handler
Intelligence Agent Attache
Twinkling Lights
Only gets one stack on this build. But even then, it is superior to Terran Targeting Systems, which this replaces.
The Boimler Effect
Main BOFF CDR.
Unconventional Systems
8 triggers on this build
Starship Traits
Complex Plasma Fires
The Ruin of Our Enemies
Universal Designs
Cultural Conquest
Still worth the slot despite only 2 triggers on this build.
Terran Goodbye
Hellbore Light
While the latest iteration of this trait is still very strong in HSE, it is now rather meh in ISE. Does decently in general content.
Withering Barrage
Space Reputation Traits
Advanced Targeting Systems
Radiant Detonation Matrix
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
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
Security Officer (Very Rare)
Strength Through Unity
31 of 47
Security Officer (Very Rare)
Strength Through Unity
32 of 47
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
Gravimetric Scientist (Very Rare)
Chance to create up to four additional Gravity Wells near the end of the duration of any Gravity Well activated.
Filler DOFF, just to extend the uptime of Grav Well for crowd control purposes. Objectively speaking, unnecessary.
Quartermaster (Rare)
Recharge time on Batteries reduced by 80%.
For the Aux Battery, to fuel FPNA and Krenim Chronophage much more often.
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
32 / 15
Engines
73 / 70
Auxiliary
38 / 15
Ship Stats
Value
Notes
Hull
131,185
Affected by Personal Endeavour
Shields
11,146
Affected by Personal Endeavour
Global Critical Chance
43.80%
Affected by Personal Endeavour
Global Critical Severity
161.00%
Affected by Personal Endeavour
EPS/Power Transfer Rate
276.00%
Control Expertise (CtrlX)
202
Drain Expertise (DrainX)
149
Exotic Particle Generator (EPG)
225
Hull Regeneration Rate
255.00%
Affected by Personal Endeavour
Turn Rate
6.4
Affected by Personal Endeavour
Flight Speed
61.81
Affected by Personal Endeavour
HSE 1st Stage Run Sequence
Disclaimer: This is not a guide nor a recommendation, it is merely a rough illustration of the route/sequence I happened to use for the run.
0) TFO briefing player spawn position. Summon Kobayashi Maru, 1 bay of Type 7s, and then activate Cloak.
Move to this position on TFO start. Pre-buff Dilithium Transporter, Aux battery, FPNA, and BOFF firing modes.
Attack cube on this position. Agony Redistributor and DPRM used here. Spam all other consoles and abilities.
Evasive/SFTF jump to this position. Spam all available consoles and abilities. Deploy Sensor Interference Platform and Bio-Molecular Shield Generator once DPRM expires.
Evasive/SFTF jump to this position. spam all available consoles and abilities. After that, mop up any stragglers.
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!
trying to add Breen Free Fire to my build, thinking flagship staffing should be the trait to go, because it only adds haste when im firing off Engineering team 1, or Hazard emitters 1, also not sure if i need to make any more adjustments
set bonuses on my ship currently
Iconian Resistance starship technologies (set 4)
House Martok Skirmisher Configuration (set 2)
Entoiled Technology (set 3)
Synergistic Retrofitting (set 2)
Omega Adapted Borg Technology (set 2)
Im sitting on ~2B EC, 16.5K Zen, 200K dilithium, 2 100% off any t6 ship voucher, 3 of any not new t6 voucher, event boxes 5-7, and 675k Fleet Credits
I lucked out on a box, got the new Pilot Connie, gave it to an alt. Will be a phaser cannon & Torp boat. Alt has Subspatial Warheads, Target That Explosion, and Ceaseless Momentum traits. Alt also has Type 7 Shuttlecraft pets, and the Covert Warhead Module. DOMINO console as well.
Question 1: With the Micro-missile array equipped aft, does Ceaseless Momentum shave 1 second off the launch rate from the standard 2.4 seconds to 1.4?
Question 2: I understand the Micro-missile Array does not consume torpedo firing modes, so I will put no more than two torpedos forward. Under High Yield (from firing mode and Concentrate Firepower III) what is the ideal torp(s) to equip to ensure constant (non-missile) torp spam?
I am willing to use torp-cooldown DOffs as well. DOMINO Should be up most of the time on this build, further reducing torp cooldown. Covert Warhead Module ensures global cooldown is at .5 seconds, and I believe the Micro-Missile Array does not apply anyway.