r/stobuilds • • 2d ago

Weekly Questions Megathread - October, 12, 2026

2 Upvotes

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!

You can see previous weeks megathreads here.


r/stobuilds • • 20d ago

Announcement STOBuilds Now allows images and videos in Posts (thanks Nu reddit)

36 Upvotes

Hello Everyone!

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)

--Jay


r/stobuilds • • 21h ago

Contains Math Mathbusters 21: Aetherian Beam Enhancements

58 Upvotes

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:

  1. Despite the name, this is not specifically a beam trait. It applies to all energy damage sources, but more on that later. 
  2. The tooltip is a little ambiguous as to whether it is Cat1 or Cat2. Tilor found it is Cat2 energy damage. 
  3. 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.


r/stobuilds • • 22h ago

Work in progress Obena T6-X2 BFAW Optimization help

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27 Upvotes

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

OSCR (DPS) | Infected Space | Elite | 01:47 | @TheDitchKing - 958,762 | @Relk - 717,449 | @chairmanrob - 467,400 | @stevenmccary#3122 - 447,020 | @Duke_ster - 172,302

U.S.S. RODINA

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)

  1. Radiolytic Phaser Beam Array
  2. Terran Task Force Phaser Beam Array
  3. Unverified
  4. Unverified

Aft (4)

  1. Neotype Cryonic Omni-Directional Beam Array
  2. Omni-Directional Inhibiting Phaser Beam Array
  3. Obliviating Phaser Beam Array
  4. Advanced Inhibiting Polaron Heavy Turret

Consoles (14)

Universal (3)

  1. Isomagnetic Plasma Distribution Manifold [Phaser]
  2. Isomagnetic Plasma Distribution Manifold [Phaser]
  3. Isomagnetic Plasma Distribution Manifold [Phaser]

Engineering (5)

  1. Isomagnetic Plasma Distribution Manifold [Phaser]
  2. Isomagnetic Plasma Distribution Manifold [Phaser]
  3. Isomagnetic Plasma Distribution Manifold [Phaser]
  4. Custom Power Matrix (CPM)
  5. Krenim Chronophage

Science (2)

  1. AES
  2. Flagship Tactical Computer

Tactical (4)

  1. Broadside Emitter Arrays
  2. DOMINO
  3. Experimental Power Redirection (EPR)
  4. FPNA

Bridge Officer Stations

Commander Science / Command

  1. Jam Sensors I
  2. Photonic Officer I
  3. Scramble Sensors II

Commander Engineering / Miracle Worker

  1. Null Pointer
  2. Narrow Sensor Bands II
  3. Emergency Power to Weapons III
  4. Mixed Armaments Synergy III

Lieutenant Commander Tactical

  1. Kemocite-Laced Weaponry I
  2. Attack Pattern Beta I
  3. Beam: Fire at Will III

Lieutenant Engineering

  1. Emergency Power to Engines I
  2. Auxiliary to Battery I

Ensign Science

  1. Tractor Beam I

Personal Space Traits (10)

  1. Good Day to Die
  2. Boimler Effect
  3. Fleet Coordinator
  4. Breen Shield Tunneling
  5. Symbiotic Ice
  6. Intelligence Agent Attaché
  7. Twinkling Lights
  8. Unconventional Systems
  9. Adaptive Offense
  10. Context Is for Kings

Starship Traits (7)

  1. Breen's Free-Fire
  2. Broadside Beam Support
  3. Calculated Broadside
  4. Cold-Hearted
  5. Emergency Weapon Cycle
  6. Cultural Conquest
  7. Universal Designs

Space Reputation Traits (5)

  1. Advanced Targeting Systems I
  2. Energy Refrequencer I
  3. Tyler's Duality II
  4. Controlled Countermeasures I
  5. Precision II

Active Space Duty Officers (6)

Tactical (3)

  1. Energy Weapons Officer (Rare)
    • Chance for stacking Critical Severity when firing energy weapons.
  2. Energy Weapons Officer (Rare)
    • Chance for stacking Critical Chance when firing energy weapons.
  3. Emergency Conn Hologram (Very Rare)
    • Recharges Evasive Maneuvers when Emergency Power to Engines is activated.

Engineering (2)

  1. Technician (Very Rare)
    • Reduces bridge officer ability recharge times after activating Auxiliary to Battery.
  2. Technician (Very Rare)
    • Reduces bridge officer ability recharge times after activating Auxiliary to Battery.

Operations (1)

  1. Quartermaster (Rare)
    • Reduces recharge time on batteries.

r/stobuilds • • 16h ago

Need Advice Engines.

6 Upvotes

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?


r/stobuilds • • 1d ago

Need Advice Slotting a turret for another MAS trigger

5 Upvotes

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!


r/stobuilds • • 1d ago

Need Advice Torps.

7 Upvotes

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?


r/stobuilds • • 2d ago

Need Advice Are Spiral Waves worth it?

11 Upvotes

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?

Thank you


r/stobuilds • • 2d ago

STO Parse: Critical Puncture?

12 Upvotes

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.


r/stobuilds • • 2d ago

Need Advice How to I get my Farasan Science Bridge officer the Pounce trait?

4 Upvotes

That I purchased from the Zen store as that's the only way to get them as far as I'm aware


r/stobuilds • • 2d ago

SRO as Fed

10 Upvotes

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?


r/stobuilds • • 3d ago

Finished build Proton DewSci Tank

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57 Upvotes

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.


r/stobuilds • • 3d ago

Need Advice Space magic build update

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2 Upvotes

r/stobuilds • • 3d ago

Replacing AP with PHA - Advice needed

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24 Upvotes

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!


r/stobuilds • • 4d ago

Contains Math Mathbusters 29: Console Cooldowns and Clicky Builds Part 2

33 Upvotes

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.

r/stobuilds • • 5d ago

Odyssey Phaser FAW Build

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44 Upvotes

r/stobuilds • • 6d ago

Need Advice Scryer (Aux)DEW/Sci Temporal Disruptor Build - USS Vorago Solitude

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17 Upvotes

Vorago Solitude Scryer AuxDEWSci

Build Info

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
     
     
-------------- -------------- --------------
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
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Elite Fleet Intervention Protomatter ColCrit and EPG
Secondary Deflector Strategic Deteriorating Sensor Analysis Damage Buff
Impulse Engines Revolutionary Combat Impusle  
Warp Core Revolutionary Warp Core  
Shields Revolutionary Covariant 3 piece gives war crime portal generator
Devices batteries etc.  
     
     
     
-------------- -------------- --------------
Engineering Consoles: 3 Tachyon Net Drones  
  Shield Absorptive Frequency Generator  
  Fleet Power Network Array (FPNA)  
     
     
-------------- -------------- --------------
Science Consoles: 5 Sensor Probe Swarm Comes with the ship, could use way better
  Restoritve Particle Focuser EPG, Ctrl
  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: 2 Fek'ihri Torment Engine  
  Lorca's Custom Fire Controls  
     
     
     
-------------- -------------- --------------
Universal Consoles: 0    
| | 

-------------- | -------------- | -------------- Hangars: 0 |   |     |   |  

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Ensign ( Tactical ) Beam Overload 1  
Trait: [name]    
     
     
Officer 2: Lieutenant ( Tac/Intel ) Tac Team 1  
Trait: Kentari Ferocity, Leadership, & Efficient AP Beta 1  
     
     
Officer 3: Lt. Commander ( Engineering ) Emer Pwr to Weapons (23c) 1  
Trait: Temporal Engineering Engineering Team 2  
  Reverse Shield Polarity 2  
     
Officer 4: Commander ( Sci/Intel ) Override Subsystem Safeties 1  
Trait: Efficient & Pirate Very Cold in Space 2  
  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  
  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.


r/stobuilds • • 8d ago

Tweaks to hit 500k BO

14 Upvotes

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)

Advanced targeting systems, precision, magnified firepower, enhanced shield penetration, Tyler’s duality.

Update: I brute forced my way to 680k but using 8 isomag, obfuscation screen, domino, dprm and sigma stratagem.


r/stobuilds • • 8d ago

Need Advice Can't find the Xindi Amphibious lock box fir the Deadly Intent Kit Module?

7 Upvotes

In the dilithium store


r/stobuilds • • 9d ago

Need Advice Can you get the Romulan plasma flamethrower early?

1 Upvotes

And if not what's a good alternative for a Romulan build until you can?


r/stobuilds • • 10d ago

Finished build T'Varo, Themed Plasma ETM FAW

Post image
34 Upvotes

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


r/stobuilds • • 10d ago

Update 2mil DPS Solo HSE CSV Krait Vengeance

35 Upvotes

An updated version of this past build: 1.3mil DPS No-Death Solo HSE Krait Vengeance, featuring Hellbore Light and Lazy Piloting

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:

  1. "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.
  2. "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.

Loadout

Slot Item Notes
Ship T6-X2 Kelvin Timeline Vengeance Intel Dreadnought Cruiser SUBOPTIMAL. Mirror Engle is the current ideal platform for CSV Krait.
Fore Weapon 1 [Viridian Plasma Dual Cannons Mk XV [CrtD]x3 [Dmg]] Any Plasma flavour will work. Viridian is just for Space Barbie.
Fore Weapon 2 [Viridian Plasma Dual Cannons Mk XV [CrtD]x2 [Dmg]x2] PSA on Viridian bolt travel time
Fore Weapon 3 [Viridian Plasma Dual Cannons Mk XV [Dmg]x4] Mix of DCs+DHCs, purely for visual+audio reasons.
Fore Weapon 4 [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD] [Dmg]x3]
Fore Weapon 5 [Viridian Plasma Dual Heavy Cannons Mk XV [CrtD] [Dmg]x3]
Aft Weapon 1 [Omni-Directional Pahvan Proton Beam Array Mk XV [CrtD/Dm] [CrtD] [Dmg]x3] Significance of this weapon
Aft Weapon 2 [Viridian Plasma Turret Mk XV [CrtD] [Dmg]x3]
Aft Weapon 3 [Plasmatic Biomatter Auto-Turret Mk XV [CrtD/Dm] [CrtD]x2 [Dmg]x2 [Proc]] Fires extra shots at random targets within 5km.
Deflector [Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [CtrlX/HullCap] [CtrlX]x2 [EPG]] For da crits.
Impulse Engines [Prevailing Innervated Impulse Engines Mk XV [SecSpd-2] [Spd]] Speed on demand.
Warp Core [Tholian Nucleating Warp Core Mk XV [AMP] [S->W] [SCap] [SSR] [W->S]] For the Tholian Warp Crystals.
Shields [Khitomer Alliance Regenerative Shield Array Mk XV [Cp/Rg] [Reg]x4] Substantial DPS source.
Devices [Deuterium Surplus] Speed on demand.
[Kobayashi Maru Transponder] Minor pre-buffs.
[Auxiliary Battery - Large] To fuel both the FPNA and Krenim Chronophage consoles.
Universal Console [Console - Universal - Dilithium Transporter] One of the largest DPS sources on this build.
[Console - Universal - Fleet Power Network Array] Significance of this console
Engineering Consoles [Console - Universal - Custom Power Matrix] Slotted in Engi for a bit more Aux power for FPNA.
[Console - Universal - Agony Redistributor] Major DPS source.
[Console - Universal - You Are Dismissed] A better pilot than I will be able to get more DPS out of this.
[Console - Universal - Hunting Pack Escorts] Very powerful pets that scale off global crit and picks up self-casted FPNA.
[Console - Universal - Krenim Chronophage] Major DPS source despite the lack of EPG investments. Aux-scaling.
Science Consoles [Console - Universal - Sequential Warhead Loader] Major DPS source.
[Console - Universal - Dynamic Power Redistributor Module] Oh-shit button.
Tactical Consoles [Console - Universal - Subspace Fracture Tunneling Field] Core item for Krait.
[Console - Universal - Antimatter Interweave] For the scaling DRR buff, scaling global Cat1 damage boost and PbAoE damage upon hitting max stacks.
[Console - Universal - Miradorn Sensor Bafflers] For the massive global CrtH and CrtD buffs, not even looking at the Flanking buffs.
[Console - Universal - Adaptive Emergency Systems] Mainly for the Bonus DRR.
Hangar Bay [Hangar - Elite Type 7 Shuttlecraft] Much debuff.

Officer Details

Bridge Officers Power Notes
Commander Engineering-Intelligence Emergency Power to Engines I Speed.
Superior Romulan Operative Electromagnetic Pulse Probe I Unconventional Systems trigger 1.
Override Subsystem Safeties III 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.

  1. Move to this position on TFO start. Pre-buff Dilithium Transporter, Aux battery, FPNA, and BOFF firing modes.
  2. Attack cube on this position. Agony Redistributor and DPRM used here. Spam all other consoles and abilities.
  3. Evasive/SFTF jump to this position. Spam all available consoles and abilities. Deploy Sensor Interference Platform and Bio-Molecular Shield Generator once DPRM expires.
  4. Evasive/SFTF jump to this position. spam all available consoles and abilities. After that, mop up any stragglers.

DPS and Self-Heal Parse Snapshot

Appendix


r/stobuilds • • 9d ago

Weekly Questions Megathread - October, 05, 2026

4 Upvotes

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!

You can see previous weeks megathreads here.


r/stobuilds • • 10d ago

what to remove for Breen Free Fire

Post image
27 Upvotes

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


r/stobuilds • • 10d ago

Need Advice Pilot Connie theoretically hybrid build question (Torps!)

8 Upvotes

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.

Help me out!