r/stobuilds 14d ago

Work in progress Eleos initial build USS Menagerie

4 Upvotes

U.S.S. Menagerie

Build Info

Eleos Class Intel Scout T-6X2

Player Information

Player Info --------------
Captain Name Blake Beladonna
Captain Faction Federation
Captain Race Human
Captain Profession Science
Primary Specialization Temporal
Secondary Specialization Strategist
Intended Role  
Captain Outfit "Image Description"

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 Drain Expertise Targeting Expertise  
5 Points       Control Amplification        
               
Commander   Hull Plating   Improved Shield Regeneration Improved Shield Hardness Improved Weapon Amplification Improved Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning   Advanced Exotic Particle Generator Improved Long Range Targeting Improved Hull Penetration Improved Shield Penetration
25 Points            
             
               
Admiral   Improved Warp Core Potential Engineering Readiness Shield Mastery Scientific Readiness Coordination Protocols Tactical Readiness
35 Points     Shield Absorption   Defensive Coordination  
    Warp Core Efficency       Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 11 Science Points: 18 Tactical Points: 17

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      
Unlocks After 7 Training Manual: Feedback Pulse III Training Manual: Photonic Shockwave III Training Manual: Jam Sensors
Unlocks After 10      
Unlocks After 12      
Unlocks After 15      
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

Type Your info here

Build Description

Type Your info here

Basic Information Data
Ship Name USS Menagerie
Ship Class Eleos
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
Starship Beautyshot  
Basic Information Component Notes
Fore Weapons: 4 Chronometric Polaron BA MK 15 ac/dm CrtD Dmgx3 1/4 Chronometric calculations
  Adv thoron Inf Pol BA MK 15 ac/CrtD CrtDx3 Dmg 1/2 Delta Operations
  Gravimetric Photon MK 15 CrtH/CrtD CrtD3 Dmg  
  PEP Torp MK15 SC/DM Acc CrtD CrtH2 DMG  
     
-------------- -------------- --------------
Aft Weapons: 2 Neut Torp MK15 CrtH/CrtD CrtDx2 Dmgx2 2/3 Delta Operations 15 pct rad dam 20 pct cooldown
  Omni Chrono Pol BA M15 Ac/DM Acc Arc Dmgx2 2/4 Chronometric Calc +3.8 aux and +1.3 Aux bonus
     
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Rev Def Arr M15 CtrX/Epg CtrX2 Drain EPG 1/4 Imperial Rift
Secondary Deflector Det Secdef M15 CtrlX2 EPG Hull EPG SA+dmg  
Impulse Engines Prev Fort Impulse  
Warp Core Temporal Defense initiative M15 UC AMP
Shields Rev Covariant Shield DIS Regx3 Imp Rift 2/4 +23.8 DRR 15.2Turn 38.2 Exotic crtD
Devices RMC  
  Scorpions  
  Aux Bat  
     
-------------- -------------- --------------
Engineering Consoles: 3 Retrofit Assimilator 30 EPG 30 Ctrl
  Boronite laced Weapon 20 EPG 15 Ctrl
  Bioneural Infusion Circuit 29.5 EPG 29.5 Ctrl 26.5 CrtD
     
     
-------------- -------------- --------------
Science Consoles: 5 Custom power matrix 20 shield power 5 max shield power
  Temporal shield datacore 52.5 Phys DRR 35 kin Drr 26.3 EPG 26.3 Ctrl
  Bellum Inertial Damp  
  Bellum Particle gen  
  Bellum particle Gen  
-------------- -------------- --------------
Tactical Consoles: 3 Chronometric Capacitor 26.3 pol dmg 39.4 EPG Chrono Calc 3/4 23.4 percent Ex Dmg 15 sec
  Bioneural Gel pack 3/3 Delta ops Iso Cannon exotic ability 4 pct haste
  Fekliri torment engine  
     
     
-------------- -------------- --------------
Universal Consoles: 2 Exotic particl field exciter CtrlX  
                |   Bellum Part Gen         |              

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

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lt. Commander ( Tac/MW ) TT1  
Trait: Leadership MAS1  
  TS3  
     
Officer 2: Lt. Commander ( Engineering ) EPTE1  
Trait: Leadership ET2  
  Endothermic Inhibitor beam Fek torment trigger
     
Officer 3: Lieutenant ( Science ) TSS1 Spock holo trait astrophysicist
Trait: [name] PO1  
     
     
Officer 4: Ensign ( Science ) HE1  
Trait: Leadership    
     
     
Officer 5: Commander ( Science ) SA1  
Trait: [name] ST2  
  SSV3  
  GW3  
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
Emer Conn Holo    
Law Reduce torp Recharge  
Def Off Reduce recharge for Def abilities  
Gravimetric Scientist Aftershock GW  
Photnic Studies Reduce PO recharge  
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Astrophysicist +10 Exotic Particle Generator (Improves Exotic Damage) +10 Drain Expertise (Improves Shield Drain & Energy Drain / Resistance to Same) +10 Starship Perception (Improves Defection of Cloaked Ships)  
Beam Training +5% Beam Weapon Damage  
Conservation of Energy Gain 10% bonus damage on Exotic damage powers when struck by Energy damage. Stacks up to 3 times.  
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  
Operative +1% Critical Chance, +2% Critical Severity  
Projectile Training +5% Projectile Weapon Damage  
Photonic Capacitor -20 seconds removed from the Recharge of Photonic Fleet when using Science powers. This ability can only trigger once per 10 seconds.  
Warp Theorist +10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)  
Boiimler #N/A  
     
     
Space Reputation Traits Description Obtained from
Advanced Targeting Systems +16% Critical Severity T2 Dyson
Particle Generator Amplifier 5% Bonus Exotic Damage T2 Iconian
Precision +4% Critical Hit Chance T2 Romulan
Sarus Grace Control power stack damg and speed buff #N/A
     
Starship Traits Description Notes
Torpedo Command and Control #N/A triggered by MAS
Improved Gravity Well While this trait is slotted, your Gravity Well anomalies last twice as long, and recharge much faster. Additionally, the primary foe targeted by your Gravity Well activation will have their damage resistance rating reduced for the duration of the anomaly. Duration of Gravity Well increased from 20 sec to 40 sec Recharge time of Gravity Well reduced by 20 sec Primary Target of Gravity Well suffers -20 All Damage Resistance Rating for 40 sec  
Improved Photonic Officer extend PO 10 Sec 25 pct bunus shield hull heal, exotic dmg 30sec
Spore-Infused Anomalies Whenever you activate a Science or Intelligence Bridge Officer Ability: To foes within 5km of your anomalies: deal Electrical Damage and drain from all of the targets Power Levels for 20 sec  
Temporal Anchor 20pct addl dmg rad Fek engine?
Temporal Insight #N/A  

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons 67 / 30  
Shields 77 / 35  
Engines 57 / 35  
Auxiliary 126 / 100  
Set Name Set parts: # of # Effects Notes
1 #    
2 #    
3 #    
4 #    
5 #    
Ship Stats Value Notes
Hull 52420  
Shields 18726  
Global Critical Chance 22.8  
Global Critical Severity 126.2  
EPS/Power Transfer Rate 210  
Hull Regeneration Rate 138  
Turn Rate 35.7  
Flight Speed 41.25  

Concluding Remarks

No fleet gear, will replace beam training with Particle manipulator as soon as unlock expect feedback on Delta ops but 15% rad dmg and 13.3K kinetic that ignores shields can't be ignored may lose the rev shield and go for the temporal 2 pc instead or maybe unlock the mycelial rift by replacing the temp core.

in earth orbit, Control is 343 EPG 506 might replace a bellum part gen with a intertial damp and get the control to 382


r/stobuilds 14d ago

Temporal Stasis Field Bugs Explained

20 Upvotes

Temporal Stasis Field is a Starship Trait released off of the Premonition Science Vessel which is currently extremely broken and has gone unfixed since release.

First Major Issue:
Hold Duration does not scale down with Target Control Expertise.
Evidence: https://youtu.be/flTWmrVgx2s

This has a number of consequences, not only does the scale down not affect the duration of the hold, but things which should provide an immunity to it do not always provide an immunity.

Non-Control Abilities Such As:
Certain Intelligence BOFF Abilities, Temporal BOFF Abilities, Beacon of Kahless, Anti-Time Entanglement, Elachi Rift Jump slow abilities can trigger Temporal Stasis Field. A smaller number of these abilities can trigger the trait even when it isn't slotted.
Some control abilities like gravity well also trigger it when it isn't slotted.
This permanently prevents players from unslotting the trait when trying to do certain activities in the game rendering entire characters dysfunctional for those activities.

Game Balance:
AoE Holds cause tray offline for multiple players in PvP, coupled with additional bugs, its rather overpowered.
The ability should be changed to an Engine Offline.

Counters:
The starship trait "Improved Polarize Hull" provides a 1/2 uptime meh counter to the ability, but it isn't sufficient.

For PvP purposes, this trait being so horribly bugged has caused significant harm to the PvP community.
To the Developers:
Please fix this as soon as possible.

Let's hope this is seen by the Devs and Fixed Asap please share so they know:
-T'Vek Saterk (@data#7310)


r/stobuilds 14d ago

Decentralized Immunity Bugs Explained

11 Upvotes

The Universal Console Decentralized Immunity has a major bug with it.

When you go untargetable, you are able to substantially refund the cooldown of the console. If you fire off ETL right after activating the drone, you can get the console back very fast. This is likely because the drone loses target lock with you and this counts as a drone destruction even though the drone wasn't destroyed which is not what the tooltip says. This coupled with the Subspace Fracture Tunneling Field and Unconventional Systems means that people taking advantage of this bug can be virtually unkillable.

Game Balance:
This console as a concept, especially now with the Modern Cooldown reductions is just bad for the game and should be fundamentally redone. The notion that someone should have near total uptime on full dmg immunity is absurd with or without a bug which makes 70% uptime become 95% uptime. Regardless, if the console isn't changed the console needs to be fixed.

Evidence of Claims:
https://youtu.be/aif783o5xKw

Lets hope this is seen by the Devs and Fixed Asap:
-T'Vek Saterk (@data#7310)


r/stobuilds 14d ago

Darmok and Jelad Bugs Explained

8 Upvotes

The starship trait Darmok and Jelad has three major issues with it, this bug has been in the game since the release of Darmok and Jelad over 1 year ago.

  1. The Darmok Debuff Icon does not exist and is just a white square.
  2. The Darmok and Jelad Disable Appears to be lasting for close to six seconds, which means it does not scale down with Control Expertise, even though all disables should (should only last for 1-2 seconds)
  3. The Debuff can be re-applied despite the fact it is supposed to only trigger one time. This only happens if the adversary is running the "Fresh from R&R" Personal Space Trait. There are not any similar known interactions (to my knowledge) with Fresh from R&R so the bug likely lies with Darmok and Jelad. If there is comment below.

Evidence of Claims:
https://youtu.be/O6FdM67qRL0

Lets hope this is seen by the Devs and Fixed Asap:
-T'Vek Saterk (@data#7310)


r/stobuilds 14d ago

Finished build First build of a full Ba'ul Support Tank (TAC)

3 Upvotes

It's my first build and I don't added the DOFFs yet. But every suggestion is welcome. :)

Styx Support Tank

Support Tank

Type Your info here

Player Information

Player Info --------------
Captain Name
Captain Faction Federation
Captain Race Human
Captain Profession Tactical
Primary Specialization Miracle Worker
Secondary Specialization Strategist
Intended Role
Captain Outfit [ "Image Description" ]( "Image Link here" )

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Hull Restoration Improved Hull Capacity Shield Restoration Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   Improved EPS Flow Improved Impulse Expertise Improved Control Expertise Improved Drain Expertise Improved Targeting Expertise Improved Defensive Manuvering
5 Points       Control Amplification      
               
Commander   Hull Plating Shield Regeneration Advanced Weapon Amplification Advanced Weapon specialization'
15 Points            
             
               
Captain   Advanced Long Range Targeting Advanced Hull Penetration Advanced Shield Penetration
25 Points        
         
               
Admiral   Warp Core Potential Coordination Protocols Tactical Readiness
35 Points       Defensive Coordination  
    Warp Core Efficency     Offensive Coordination  
               
Total of 64 of 46 Points   Engineering Points: 20 Science Points: 18 Tactical Points: 26

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Mine Dispersal Pattern: Beta III Training Manual: Tactical Team III Training Manual: Cannon: Rapid Fire III
Unlocks After 5 Battery Expertise Transwarp Cooldown Reductions Threat Control
Unlocks After 7 Training Manual: Attack Pattern: Omega III Training Manual: Mine Dispersal Pattern: Alpha III Training Manual: Torpedo: High Yield III
Unlocks After 10 Maximum Hull Capacity Maximum Shield Capacity Projectile Critical Chance
Unlocks After 12 Training Manual: Attack Pattern: Beta III Training Manual: Beam: Fire at Will III Training Manual: Cannon: Scatter Volley III
Unlocks After 15     Energy Critical Chance
Unlocks After 17 Training Manual: Attack Pattern: Delta III Training Manual: Beam: Overload III Training Manual: Torpedo: Spread III
Unlocks After 20     Accuracy
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)     Focused Frenzy
Unlocks After 25 (Ultimate)     Frenzied Assault
Unlocks After 26 (Ultimate)     Team Frenzy
Unlocks After 27 (Ultimate)      

Skill Tree Information

Type Your info here

Build Description

Type Your info here

Basic Information Data
Ship Name
Ship Class Styx
Ship Model
Deflector Visuals
Engine Visuals
Shield Visuals
[ Starship Beautyshot ]( Insert Image Link here )
Basic Information Component Notes
Fore Weapons: 4 Ba'ul Antiproton Beam Array MK XV [CrtD/Dm][CrtD]x2[Dmg]x2
  Ba'ul Antiproton Beam Array MK XV [CrtD/Dm][CrtD]x2[Dmg]x2
  Ba'ul Antiproton Beam Array MK XV [CrtD/Dm][CrtD]x2[Dmg]x2
  Resonant Transphasic Torpedo Launcher Mk XV [Ac/Dm][CrtD]x2[CrtH][Proc] Chance to reduce resistance.
     
-------------- -------------- --------------
Aft Weapons: 4 Ba'ul Antiproton Beam Array MK XV [CrtD/Dm][CrtD]x4
  Ba'ul Antiproton Beam Array MK XV [CrtD/Dm][CrtD][Dmg]x3
  Ba'ul Linked Sentry Anti-Proton Omni Mk XV [CrtD/Dmg][CrtD]x2[Dmg][Proc]
  Ba'ul Linked Sentry Anti-Proton Omni Mk XV [CrtD/Dm] [CrtD]x3 [Proc]
     
-------------- -------------- --------------
Experimental Weapon
Deflector Gamma Synergistic Graviton Deflector Array Mk XV [CtrlX][DrainX][Hullcap][SciCD][Sh/Hullcap]
Secondary Deflector
Impulse Engines Mycelial Wave-Impulse Engines MK XV [Spd]x2 [Turn/Spd] [Turn]x2
Warp Core Mycelial Harmonic Matter-Antimatter Core Mk XV [AMP][S->W][SCap][SSR][W->S]
Shields Tilly's Review-Pending Modified Shield Mk XV [Cap]x2 [Cp/Rg] [Reg]x2
Devices Deuterium Surplus
  Energy Amplifier
  Kobayashi Maru Transponder
  Red Matter Capacitor
-------------- -------------- --------------
Engineering Consoles: 4 Magnetohydrodynamic Fusion Expulsion
  Approaching Agony
  Tachyon Net Drones
  High Energy Communications Network
     
-------------- -------------- --------------
Science Consoles: 3 Hull Image Refractors
  Reiterative Structural Capacitor
  Ba'ul Linked Sentry Coordination Matrix MK XV
     
     
-------------- -------------- --------------
Tactical Consoles: 4 Energetic Protomatter Matrix Infuser MK XV [Antiproton][Kinetic]
  Energetic Protomatter Matrix Infuser MK XV [Antiproton][Kinetic]
  Energetic Protomatter Matrix Infuser MK XV [Antiproton][Kinetic]
  Cascading Subatomic Disruptions
     
-------------- -------------- --------------
Universal Consoles: 2 Fek'Ihri Torment Engine
Hyper-Focusing Trinary Arrays
-------------- -------------- --------------
Hangars: 1 Elite Type 7 Shuttles
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Commander ( Eng/Cmnd ) Suppression Barrage III
Trait: Efficient Concentrate Firepower III
  Auxiliary Power to Battery I
  Emergency Power to Weapons I
Officer 2: Lt. Commander ( Tac/Intel ) Ionic Turbulence II
Trait: Superior Romulan Operative Cannon: Rapid Fire I Here to proc Colony consoles.
  Torpedo: Spread I
     
Officer 3: Lt. Commander ( Tactical ) Kemocite-Laced Weaponry III
Trait: Superior Romulan Operative Attack Pattern Beta I
  Beam: Fire At Will I
     
Officer 4: Lieutenant ( Science ) Destabilizing Resonance Beam I
Trait: Authority of the Founders Hazard Emitters I
     
     
Officer 5: Ensign ( Engineering ) Emergency Power to Engines I Speed boost and resetting Evasive Maneuvers.
Trait: Photographic Memory    
     
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
1    
2    
3    
4    
5    
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Fragment of AI Tech
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
Give Your All Activating any Engineering Bridge Officer Ability will grant you additional damage reduction for a short time. This will register as a portion of the damage being Dodged. On activation of Engineering Bridge Officer ability: Reduce incoming damage by 20% for 3 sec
Boimler Effect
A Good Day to Die Go Down Fighting can be used at any Hull Integrity. Go Down Fighting's scaling buff will treat your Hull as at most 50% integrity.
Intelligence Agent Attache
Repair Crews While in combat, gain 1 stack of Repair Crews every 5 sec (up to 5 max). Per Stack: +5 All Damage Resistance Rating +5% Hull Repair Rate
Ablative Shell After receiving a total of 10,000 Damage (pre-resist), trigger Ablative Shell: +X Hit Points every 0.5 sec for 3 sec, +33 All Damage Resistance Rating for 3 sec, May only trigger once per 30 sec
Feel the Weight of Our Presence
Terran Targeting Systems +15% Critical serverity, incoming critical hits reduce speed by 10% for 5s (max once per 15s)
Space Reputation Traits Description Obtained from
     
     
     
     
     
Starship Traits Description Notes
Emergency Weapon Cycle Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons
History Will Remember Prolonged conflicts become more desperate - and more heroic - as time wears on, and only those ships and crews with the fortitude to withstand such onslaughts are remembered in the annals of history. With this trait slotted, each Foe that damages you will grant you a stack of History Will Remember, which imparts increased weapon damage, hull capacity, and hull regeneration. Each foe only counts for a single stack, no matter how many times they damage you. Each stack will last until you leave the map, and you may have up to 30 stacks maximum. Stacks may only be gained a maximum of once per second.
Calm Before the Storm While this starship trait is slotted you will gain a stack of Calm every few seconds while in combat. Each stack of Calm grants a small amount of damage resistance. Exiting combat will clear all stacks of Calm. Once you have 10 stacks, all stacks of Calm are cleared and you gain the Storm buff. While under the effects of Storm, you will gain a buff to Bridge Officer Ability Recharge Speed and Weapon Firing Cycle Haste.
Entwined Tactical Matrices
Superior Area Denial
Cold-hearted With this trait is active, activating Auxiliary Power to Emergency Battery or any Pilot Bridge Officer Ability will cause your energy weapons to afflict foes with a debuff which Slows, Drains Power, and reduces Damage Resistance Rating. This effect stacks multiple times on each foe damaged. Plus Greater than the Sum.

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

Type Your info here


r/stobuilds 14d ago

Starter build Budget Build Personal Challenge: T5X Hirogen Hunter with only Mk XII Gear and nothing from C-Store/Event/Phoenix/Lockbox/Promo ships, nor Mudd’s/Lobi stores. 86k DPS No-death Solo ISA.

20 Upvotes

Just in case it is not clear from the post title: "Solo" ISA does not mean joining a Random or PuG group in a team of 4 other players. "Solo" in this case means me, a singular ship with no other teammates, against the entire ISA queue.

It has been quite some time since I've done one of these Budget Challenge builds. One of the motivating factors for this was a personal concern that doing nothing but Solo ISEs in uber-expensive builds would cause me to lose perspective on the performance capacity of entry level end-game builds. Thus, I set myself the personal challenge with the parameters in the post title, to see how far I could get. If nothing else, it made me appreciate the sheer performance gap between this and uber-expensive builds.

A few notes before we get to the build proper:

  1. Tetryon is the chosen energy flavour here, solely because Isomag Consoles for it on the Exchange are the cheapest compared to all other flavours. The "Phaser Tax" is very real.
  2. Ship used is a T5X Hirogen Hunter Escort, which can still be bought for dirt cheap from the Exchange and is the only remaining T5 Infinity Lockbox ship that comes with a free T5U upgrade. Going with a T6X Fleet ship that can carry its own Grav Well would have made this Budget Solo ISA attempt easier.
  3. The extra Personal Space Trait slot from Elite Captain Training will not be utilized for the purpose of this budget build. But since STO's loadout system does not like it when I leave a trait slot empty, I have occupied the extra slot with a useless trait.
  4. One advantage I have that I am unable to drop is my Personal Endeavour rank, which is currently maxed out at 750. Expect 16-20% less total DPS from above declared results at Endeavour Rank 0 (going by the DPS calculator tools).
  5. For as much practice that I've had with ISA/ISE, I'm still ultimately a lazy pilot who would rather automate my abilities activation than use it strategically. A better pilot than I flying this same build should easily do >100k DPS in the same Solo ISA scenario.
  6. When I tried a few Random 5-player PuG ISEs in this build, the resulting DPS range was between 120k-133k. By ISE 1st phase standards, that would be considered just about pulling my own weight, but it would be disastrous if the combined DPS output of the other 4 players was less than 400k DPS.

Screenshot version of the full build

Captain Details

Captain Name Jill Stingray  
Captain Career Engineering SUBOPTIMAL. Tact would have resulted in more DPS.
Captain Faction Federation  
Captain Race Human SUBOPTIMAL. Should be Alien for the extra personal trait slot.
Primary Specialization Temporal For Entropic Rider, Cross-wiring, and the safety net of Continuity.
Secondary Specialization Strategist For the Defensive boosts and extra BOFF CDR when Threatening Stance is on, which was used for this run.

Space Skill Tree

Rank Engineering   Science   Tactical  
Lieutenant   Improved Hull Capacity     Advanced Energy Weapon Training Advanced Projectile Weapon Training
Lt. Commander Improved EPS Flow Improved Impulse Expertise Improved Control Expertise & Control Amplification Improved Drain Expertise & Drain Infection Advanced Targeting Expertise  
Commander         Advanced Weapon Amplification Advanced Weapon Specialization
Captain     Advanced Exotic Particle Generator Advanced Long Range Targeting Sensors Advanced Hull Penetration Advanced Shield Weakening
Admiral Warp Core Efficiency       Coordination+Defensive+Offensive Protocols Advanced Tactical Readiness
0 Points Left 7   12   27  

Space Skill Tree comment: 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.

Loadout

Slot Item Notes
Ship T5U Hirogen Hunter Heavy Escort This is ~650k EC on PC's Exchange right now.
  Experimental Ship Upgrade Token x1 A lot more expensive than the ship itself, though can be earned from some Red Alert Events, or via Phoenix Prize Packs.
     
Fore Weapon 1 [Tetryon Dual Heavy Cannons Mk XII [CrtH]] Bought each of these for ~15k EC from the Exchange.
Fore Weapon 2 [Tetryon Dual Heavy Cannons Mk XII [CrtH]] Didn't bother re-rolling the mods
Fore Weapon 3 [Tetryon Dual Heavy Cannons Mk XII [Dmg]]  
Fore Weapon 4 [Tetryon Dual Heavy Cannons Mk XII [Acc]]  
     
Aft Weapon 1 [Omni-Directional Antichroniton Infused Tetryon Beam Array Mk XII [Acc] [Arc] [Dmg]] Free from Story Mission Rewards
Aft Weapon 2 [Omni-Directional Tetryon Beam Array Mk XII [Acc] [Arc] [Dmg]] Crafted, or can be bought for 3mil EC on PC's Exchange. Using Omnis and the KCB in the aft slots instead of Turrets, in the wake of the Turret Global Acc bug.
Aft Weapon 3 [Kinetic Cutting Beam Mk XII [Dmg]x3] From Omega Reputation.
     
Experimental Weapon [Experimental Flak Shot Artillery Mk XII] From Competitive Reputation. Best I can get within these restrictions.
     
Deflector [Non-Baryonic Matter Deflector Array Mk XII [HullCap]x2 [ShCap]] Mycelial Lightning didn't end up doing much due to the slow speed of the run. Could be replaced with Colony Deflector.
Impulse Engines [Prevailing Innervated Impulse Engines Mk XII] From Competitive Reputation. For speed.
Warp Core [Mycelial Harmonic Matter-Antimatter Core Mk XII [S->W] [SCap] [SSR]] From Discovery Reputation.
Shields [Tilly's Review-Pending Modified Shield Mk XII [Cap]x3] For the 2pc Hull Regen boost.
     
Devices [Deuterium Surplus] From Crafting or Daily Mission: Defense Contract. More speed
  [Advanced Battery - Energy Amplifier] From Crafting
  [Advanced Battery - Targeting Lock] From Crafting
     
Universal Console [Console - Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XII [Tetryon]] I got these for ~200k EC each, though it initially came at Mk II.
     
Engineering Consoles [Console - Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XII [Tetryon]] Since it happened to be an Upgrade Weekend, I used up around 5 Phoenix Upgrade Tokens total to get all of 5 of them to Mk XII.
  [Console - Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XII [Tetryon]] While it did not intend for any of these to upgrade in Rarity, it is what RNG granted me.
  [Console - Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XII [Tetryon]]  
  [Console - Advanced Engineering - Isomagnetic Plasma Distribution Manifold Mk XII [Tetryon]]  
     
Science Consoles [Console - Universal - Shield Absorptive Frequency Generator] 75k Dil cost from T3 Valdore. Huge defensive boost, even if this starter build lacks the CSV uptime and Haste to fully capitalize on it.
  [Console - Universal - Assimilated Module Mk XII] From Omega Reputation. To go with the Cutting Beam
     
Tactical Consoles [Console - Tactical - Energetic Protomatter Matrix Infuser Mk XII [Kinetic] [Tetryon]] From Fleet Colony.
  [Console - Tactical - Energetic Protomatter Matrix Infuser Mk XII [Kinetic] [Tetryon]] Primary self-heal source.
  [Console - Tactical - Energetic Protomatter Matrix Infuser Mk XII [Kinetic] [Tetryon]]  
  [Console - Tactical - Energetic Protomatter Matrix Infuser Mk XII [Kinetic] [Tetryon]]  
  [Console - Tactical - Energetic Protomatter Matrix Infuser Mk XII [Kinetic] [Tetryon]]  

Officer Details

Bridge Officers Power Notes
Commander Tactical Kemocite-laced Weaponry I Filler DPS and extra -DRR shred. Costs around 6mil EC on PC right now.
Superior Romulan Operative Attack Pattern Beta I -DRR shred.
  Beams: Overload III For the aft weapons, Colony Tact Consoles, and Comp Rep Engines.
  Cannons: Scatter Volley III Main firing mode.
     
Lt. Commander Engineering Emergency Power to Engines I  
Superior Romulan Operative Auxiliary Power To The Emergency Battery I BOFF CDR.
  Emergency Power to Weapons III  
     
Lieutenant Science Tractor Beam I Triggers several budget ship traits on this build.
Superior Romulan Operative Photonic Officer I BOFF CDR.
     
Lieutenant Universal Hazard Emitters I Debuff self-cleanse.
Superior Romulan Operative Destabilizing Resonance Beam I Extra -DRR shred.
     
Ensign Universal Tactical Team I Filler ability, less deterimental now with the reduced activation time from a recent patch.
Superior Watcher Operative    

Traits & Duty Officers

Trait Name Description Notes
Personal Traits Intelligence Agent Attaché Weapon Critical Strikes partially recharge Captain Ability I limited myself to just one expensive lockbox trait to keep with the budget theme. Decided to shore up my Capt Abilities CDR.
  Grace Under Fire If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset Free. Backup oh-shit button.
  Give Your All On activation of Engineering Bridge Officer ability: Reduce incoming damage by 20% for 3 sec From R&D Engineering School.
  Deft Cannoneer Gain Turn Rate and Inertia when activating Cannon skills From R&D. Filler slot, could have replaced this with something else, in hindsight.
  Innocuous +5% Critical Severity. -25% Threat Generation Free.
  Operative +1% Critical Chance. +2% Critical Severity Free.
  Point Blank Shot +0-10% Bonus Energy Weapon Damage, based on Distance to Target. Free from Story Mission Reward.
  Superior Cannon Training +7.5% Cannon Weapon Damage I would use Regular Cannon Training, but it won't let me now that it has been upgraded to Superior.
  Bulkhead Technician +10% Maximum Hull Hit Points Free. More hull cap; more Protomatter Infuser heals.
  Astrophysicist +10 Exotic Particle Generator. +10 Drain Expertise. +10 Starship Perception. Dummy slot. The extra Personal Space Trait slot from Elite Captain Training will not be utilized for the purpose of this budget build. But since STO's loadout system does not like it when I leave a trait slot empty, I have occupied the extra slot with a useless trait.
       
Starship Traits Programmable Matter Enhancements 15% chance on non-spec Bridge Officer ability to gain: Sci: Cleanse one Control or Debuff (Control first), Tac: 15% increased Damage for 20 sec, Eng: 193.5 Temporary Hit Points for 20 sec 900k EC on PC's Exchange. Filler ship trait, was deciding between this and Predictive Algorithms.
  Improved Unconventional Tactics When Brace for Impact is activated: +20% Bonus All Damage for 15 sec Free from Strategist Spec. I'd use the non-Improved version for this budget build, but the game won't let me now that I have the Improved one.
  Improved Going The Extra Mile Improves the effectiveness of your Captain and Bridge Officer Heals. Additionally, if you heal someone while they are above 90% Maximum Hull, they additionally gain a boost to Maximum Hull Capacity for a short duration. Free from Miracle Worker Spec. More hull cap; more Protomatter Infuser heals.
  Pilfered Power Activating a Control Bridge Officer ability will reduce your target's Auxiliary and Weapon Power Levels, while enhancing your own Weapons and Auxiliary Power Levels and Weapon Firing Speed for a short duration. 30s lockout. 3mil EC on PC's Exchange. The strongest ship trait on this build, despite the limited uptime.
  Parting Gift Tractor Beam reduces the target's damage resistance and will leave behind a warhead that detonates after a few seconds, knocking engines offline for a brief period. 900k EC on PC's Exchange. The warhead does very little, it's here more for the extra -DRR shred.
  Carrier Wave Shield Hacking You can use connections to the enemy ship caused by Tractor Beam or Intel Powers to calculate another ship's shield's modulation frequency. Activating Tractor Beam, or any Intelligence Bridge Officer Ability takes enemy shields offline for a brief duration. 1.3mil EC on PC's Exchange. Has a 10s lockout on applying Shield Disables to the same target.
       
Space Reputation Traits Advanced Targeting Systems   +20% CrtD.
  Energy Refrequencer   Extra healing source
  Precision   +5% CrtH.
  Tyler's Duality   +4.4% CrtH for this build.
  Automated Protomatter Conduits   Extra healing source
       
Active Reputation Traits Refracting Tetryon Cascade   Extra DPS on grouped targets.
  Quantum Singularity Manipulation   Extra oh-shit button.
  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 Emergency Conn Hologram Recharges Evasive Maneuvers when Emergency Power to Engines is activated For speed.
  Technician (Rare) Bridge Officer power recharges reduced by 8% after activating Auxiliary Power to the Emergency Battery. 1mil EC on PC's Exchange.
  Technician (Rare) Bridge Officer power recharges reduced by 8% after activating Auxiliary Power to the Emergency Battery. 1mil EC on PC's Exchange.
  Technician (Rare) Bridge Officer power recharges reduced by 8% after activating Auxiliary Power to the Emergency Battery. 1mil EC on PC's Exchange.

Other Information

Subsystem Power Settings Value (Target/Display)
Weapons 155 / 100
Shields 24 / 15
Engines 73 / 70
Auxiliary 18 / 15
Set Name Set parts: # of # Effects
Stamets-Tilly Field Modifications Set 2 of 4 +120% Hull Regeneration.
Stamets-Tilly Field Modifications Set 3 of 4 Mycelial Lightning
Ship Stats Value Notes
Hull 99,684 Affected by Personal Endeavour rank (750)
Shields 11,421 Affected by Personal Endeavour
Global Critical Chance 39.70% Affected by Personal Endeavour
Global Critical Severity 159.20% Affected by Personal Endeavour
EPS/Power Transfer Rate 200.00%  
Control Expertise (CtrlX) 123  
Drain Expertise (DrainX) 110  
Exotic Particle Generator (EPG) 160  
Hull Regeneration Rate 375.00% Affected by Personal Endeavour
Turn Rate 6.4 Affected by Personal Endeavour
Flight Speed 39.38 Affected by Personal Endeavour

Solo ISA run "strategy":

Basically the same as any good-form ISA runs, but this specific budget build presented some challenges that I am not sure I was completely able to overcome:

  1. Lack of Grav Well to keep Probes/Spheres bunched up, which led to a rather messy run.
  2. Lack of CSV uptime meant that I had to sometimes manually target Generators and stray Probes/Spheres.
  3. Lack of overall DPS meant that smaller targets like Probes/Spheres don't all get deleted in a single volley. Giving them plenty of chance to wander around, contributing to a messy run.
  4. Despite the amount of defensive items on this build, taking on both the Gateway and final Tact Cube was not feasible. Had to tackle them one at a time, starting with the Gateway.

My Lazy Spambar Sequence

Order Ability
1 CSV3
2 APB1
3 BO3
4 KLW1
5 PO1
6 EPTW3
7 EPS Pwr Transfer
8 EPTE1
9 Brace for Impact
10 Nadion Inversion
11 Focused Frenzy
12 TB1
13 DRB1
14 HE1
15 TT1
16 A2B1
17 Rotate Shield Frequency

DPS parse observations

Ability Total
Dual Heavy Tetryon Cannons - Scatter Volley III 35,227
Dual Heavy Tetryon Cannons 9,893
Tetryon Array - Overload III 6,724
Antichroniton Infused Tetryon Array - Overload III 5,819
Kinetic Cutting Beam 4,781
Experimental Flak Shot Artillery 3,350
Tetryon Array 3,083
Delta Alliance Beacon 2,435
Antichroniton Infused Tetryon Array 2,399
Entropic Rider 2,077
Nimbus Pirate Distress Call 2,052
Mycelial Lightning 1,960
Hur'q Beacon 1,086
Drain Infection 986
Kemocite-Laced Weaponry I 913
Destabilizing Resonance Beam I 784
Parted Gift 714
Counter-Offensive 624
Anti-Time Entanglement Singularity (Rank 2) 371
Tractor Beam I 345
Refracting Tetryon Cascade (Rank 2) 284
Gravity Well I - Gravity Well I 102
Nanite Probe 57
Tetryon - Shield Destabilization 51
Antichroniton Phase Burst 36
Gateway 6
Short Range Salvage Laser 0
Grand Total 86,159

Self-healing parse observations

Ability Total Healing
Restorative Protomatter Matrix 3,039,442
Shield Absorptive Frequency Generator Proc 2,774,985
Energy Refrequencer (Rank 2) 572,411
Miraculous Repairs III 298,974
Continuity 192,000
Bio-Molecular Shield Generator (Rank 2) 159,726
Nimbus Pirate Distress Call 156,017
Rotate Shield Frequency III 148,329
Maneuver Warfare II 87,527
Hazard Emitters I 64,305
Brace for Impact III 31,639
Bio-Molecular Shield Generator Fabrication (Rank 2) 8,812

Table formatting brought to you by ExcelToReddit

References and Resources

  1. https://www.reddit.com/r/stobuilds/comments/1h2vt24/bug_discovery_turrets_with_csv_are_hurting_your/
  2. https://www.stobetter.com/new-f2p/energy-basics
  3. https://www.stobetter.com/tools
  4. https://vger.stobuilds.com/

Appendix

  1. Solo ISA raw combatlog can be found here: https://drive.google.com/file/d/1ypudSs20kfUvqR2Nz9-hBG--CAFkI3E2/view?usp=drive_link
  2. Sample PuG ISE raw combatlog can be found here: https://drive.google.com/file/d/1dgNF1ZdyJXAEG97xk17y8LxFJpWeD9Kr/view?usp=drive_link

r/stobuilds 14d ago

Trying to build a DPS ship for Tactical Captain for a Terrh parse over 300k dps

0 Upvotes

Greetings all,

Long time STO player (since 2010). My first toon is a Tactical Captain. I've got a lot of lockbox, promo and most c store ships to choose from. I've been trying to get a build for this character for above 300k dps for solo running Trouble over Terrh. Although, every time I fly it I always seem to miss the mark. My playstyle is to fly into the mess, park and fire. Hopefully blowing things up before they blow me up. I'm trying to find the right balance between energy weapon DPS and tanking ability. Phaser beam array energy weapon build. I have a lot of gear, universal consoles, and other accessories to help round out the build. I was flying the Hydra, but it is a glass cannon and for me doesn't get above 300k DPS. I'm sure I'm piloting it wrong. Any thoughts or suggestions? Our fleet uses the last part of Terrh to parse DPS for approved builds. The enemies spawn quickly and it lasts for a few minutes until the rift closes.


r/stobuilds 14d ago

Work in progress Tanky experiences with Tac and Eng toons

1 Upvotes

Hey folks and happy holidays to everyone.
I've not that experiences yet with tanks at STO, but I want to start with a support tank. So I found a build for my most favorite ship, the styx.
Here it is:
https://www.stobetter.com/intro-builds/eph289/suptank-styx
But - and that's the point (maybe not such a big one) - it's made for an ENG toon. If I would use it for a TAC toon, what should I change at this build?


r/stobuilds 15d ago

Need Advice Are Fleet Magee BO or FAW builds nearly impossible?

3 Upvotes

Hello, merry Christmas and happy holidays. :)
Since some days I try to create (okay, find is better to say) an useful Fleet Magee (Command) beam build. I read the guides at DPS League, checked STO Better out and enjoy to read 'The Baby Series' for beam builds. And yes, I watched a couple of videos too.
Anyway, I can't find a build for the Magee. Of course, there are some Pilot builds or kinetic builds for the Shran/Cabot out there, but not what I'm looking for.
So that's why I would like to ask here for help to buil for the Command Fleet Magee. :)
I'm pretty much horrible to build only by myself and yes, I would appreciate some 'ready to eat' builds. Thank you.


r/stobuilds 17d ago

A Fire Build and a Cold Build...can anyone help?

4 Upvotes

I really fancy making two builds, with one as much Fire as possible and the other as Cold as possible.

Can anyone suggest any ways of doing that?

There are only so many Fire and Cold consoles and weapons in the game (and unless I buy another and try, I have no idea if the Breen Torpedo can be fitted twice) but can anyone suggest how to fill the blanks into weaponry and consoles to make a Hot and a Cold work?


r/stobuilds 18d ago

Weekly Questions Megathread - December, 23, 2024

9 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 18d ago

Would love any advice for my Plasma Beam build

6 Upvotes

Hey all, I would love any advice on how to increase my DPS for this plasma build. I have tried to include as much set bonuses and consoles as I can that increase plasma DPS. Any tips on what to change such as boff layout, starship traits, consoles, and ESPCIALLY doffs, would be great.

Player Information

Captain Faction: Romulan (KDF-Aligned)

Captain Race: Romulan

Captain Profession: Engineering

Primary Specialization: Command

Secondary Specialization: Intelligence

Ship: Fleet Operations Command Warbird T6-X

Ship Loadout

Fore Weapons:

  • Experimental Romulan Plasma Beam Array Ultra Rare MK XV [Crtd]x4
  • Plasma Beam Array Very Rare MK XV [Crtd]x2 [Over]
  • Romulan Plasma Beam Array Very Rare MK XV [Crtd]x2 [Proc]
  • Advanced Piezo-Plasma Beam Array Ultra Rare MK XV [Crtd]x4

Aft Weapons:

  • Plasma Beam Array Very Rare MK XV [Crtd]x2 [Over]
  • Omni-Directional Plasma Beam Array [Arc] [CrtD]x2
  • Plasma Beam Array Very Rare MK XV [Crtd]x2 [Snare]
  • Romulan Plasma Beam Array Very Rare MK XV [Crtd]x2 [Proc]

Deflector: Bajor Defense Deflector Array Ultra Rare MK XV [HullCap]x4

Impulse Engines: Bajor Defense Hyper-Impulse Engines Ultra Rare MK XV [Full]x3 [Spd]

Warp Core: Mycelial Harmonic Matter-Antimatter Core Ultra Rare Mk XV [A Cap] [OLoad] [SSR] [Trans]

Shields: Tilly's Review-Pending Modified Shield Epic Mk XV [Cap]x4 [Cap/Rg]

Consoles:

5 Engineering Consoles: 

  • Engineering - Bellum RCS Accelerator Mk XV
  • Universal - Linked Command Matrix
  • Engineering - Sensor Suspension Burst
  • Engineering - Troyius Protocol
  • Zero-Point Energy Conduit Mk XV

3 Science Consoles:

  • Universal - Destructive Protomatter Wave Projector
  • Universal - Piezo-Electric Focuser Mk XV
  • Universal - Sustained Radiant Field Mk XV

3 Tactical Consoles:

  • Advanced Tactical - Vulnerability Locator [Plasma] Ultra Rare MK XV
  • Advanced Tactical - Vulnerability Locator [Plasma] Epic MK XV
  • Advanced Tactical - Vulnerability Locator [Plasma] Epic Rare MK XV

1 Universal Consoles:

  • Tactical - Lorca's Custom Fire Controls Ultra Rare MK XV

Hangar:

  • Elite Scorpion Fighters

Officers and Crew

Officer 1 Lieutenant - Uni

  • Tactical Team I
  • Beams: Fire at Will II

Officer 2 Lieutenant - Tac

  • Tactical Team I
  • Kemocite-Laced Weaponry II

Officer 3 Lieutenant - Sci/Command

  • Hazard Emitters I
  • Photonic Officer I

Officer 4 Lt. Commander - Eng

  • Engineering Team I
  • Directed Energy Modulation I
  • Emergency Powers to Weapons III

Officer 5 Commander - Eng/Command

  • Engineering Team I
  • Overwhelm Emitters II
  • Auxiliary Power to the Emergency Battery II
  • Auxiliary Power to the Emergency Battery III

Duty Officers:

  • Conn Officer - [SP] Recharge time reduced for Tactical Team and Buff
  • Technician - [SP] Recharge of Bridge Officer Abilities Reduced after Auxiliary to Battery
  • Technician - [SP] Recharge of Bridge Officer Abilities Reduced after Auxiliary to Battery
  • Technician - [SP] Recharge of Bridge Officer Abilities Reduced after Auxiliary to Battery
  • Maintenance Engineer - [SP] Recharge time reduced for Engineering Team and Buff

Personal Space Traits:

  • Accurate (Improves the accuracy of space weapons)
  • Beam Barrage (Gain Beam Damage when activating Beam skills)
  • Beam Training (Increases Damage from your Beam Weapons)
  • EPS Manifold Efficiency (When you use Emergency Power to Weapons, this trait causes all of your other power levels to gain a moderate subsystem boost)
  • Give Your All (Gain Damage Reduction from Engineering abilities)
  • Grace Under Fire (If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset.)
  • Innocuous (Slightly increases Critical Severity, and makes enemies less likely to attack you over other targets)
  • Operative (Increases Critical Chance and Critical Severity)
  • Romulan Operative (Increases Critical Chance and Critical Severity, Reduces Cloak Recharge)

Space Reputation Traits:

  • Chrono-Capacitor Array (Reduces Bridge Officer Recharge Times)
  • Magnified Firepower (All Weapon Damage)
  • Precision (Increases your Critical Hit Chance in space combat.)
  • Tyler's Duality (Critical Chance based on Hull Capacity)

Starship Traits:

  • Emergency Response Teams (While slotted, when any shield facing becomes depleted, you gain a significant amount of Secondary Shields for ~30 seconds. While the Secondary Shielding remains, activating any Science or Intel abilities heal your hull and shields.)
  • Emergency Weapons Cycle (While this starship trait is active, using Emergency Power to Weapons will also reduce weapon power cost and increase your weapon fire rate moderately.)
  • Energy Overdrive (Movement and Beam Damage from Beam Firing Modes)
  • Radiant Nanite Cloud (Causes all bridge officer and captain ability hull heals to heal for an additional 50% over 4 seconds in a 3 km radius.)
  • Redirecting Arrays (While Beam Array: Fire at Will is active, any damage that your starship receives will periodically extend its duration.)
  • Strike From Shadows (Buffs for attacking foes not targeting you)

r/stobuilds 20d ago

Need Advice Completely free cannon build.

4 Upvotes

I'm going to apologise right now for this not being as detailed as my usual questions, I'm absolutely exhausted and sick as a dog but I'm annoyed by the lack of ftp friendly builds on StoBetter which is supposedly a holy grail of builds.

So, I come here once more to ask those with more experience; what the fuck do I do with cannons?

Now don't get me wrong, I have the weapons and certain universal consoles already in mind, likewise with Boff abilities.

What's had me spend an absurd amount of time scouring here and Sto'better' to no avail is the DECS and non-universal consoles. I'm running a phaser cannon build, do I use Phase Relays or Prefire Chambers? Do I bother with shield/hull regen consoles or do I just go for resistances and stealth?

The closest I got to any sort of answer was seeing a comment say about the Sol Defence set, only to be immediately have whiplash from how fast the reply to them went for the damn Colony set. So I know at least one Mission set to unlock and eventually replace once I have the build firmly locked in.

A final question is specialisations, any worth using on a tactical/Escort as opposed to a beam boat build, or just start and Intel again.


r/stobuilds 20d ago

Work in progress FAW DEWSci Carrier

4 Upvotes

IRW Conquerer

Build Info

Building a FAW DEWSCi Carrier with a Fleet at level 21.*

Player Information

Player Info --------------
Captain Name Rick Galen
Captain Faction Federation
Captain Race Alien
Captain Profession Tactical
Primary Specialization Intelligence
Secondary Specialization Temporal
Intended Role Primary solo, with the occasional event PUG
Captain Outfit [ "Image Description" ]( "Image Link here" )

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Hull Restoration Improved Hull Capacity     Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   Improved EPS Flow Improved Impulse Expertise Improved Control Expertise Drain Expertise Advanced Targeting Expertise  
5 Points                
               
Commander   Hull Plating   Shield Regeneration   Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning   Advanced Exotic Particle Generator Advanced Long Range Targeting Advanced Hull Penetration Advanced Shield Penetration
25 Points            
             
               
Admiral   Warp Core Potential       Coordination Protocols Improved Tactical Readiness
35 Points         Defensive Coordination  
            Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 10 Science Points: 10 Tactical Points: 26

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Mine Dispersal Pattern: Beta III Training Manual: Tactical Team III Training Manual: Cannon: Rapid Fire III
Unlocks After 5 Battery Expertise Sector Space Travel Speed Threat Control
Unlocks After 7 Training Manual: Attack Pattern: Omega III Training Manual: Mine Dispersal Pattern: Alpha III Training Manual: Torpedo: High Yield III
Unlocks After 10 Maximum Hull Capacity Maximum Shield Capacity Projectile Critical Chance
Unlocks After 12      
Unlocks After 15     Energy Critical Chance
Unlocks After 17     Training Manual: Torpedo: Spread III
Unlocks After 20     Accuracy
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)     Focused Frenzy
Unlocks After 25 (Ultimate)     Frenzied Reactions
Unlocks After 26 (Ultimate)     Team Frenzy
Unlocks After 27 (Ultimate)      

Skill Tree Information

Build Description

Trying out some of what I think I've learned from STO Better.

Basic Information Data
Ship Name IRW Conquerer
Ship Class Kelvin Timeline T'Laru Intel Carrier Warbord
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
[ Starship Beautyshot ]( Insert Image Link here )  
Basic Information Component Notes
Fore Weapons: 4 Agony Phaser DBB Mk XV, [CrtH/CritD] [CritH]x4
  Dark Matter Torpedo Mk XIII, [CrtH]x3 [Dmg]
  Radiolytic Phaser DBB Mk XV , [Ac/DM] [CrtD]x3 [CrtH] [Dmg]
  Radiolytic Phaser DBB Mk XV, [Ac/DM] [Dmg]x4
     
-------------- -------------- --------------
Aft Weapons: 2 Sensor-Linked Phaser BA Mk IX [CrtH]x4
  Protostar Phaser Omni Mk XII [Acc] [Arc] [Dmg]
  Disruptor Turret Mk II [CrtD] [CrtH] [Dmg]
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Elite Fleet Intervention Protomatter [ColCrit] [CtrlX]x2 [EPG]
Secondary Deflector    
Impulse Engines Prevailing Innervated Impulse Mk XIII [Spd]
Warp Core Revolutionary
Shields Tilly's Mk XIII [Cap]x4
Devices Advanced Battery - Energy Amplifier  
  Deuterium Surplus  
  Advanced Battery - Targeting Lock  
  Type 14 Shuttle Support Squadron  
-------------- -------------- --------------
Engineering Consoles: 3 Hanger Craft Power Transmission Mk XII [CtrlX]
  Hanger Craft Power Transmission Mk XII [Turn]
  Hanger Craft Power Transmission Mk II [DrainX]
  Approaching Agony  
  Hanger Craft Power Transmission Mk II [Turn]
-------------- -------------- --------------
Science Consoles: 4 Reinforcing Squadrons  
  Dragonsblood Flame Reactor  
  Delphic Tear Generator  
  Enforced Timeline Primacy  
  Isometric Dispersal Array  
-------------- -------------- --------------
Tactical Consoles: 4 H.Y.D.R.A.  
  High-Energy Communications Network  
  Swarmer matrix  
  Sensor Suspension Burst  
     
-------------- -------------- --------------
Universal Consoles: 2 Subspace Fracture Tunneling Field  
Lorca's Mk XV
-------------- -------------- --------------
Hangars: 2 Advanced Type 7 Shuttle Craft  
  Advanced Alliance Fighter Squadrons  

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lt. Commander ( Science ) Subspace Vortex I  
Trait: Superior Watcher Operative Charged Particle Burst I  
  Tyken's Rift II  
     
Officer 2: Lieutenant ( Tactical ) Torpedos: Spread I  
Trait: Engineered Soldier (Space) FAW II  
     
     
Officer 3: Lieutenant ( Tactical ) Distributed targetting I  
Trait: Leadership Kemocite-Laced Weaponry II  
  Concentrate Firepower III  
  Call Emergency Artillery III  
Officer 4: Lieutenant ( Eng/Temporal ) Emergency Power to Engines I  
Trait: Engineered Soldier (Space) Emergency Power to Weapons II  
  Boarding Party II  
  Destabilizing Resonance Beam III  
Officer 5: Commander ( Sci/Intel ) Structural Analysis I  
Trait: Engineered Soldier (Space) Photonic Officer I  
  Very Cold In Space III  
  Gravity Well III  
  ( )    
     
     
     
Duty Officer Information Power Notes
1 Energy Weapons Officer Rare 3% chance +1% buff to CritH
2 Conn Officer Phoenix One
3 Gravametric Scientist Rare, Gravity Well or Tyken's Rift 40% chance cooldown
4 Warfare Master - Space Epic, Plus 10% all damage
5 Projectile Weapons Officer Common, Crit Buff on Projectiles
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Independent Wingmate 1st Hangerpet +200% DMG, +200 DMG Res  
Intelligence Agent Attache    
Deulist's Fervor    
Wing Commander +100% Rank Up XP for all Hangar Pets (This reduces the total time it takes to reach Rank 5 by half.)  
The Boimler Effect    
Fragment of AI Tech    
Terran Targeting Systems  
Unconventional Systems Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles  
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  
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
     
Space Reputation Traits Description Obtained from
Saru's Grace   #N/A
Energy Refrequencer Receive 7.5% of your outgoing damage as a Hull heal to you (Triggers up to 5 times per second) T2 Iconian
Tyer's Duality   #N/A
Magnified Firepower +5 Bonus Weapon Damage T4 Gamma
     
Starship Traits Description Notes
Five Magiks    
Ship of the Line    
Redirecting Arrays While Beam Array: Fire at Will is active, any damage that your starship receives will periodically extend its duration. Once per sec while Beam: Fire-at-Will is active, receiving Any Damage grants 0.33 sec Duration to Fire-at-Will (15 sec total duration maximum)  
Spore-Infused Anomalies    
Superior Area Denial    
Spore-Infused Anomalies Whenever you activate a Science or Intelligence Bridge Officer Ability: To foes within 5km of your anomalies: deal Electrical Damage and drain from all of the targets Power Levels for 20 sec  

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

*Got a fleet store invite, so I have some higher level fleet consoles. Note: T6X starship trait - The Ruin of Our Enemies T6X2 starship trait - Repurposed Cargo bay hanger

What do y'all think of her so far? Suggestions of how I might improve it are welcomed.


r/stobuilds 21d ago

Need Advice Section 31 Intel Destroyer Help

3 Upvotes

So I picked this ship up in a Mudd’s bundle and decided it would be a good fit for a relatively undeveloped Sci captain alt. I want to lean most heavily into the Sci component since Int seating gives me an extra anomaly for SIA/Int abilities trigger SIA. I also intend to use fresh from R&R and 2x Int Team and lean into Exitus Acta Probat, just because (haven’t PvP’d in more than a decade).

I’m planning to leave the ship in tactical mode since I’m basically not going to have anything that would trigger a DSD. But I will have a ton of INT BO abilities to trigger SIA. Unless someone talks me out of it, since I have the Subspatial Warheads and Assault Formation Theta traits available to me and this ship does have the Combat Dark Cloak/ability to slot AP:O, I was going to select those traits and skew more SciTorp than SciDEW. I was planning, since Transport Warhead triggers SSWH and SIA, to use it over HY.

Or I guess I could eschew both (traits and firing modes) and go with TS and use the Gravimetric torpedo and go SciDEW?


r/stobuilds 23d ago

Starter build Legendary Disco Constitution FDC build

7 Upvotes

USS Vacuo

Build Info

Legendary Temporal Donnie

Player Information

Player Info --------------
Captain Name Coco Adel
Captain Faction Federation
Captain Race Human
Captain Profession Engineering
Primary Specialization Miracle Worker
Secondary Specialization Strategist
Intended Role  
Captain Outfit "Image Description"

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Hull Restoration Hull Capacity Shield Restoration Shield Capacity Improved Energy Weapon Training Improved Projectile Weapon Training
               
Lieutenant Commander   EPS Flow Impulse Expertise Control Expertise Drain Expertise Improved Targeting Expertise Defensive Manuvering
5 Points                
               
Commander   Hull Plating Damage Control Shield Regeneration Shield Hardness Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning Offensive Subsystem Tuning Exotic Particle Generator Advanced Long Range Targeting Improved Hull Penetration Improved Shield Penetration
25 Points            
             
               
Admiral   Warp Core Potential Improved Engineering Readiness Shield Mastery Improved Scientific Readiness Coordination Protocols Improved Tactical Readiness
35 Points         Defensive Coordination  
            Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 11 Science Points: 13 Tactical Points: 22

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Emergency Power to Shields III Training Manual: Engineering Team III Training Manual: Directed Energy Modulation III
Unlocks After 5      
Unlocks After 7 Training Manual: Emergency Power to Engines III Training Manual: Auxiliary Power to the Emergency Batter III Training Manual: Eject Warp Plasma III
Unlocks After 10      
Unlocks After 12      
Unlocks After 15      
Unlocks After 17     Training Manual: Aceton Beam III
Unlocks After 20      
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)      
Unlocks After 25 (Ultimate)      
Unlocks After 26 (Ultimate)      
Unlocks After 27 (Ultimate)      

Skill Tree Information

Type Your info here

pet forward carrier build

Type Your info here

Basic Information Data
Ship Name USS Vacuo
Ship Class  
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
Starship Beautyshot  
Basic Information Component Notes
Fore Weapons: 5 Temportal Defense Chroniton Beam array MK XV ac/dm CrtDx3 dmg
  Antiproton Beam Array Mk XV Ac/Dm CrtDx2 dmgx2
  Dark Matter Quantum Torpedo MK XV Ac/DM CrtDx3 Dmg 1/3 Lorca's Ambition
  Antiproton Beam Array Mk XV Acc CrtDx3
  Temportal Defense Chroniton Beam array MK XV ACC CrtDx2 Dmg
-------------- -------------- --------------
Aft Weapons: 3 Omni Antiproton Beam Arram MK XV ac/dm arc CrtDx3
  Pahvan Proton Torpedo mk XV acc arc CrtH (Filler)
  Ancient AP Omni Mk XV ac/DM Acc Arc Dmg x2 ancient tech 1/4
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Revolutionary Defector to be replaced by non-baryonic
Secondary Deflector    
Impulse Engines Prevailing Fortified Spd
Warp Core Obelisk warp Core Mk XV Trans ancient Tech 2/4
Shields Tilly's Review Pendingmodified Shield Mk XV Capx4
Devices RMC  
  Flagship Transponder  
     
     
-------------- -------------- --------------
Engineering Consoles: 4 Hangar Craft Power Transmission MK XV [AP]  
  Hangar Craft Power Transmission MK XV [AP]  
  Hangar Craft Power Transmission MK XV [AP]  
  Hangar Craft Power Transmission MK XV [AP]  
     
-------------- -------------- --------------
Science Consoles: 4 Reactive Antiproton Cascade Emitter Ancient Tech 3/4
  Subspace Fracture Tunneling Field Ancient Tech 4/4
  DOMINO  
  High Energy communications Network  
     
-------------- -------------- --------------
Tactical Consoles: 3 Lorca's Custom Fire Controls Lorca's Ambition 2/3
  Bellum Directed Energy Dist Manifold Mk XV Epic
  Bellum Directed Energy Dist Manifold Mk XV Epic
     
     
-------------- -------------- --------------
Universal Consoles: 2 Hangar Craft Power Transmission MK XV [AP]  
                |   Conductive RCD Mk XV            |   Turn            

-------------- | -------------- | -------------- Hangars: 2 | Advanced Valkyrie Squadron | VR   | Advanced Valkyrie Squadron | VR

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lt. Commander ( Tactical ) Kemocite I  
Trait: Leadership Attack Pattern B I  
  Torpedo Spread III  
     
Officer 2: Lieutenant ( Tactical ) Tactical Team i  
Trait: [name] Beam Fire At Will II  
     
     
Officer 3: Commander ( Eng/Temporal ) EPTW I  
Trait: Tactician ET II  
  Chronometric Inversion Field II  
  Recursive Shearing  
Officer 4: Ensign ( Engineering ) EPTS I  
Trait: [name]    
     
     
Officer 5: Lt. Commander ( Science ) HEI  
Trait: astrophysisist PO I  
  STIII  
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
1 recharge EM when EPTE is used  
2 APB restores hull when firing  
3 Chance to reduce recharge on torpedoes  
4 chance to reduce recharge on EPTX rare
5    
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Warp Theorist +10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)  
Boimler Effect BO cooldown  
Beam Training +5% Beam Weapon Damage  
Projectile Training +5% Projectile Weapon Damage  
Techie +20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration)  
Operative +1% Critical Chance, +2% Critical Severity  
Grace Under Fire If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miraculous Repairs is reset. This trait will only trigger when Miraculous Repairs is already on cooldown, and can only trigger once every 90 seconds.  
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
Accurate +10% Accuracy  
EPS Manifold Efficiency When you use Emergency Power to Auxiliary, Emergency Power to Engines, Emergency Power to Shields, or Emergency Power to Weapons, this trait causes all of your other power levels to gain a moderate subsystem boost. When you use any Battery, this trait causes all of your other power levels to gain a large subsystem boost.  
     
Space Reputation Traits Description Obtained from
Precision +4% Critical Hit Chance T2 Romulan
Tactical Precision to self: +3% Accuracy for 15 sec (Stacks 5 times) T2 Undine
Omega Kinetic Shearing +10% damage bonus, dealt as a DoT over 6 seconds T2 Omega
tylers duality Crit chance #N/A
     
Starship Traits Description Notes
Calm Before the Storm While this starship trait is slotted you will gain a stack of Calm every few seconds while in combat. Each stack of Calm grants a small amount of damage resistance. Exiting combat will clear all stacks of Calm. Once you have 10 stacks, all stacks of Calm are cleared and you gain the Storm buff. While under the effects of Storm, you will gain a buff to Bridge Officer Ability Recharge Speed and Weapon Firing Cycle Haste.  
Reconstructive Conversion Wave AP damage to Foes in 5 KM heal self and pets  
Majority - Minority While this Trait is active, the number of Allies and Foes within 10km of you will be counted. Depending upon whether you are in the Minority (Foes outnumber Allies) or the Majority (Allies equal or outnumber Foes), you gain different combat benefits. Majority = Increased Damage Resistance, Shield Hardness, and Hull Regeneration Minority = Increased Damage Output, and Flight Speed.  
Relaunch and Repair Pet launches reduce captain abilities  
Repurposed Cargo Bays Launched additional Valkyries  
Supplementary Coordination Network Pet launches reduce captain abilities  

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 87743  
Shields 19238  
Global Critical Chance 26.8  
Global Critical Severity 84  
EPS/Power Transfer Rate 170  
Hull Regeneration Rate 287.1  
Turn Rate 7.7/sec  
Flight Speed 31.45  

Concluding Remarks

I have access to most of the carrier traits. looking for suggestions for improvement


r/stobuilds 24d ago

Playstation Community Giveaway STO Christmas Giveaway!

13 Upvotes

STO Christmas Giveaway

It's once again that time of year and of course we have a giveaway lined up for y'all! Get involved for your chance to win a brand new ship and get started on a brand new build. All prizes are choice, so you decide the ship! Get ahead with your next build and be in it to win it!

Our 12 Days Of Christmas event has started! And it's easier than ever to take part! Simply head on over to the PSN STO Discord Server to take part in our massive giveaway!

This year we've got some amazing prizes!

• 12 T6 Lobi Choice ships • 12 T6 Infinity Choice Ships • 12 T6 Promotion Choice Ships

(That's 26 Billion EC in prizes!!)

With 36 ships to be won you don't want to miss out!

Head on over to the STO PSN Discord for your chance to win! Use code "Stocomms" to join. Or follow the link. Discord.gg/stocomms

We wish you and your loved ones a very merry Christmas.


r/stobuilds 25d ago

Weekly Questions Megathread - December, 16, 2024

9 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 26d ago

FDC Hangar craft power transmission or isomags? No SAD or CA.

6 Upvotes

Recently back into the game after a (7?) years long break. Figured out what has changed and got my main set up right, then made my first alt during gamma recruitment, went with sci - was just planning to complete what is needed to get the space warfare specialist doff for my main.

Its been more fun than I thought, recently unlocked the Gehmor for trait on my main and put my alt in it. Really like the ship, wanted to try and play some support with it so went full iconian set and FPNA console. Of the fighters I have unlocked Type 7's have the best performance hands down as I do not have SAD or CA.

I bought some hangar craft power transmission consoles with [auxpwr] as a placeholder until I picked a weapon type. They were cheap, I landed on disruptors and was originally planning on getting hangar craft modules in the weapon type I would choose down the road.

On to my question, I am now wondering since the Type 7's are torpless if I would be better off going with disruptor isomags over hangar craft? It seems like I am doing more damage with my ship and just using the fighters for the debuffs for both my team and I. I really have no plans of picking up SAD just for an alt, as I have used my tokens from the year event on stuff needed to get my main back into a meta-ish state.

Current setup is SS as my main firing mode.

Advanced queues are so easy they have become boring on my alt, want to get him in a spot where I am doing elites.


r/stobuilds 26d ago

What weapons to put on the back of a Disruptor based BO boat?

4 Upvotes

Hi all, its quite a few years since I last put a dizzy BO build together so I've lost track of the beam meta, what 3 weapons should I load into the back of a 5/3 boat? Pahvan Omni probably takes up one slot, what else?


r/stobuilds 27d ago

Bank on Vincent Kish or Nah?

3 Upvotes

Which setup is likely to perform better?

Using Vincent Kish, and having TS2, CSV2, APB3

Or

Some other DOFF, and having APB1, TS3, CSV3


r/stobuilds 29d ago

Waffling on my premium ship, something for my exotic alt maybe? but what to look at?

3 Upvotes

I have a Beam main, who flies a Cali, I could get her something 'better'

OR, my space rending anomaly wizard could get her own primi ship, shes in the Legendary Temporal Science currently, which I actually quite like, but still.. Thoughts and options would be appreciated! (t6 premium box from this years campaign, strongly prefer fed).

Edit

Maybe I'm overthinking this and need to swap my legendary crossfiled for the premium crossfield


r/stobuilds 29d ago

Flagship Staffing Full Set

1 Upvotes

I'm curious if this is something folks are still running, the full set? I've ran the full set on my Kirk but never have parsed output but survivability and haste were competitive at the elite level. Thank you and I welcome the knowledge of this fine group 🖖🏽


r/stobuilds Dec 09 '24

Weekly Questions Megathread - December, 09, 2024

11 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 Dec 08 '24

What would be the top three Beam Overload ships?

23 Upvotes

Wondering what people think.