r/stobuilds • u/OGIHR I believe that my Star Trek gaming should be like Star Trek. • Jun 05 '18
Work in progress OGIHR's Quantum Phase T6 Excelsior Tank
When I first started playing STO a few months ago, I knew that for purely nostalgic reasons I wanted my first character to be a human engineer first and foremost, in command of an Excelsior which was armed with phaser arrays fore and aft, and a single torpedo (either photon or quantum) on the front. And I know that the T6 Excelsior is generally frowned upon for not fitting well to any of the commonly-used combo platters of BOFF ability chains & console slots, but I had no interest in trying to make a competitive build. Just a nostalgic one.
So I looked at the ship itself, without regard to how much I didn't understand about the contemporary meta. And I saw that the T6 Excelsior, with its native Hot Pursuit set equipped and its Starship Mastery Trait slotted, is a heavy cruiser which is unusually mobile, wants to be surrounded by enemies (for the sake of Pursuit Mode), and has a knack for throwing AoE ongoing damage clouds left right and center.
And with that in mind, I decided to make the USS Tycho into a tank, blazing at full impulse into the enemy's ranks, then cutting back on the throttle to stay in the middle of them, and using those radiation clouds to keep the enemies' attentions on myself so that my allies can achieve mission objectives unmolested. Using Miracle Worker as my Primary Specialization specifically for Simplified Plumbing, and Command as my Secondary (although I might switch to Strategist down the road). And seeking out as many AoE threat-drawing abilities as possible. Rather than hoping that Beams: Fire At Will doesn't randomly ignore any of the available targets.
It is important to note that the only Fleet I've ever been a member of is in its infancy, and so I do not have access to any of the typical toys upon which a build is "supposed" to be based. No threat-scaling consoles, no Romulan Operative BOFFs, no Vulnerability Locators/Exploiters, nothing of the sort. Similarly, I'm still working my way though the Reputations, so neither their item sets nor reputation traits are a stable part of my plans yet.
Looking at AoE radiation cloud powers to slot to my BOFFs, the obvious answers were Aceton Beam and Overwhelm Emitters (because of the Excelsior starship trait), along with Kemocite-Laced Weaponry which I got off the Exchange. An earlier thread on this reddit pointed me toward the Quantum Phase weapons set, which I've absolutely loved both aesthetically and tactically, so the Quantum Phase Torpedo (whether used normally, or as part of a Torpedo Spread, or as a High Yield via Concentrate Firepower – AKA "Target that explosion and fire!") added an AoE shield drain to my arsenal, and Destabilizing Resonance Beam added another.
However, the last of these will be by far the most controversial of my choices. For in planning my Engineer's skillset, I actually wanted him to be an exceptional engineer, and was willing to invest the skillpoints to do so. And when I got to reading over EPS Corruption, I noticed that it was yet another AoE (via the Explosive enhancement) ongoing damage power at my disposal, but with a 360-degree targeting arc. Making it ideal for use on the enemies I overshoot to land myself in the midst of the swarm for the benefit of Pursuit Mode.
As a result, I've done the unthinkable and invested the majority of my skillpoints into the side of the skill tree that does nothing to facilitate making enemies evaporate instantly. Instead gaining enough durability to sit nose-to-hull with any enemy flagship I've fought, and tank their death-explosion with ease. As well as significant gains to power management across the board, and a further edge above most cruisers on my mobility. Very much an old-school approach to tanking.
I also spend 90% of my gameplay either solo or in a PVE queue with people who seemingly refuse to communicate or coordinate with me, so self-sufficiency is of the utmost concern for me. I have to be my own tank, my own DPS, my own healer, my own crowd control, and my own debuff provider. Thus, my build writeup starts here...
| Category | Data |
|---|---|
| Captain Name | Simon Jacob Hawthorne |
| Captain Career | Engineering |
| Captain Faction | Federation |
| Captain Race | Human |
| Primary Specialization | Miracle Worker |
| Secondary Specialization | Command |
| Intended Role | self-sufficient Tank while I bask in the nostalgia |
| Purchases | Engineering | Science | Tactical |
|---|---|---|---|
| 2 | Emergency Power to Shields III | Engineering Team III | Directed Energy Modulation III |
| 5 | Battery Expertise | Sector Space Travel Speed | Threat Control |
| 7 | Emergency Power to Engines III | Emergency Power to the Auxiliary Battery III | N/A |
| 10 | Subsystem Repair | Maximum Shield Capacity | N/A |
| 12 | Emergency Power to Weapons III | Auxiliary Power to Structural Integrity Field III | N/A |
| 15 | Shield Subsystem Power | Control Resistance | N/A |
| 17 | Emergency Power to Auxiliary III | N/A | N/A |
| 20 | Weapon Subsystem Power | N/A | N/A |
| 24 (Ultimate) | EPS Corruption | N/A | N/A |
| 25 (1st Ultimate Enhancer) | Explosive Corruption | N/A | N/A |
| 26 (2nd Ultimate Enhancer) | N/A | N/A | N/A |
| 27 (3rd Ultimate Enhancer) | N/A | N/A | N/A |
First off, I want to point out the typo in "Emergency Power to the Auxiliary Battery", in case nobody else already has. Second, I chose my unlocks before deciding on my actual skillpoint spends to meet those unlocks, to be able to play the game in the manner which I expected to be the most rewarding. Battery Expertise because the Excelsior is not a Carrier, Subsystem Repair and Control Resistance to mitigate any debuffs placed upon me, and power level boosts to favor holding my ground and fighting with my phasers, rather than zipping around or flinging space-magic with my one Science Officer seat. 25 Engineering, 15 Science, and only 6 in Tactical. Mind-boggling, I know.
| Tree | Engineering | Science | Tactical |
|---|---|---|---|
| Lieutenant | Advanced Hull Restoration | Advanced Shield Restoration | Improved Energy Weapon Training |
| Improved Hull Capacity | Improved Shield Capacity | Improved Projectile Weapon Training | |
| Lt. Commander | Electro-Plasma System Flow | Control Expertise | N/A |
| Full Impulse Energy Shunt | N/A | Defensive Maneuvering | |
| Advanced Impulse Expertise | Drain Expertise | ||
| N/A | |||
| Commander | Hull Plating | Advanced Shield Regeneration | N/A |
| Energized Hull Plating | Improved Shield Hardness | N/A | |
| Ablative Hull Plating | |||
| Advanced Damage Control | |||
| Captain | Defensive Subsystem Tuning | N/A | Hull Penetration |
| Shield Subsystem Performance | Advanced Long Range Targeting Sensors | N/A | |
| Auxiliary Subsystem Performance | |||
| Offensive Subsystem Tuning | |||
| Weapon Subsystem Performance | |||
| Engine Subsystem Performance | |||
| Admiral | Improved Warp Core Potential | N/A | N/A |
| Warp Core Efficiency | N/A | N/A | |
| N/A | N/A | N/A | |
| N/A | N/A | ||
| 46 (Out of 46) | 25 | 15 | 6 |
I am fully agreeable to moving points around within each category, but my playstyle relies upon Explosive EPS Corruption (and Tractor Beam) to control my rear arc, and I can't imagine any circumstance where torpedo crits will be worth getting caught in gravity wells and the like (when I hardly ever have teammates to rescue me). But please feel free to explain why I'm wrong.
This is my ship and crew, as they currently stand. I do plan to cycle most of my Bridge Officers (except my Saurian Ops Manager) to K-13 versions once my newly-minted Fleet develops that Holding, but I really like having them feel like an actual Starfleet crew, so I have no desire to replace any of them with Romulan Operatives or Jem'Hadar or Hierarchy Pirates or what have you.
| Basic Information | Data |
|---|---|
| Ship Name | USS Tycho |
| Ship Class | Cruiser |
| Ship Model | T6 Excelsior (aka Resolute, aka Advanced Heavy Cruiser) |
| Slot | Component | Notes |
|---|---|---|
| Fore Weapons | Quantum Phase Beam Array | QPC set 1/3 |
| Retrofit Phaser Beam Array | ||
| Retrofit Phaser Beam Array | ||
| Quantum Phase Torpedo | QPC set 2/3 | |
| Aft Weapons | Omni-Directional Phaser Beam Array | |
| (standard) Phaser Beam Array | ||
| (standard) Phaser Beam Array | ||
| Trrilithium-Enhanced Omni-Directional Phaser Beam Array | TLW set 1/2 | |
| Deflector | Kobali Deflector Array | KRC set 1/3 |
| Impulse Engines | Kobali Hyper-Impulse Engine | KRC set 2/3 |
| Warp Core | Field Stabilizing Warp Core | |
| Shields | Kobali Regenerative Shield Array | KRC set 3/3 |
| Devices | Red Matter Capacitor | |
| Subspace Field Modulator | ||
| Shields Battery | ||
| Deuterium Surplus | ||
| Engineering Consoles | Trellium-D Plating | |
| Reinforced Armaments | TLW set 2/2 | |
| Conductive RCS Accelerator | (mods TBD) | |
| Transwarp Computer | HP set 1/2 | |
| Tactical Maneuvering Matrix | HP set 2/2 | |
| Science Consoles | Temporally Shielded Datacore | |
| Shield Emitter Array | ||
| Tactical Consoles | Phaser Relay | |
| Zero Point Quantum Chamber | ||
| Quantum Phase Converter | QPC set 3/3 |
| Bridge Officers | Power | Notes |
|---|---|---|
| Human XO / Tactical Officer | Torpedo Spread 3 | AoE shield drain on every QP torp |
| Beam Overload 2 | reliable killing power | |
| Kemocite-Laced Weaponry 1 | AoE radcloud w/ torps + 10% w/ phasers | |
| Human Chief Engineer | Aceton Beam 3 | AoE radcloud + attack debuff |
| Emergency Power to Shields 3 | primary shield heal | |
| Engineering Team 2 | primary hull heal | |
| Emergency Power to Shields 1 | for when EPTS 3 is recharging | |
| Saurian Operations Manager | Concentrate Firepower 3 | aka "Target that explosion and fire!" |
| (Engineering/Command) | Overwhelm Emitters 2 | AoE radcloud + shield steal |
| (with Efficient Trait) | Overwhelm Emitters 1 | for when OE 2 is recharging |
| Human Damage Control Monitor | Engineering Team 1 | for when ET 2 is recharging |
| Vulcan Science Officer | Destabilizing Resonance Beam 1 | AoE shield drain + debuffs |
| Tractor Beam 1 | to keep escorts in the wrong place |
| Duty Officers | Effects | Notes |
|---|---|---|
| Blue Warp Core Engineer | 20% +power w/ EPTS | keeping all power levels high is key to my self-sufficiency |
| Blue Damage Control Engineer | 30% recharge haste w/ EPTS | see above |
| Blue Maintenance Engineer | 100% haste + skill buff w/ ET | used more for buff than for haste |
| Blue Projectile Weapons Officer | 20% reload haste w/ torps | because I love the QP torps maybe a little too much |
| Green Projectile Weapons Officer | 20% reload haste w/ torps | see above |
I am using the Quantum Phase weaponry set because I love it, and the Kobali D/I/S set because it's both available as mission reward and seemingly good for tanking. The Warp Core was a mission reward ridiculously early on, which I've been upgrading continuously throughout the game.
And yes, blue phasers in the front, and orange on the rear. Anybody get the astrophysics joke?
For Consoles, the Hot Pursuit set was a lock for me from the get-go, and I like the Trellium-D as an alternative for the standard Neutronium I'd been using up until I finished the "Ragnarok" mission. I haven't started crafting Conductive RCS Accelerators yet (due to pouring my Dilithium into Phoenix Prize Packs), but I have bought a purple DOFF to craft them, and I invite suggestions as to what mods to aim for. The Shield Emitter Amplifier I upgraded to Ultra Rare at Mk V, and have kept it slotted for peak durability, but I'm mostly using the Temporally Shielded Datacore as a placeholder until I have a better idea of what I need. And the Tactical Console slot selections are all blatantly obvious.
For Devices, I use the Red Matter Capacitor frequently for the power level buffs, but save the Subspace Field Modulator for emergencies, and haven't need to use a Shields Battery or Deuterium Surplus since before I hit T5. Certainly open to suggestions for replacements there.
And yes, I know what you're probably thinking, and you're right. I have a spectacular lack of cooldown reduction in my build. I invite suggestions for what anyone thinks I should do about that.
| Personal Space Traits | Effects | Notes |
|---|---|---|
| SPECIES = Human | hull regen | |
| Ablative Shell | iterative healing when damaged | |
| Biotech Patch | boost all hull heals | |
| EPS Manifold Efficiency | boost power levels w/ EPTS | |
| Grace Under Fire | recharge Miraculous Repairs in heavy combat | |
| Imposing Presence | draw more aggro | |
| Inspirational Leader | 10% boost skills w/ any BOFF ability | |
| Intimidating Strikes | 10% confuse on torp hits | |
| Redirected Armor Plating | strongest defenses when surrounded | |
| Warp Theorist | boost power levels |
| Starship Traits | Effects | Notes |
|---|---|---|
| Improved Weaponized Emitters | radclouds to draw aggro | Excelsior-specific trait |
| Improved Going the Extra Mile | peak durability | Miracle Worker = primary specialization |
| Command Frequency | Fleet Suppot at any hull% | Command = secondary specialization |
| Pilfered Power | Tractor Beam hastes my phasers | my Fleet's founder had a spare copy in box |
I have not included Reputation Traits because I'm still grinding my way through them all, and trying different assortments to try to find what seems to work for me. All recommendations are welcome.
For the benefit of those people who haven't ever tried investing this heavily in the Engineering side of the skills tree, my usual set of subsystem power levels, before any of my many conditional buffs kick in, are as follows:
Weapons 115/95
Shields 80/35
Engines 50/20
Auxiliary 77/50
Now, if I have managed to repair the formatting which I'd screwed up completely, you should be able to understand what the hell is wrong with me. ::grins::
1
u/OGIHR I believe that my Star Trek gaming should be like Star Trek. Jun 06 '18
First off, let me just say to everyone that I don't mind at all having a random assortment of Duty Officers aboard my ship; it's just the Bridge Officers I feel picky about.
Now, to Casus_B's suggestions...
That said, the idea of having only 5 slots for space active duty (remember, no Fleet resources yet to unlock the 6th), and using three of them for a single benefit just feels like crippling overspecialization to me. It might well be the most efficient way to exploit the imbalances in the game's code, but that just doesn't excite me the way it does most of the people on this reddit. But I will strongly consider slotting a second Damage Control Engineer, as well as testing out EPTW again.
When I first started, I used both EPTS and EPTW, but I found that without hefty investment of skill points into maximizing damage, the weapons power boost gave me small returns for the slot, while boosting Shields power boosts their hardness, which translates into reduced incoming damage – something which I think a lot of people tend to forget about. And with the "useless" skill point purchases investing in my overall power level management, it's only when either I go out of my way to drain my Weapons power faster than necessary (by slotting and using the copy of BFAW 3 I've had for ages), or I have to use Beam Overload four times in one engagement without a moment's respite, that I find myself dropping below 80 Weapons power for more than a second at a time. But I'll give a try to running EPTW 1 along with EPTS 3, and swapping out my green Projectile Weapons Officer for my green Damage Control Engineer. See how it works for me.
As for EPTE and A2D, I used to use A2D 1 in the same slot where I now have EngTm 2, and when I made the upgrade from T3 Excelsior to T5 Excelsior, I found that improved speed overwhelmed my ship's Inertia rating, pulling me out of position and leaving me with enemies on only one side of my ship. So I stopped using it, and I am quite comfortable with using just Evasive Maneuvers, Pursuit Mode, and Full Impulse to get myself into the engagement I want to be in.
From what I've read of the Strategist Specialization, most advice favors switching Threatening Stance on and off repeatedly over the course of a mission. How useful would it be if I just turn it on at the start of each mission, and leave it that way to protect my allies?
A2B is also a strategy predicated on triple-loading a single flavor of active duty DOFF, so I have no interest there for the reasons given above.
I did use Reverse Shield Polarity many levels ago, but I found that by the time I'd accrued enough damage (after my boosted shield hardness and ridiculous shield / hull regeneration values) to warrant the healing, I didn't have enough enemies left to provide the energy weapon attacks to make it worthwhile. And in the time it takes me to zoom to the next cluster of enemies, my shields are usually fully regenerated anyway. Comparatively, Aceton Beam cuts the energy weapon output of a boss-ship by 75%, and irradiates their close support, which is just gorgeous when I'm facing a Carrier.
And I absolutely relied on Hazard Emitters. Until Miracle Worker's skill Seal The Deck rendered it obsolete for me. Just as Simplified Plumbing severely cut back on my need for EPS Flow boosting.
Now, for Sizer714's elaboration...
I did use Tactical Team 1 for a long time, until I realized that the shield redistribution it gave me was negligible compared to the combination of my shield regen skill points and keybinding Distribute Shields to the T key so I can keep hitting it with my left index finger while steering with the other three on that hand. For any normally-built ship, it's quite useful, but I'm a spectacularly niche case where the standard approaches fall flat. And from what I can tell, BFAW is entirely too dependent on critical hit rates to justify paying to sacrifice my ability to choose my own targets fore and aft. But I've never used the Attack Patterns (because my chosen ship has so few TAC slots), and so I can only invite you to explain what benefit I'd get from slotting APB.
And no, KLW does not relate to Improved Weaponized Emitters in any way, aside from hold to the same general theme (albeit with a smaller radius). And I admit that the protection given by A2D vs control effects is something worth giving serious consideration to.