After processing the great feedback from the folks at r/stobuilds (seriously, some really significant improvements), I’ve refined my Legendary Scimitar Surgical Strikes build into something I’m very satisfied with by adding in a torpedo and Concentrate Firepower. It pulled 601k DPS in it’s inaugural ISE channel run. Great team! My piloting was empirically not so great, so there’s definitely room for improvement.
Compared to the baseline build from part 1, a major change is the addition of a torpedo. I swapped out the Quad Cannons for the Dark Matter Quantum torpedo and made the following changes:
- With the Eng/Command seat, I dropped Directed Energy Modulation and dropped Emergency Power to Weapons down to rk2, to make room for Concentrate Firepower.
- Taking advantage of Intel’s great Unconventional Systems procs allows for another Tac SRO boff to be slotted instead of the Sci Jem Hadar Vanguard.
- We drop Gravity Well in favor of Torpedo Spread 3, and we take Kemocite-Laced Weaponry to really take advantage of the DMQ torpedo.
- For traits, I dropped Strike From Shadows and replaced it with Super Charged Weapons. I am still exploring other trait changes, but more suggestions/discussions are appreciated!
- I dropped the Systems Engineer doff and replaced it with a Projectile Crit Sev doff.
One important variable is the torpedo. It has already been recommended to use the Enhanced Bio-Molecular torpedo (coupled with High Yield instead of Torp Spread) to really take advantage of Concentrate Firepower. Or the Neutronic Torpedo (instead of DMQ) if you want to retain Torp Spreads. I’m still playing around with that – I like that I can mindlessly autofire DMQs, and I think the EBM/HY torps might benefit from manual firing.
|Ship Name||I.S.S. Ominous|
|Ship Class||Legendary Scimitar Intel Dreadnought Warbird|
Surgical Strikes and Concentrated Firepower, 3 uncon procs
Bridge Officer Stations
|Commander Tactical / Intelligence||Viral Impulse Burst|
|Electromagnetic Pulse Probe|
|Override Subsystem Safeties|
|Energy Weapons: Surgical Strikes|
|Lieutenant Commander Engineering / Command||Emergency Power to Engines|
|Emergency Power to Weapons|
|Lieutenant Commander Universal||Distributed Targeting|
|Attack Pattern Beta|
|Lieutenant Universal||Tractor Beam|
|Ensign Universal||Kemocite-Laced Weaponry|
Active Space Duty Officers
|Energy Weapons Officer||Chance for stacking Crit Chance buff on firing Energy Weapons|
|Energy Weapons Officer||Chance for stacking Crit Severity buff on firing Energy Weapons|
|Conn Officer||Recharges Evasive Maneuvers when Emergency Power to Engines is activated.|
|Flight Deck Officer||Reduce the time to recharge hangar bays and Boarding Party|
|Flight Deck Officer||Reduce the time to recharge hangar bays and Boarding Party|
|Projectile Weapons Officer||Chance for stacking Crit Severity buff on firing Projectiles|
|Personal Space Traits||Description||Notes|
|A Good Day to Die||You are always willing to go down fighting with your ship. Go Down Fighting may be activated at any Hull integrity. Its scaling benefits will function as though your Hull is at 50% Hull Integrity, at most.|
|Context is for Kings|
|Fleet Coordinator||”’Space Trait”’: Increases your Damage based on how many players are in your party. (Self Included)|
|Intelligence Agent Attaché||Weapon Critical Strikes partially recharge Captain Ability Weapon Critical Strikes restore a small amount of Captain Ability recharge time. Cannot reduce an ability below its minimum recharge time. Maximum one reduction per 1.33 seconds. Having an observer from intelligence can be taxing, but the advantage in access to information has tempted many Captains into such an arrangement :On Weapon Critical Strike, restore 2% of Captain Ability Recharge|
|Terran Targeting Systems||Crit Severity, being critically hit slows you.|
|Self-Modulating Fire||Space Trait: You gain a Shield Penetration buff for your weapons when landing a critical hit on your target. May occur once every 45 seconds.|
|The Boimler Effect||Space Trait. Provides a chance for using non-specialist Bridge Officer Abilities to recharge all other Bridge Officer Ability recharge times up to their respective Shared Cooldown Categories.|
|Cannon Training||”’Space Trait”’: Increases Damage from your Cannon weapons.|
|Beam Training||Increases Damage from your Beam weapons|
|Emergency Weapon Cycle||On Emergency Power To Weapons: -weapon Power Cost, +weapon Firing Speed on Emergency Power To Weapons: *-50% Weapon Power Cost For 30 Sec. *20% Firing Cycle Haste For Energy Weapons For 30 Sec.|
|Vanguard Specialists||While This Trait Is Slotted, All Of The Following Specialist Bridge Officer Abilities That Provide Weapon Modification Abilities Will Have Their Recharge Times Reduced By 33% Of Their Base Recharge Time, As Well As Having Their Maximum Durations Extended By 5 seconds: –––––––––––––––––––––––––––––– *Ability: Energy Weapons: Surgical Strikes Strikes (Intel) *Ability: Suppression Barrage Barrage (Command) *Ability: Recursive Shearing Shearing (Temporal Operative) *Ability: Reroute Reserves To Weapons Reserves To Weapons (Pilot) *Ability: Energy Weapons: Exceed Rated Limits Rated Limits (Miracle Worker) –––––––––––––––––––––––––––––– once Unlocked On One Character, This Trait Is Unlocked Account-wide.|
|Over-Powered And Over-Gunned||Activating Fire At Will, Beam Overload, Cannon Rapid Fire, Or Cannon Scatter Volley Improves Weapon Haste Dramatically For A Short Time. The Duration Increases With Global Critical Strike Chance, Up To Double Duration At 50% Global Critical Strike Chance. –––––––––––––––––––––––––––––– once Unlocked On One Character, This Trait Is Unlocked Account-wide.|
|Super Charged Weapons||Energy Weapon Performance Enhanced By Torpedoes firing A Torpedo Grants 1 Stack Of The Super Charged Buff super Charged (stacks Up To 3 Times) directed Energy Weapons Gain: *+10% Damage For 20 Sec *+1.5% Critical Chance For 20 Sec *+6.6% Critical Severity For 20 Sec|
|The Ruin Of Our Enemies||+dmg And Recharge On Defeating Foes –––––––––––––––––––––––––––––– when You Defeat A Foe: *+3% Bonus All Damage For 30 Sec : ”(stacks Up To 100 Times)” : ”(timer Resets With Each Successful Defeat)” every 5th Defeat While Active: *-15% Recharge Time To Bridge Officer Cooldowns Over 5 Sec|
|Calm Before The Storm||+all Damage After Long Decay –––––––––––––––––––––––––––––– while In Combat: *gain 1 ”calm” Stack Every 2 Sec *each Stack Of ”calm” Gives +5 All Damage Resistance Ratingat 10 Stacks Gain ”storm” For 20 Sec: *removes All Stacks Of ”calm” *+33% Firing Cycle Haste For Energy Weapons *bridge Officer Abilities Recharge 33% Faster ”(stacks Of Calm Can’t Be Gained While Storm Is Active)”|
|Space Reputation Traits||Description||Notes|
|Advanced Targeting Systems||Slightly increases critical severity in space combat.|
|Precision||Increases your Critical Hit Chance in space combat.|
|Tyler’s Duality||Critical Chance based on Hull Capacity|
|Magnified Firepower||All Weapon Damage|
|Energy Refrequencer||Heals Hull when Dealing Damage|
|Active Space Reputation Traits||Description||Notes|
|Anti-Time Entanglement Singularity||Shrinking AoE Damage Hazard, Slows and Holds Foes|
|Bio-Molecular Shield Generator||Bio-Molecular Shield Generator creates a fixed position shield generator, in space combat, that regenerates starship shields and reduces the damage taken by starship shields for allies in the immediate area.|
|Deploy Sensor Interference Platform||Deploy Sensor Interference Platform – Taunt and Damage Debuff|
|Quantum Singularity Manipulation||Drastically increases all space Science Stats for a short time. After a few seconds, your ship will also be cloaked for the remaining duration of the power. You may fire your weapons and use abilities normally without breaking the cloak. This cloak does not bring your shields offline.|
|Refracting Tetryon Cascade||Releases a cascading burst of Tetryon energy from your Deflector Dish at foes within 3km. The Tetryon Cascade will refract from initial targets to other nearby targets, dealing less damage with each jump. The Refracting Tetryon Cascade can jump to 2 additional targets. The charge can only jump 5km to the next target. WARNING: If the target’s sensors are scrambled or otherwise confused when it is hit with the Tetryon Cascade, the charge may bounce back to you or your allies.|