r/stobuilds • • 17h ago

Finished build How I learned to Stop Worrying and Love the Sistruus

12 Upvotes

Intro

Builds have lost a sense of identity. Before, the game was much more combo dependent - having to combine items in a unique way to get to a desired result. There were tons of cool tech choices that were good on specific builds. Think running a torp for Super Charged Weapons, which encouraged running a beam/torp/combo 3-pc set, which again changed depending on energy type. A2B Technician CDR is another classic interaction which feels far better than the modern solutions.

I keep finding that the current state of the game is among the worst it's ever been. Every high end build these days has been reduced to two objectives:

  1. Activate Unconventional Systems as often as possible.
  2. Use Universal Consoles as often as possible.

This has really collapsed the design space. Before, you had to make a choice as it impacts your build (designing around stats, sets, and passives). Now, the only stat that matters is final DPS. When you only have one metric to judge items by, it naturally results in having certain answers be absolutely correct, and everything else be a mistake.

This leads to what I consider to be a dishonest metagame - every build is reaching for the same thing and pretends to do something else. There is no longer a goal to build towards - any differentiation is largely preference. Individually good items have risen to the top. For example - the Pahvan Omni is practically inescapable. You'll see the Khitomer Shields and Tholian core on high-end as they are the only option in their slot which deal damage. You no longer see builds excel as a result of careful crafting, but instead through raw DPS output.

Twinkling Lights does not help.

I do not enjoy flying modern Uncon Builds - there's so many abilities to keep track of and it's essential that you time your activations perfectly. It's very difficult to get a high parse, or at least have confidence that a parse is actually good. The variability is very high, and it takes too many runs to judge if a change has improved your build.

Build Info

Does anyone remember the Sistruus? I have seen precisely one over the past ~5 years - it's not fully spec, it doesn't have a hangar bay, and it's largely relegated to history.

Fortunately for me, the ship takes vanity shields in a weird way. The Sistruus I saw looked cool enough that I had to get one. Plus, it was the only Xindi ship I was missing, and the console set has a unique interaction with hangar pets. I had the expensive ships, so why not pick one up with no intention to actually fly it?

I fell in love with this ship. It does nothing - no spec, no lance, no hangars, no cloak. It is as pure as you can possibly get.

I fit everything on two hotbars. One of them is dedicated to CPM triggers.

What I love about this ship is that I don't have to think or try. It is very consistent to fly, and the small number of abilities allows me to maintain near perfect focus. Every boff ability is on the spambar. I can look at what I'm doing, not at my cooldowns. It is a revelation.

Let me be perfectly clear - this build is very modern. I would still classify it as dishonest. The difference is that it lies to me. It has tricked me into feeling like I'm flying a build from a decade ago.

This ship is nearly perfect for uncon, with the only flaw being the ensign seating being tac instead of sci. I can hit 20s uptime consoles with just a single vovin usage. Half the consoles can live on the spambar. The only downside is maintaining PFA, and that can be alleviated with the right teammates.

This thing easily puts up 1.3m. That's not a lot these days, but the ship is T6, not T6X. I have the tokens, but it's way more fun than I thought to leave so much on the table and just enjoy the simplicity. I think this can hit 1.4 with a good run, and maybe 1.5 with a perfect one. EDIT: I just got 1.787m with this. New record for me!

I'm also at a relatively low endeavour level (290) so while it helps, I'm not being carried by the maximum bonuses. I'm still very far from maxing the important space stats.

This ship is more fun than anything else I've flown over the past couple years, including the L-Valdore (which is very similar).

Player Information

Information  
Captain Faction Romulan
Captain Race Alien
Captain Profession Science
Primary Specialization Intelligence
Secondary Specialization Temporal
Intended Role DPS

Skill Tree

    Engineering   Science   Tactical  
Lieutenant     Hull Capacity     Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   EPS Flow Improved Impulse Expertise Improved Control Expertise Improved Drain Expertise Improved Targeting Expertise Improved Defensive Manuvering
5 Points       Control Amplification        
               
Commander   Hull Plating       Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning Offensive Subsystem Tuning Advanced Exotic Particle Generator Advanced Long Range Targeting Advanced Hull Penetration Advanced Shield Penetration
25 Points            
             
               
Admiral   Improved Warp Core Potential       Coordination Protocols  
35 Points         Defensive Coordination  
    Warp Core Efficency       Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 10 Science Points: 11 Tactical Points: 25

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 Battery Expertise Transwarp Cooldown Reductions Hangar Weaponry
Unlocks After 7 Training Manual: Feedback Pulse III Training Manual: Photonic Shockwave III Training Manual: Jam Sensors
Unlocks After 10 Maximum Hull Capacity Maximum Shield Capacity Projectile Critical Damage
Unlocks After 12      
Unlocks After 15     Energy Critical Damage
Unlocks After 17     Training Manual: Viral Matrix III
Unlocks After 20     Defense
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)     Focused Frenzy
Unlocks After 25 (Ultimate)     Frenzied Assault

Skill Tree Information

I'm nearly happy with this skill tree. This updated was intended to do everything, and it almost gets there. The only notable missing point is Improved EPS Flow - it is likely better to drop improved drainX and take that point instead.

Build Description

Type Your info here

Basic Information Data
Ship Name 432 Hz
Ship Class Escort
Ship Model Xindi-Reptilian Sistruus Escort
Shield Visuals Lukari Restoration Initiative Regenerative Shield Array
Basic Information Component Notes
Fore Weapons: 5 Temporal Disruptor Dual Beam Bank These are great - the DoT on these does decent damage and the aux scaling means PFA directly boosts these.
  Temporal Disruptor Dual Beam Bank Two of these are UR, one is VR. Just missed the recent upgrade weekend.
  Temporal Disruptor Dual Beam Bank One nice thing about these is that they drain Aux - meaning that splitting weaponry Aux/Wpn ends up halving total power sag. Doesn't end up mattering with the Dilithium Transporter.
  Disruptor Wide Angle Dual Heavy Beam Bank Lorca's Ambition 1/2. This is bugged to give +20% bonus damage ship wide, and it is definitely worth slotting.
  Dark Matter Quantum Torpedo Launcher Lorca's Ambition 2/2. I've tried replacing this with another Temporal Disruptor, but while it parses better, everything else does worse without the set effect.
-------------- -------------- --------------
Aft Weapons: 2 Neotype Omni-Directional Cryonic Beam Array The new slop weapon - the hazard this thing creates has parsed over 100k dps alone.
  Omni-Directional Pahvan Proton Beam Array The ultimate slop weapon - just the resonance shock has outdamage all temporal disruptors combined.
     
     
     
-------------- -------------- --------------
Experimental Weapon Prototype Phaser Hexa Cannons Highest DPS option. I think the exp weapon that comes with the Sistruus is decent as it's one of the few AoE options.
Deflector Elite Fleet Intervention Protomatter Deflector Array Set up for Hullcap and EPG.
Impulse Engines Mycelial Wave-Impulse Engines ST Field Mods 1/3. Can probably improve this slot, but these engines work well enough. +12 power is quite good.
Warp Core Mycelial Harmonic Matter-Antimatter Core ST Field Mods 2/3. Core gives AMP and A->W, which is suppling quite a bit of weapon power. The 2-pc is doing a ton of heavy lifting for the ships overall survivability.
Shields Tilly's Review-Pending Modified Shield ST Field Mods 3/3. This shield theoretically increases DPS, and the 3-pc provides >40k on a decent run.
Devices Tzenkethi Protomatter Capacitor I rarely use devices.
     
     
     
-------------- -------------- --------------
Engineering Consoles: 4 Subspace Fracture Tunneling Field OP console that does a bit of everything. Absolutely irreplacable to this build as it gives an absurd amount of universal console cooldown. Helps with maneuverability, and the short cooldown helps upkeep PFA. This thing should be nerfed.
  Miradorn Sensor Baffler This may be in my top 3 favourite consoles in the game. It is dirt cheap right now on the exchange and I highly recommend picking it up. 16.5% CritH, 33% CritD, and 33% bonus flanking damage. Running full intel just to take advantage of this.
  Dilithium Transporter This is absurdly good and often a top line item in parses, on top of buffing weapons by removing weapon power drain. I cannot believe I waffled for a year before opening this from the event campaign box.
  Custom Power Matrix Another absurd console. In an engineering slot to ensure Aux power is capped at rest.
     
-------------- -------------- --------------
Science Consoles: 2 Adapative Emergency Systems Bonus DRR is underrated, and +30% Cat2 all damage buff is fantastic. Wish there wasn't a lockout on Fleet Weapon Acceleration, or else I would run this whole set.
  Dynamic Power Redistributor Module Great heal and damage buff. Important survivability tool.
     
     
     
-------------- -------------- --------------
Tactical Consoles: 5 Breen Cryonic Module Helps cap Aux at 130. The damage on this is also quite good, topping out for me at ~70k dps. I Wish the set effect was better.
  Proton Eruptor Module Normally I like this for the +5 weapon on top of the powerful clicky, but here it's being ran for the short recharge to maintain PFA stacks.
  Fleet Power Network Array Most OP item in the game. Did you know you can add up the time weighted haste from all other consoles which provide haste, it is only ~10% away from this single console? Desparately needs to be nerfed.
  Bio-Electrical Wave Capacitor Another one of my top 3 consoles, this is a blast. It doesn't do much on the build, but it does buff Mycelial Lightning.
  Krenim Chronophage Here for the huge damage and ease of use. I used to run the Dragonsblood Flame Reactor here, which put up similar numbers with the bonus damage buff.
-------------- -------------- --------------
Universal Consoles: 0    
   
-------------- -------------- --------------
Hangars: 0    
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Commander ( Tactical ) Attack Pattern Beta III Debuff and Agent Neural Proc
Trait: Superior Infiltrator/Superior Romulan Operative Beams: Fire at Will III  
  Cannons: Rapid Fire II Here purely for Cultural Conquest.
  Torpedos: Spread I  
Officer 2: Lt. Commander ( Science ) Photonic Shockwave I Uncon Proc: 1/30s
Trait: Captain Spock Scramble Sensors I Uncon Proc: .75/30s - I use this one because I like the icon.
  Tracor Beam I Uncon Proc: 1.5/30s
     
Officer 3: Lt. Commander ( Eng/Temporal ) Timeline Collapse I Uncon Proc: 1.5/30s - Kentari Boffs are underrated
Trait: Kentari Ferocity, Leadership, & Efficient Chronometric Inversion Field I Uncon Proc: 1/30s
  Heisenberg Amplifier I Uncon Proc: 2/30s
     
Officer 4: Lieutenant ( Eng/Pilot ) Clean Getaway I Uncon Proc: 2/30s
Trait: Superior Romulan Operative/Superior Subterfuge Emergency Power to Engines I This is really the only emergency power you need with the Temporal Disruptors.
     
     
Officer 5: Ensign ( Tactical ) Kemocite-Laced Weaponry I I wish this wasn't a tac seat, but it's good for ~25k DPS. Note that as this build is not crit capped, Watchers would be better choices than SROs.
Trait: Superior Romulan Operative    
     
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
27 of 47 Improve Critical Severity by 20% for 30 seconds I'm using these because they're the ones I have. Should be good even without Intel.
30 of 47 Improve Accuracy by 20 for 30 seconds Improve Exotic Damage by 25% for 30 seconds  
31 of 47 Improve Damage Over Time by 50% for 30 seconds Improve Exotic Damage by 25% for 30 seconds  
CritD EWO 3% chance: +10% Critical Severity buff to self for 15 sec (Stacks up to 3 times) Only blue rarity.
CritH EWO 3% chance: +1% Critical Chance buff to self for 15 sec (Stacks up to 3 times) Only blue rarity.
Agent Nerul While under the effects of Attack Pattern: Beta, each weapon fired restores 0.2% of your Max Hull Last bit of healing on this build.

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
The Boimler Effect 17.5% chance: Recover the Recharge time of all other Bridge Officer Abilities up to their Shared Category Cooldowns Main CDR resource, really helps keep Clean Getaway at its minimum.
Superior Beam Training +7.5% Beam Weapon Damage  
Duelist's Fervor You or your teammates getting kills will grant you a short-duration damage and accuracy rating boost. Whenever you or a teammate kills something: +5% All Damage for 10 sec +5 Accuracy Rating for 10 sec (Effect stack up to 3 times)  
Breen Shield Tunneling "15% Shield Penetration with Weapons 15% Armor Penetration with Weapons -10% Maximum Shield Capacity "  
Inspirational Leader 10% chance: Activating any Bridge Officer Ability grants +10 to Most Starship Skills for 15 seconds (may stack up to 3 times). Some people say this trait is outdated, and I am not one of them.
Fragment of AI Tech " '+__% Energy Weapon Damage based on Control Expertise (Max +30% at 300 Control Expertise) +50 Control Expertise (Improves Control Effects / Resistance to Same) Only topping out around 20%.
Unconventional Systems Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles Most overpowered trait in the game!
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
Terran Targeting Systems +15% Critical serverity, incoming critical hits reduce speed by 10% for 5s (max once per 15s)  
Aetherian Beam Enhancements "Dealing damage with Energy Weapons grants 1 stack of Aetherian Beam Enhancements (max 1 per 2 seconds) Each stack of Aetherian Beam Enhancements increases your Energy Weapons Damage by 1%, for a maximum of 15% Upon reaching 15 stacks, your next attack will cause a Proton Release on the targeted foe: +_____ Proton Damage and Hold to 3 foes for 5 seconds in a 5km radius" Super bugged right now, you can find the info on this sub. I saw a slight increase with this as is, so definitely replaceable if it gets fixed.
Symbiotic Ice Beam Weapons gain an additional percentage of total damage as Cold Damage. This extra damage is not improved by sources of increased or bonus damage a second time, except by increases or bonuses specific to Cold damage. Surprisingly weak, can likely do better. Filling out this form has reminded me that Context is for Kings exists.
Space Reputation Traits Description Notes
Precision (Rank 2) +5% Critical Hit Chance T6 Romulan
Advanced Targeting Systems (Rank 2) +20% Critical Severity T6 Dyson
Auxiliary Power Configuration - Offense (Rank 2) +25 All DRR, +6.25% Max Hull and Shield Cap T6 Nukara
Magnified Firepower (Rank 2) +6.25% Bonus Weapon Damage T6 Gamma
Tyler's Duality +1% Critical Chance based on Hull Capacity (Max +6 at 200,000 Hull Capacity) T6 Disco - I just realized now I'm not actually running these, so the parses can be trivially improved.
Starship Traits Description Notes
Cultural Conquest Weapon Firing Modes apply +25% Increased Damage for 15 sec Dealing Weapon Damage to Foes that have Debuffed, DoTed, or Controlled you improves the bonus to +50% and removes one such effect from you" Third-best damage increasing trait in the game, gives a ton of Cat1 in a meta where console space is at a premium.
Universal Designs When activating a Universal Console (lasts for 20 sec, stacks up to 5 times): 2% Critical Chance 10% Critical Severity Second-best damage increasing trait in the game. If you don't own this, it should be towards the top of your list.
Particle Fluctuation Analysis Activating a Universal Console grants the following buffs to self and up to 4 nearby players for 10 sec (stacks up to 10 times): 1% Critical Chance and Healing Critical Chance 10% Critical Severity and Healing Critical Severity +2 Current and Max Auxiliary Power +15 Starship Perception (Improves Detection of Cloaked Ships) Strongest damage increasing trait in the game. An absolute pain to use. The additional Aux power buffs both FPNA haste as well as the damage of the Temporal Disruptors, in addition to all the ability increases.
Cold-Hearted "While active, Energy Weapons apply Cold-Hearted to foes, once per firing cycle. Each stack of Cold-Hearted causes: -9.1% Flight Speed for 15 sec -10 All Damage Resistance Rating for 15 sec -2 to Current and Max All Subsystem Power for 15 sec 5 stacks max (from all sources)" One of the perks of flying a pilot ship is the ability to use this trait. The debuff is still good, but on a modern team you're often getting a ton from your teammates. I'm wavering on replacing this with the Ruin of our Enemies (which technically surpases PFA as the absolute best damage increasing trait in the game, but only after ~60 stacks). I have not seen a major difference in DPS switching between the two so far.
Breen's Free Fire Extends duration of Beams: Fire at Will by 5 sec. This trait should have been added to the game 10 years ago. Well worth burning an event campaign on obtaining.
     

Concluding Remarks

I did not expect a T6 build to do so well. There's trivial improvements on the road to T6X2, but I'm enjoying flying a normal T6 significantly more than I had though I would. Sometimes, less is more.

If you did want to transition this to t6x2, I'd suspect traits which add new sources of damage would be the way to go, such as Hellbore Light. I'm very happy with it where it is, and feel no need to do so.

Where can it be improved? Crit chance. I've looked into the new Sigma Strategem console and while it feels like a perfect fit the cooldown doesn't start until after the ability ends. There's trivial improvements to be had by replacing SROs with Watchers.

If anyone has a list of consoles which a. provide a ton of raw stats, and b. cooldown while active - I'd be very interested in going through it.

As the Sistruus is an easily accessible ship (can be easily purchased by selling <$20 worth of keys) I was looking into converting this into a starter uncon build. That's a hard no - it is eye watering how much this build costs, and how much uncon in general costs. I take way too much which I have access to for granted, as event campaigns and moderate annual spending quickly adds up over the years. If you are a new player, do not try to build this right away. You will be much better served building out the basics.

PS. Fixing up the old formatting was an absolute pain, but I think it adds to this post about looking backwards.


r/stobuilds • • 12h ago

Need Advice Triptych console

4 Upvotes

I have two questions about the Triptych Tactical Control Node

  1. Are the summoned ships affected by Target That Explosion Trait)?

  2. Cooldown: Can it maintain 100% uptime? Description says "This ability has 2 charges, each charge has a 60 second cooldown, 20 second cooldown between uses." Does Unconventional Systems, Subspace Fracture Tunneling Field, and Harmonic Distribution reduce the reuse timers?

I know the ships themselves do poor damage. But the self-buffs are pretty sweet, and combining them with a few other summons for TTE shenanigans on a hangarless ship sounds like fun.


r/stobuilds • • 13h ago

Plasma Torps

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5 Upvotes

Always looking for suggestions to improve it. the build basically machine gun fires tons of hy torps. they kill and relocate as things die, making more stuff die. any suggestions appreciated.


r/stobuilds • • 14h ago

Need Advice D.O.M.I.N.O. Vs Sarr Theln Carrier

15 Upvotes

I pulled an epic phoenix token tonight and I’m trying to decide what to spend it on…

Pretty much at a crossroads between the Bajoran cruiser for its DOMINO console which to my best knowledge would provide buffs to my energy build ships…if I can find a spot to slot the console…(all my ships are currently x1 and I have two energy build ships)…or the Breen Sarr Theln Carrier which I’d want just because I don’t have a carrier yet and this one looks like it has a huge kind of imposing hull that might be fun to fly…

My research is indicating that the Sarr Theln carrier doesn’t really offer much in terms of what other modern carriers might offer, and ghemore is already on my “buy on sale” list…

So i guess my question is, is DOMINO a desirable enough console to have in the toolbox that it is better than an entire 10year old carrier hull?

Thank you


r/stobuilds • • 16h ago

Need Advice Vorgon Ytijara Minelayer Build Help

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17 Upvotes

Hello! I've been tinkering with a dedicated minelayer build for my Vorgon Ytijara Dreadnought Cruiser for a while now, and I'm looking to optimize it as much as possible. There's not much information out there on dedicated minelayer builds, so I'd appreciate any advice, suggestions, or feedback on how to improve it.

Long Night of Solace

Ship: Vorgon Ytijara Dreadnought Cruiser (T6-X2)
Species: Alien
Build: Minelayer/Kinetic
Cooldown Management: Custom Power Matrix + Boimler Effect

Space Skill Tree

  • Engineering: 10 points
  • Science: 9 points
  • Tactical: 27 points

Weapons

Fore (3)

  1. Romulan Hyper-Plasma Torpedo Launcher
  2. Dark Matter Quantum Torpedo Launcher
  3. Advanced Inhibiting Polaron Omni-Directional Beam Array

Aft (5)

  1. Bio-Molecular Photon Mine Launcher
  2. Thoron Infused Quantum Mine Launcher
  3. Black Ops Mine Launcher
  4. Advanced Inhibiting Chroniton Mine Launcher
  5. Modulating Competitive Mine Launcher

Consoles (13)

Universal (2)

  1. Lorca's Custom Fire Control
  2. Covert Warhead Module

Engineering (5)

  1. Tricobalt Tear Launcher
  2. Covert Munitions Deployment Console
  3. Custom Power Matrix
  4. Ordinance Accelerator
  5. Covert Mine Layer Suite

Science (3) Vorgon Expertise Set

  1. Subphasic Defense Drone
  2. SIF Inverter
  3. Harasser Probes

Tactical (3)

  1. Swarmer Matrix
  2. VAQ Warhead Multiple Launch System
  3. Harmonic Yield Distribution via Radial Aperture

Bridge Officer Stations

Lieutenant Commander Universal / Temporal

  1. Kemocite-Laced Weapons I
  2. Torpedo High Yield II
  3. Mines: Dispersal Pattern Beta II

Lieutenant Tac

  1. Tactical Team I
  2. Attack Pattern Beta I

Lieutenant Commander Science

  1. Tractor Beam I
  2. Very Cold In Space II
  3. Gravity Well I

Ensign Universal

  1. Hazard Emitters I

Commander Engineering

  1. Emergency Power to Engines I
  2. Reverse Shield Polarity I
  3. Emergency Power to Auxiliary III
  4. Auxiliary Power to the Structural Integrity Field III

Personal Space Traits (10)

  1. Fleet Coordinator
  2. Intelligent Agent Attaché
  3. The Boimler Effect
  4. Superior Projectile Training
  5. A Good Day to Die
  6. Terran Targeting Systems
  7. Holographic Mirage Decoy
  8. Pike Maneuver
  9. Adaptive Offense
  10. Resonating Payload Modification
  11. Hot Pursuit
  12. Enhance and Protect

Starship Traits (7)

  1. Subspacial Warheads
  2. Ceaseless Momentum
  3. Rapid-Emitting Armaments
  4. Angle of the Bow
  5. Particle Fluctuation Analysis.
  6. Relaunch and Repair
  7. Universal Designs

Space Reputation Traits (5)

  1. Magnified Firepower II
  2. Torpedo Pre-Fire Sequence II
  3. Tyler's Duality II
  4. Precision II
  5. Advanced Targeting Systems II

Active Space Duty Officers (6)

Tactical (4)

  1. Projectile Weapon Officer (Very Rare)
    • Chance to reduce the time to recharge mines.
  2. Projectile Weapon Officer (Very Rare)
    • Chance to reduce the time to recharge mines.
  3. Projectile Weapon Officer (Very Rare)
    • Chance to reduce the time to recharge mines.
  4. Space Warfare Specialist (Ultra Rare)
    • Chance of outgoing damage applied as healing (Tactical Abilities)

Engineering (2)

  1. Fabrication Engineer (Very Rare)
    • Increases the duration of Reverse Shield Polarity
  2. Damage Control Engineer (Very Rare)
    • While using Auxiliary to the Structural Integrity Field placate next attacker