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!
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.
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.
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?
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.
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:
Activate Unconventional Systems as often as possible.
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
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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.
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.
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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.
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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.
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.
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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.
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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.
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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.
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Universal Consoles: 0
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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.
Less about numbers chasing and more to test whether the Micro-Missile Array Lobi weapon with 3 PWO DOFFs can allow me to cycle between 2 Maelstrom torps on a build with Entwined Tactical Matrices. Also wanted to test the new Neotype Omni, though this build is not really the ideal testbed for it.
Some other terminology definitions before we get to the build:
"Krait" refers to the build paradigm of having almost no passive consoles on the build in favour of high-impact active console abilities, of which their uptime and activation frequency are greatly facilitated by the combination of the SFTF Console from the Vovin and the Unconventional Systems personal trait.
"Lazy Piloting" in my case means that, if I had to pick between activating abilities/consoles at the right time/target for maximum impact, or simply spamming it whenever it's off cooldown, I almost always choose to spam. "Lazy Piloting" also means that I did not bother with a keybind setup that lets me teleport in place when using the Vovin SFTF console, so I end up jumping all over the place. All this is to say that a far more capable and disciplined pilot flying this same build will get a LOT more performance out of it.
Captain Details
Captain Name
Jill Stingray
Captain Career
Engineering
SUBOPTIMAL. Tact is more ideal for overall DPS, and Sci has Subnuke Beam for the Queen's Feedback Pulse (FBP).
Captain Faction
Federation
Captain Race
Human
SUBOPTIMAL. Should be Alien for the extra personal trait slot.
Primary Specialization
Temporal
For Entropic Rider, +50 EPG, and the extra safety net of Continuity.
Secondary Specialization
Strategist
For the extra Crits when Threat-stance is off.
Space Skill Tree
See the attached images for my current generalist skill tree. My rationale for the lack of Engi skill points is that EPS Power Transfer and Nadion Inversion on this toon should have the ship power aspects well covered. Subject to change should I ever get the Spirit of Sacrifice console from the Trafalgar.
Loadout
Slot
Item
Notes
Ship
T6-X2 Fleet (Akira) Heavy Strike Wing Escort
SUBOPTIMAL. Plenty of better ships than this, both for this build and for the intended scenario. Purely a Space Barbie pick.
Fore Weapon 1
[Breen Imperium Polaron Dual Cannons Mk XV [CrtD/Dm] [CrtD]x2 [Dmg]x2]
Rainbow weapons for Twinkling Lights.
Fore Weapon 2
[Terran Task Force Disruptor Dual Heavy Cannons Mk XV [CrtD/Dm] [Dmg]x3 [Proc]]
Fore Weapon 3
[Maelstrom Trifluoride Torpedo Launcher Mk XV [CrtD] [Dmg]x2]
Fore Weapon 4
[Maelstrom Trifluoride Torpedo Launcher Mk XV [CrtD]x2 [Dmg]]
Aft Weapon 1
[Omni-Directional Pahvan Proton Beam Array Mk XV [CrtD/Dm] [CrtD] [Dmg]x3]
For Resonance Shock. Gets FAW/CSV from ETM.
Aft Weapon 2
[Neotype Omni-Directional Cryonic Beam Array Mk XV [CrtH]x2 [Dmg]]
For its Cryonic Rift, works better under full FAW instead of this build that alternates between FAW and BO.
Aft Weapon 3
[Micro-Missile Array Mk XV [CrtD]x2 [Dmg]x2]
Does very little DPS. Purely used as a rapid mule for the PWO DOFFs to rapid recharge the Maelstrom torps.
Experimental Weapon Slot
[Prototype Phase[Prototype Phaser Hexa Cannons Mk XV [CrtD/Dm] [Dmg]]r Hexa Cannons Mk XV [CrtD/Dm] [Dmg]]
Still the most powerful Exp Weapon in the game post-nerf, as long as you can deal with its narrow fore arc.
Deflector
[Non-Baryonic Matter Deflector Array Mk XV [CtrlX/HullCap] [CtrlX]x2 [HullCap]x2]
For the 2pc Hull Regen
Impulse Engines
[Prevailing Innervated Impulse Engines Mk XV [SecSpd-2] [Spd]]
More for the bonus DRR than the Cat2 damage boost.
[Universal - Console - Sequential Warhead Loader]
Strong DPS clicky. Should be Hunting Pack Escorts if I were chasing numbers, it's just that I have a Torp-ish theme on this build. Could also be Micro Torp Phalanx, but I personally get more consistent results with this.
Hangar Bay
[Hangar - Elite Type 7 Shuttlecraft]
Much DRR debuff.
Officer Details
Bridge Officers
Power
Notes
Commander Tactical
Tractor Beam Catapult I
Filler DPS ability, but one that is slightly better than Distributed Targeting or Best Served Cold or Focused Assault.
Superior Romulan Operative
Beams: Overload II
For HBL, Comp Rep Engines and Cultural Conquest.
Torpedoes: Spread III
For the Maelstrom torps and Cultural Conquest.
Cannons: Scatter Volley III
For the Cannons on this build, Comp Rep Engines and Cultural Conquest.
Lieutenant Tactical
Kemocite-laced Weaponry I
Filler DPS ability, gets some decent mileage from the several torps here.
Superior Romulan Operative
Attack Pattern: Beta I
For the DRR shred.
Lt. Commander Engineering-Pilot
Emergency Power to Engines I
Speed.
Superior Romulan Operative
Clean Getaway I
Unconventional Systems trigger 1, plus more speed.
Eject Warp Plasma I
Unconventional Systems trigger 2.
Lieutenant Science
Tractor Beam I
Unconventional Systems trigger 3.
Superior Romulan Operative
Scramble Sensors I
Unconventional Systems trigger 4.
Lieutenant Universal
Jam Targeting Sensors I
Unconventional Systems trigger 5.
Superior Watcher Operative
Destabilizing Resonance Beam I
Filler ability for a bit more DPS and -DRR.
Traits & Duty Officers
Trait
Name
Description
Notes
Personal Traits
Twinkling Lights
Only gets 2 stacks on this build. But even then, it is superior to other Trait options I have.
Grace Under Fire
Emergency double heals.
Whole Lotta X's
Extra defensive measure
Breen Shield Tunneling
Fragment of AI Tech
+21.8% Cat1 with the CtrlX I have on this build.
Fire Ball Escape
Immunity to Warp Core Breaches.
Intelligence Agent Attache
Intel Handler
The Boimler Effect
Main BOFF CDR.
Unconventional Systems
5 triggers on this build
Starship Traits
Entwined Tactical Matrices
Cultural Conquest
The Ruin of Our Enemies
Universal Designs
Terran Goodbye
Eclectic Collector of Armaments
5 triggers on this build for a permanent +50% Cat2 all.
Hellbore Light
Space Reputation Traits
Advanced Targeting Systems
Radiant Detonation
To Target: 2.5% chance: __ Radiation Damage in 1km Radius at Target and removes 1 Buff
Thanks to Darthon for pointing out that this can strip the Queen’s Feedback Pulse (FBP) buff.
Precision
Tyler's Duality
4.2% CrtH on this build
Energy Refrequencer
Active Reputation Traits
Refracting Tetryon Cascade
Extra DPS on grouped targets.
Quantum Singularity Manipulation
Extra oh-shit button, also gives Grav Well a bit more oomph.
Deploy Sensor Interference Platform
Extra oh-shit button
Anti-Time Entanglement Singularity
Extra DPS on grouped targets.
Bio-Molecular Shield Generator
Extra oh-shit button
Duty Officers (Space)
Projectile Weapons Officer (Very Rare)
Torpedo recharge time variant
20% Chance to reduce the time for torpedos to recharge by 5s after use
Projectile Weapons Officer (Very Rare)
Torpedo recharge time variant
20% Chance to reduce the time for torpedos to recharge by 5s after use
Projectile Weapons Officer (Very Rare)
Torpedo recharge time variant
20% Chance to reduce the time for torpedos to recharge by 5s after use
Conn Officer (Epic)
While under the effects of Attack Pattern: Beta, each weapon fired has a 50% chance to restore 0.2% of your Max Hull
Dal R'El. Half as effective as Agent Nerul, but easily accesible to all players.
Emergency Conn Hologram
Recharges Evasive Maneuvers when Emergency Power to Engines is activated
Speed.
Quartermaster (Rare)
Recharge time on Batteries reduced by 80%.
For the Aux Battery, to fuel FPNA and Krenim Chronophage more often.
Duty Officers (Ground)
Space Warfare Master (Epic)
+10% All Damage. (Space and Ground)
Elder Malik'itan.
Ground Warfare Specialist (Very Rare)
+5% All Damage againt Borg. (Space and Ground)
Neal Falconer
Other Information
Subsystem Power Settings
Value (Target/Display)
Weapons
120 / 100
Shields
33 / 15
Engines
78 / 70
Auxiliary
38 / 15
Set Name
Set parts: of #
Effects
Stamets-Tilly Field Modifications Set
2 of 4
+120% Hull Regeneration.
Ship Stats
Value
Notes
Hull
95,247
Affected by Personal Endeavour
Shields
10,039
Affected by Personal Endeavour
Global Critical Chance
40.70%
Affected by Personal Endeavour
Global Critical Severity
154.00%
Affected by Personal Endeavour
EPS/Power Transfer Rate
276.00%
Control Expertise (CtrlX)
202
Drain Expertise (DrainX)
149
Exotic Particle Generator (EPG)
214
Hull Regeneration Rate
315.80%
Affected by Personal Endeavour
Turn Rate
6.5
Affected by Personal Endeavour
Flight Speed
62.6
Affected by Personal Endeavour
DPS Parse Breakdown, sorted by DPS source name
Name
DPS (1461k Total)
Max One-Hit
Critical %
Damage Types
Agony Redistributor
258,844.79
721,070.00
0.00
Phaser
Anti-Time Entanglement Singularity (Rank 2)
5,230.55
59,577.00
62.50
Physical
Antiproton Retort
44,312.96
418,818.00
79.63
AntiProton
Asteroid
2,979.04
207,184.00
100.00
Kinetic
Destabilizing Resonance Beam I
10,998.36
29,517.20
64.91
Physical
Dilithium-Laced Weaponry
68,393.83
164,900.00
58.55
Radiation
Dual Polaron Cannons
6,423.69
55,388.60
91.67
Polaron
Dual Polaron Cannons - Scatter Volley I
21,301.87
46,153.50
91.03
Polaron
Dual Polaron Cannons - Scatter Volley III
40,702.39
56,012.60
84.79
Polaron
Elite Type 7 Shuttlecraft
8,566.96
5,626.25
5.14
<mixed>
Entropic Rider
26,108.59
76,375.10
56.12
Physical
Hellbore Light
175,608.50
406,464.00
100.00
<mixed>
Kemocite-Laced WeaponryI
25,221.09
39,183.30
2.06
Radiation
Maelstrom Trifluoride Torpedo
69,599.93
876,064.00
85.71
Kinetic
Maelstrom Trifluoride Torpedo - Salvo I
9,843.31
342,018.00
87.50
Kinetic
Maelstrom Trifluoride Torpedo - Spread I
35,137.51
520,731.00
72.73
Kinetic
Maelstrom Trifluoride Torpedo - Spread III
90,588.96
559,178.00
90.57
Kinetic
Micro Missile Array
9,899.93
20,682.30
85.42
Kinetic
Neotype Cryonic Array - Fire at Will I
19,179.72
28,117.30
92.34
Cold
Neotype Cryonic Beam Array - Overload II
10,106.87
140,289.00
92.31
Cold
Neotype Cryonic Subspace Rift
38,265.64
76,802.50
90.18
Cold
Pahvan Proton Beam Array - Fire at Will I
11,826.59
29,832.50
88.46
Proton
Pahvan Proton Beam Array - Fire at WillII
22,154.65
40,522.90
82.35
Proton
Prototype Phaser Hexa Cannons
126,220.73
376,300.00
87.06
Phaser
Radiant Detonation
6,273.30
80,247.80
61.77
Radiation
Resonance Shock
104,166.27
183,700.00
74.53
Proton
Sequential Warhead
61,920.33
638,338.00
47.83
Kinetic
Soulscream Vortex
8,459.25
475,735.00
73.56
Psionic
Tachyon Net Drones
26,282.33
53,336.50
87.62
Kinetic
Terran Task Force Dual Heavy Disruptor Cannons
7,270.09
121,951.00
93.75
Disruptor
Terran Task Force Dual Heavy Disruptor Cannons - Scatter Volley I
29,770.77
120,979.00
93.94
Disruptor
Terran Task Force Dual Heavy Disruptor Cannons - Scatter Volley III
63,283.83
154,022.00
83.74
Disruptor
Tractor Beam I (23c.)
3,288.69
8,166.54
77.66
Kinetic
Observations from this specific parse:
TTF DHC Total DPS = 100k. Compared to 68k DPS total from Breen Imp Dual Cannons.
TTF DHC Total DPS under CSV = 93k. High overall CSV uptime, suggesting that the Micro Missile with 3 PWO DOFFs were sufficient to keep the ETM chain going with the 2 Maelstrom torps.
Maelstrom Torps Total DPS = 205k. Double that of the TTF DHC, and 14% of overall DPS output here before including Kemocite.
Dilithium Transporter & Hellbore Light DPS quite a bit a lot lower compared to full CSV/FAW build.
Hexa Cannons post-nerf is still generally stronger than a TTF DHC.
Neotype Cryonic Subspace Rift Total DPS = 38k DPS. Strong, but still distant second to Pahvan’s Resonance Shock (105k DPS). But that is likely affected by the Omni only being on FAW half the time.
Total Kinetic/Torp related DPS = 335k. 23% of total DPS output.
Micro Missile Array only contributed 10k DPS total, but it did fulfill its purpose as a PWO DOFF trigger.
Recently, I've picked up the Shrike for my Romulan toon and have been trying to put together a serviceable DEWSci build for it but I don't really know what I'm doing when it comes to making a cohesive build.
Up until now I was running cannons but have just picked up the aux scaling disruptor dual beam banks from the new story mission (hence CSV3 is still on the build).
I'm unsure between FAW, SS or going back to CSV for this sort of build. Cannons have always felt a bit off to me, not sure why.
What recommendations for build upgrades or replacements do you have? I still haven't picked a ship from this event campaign yet and am sitting with a bunch of Lobi as well.
Thanks for the help.
P.S. I've got no idea about Doffs some I'm currently not actually running any.
The intent of this build was v2 of a build focusing on the new Temporal Disruptor mission reward weapons. These are an (improved) version of the old Aux weapons from the Besta line (and cross faction friends). It's worth noting for fans of twinkling lights the Vesta Aux Phasers can NOT be used on the K'Vort.
Player Information
Player Info
--------------
Captain Name
Bucky
Captain Faction
Federation
Captain Race
Betazoid
Captain Profession
Science
Primary Specialization
Temporal
Secondary Specialization
Strategist
Intended Role
(Aux)DEW Dmg; Temporal Disruptors
Ship Theme Song
[ ]( "Image Link here" )
Skill Tree
Engineering
Science
Tactical
Lieutenant
Hull Restoration
Hull Capacity
Shield Restoration
Shield Capacity
Improved Energy Weapon Training
Improved Projectile Weapon Training
Lieutenant Commander
Improved EPS Flow
Impulse Expertise
Improved Control Expertise
Improved Drain Expertise
Defensive Manuvering
5 Points
Control Amplification
Commander
Hull Plating
Improved Shield Regeneration
Improved Weapon Amplification
Improved Weapon specialization'
15 Points
Ablative Hull Plating
Captain
Offensive Subsystem Tuning
Advanced Exotic Particle Generator
Advanced Long Range Targeting
Advanced Hull Penetration
Improved Shield Penetration
25 Points
Admiral
Improved Warp Core Potential
Engineering Readiness
Scientific Readiness
Coordination Protocols
Tactical Readiness
35 Points
Defensive Coordination
Warp Core Efficency
Offensive Coordination
Total of 46 of 46 Points
Engineering Points:
12
Science Points:
16
Tactical Points:
18
Skill Tree Unlocks
Points to unlock
Engineering Unlocks
Science Unlocks
Tactical Unlocks
Unlocks After 2
Training Manual: Hazard Emitters III
Training Manual: Science Team III
Training Manual: Tachyon Beam III
Unlocks After 5
Hanger Health
Sector Space Travel Speed
Threat Control
Unlocks After 7
Training Manual: Feedback Pulse III
Training Manual: Photonic Shockwave III
Training Manual: Jam Sensors
Unlocks After 10
Maximum Hull Capacity
Maximum Shield Capacity
Projectile Critical Damage
Unlocks After 12
Training Manual: Polarize Hull III
Training Manual: Gravity Wel III
Training Manual: Tractor Beam III
Unlocks After 15
Starship Perception
Energy Critical Chance
Unlocks After 17
Training Manual: Viral Matrix III
Unlocks After 20
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--------------
--------------
--------------
Unlocks After 24 (Ultimate)
Unlocks After 25 (Ultimate)
Unlocks After 26 (Ultimate)
Unlocks After 27 (Ultimate)
Skill Tree Information
Generalists tree. I literally do almost every possible type of build with this dude
Build Description
(Aux) DEW. Damage primary build. I am probably over-doing the heals and survivability. It's a clicky heavy but not UNCON or Krait build. Compared to the Vorago Solitude from a couple days ago, I pulled EPTW and Twinkling lights off, using five magicks and heavy into disruptors.
Basic Information
Data
Ship Name
IKS "Coldstar", testbed XV-86
Ship Class
K'vort Temp Flight Deck Raptor, T6
Ship Model
Deflector Visuals
Engine Visuals
Baleful Herald
Shield Visuals
Baleful Herald
[ Starship Beautyshot ]( Insert Image Link here )
Attached to post
Basic Information
Component
Notes
Fore Weapons: 5
Temporal Disruptor DHC
" "
Temporal Disruptor DHC
Mission Reward. Adds entropy, DoT scales with Entropy
Temporal Disruptor DHC
" "
Temporal Disruptor DHC
Temporal Disruptor DHC
--------------
--------------
--------------
Aft Weapons: 2
Temporal Disruptor Turret
These Temp Dis drain Aux
Temporal Disruptor Turret
--------------
--------------
--------------
Experimental Weapon
Ravager Shriek
Using it to apply fire damage for a Five Magicks trigger; probably at least half a dozen better weapons to use here. Consider one that doesn't drain weapons power.
Deflector
Elite Fleet Intervention Protomatter
ColCrit and EPG
Secondary Deflector
Impulse Engines
Romulan Adv Prototype Impulse Engines
+ Starship Weapons Amp
Warp Core
Elite Fleet Plasma Integrated Warp Core
+66% power transfer, -10% weapon power cost; +7.5% weapon power to Aux as bonus; +3.3% all damage bonus per subsystem over 75 (I average at least 2x); great weapons core and the Aux Disruptors respect -% weapon power cost
Shields
Iconian Resistance Resiliant
Reduces all energy dmg to shields by 15% and has shield hot restart; removes one debuff every 10 seconds
Devices
batteries etc.
--------------
--------------
--------------
Engineering Consoles: 4
Assimalated module
Tachyon Net drones
Fleet Power Network Array (FPNA)
Custom Power Matrix
In engineering slot gives +Aux power; I use Shields to bridge for the weapon Haste
--------------
--------------
--------------
Science Consoles: 2
Nausican Siphon Capacitor
" "
Sigma Strategem
Bonus to DoT effects
Exotic Particle Field Exciter
EPG, MaxShield. On Shield Heal +10 Weapon Pwr
Volatile Digitization Matrix
EPG + Power Transfer Rate
Exotic Particle Focuser
Ctrl, EPG
--------------
--------------
--------------
Tactical Consoles: 5
Fek'ihri Torment Engine
Lorca's Custom Fire Controls
Vul Locator Cannons
Shield Absorptive Freq Generator
Broadside Combat Module
Gives a little boost in the side arcs, I'm sure I could do better.
--------------
--------------
--------------
Universal Consoles: 0
--------------
--------------
--------------
Hangars: 1
Advanced Type 7 Shuttlecraft
Officers and Crew
Bridge Officer Information
Power
Notes
Officer 1: Ensign ( Tactical )
Tac Team 1
Trait: [name]
Officer 2: Commander ( Tac/Temporal )
Beam: Fire at Will 1
Mule for Entwined Tac Matrices
Trait: Kentari Ferocity, Leadership, & Efficient
Shared Fate 1
AoE Entropy Builder/Shield drain; using to speed up the entropy stacks to do more temporal Incision DoT proc Dmg
Attack Patter Beta 2
Cannon: Scatter Volley 3
Primary fire mode, multi-target
Officer 3: Lt. Commander ( Eng/Cmnd )
Emer Pwr to Aux 1
Trait: Temporal Engineering
Rally Point Marker 1
Team/AoE Heal
Reverse Shield Polarity 2
Officer 4: Lieutenant ( Science )
Very Cold in sSpace 1
Mule for 5 Magicks plus I have decent Aux
Trait: Efficient & Pirate
Photonic Office 1
Second Cooldown - might already be too much
Grabity Well 1
Energy Weapons: Surgical Strikes 3
Officer 5: Lt. Commander ( Science )
Science Team 1
Trait: A Lots Happened in the Last 20 Years & Leadership
Hazard Emitters 2
Grabbity Well 1
Officer 6: [rank] ( [profession] )
Trait: [name]
Duty Officer Information
Power
Notes
1
Conn Officer
Recharge time reduced for tac team + bump to starship weapon specialization
2
EWO
Stacking Crit Severity
3
EWO
Stacking Crit Severity
4
Fab Engineer
Increased Duration of RSP
5
Warp Core Engineer
chance to temporarily improve ship power on use of EPTx
6
Mirror Hakeev - Astrometrics Scientist
Improved AoE Hazard emitters
Character, Reputation, and Starship Traits
Personal Space Traits
Description
Notes
Cannon Training
+5% Cannon Weapon Damage
Coalition Starship Tactics
Each of the following bonuses may stack up to 5 times. Only Players contribute to these buffs, but you also gain a benefit from your own class while solo. Per Engineer teammate: +X Shield Regeneration per sec, Per Science teammate: +3% Hull Healing Received, Per Tactical teammate: +3% Flight Speed and Defense
Context is for Kings
Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec
The Boimler Effect
#N/A
Main Cooldown, I might have too many other sources
Fleet Coordinator
+2% All Damage per Team member (Self included), up to 10%
Dualists Fervor
#N/A
Operative
+1% Critical Chance, +2% Critical Severity
Feel the weight of our presence
-DRR for foes based on Allies
Redirected Armor Plating
Being shot from outside your frontal arc will give you a short duration resistance buff. When hit from behind or your sides: +30 all damage resistance rating for 5 sec
Warp Theorist
+10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)
Space Reputation Traits
Description
Obtained from
Advanced Targeting Systems (Rank 2)
+20% Critical Severity
T6 Dyson
Enhanced Rending Shots (Rank 2)
On every non-Critical Hit with a Weapon, increase Critical Hit Chance by 1.85%, stacks up to 10 times. All stacks removed on successful Critical Hit.
T6 Delta
Magnified Firepower (Rank 2)
+6.25% Bonus Weapon Damage
T6 Gamma
Precision (Rank 2)
+5% Critical Hit Chance
T6 Romulan
Enhanced Armor Penetration (Rank 2)
+6.3 Armor Penetration
T6 Delta
Starship Traits
Description
Notes
Entwined Tac Matrices
#N/A
Imperial Pressure
Command or Tac BOFF abilities give AoE Disruptor -DRR
Ive been using the competitive rep meta engines on all my builds thus far. I understand having the speed boost buffs for larger ships with poor turn rates, but Im having a problem with my Terran Adamant.
I have various bridge officer abilities set to go off whenever possible, which triggers the speed turn rate buff. This makes lining up my shots for cannon weapons much more difficult.
What engines give me the best turn rate without random buffs that shoot me past my targets?
This is our latest installment of our series using math and analytical methods to dive into the underpinnings of STO and no witty title this time. We’ll save our jokes and references for the body of the post here. Today, we’re talking about Aetherian Beam Enhancements.
This is a personal trait from the Aetherian Concordium Lockbox and this is what the tooltip says:
ABE tooltip
Now you might be thinking, why would you devote an entire article to this trait. Of all the traits, in all the lockboxes, in all the game, why walk into this one, aside from an excuse to make Casablanca references?
Well, as it turns out, the trait doesn’t do what it says on the label and if you’ve been playing STO for long enough I’m sure you’re SHOCKED, SHOCKED to find out that the tooltip is incorrect.
Tilor being Tilor, the trait was cheap on the exchange and he was curious if it was 15% Cat1 or 15% Cat2 damage. Doing some Doomsday, checking the first few stacks seemed pretty unassuming, acting like it was Cat2. Neat. Checking back at 15 stacks, for some reason, the tooltip damage was over double what it was at 0 stacks. Quite a bit of testing later, and Tilor figured out it scales non-linearly, an unusual property in STO. Today, we found a hidden gem. Here’s looking at you, Mr. Tilor.
The tooltip is misleading on a few fronts:
Despite the name, this is not specifically a beam trait. It applies to all energy damage sources, but more on that later.
The tooltip is a little ambiguous as to whether it is Cat1 or Cat2. Tilor found it is Cat2 energy damage.
The stack maximum, capped at 15, which with a pretty slow ramp-up time once every 2 seconds of doing energy damage, is okay but not great if that’s what it did. It doesn’t.
Based on how stuff in this game usually works, you’d expect that each stack is 1% Cat2 energy damage, ramping up to 15% at max stacks after 30 seconds of combat. So, what does it actually do? The stacks are not all the same size. Each stack adds 1% to the previous increase, meaning this scales like the sequences of Triangular numbers. Here’s the equation:
Cat2 = (N (N-1))/2
Okay, but play it again, Sam, and use smaller words, maybe a picture or two.
The first stack is 1% bonus energy damage. The second stack adds +2% bonus energy damage for a total of 3%. The third stack adds 3% for a total of 6% bonus energy damage, and so on and so forth until at 15 stacks you’re adding at 105% Cat2. And here’s a visualization of that:
Now wait, you protest. There’s a ramp-up time and a lockout! Don’t try to wow me with numbers on a ramping trait that locks out! What is the average Cat2 bonus, including the duration with the 30s ramp, and 15 second lockout?
The answer is 25% Cat2, and let’s not forget that’s handily more than traits like Fireball Escape (20% CrtD) or Terran Targeting Systems (15% CrtD) which are inferior even at 100% CrtH, and there are no maluses or complicated hoops to jump through for this one.
Ah, and wait, there’s more.
Remember how that’s Cat2 energy damage it adds? As it turns out, some of the more popular console actives, experimental weapons, and traits that directly deal damage also scale off of energy damage. Here’s a little table for you as we round up the usual suspects for testing:
Entity
Damage Type
Scales off of Energy/ABE?
Proton Eruptor
Proton
Yes
You Are Dismissed
Proton
Yes on the main blast, not the DOT
Hexacannons
Phaser
Yes
Approaching Agony
Phaser
Yes
Immolating Phaser Lance
Phaser
Yes
Broadside Beam Support
Phaser
Yes
Broadside Combat Module
Phaser
Yes
VADA
Phaser
Yes
Dragonsblood Flame Reactor
Fire
No
Impact Lance (Trafalgar lance)
Phaser
Yes
Digital Compilation
Plasma
Yes
Complex Plasma Fires
Plasma
Yes
Spore-Infused Anomalies
Electrical
Yes
Bio-Electrical Wave Capacitor
Electrical
Yes
Hellbore Light
Plasma
Yes
Dilithium Transporter
Radiation
No
For example, this is what Spore-Infused Anomalies looks like with and without the trait stacked:
Here’s Bio-Electrical Wave before stacking the trait:
And after:
One more example: Hellbore Light:
Okay, but let’s say you think that the math problems of three little engineers don’t amount to a hill of beans in this crazy game. You want real-world numbers, parsed numbers, none of this theoretical stuff. Normally, I’d discount those as the ravings of someone so edgy they can cut the lawn by looking at it, but I think in this case it’s worth showing some actual numbers using a heavily-modified (read: not-posted) version of my FAW Legendary Avenger. All DPS numbers in thousands, i.e. 619 is 619K.
I also hit a new solo ISE record on this ship, and all I did was swap out the trait, going from 850K to 1031K.
The proton release proc itself is not worth much, maybe 5K (or much, much less), but the stacking energy weapon damage is definitely noticeable when we’re talking about this much of a damage increase.
Again, there are no hoops to jump through and the trait is nice and straightforward, so if you’re using an energy build, or even something that does a little energy damage but also is leaning into Spore-Infused Anomalies and Bio-Electric Wave Capacitor, check out Aetherian Beam Enhancements. After all’s said and done, I think this is the beginning of a beautiful synergy where both exotic and energy builds and everything in between can benefit.
One more thing: we’re giving away a copy of Aetherian Beam Enhancements. The first person to identify all the Casablanca references gets it! We have no idea if this functionality is working as intended or if it’ll get nerfed, but whatever the case, we’ll always have parses to show the power of this trait.
Hey there, I'm returning to the game after a long absence (I had plasmonic leech + 2xA2B slotted on a T5-X Fleet Assault Cruiser Refit) and have picked up some of the more accessible meta stuff along with getting lucky with my Icons pulls. Looking to get some feedback on where to go from here? I sure my piloting still needs work but I wanted to make sure I'm not missing something obvious. Here's my parse summary from ISE
Ship: Obena Miracle Worker Heavy Cruiser (T6-X2) Captain: Esray Species: Joined Trill Build: Phaser Beam: Fire at Will III / Miracle Worker Broadside Cooldown Management: Photonic Officer I + Auxiliary to Battery I + Boimler Effect
Space Skill Tree
Engineering: 11 points
Science: 13 points
Tactical: 22 points
Weapons
Fore (4)
Radiolytic Phaser Beam Array
Terran Task Force Phaser Beam Array
Unverified
Unverified
Aft (4)
Neotype Cryonic Omni-Directional Beam Array
Omni-Directional Inhibiting Phaser Beam Array
Obliviating Phaser Beam Array
Advanced Inhibiting Polaron Heavy Turret
Consoles (14)
Universal (3)
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Engineering (5)
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Isomagnetic Plasma Distribution Manifold [Phaser]
Custom Power Matrix (CPM)
Krenim Chronophage
Science (2)
AES
Flagship Tactical Computer
Tactical (4)
Broadside Emitter Arrays
DOMINO
Experimental Power Redirection (EPR)
FPNA
Bridge Officer Stations
Commander Science / Command
Jam Sensors I
Photonic Officer I
Scramble Sensors II
Commander Engineering / Miracle Worker
Null Pointer
Narrow Sensor Bands II
Emergency Power to Weapons III
Mixed Armaments Synergy III
Lieutenant Commander Tactical
Kemocite-Laced Weaponry I
Attack Pattern Beta I
Beam: Fire at Will III
Lieutenant Engineering
Emergency Power to Engines I
Auxiliary to Battery I
Ensign Science
Tractor Beam I
Personal Space Traits (10)
Good Day to Die
Boimler Effect
Fleet Coordinator
Breen Shield Tunneling
Symbiotic Ice
Intelligence Agent Attaché
Twinkling Lights
Unconventional Systems
Adaptive Offense
Context Is for Kings
Starship Traits (7)
Breen's Free-Fire
Broadside Beam Support
Calculated Broadside
Cold-Hearted
Emergency Weapon Cycle
Cultural Conquest
Universal Designs
Space Reputation Traits (5)
Advanced Targeting Systems I
Energy Refrequencer I
Tyler's Duality II
Controlled Countermeasures I
Precision II
Active Space Duty Officers (6)
Tactical (3)
Energy Weapons Officer (Rare)
Chance for stacking Critical Severity when firing energy weapons.
Energy Weapons Officer (Rare)
Chance for stacking Critical Chance when firing energy weapons.
Emergency Conn Hologram (Very Rare)
Recharges Evasive Maneuvers when Emergency Power to Engines is activated.
Engineering (2)
Technician (Very Rare)
Reduces bridge officer ability recharge times after activating Auxiliary to Battery.
Technician (Very Rare)
Reduces bridge officer ability recharge times after activating Auxiliary to Battery.
Hey yall! I am flying an Excelsior II with a FAW Broadside phaser build. I'm using the colony consoles and isomags, as well as most of the meta broadside traits (kerala trait etc) with ETM as the firing mode extender. I was wondering if it was worth slotting a turret for another trigger for MAS or if I should stick with 6 beams, 1 omni and 1 torp. Thanks!
Quick question. What is more powerful under torpedo high yield 3? The maelstrom quantum, or the enhanced biomolecular? How about the maelstrom under spread 3?
The ship bundles are on sale and I am eyeing the cardassian ship bundle mostly for the ghemor but I see the bundle comes with an additional t5 ship with the 4 free beam arrays that would save hella dil…
If I really only want the gehmore to unlock spiral waves and its trait/console is this bundle a better value than say waiting until ghemore is individually on sale?
In a recent parse, I saw that another player had some pretty impressive damage on an item called "Critical Puncture". What is this--a trait, a console, etc.? I can't seem to find a thing about it online.
Hey all - I’ve tried scouring Reddit and searching on Google but no luck. Is there a way I can get BOFFs with SRO as a Fed? I read that it’s only a blue tactical in the Fleet Embassy but I see on STOBetter, there’s build with engineering and science BOFFs with SRO as a fed?
In science mode. Because of 12s base recharge of Proton torpedo (10 with CPM), I use Micro-Missile Array with PWO recharge doff to fire it often enough for ETM. Resonance Shock, Proton Eruptor and Dismissed all scale very well with +Proton buffs, and the two latter are also affected by Particle Manipulator. I had Protonic Snare equipped and it performed nicely in a solo ISE, though its use case is situational. DetSecDef is well worth it with DRB alone. Particle Conversion Matrix gives +100% energy and exotic damage. The Auto Targeting Modules (tac consoles) have [Beams] modifier, so each provides 17,5% beam and 19,7% proton damage. Pahvan console provides 69,8% proton damage.
On my Dyson theme character, for solo and random elite content.
Okay peeps, like the title says, I have gathered enough resources to migrate from AP to Phasers.
Seems like a simple thing but I can't decide which one or ones are the best given the MANY types of phasers available. Good thing is that I don't care much about Barbie so I can mix different visuals with no issues.
Not only that but I'm having trouble finding the best console replacements, and yeah, I have looked the usual places for that info but still can't make up my mind so I thought it'd be best to ask. I would love to replace them 1-to-1 (damagewise) but I'm affraid that won't be possible so I'm looking for the closest replacements possible.
Last but not least, I'm going to replace the AP isomags with their PHA versions as I have ZERO intention of going Uncon. Also, I'm happy with BO instead of FAW.
Guess that's it. Looking forward to read about your opinions. Thanks!
Welcome to part 2 of our deep dive into active consoles, their cooldown mechanics, and a comparison against more active setups.
If you missed part 1, we covered the definition of an active versus passive console, the various mechanics that lower their cooldowns, and a comparison of a wide range of active-versus-passive consoles across various levels of clickies and budget tiers on energy builds, as well as pros and cons. Unless you’re already familiar with these concepts, please consider that required reading.
In part 2, we’re going to look at the impacts of active consoles apply to exotic builds. As a reminder, that means we're focused on damage sources that scale with Exotic Particle Generators. You know, space magic.
Once again, we’ll be using both parsed data and TRINITY to model the impacts of this. Solo ISA and the Trouble Over Terrh Elite patrol are the test maps, just like in Part 1. The build will all be iterations on my EPG Dranuur because it’s my highest parsing exotic build and can easily swap between passive and more active setups. We’ll use several different budget tiers to try and find those breakeven points.
Testing
It’s readily apparent that a viable exotic build simply can’t skip active consoles in their entirety. In all scenarios, I’m going to still use the same bridge officer layout and the Unconventional Systems trait, but vary up the amount of other cooldown mechanics and actives.
Premium Passive-ish) - this will include 2 Restorative Particle Focusers [EPG] [CtrlX], 2 Exotic Particle Amplifiers [EPG], Delphic Tear Generator, You Are Dismissed, Genesis Seed, Krenim Chronophage, Constriction Anchor, Fek’Ihri Torment Engine, Micro Dark Matter Anomaly, and we’ll use the Immolating Phaser Lance to help maintain Universal Designs.
Midrange Active - we’ll replace Immolating Phaser Lance and Universal Designs with Gemini Device and Exotic Modulation. We’ll also swap out Scientific Bulwark for Strike From Shadows to reduce costs.
Premium Active - Compared to the passive premium setup, we will load the ship heavily with console actives, as well as slot Subspace Fracture Tunneling Field with 2 procs. The Reslab consoles, Constriction Anchor, Phaser Lance, and one Amplifier are replaced by Bio-Electric Wave Capacitor, Dragonsblood Flame Reactor, Plasma Storm Module, Gemini Device, and Subspace Fracture Tunneling Field. This is my current loadout.
Premium extra-active with To Hell With Our Orders (THWOO) - the same loadout as premium active but displace Spore-Infused Anomalies for To Hell With Our Orders (5 triggers).
Results
Parsed comparison across 4 exotic setups
Let’s look at what this tells us:
The disparity between more passive and more active builds is even more stark on an EPG build than energy build, where you essentially give up too many sources of damage in exchange for buffing the ones you already have. I’m running six anomalies (Gravity Well, Timeline Collapse, Tyken’s Rift, Chronometric Inversion Field, Very Cold in Space, Subspace Vortex), I have only 3 uncon triggers (GW, CIF, TC), and 3 secondary deflector triggers (Destabilizing Resonance Beam, Structural Analysis, and Timeline Collapse), and I have By the Book to extend my boff abilities and if you look at the actual parses, you get these results on the passive build for the top 10 damage sources:
Total DPS: 364K ISA
You Are Dismissed: 36.2K
Deteriorating Secondary Deflector: 34.6K
Chronophage: 24.7K
Particle Emission Plasma Torpedo: 23.9K
Gravity Well III: 23.5K
Micro Dark Matter Anomaly: 20.3K
Gravimetric Photon Torpedo: 20.3K
Anti-Time Entanglement Singularity: 19.6K
Genesis Seed: 18.2K
Spore-Infused Anomalies: 16.3K
This is why active consoles are so build-warping. I’m not really building around them, all my Uncon triggers are things I would run anyway for other purposes, and they’re still providing that much of my build power. The active consoles I’ve chosen simply outscale the passive benefits of having more EPG. It ends up that 1/3rd of my damage comes from 6 consoles (You Are Dismissed, Chronophage, Genesis Seed, Proton Eruptor, Delphic Tear, Micro Dark Matter Anomaly), most of which also have some kind of passive benefit to the build, and again, I’m not really building around their cooldown as hard as I could. This 1/3rd statline from console actives held true on TOTE also.
Just like with energy builds, a more passive scheme, while also being more expensive, does not come out ahead compared to slotting more efficient actives. Gemini Device does decent damage and has good passive stats. Phaser Lance on this build does okay damage and doesn’t bring useful stats. Even adding Scientific Bulwark and Universal Designs was less important than adding better actives, since the Midrange active build and the Passive Premium build were about the same power.
Note how much power is lost when I drop Subspace Fracture Tunneling Field and three more powerful actives. That’s a huge fall-off, folks. Even losing two powerful traits in Universal Designs and Scientific Bulwark didn't hurt me too much, but Strike From Shadows and Exotic Modulation are decent enough substitutes.
We’re still solidly Elite-capable (100K) and even on a midrange budget, we could get up to 300K (Elite-carrying), proving once again that EPG is one of the easier ways to get a good Elite-capable build, even if most of you won’t be swayed away from DEW builds.
At the high end, I did not notice appreciable power increases from going to even more console cooldown reduction with SFTF, To Hell With Our Orders, and Uncon. While I had marginally higher performance, I’d chalk that up to piloting variance rather than an appreciable build difference. We’ll cross-check this against TRINITY, but Spore-Infused Anomalies, while not a huge part of the damage cross-section, is doing enough work, especially with cleaning up errant targets, that I’m not convinced dropping it is a net benefit. All DPS builds tend to benefit from a starship trait that boils down to “Doing a thing you were already going to do deals additional X damage” For beam builds, that could be Broadside Beam Support, Complex Plasma Fires for plasma builds, for kinetic builds it’s Subspatial Warheads and Advanced Precision Guided Munitions. Target That Explosion can be worked in there under the right conditions. It’s the same opportunity cost as consoles, where having a trait that deals decent damage is more important than better stat-sticks.
Here’s what TRINITY shows for our four setups with a link to the spreadsheet.
TRINITY Comparisons
Here’s what it looks like graphed, and remember that TRINITY’s raw DPS numbers, which are highly artificial, are less important than comparing them against each other.
Yay graphcs
This is pretty well in-line with our results from ISA/TOTE. TRINITY favors the passive build a little more than the Midrange active build, but again notice the jump in power by slotting higher-end clickies and Subspace Fracture Tunneling Field. There’s not too much to comment here, because it’s largely the same conclusions we’d draw from the parses - except that TRINITY, when used correctly, is valuable to help analyze build performance as a comparative tool.
FAQ
Are you saying that we all have to build with uncon all the time on EPG builds? You used it in all of your scenarios.
This I think requires a little more nuance than with energy builds, where you can fill up on Isomags which strongly benefit beams and cannons. In contrast, some of the strongest passive Exotic consoles are either Exotic Particle Field Exciter [EPG], which is expensive and rare, or Exotic Particle Amplifier [EPG], which grants its strongest bonus damage buff to non-boff abilities, including console actives, so . . . while yes there are some EPG-scaling weapon effects and the Deteriorating Secondary Deflector, you’re going to get more bang-for-your-buck from slotting universal consoles with good actives, and you can get at least 4 of them cheap from the Exchange: You Are Dismissed, Krenim Chronophage, Delphic Tear Generator, and Micro Dark Matter Anomaly.
You’re also probably slotting at least a couple of control powers like Gravity Well and a specialization power, maybe with a Tractor Beam in there too, so might as well if you can afford it. That doesn’t mean you need to run Unconventional Systems necessarily; Subspace Fracture Tunneling Field and/or To Hell With Our Orders can substitute, but I find that 2 of out those 3 mechanics is a sweet spot for exotic builds.
If we reframe the question to ask if it’s better to build around more active consoles and their cooldowns on an Exotic build compared to stuffing more EPG on the build, the answer is categorically yes.
Does this mean that the 4 “leans” or pillars you wrote of years ago for exotic builds are dead?
When I wrote that in 2020, the game was in a very different state. Genesis Seed didn’t even exist yet. Neither did Chronophage, Micro Dark Matter Anomaly, You Are Dismissed, Gemini Device, Ionic Deflector Inversion, Bio-Electric Wave, Proton Eruptor Module, Dragonsblood Flame Reactor, and even Exotic Particle Amplifiers. We had Delphic Tear and Plasma Storm as some of our highest-end consoles.
Since then, yes, the Exotic Particle Amplifiers and Fek’Ihri Torment Engine have helped the other three focus areas to a some extent (Secondary Deflector, Entwined Tactical Matrices-based torps, and Spore-Infused Anomalies), but there has been tremendous power creep in consoles and especially console actives over the last six years, to the point where consoles dominate build theory, especially in the exotic space.
Will active consoles continue to dominate the meta?
Who’s to say? It’s a tough spot for the systems design team because consoles help sell ships and that makes $, but now they basically have power-crept the game in a way that means ships are heavily-evaluated based on how much Uncon they can slot, which limits options for future ships based on perceived desirability. It’s a good place for wealthy and/or invested players who can buy all the shinies and get dopamine hits from clicking all their buttons. It’s less ideal for more casual players who don’t want to juggle a bunch of actives or afford a bunch of ships, but as shown above, I still was able to do 300K with only 5 clickies that matter, and most of them were cheap.
It’s not like the other approaches have lost power, but they are definitely behind what active consoles provide, and more of an Exotic build’s power is tied to consoles, since they have better buttons (that scale off the stats they’ve acquired), and worse passive options, and they probably have the seating to spare for control powers that fit naturally with their build anyway.
Will you be putting console cooldown mechanics on all your exotic builds now?
I already do. The synergy between Unconventional Systems and a ship with Temporal, Intel, or Pilot seating that already wants to slot Gravity Well is just too good to pass up.
Is this all on this series?
Probably for now unless you all can persuade Tilor to write-up something about Spirit of Sacrifice, which he has and I don’t.
TL;DR
Active console builds (“clickies”) have a higher ceiling than even more expensive passive builds.
The nature of Exotic builds having less constraints on bridge officer seating, more natural synergy with control powers scaling off of EPG, and worse passive console options means they are more heavily impacted by active consoles and their cooldown mechanics. Other exotic damage sources like Spore-Infused Anomalies, Deteriorating Secondary Deflector, or Gravimetric/Particle Emission Plasma Torpedoes are now more properly considered the side dish rather than the entree with how much power creep has occurred in console actives.
300K DPS remains the ‘beat-the-game” level of DPS unless you’re trying to solo Elite space TFOs and is achievable with active schemes as well as some with a little uncon and some of the cheaper active consoles for exotic builds.
I’m not sure how well it’d work to skip active consoles or their cooldowns entirely on a science ship, but it’d be inefficient given that four of the better exotic clickies (Chronophage, Micro Dark Matter Anomaly, Delphic Tear, You Are Dismissed) are cheap on the Exchange. But hey, at the end of the day, it's a game, and if building a certain way works for you and you're having fun with it, I'm not here to tell you that you have to change your playstyle, and that's a pretty good of place to end this writeup.
The intent of this build was to try out a build focusing on the new Temporal Disruptor mission reward weapons. These are an (improved) version of the old Aux weapons from the Besta line (and cross faction friends). I'm trying to go roughly 50/50 (Aux)DEW/Sci, you will note there are no torps on the build. I'm using the scryer to mix and match weapon types, with hopefully enough intel power boosts to give both weapon and sci power. Looking for feedback and discussion, not certain anyone else has published one of these. Thanks for the look, it's been a while!
Player Information
Player Info
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Captain Name
Bucky
Captain Faction
Federation
Captain Race
Betazoid
Captain Profession
Science
Primary Specialization
Temporal
Secondary Specialization
Strategist
Intended Role
(Aux)DEW/Sci; Temporal Disruptors
Ship Theme Song
xxx
Skill Tree
Engineering
Science
Tactical
Lieutenant
Hull Restoration
Hull Capacity
Shield Restoration
Shield Capacity
Improved Energy Weapon Training
Improved Projectile Weapon Training
Lieutenant Commander
Improved EPS Flow
Impulse Expertise
Improved Control Expertise
Improved Drain Expertise
Defensive Manuvering
5 Points
Control Amplification
Commander
Hull Plating
Improved Shield Regeneration
Improved Weapon Amplification
Improved Weapon specialization'
15 Points
Ablative Hull Plating
Captain
Offensive Subsystem Tuning
Advanced Exotic Particle Generator
Advanced Long Range Targeting
Advanced Hull Penetration
Improved Shield Penetration
25 Points
Admiral
Improved Warp Core Potential
Engineering Readiness
Scientific Readiness
Coordination Protocols
Tactical Readiness
35 Points
Defensive Coordination
Warp Core Efficency
Offensive Coordination
Total of 46 of 46 Points
Engineering Points:
12
Science Points:
16
Tactical Points:
18
Skill Tree Unlocks
Points to unlock
Engineering Unlocks
Science Unlocks
Tactical Unlocks
Unlocks After 2
Training Manual: Hazard Emitters III
Training Manual: Science Team III
Training Manual: Tachyon Beam III
Unlocks After 5
Hanger Health
Sector Space Travel Speed
Threat Control
Unlocks After 7
Training Manual: Feedback Pulse III
Training Manual: Photonic Shockwave III
Training Manual: Jam Sensors
Unlocks After 10
Maximum Hull Capacity
Maximum Shield Capacity
Projectile Critical Damage
Unlocks After 12
Training Manual: Polarize Hull III
Training Manual: Gravity Wel III
Training Manual: Tractor Beam III
Unlocks After 15
Starship Perception
Energy Critical Chance
Unlocks After 17
Training Manual: Viral Matrix III
Unlocks After 20
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Unlocks After 24 (Ultimate)
Unlocks After 25 (Ultimate)
Unlocks After 26 (Ultimate)
Unlocks After 27 (Ultimate)
Skill Tree Information
Generalists tree. I literally do almost every possible type of build with this dude
Build Description
(Aux) DEW/Sci. Shooting 50/50. Trying to keep a mix of active and passive clickies, DEW and SCI abilities. Twinkling lights. Goal is a relatively mobile forward facing build. Kept TTF Dual Cannons and Pahvan as Weapons Power draining. Rest are aux weapons. Using Surgical Strikes as primary to accommodate the weapon mix; I don't have the extender yet so Beam Overload 1 (with Kish) as my off-time weapon enhancement. I'm not chasing entropy for my BOFFs or hangar pets on this build. Have questions about hangar pet/entropy/TempDis weapon interactions. Note: Ctrl runs 195; EPG 332
Basic Information
Data
Ship Name
Vorago Solitude
Ship Class
Scryer T6
Ship Model
Deflector Visuals
Engine Visuals
60th Anni
Shield Visuals
Te grey/green Fek shield
Starship Beautyshot
Attached to post
Basic Information
Component
Notes
Fore Weapons: 3
TTF Phaser DHC
Unique Set weapon. TL trigger
Temporal Disruptor DBB
Mission Reward. Adds entropy, DoT scales with Entropy
Temporal Disruptor DBB
TL Trigger #2
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Aft Weapons: 3
Temporal Disruptor Turret
These Temp Dis drain Aux
Temporal Disruptor Turret
Omni Directional Pahvon Proton Beam Array
Adds resonance charges and AoE dmg effect. Not a TL trigger
Trait: A Lots Happened in the Last 20 Years & Leadership
Hazard Emitters 2
Photonic Officer 2
Officer 6: [rank] ( [profession] )
Trait: [name]
Duty Officer Information
Power
Notes
1
Vincent Kish
Beam overload can be upgraded
2
EWO
Stacking Crit Severity
3
EWO
Stacking Crit Severity
4
Fab Engineer
Increased Duration of RSP
5
Sensors Officer
Debuff Targets Damage with Sensor Scan
6
Gravimetric Scientist
Chance for aftershock Grabity Well
Character, Reputation, and Starship Traits
Personal Space Traits
Description
Notes
Particle Manipulator
Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus. +__% Critical Hit Chance for Exotic Damage Abilities +__% Critical Hit Severity for Exotic Damage Abilities
Coalition Starship Tactics
Each of the following bonuses may stack up to 5 times. Only Players contribute to these buffs, but you also gain a benefit from your own class while solo. Per Engineer teammate: +X Shield Regeneration per sec, Per Science teammate: +3% Hull Healing Received, Per Tactical teammate: +3% Flight Speed and Defense
Context is for Kings
Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec
The Boimler Effect
#N/A
Enlightened
+15% Hull Regen and 15% Exotic Damage
Dualists Fervor
#N/A
Operative
+1% Critical Chance, +2% Critical Severity
Twinkling Lights
#N/A
Innocuous
+1.5% Critical Severity -25% Threat Generation
Pseudo-Submission
When using a hull heal: placate all foes within 10km who have you targeted (max once per 15s).
Space Reputation Traits
Description
Obtained from
Auxiliary Power Configuration - Offense (Rank 2)
+25 All DRR, +6.25% Max Hull and Shield Cap
T6 Nukara
Enhanced Armor Penetration (Rank 2)
+6.3 Armor Penetration
T6 Delta
Precision (Rank 2)
+5% Critical Hit Chance
T6 Romulan
Controlled Countermeasures (Rank 2)
+9.4% Bonus Energy Weapon and Projectile Damage against Controlled targets
T6 Temporal
Need to fix this one
#N/A
#N/A
Starship Traits
Description
Notes
Emitter Synergy
When using Tac or Intel Bridge Office Ability: To self: +7.5% Exotic Damage for 15 sec (Stacks up to 3 times) To self: +7.5% Shield Heals for 15 sec (Stacks up to 3 times)
improved photonic officer
#N/A
A Budding Alliance
#N/A
Emergency Weapon Cycle
Activating Emergency Power to Weapons provides a reduction in weapon power cost and grants a boost to weapon firing speed for the duration of Emergency Power to Weapons
Particle Feedback Loop
Using an Exotic Damage ability will provide a small bonus to Armor Penetration. This bonus stacks up to 3 times.
Other Information
Subsystem Power Settings
Value (Target/Display)
Notes
Weapons
/
Shields
/
Engines
/
Auxiliary
/
Set Name
Set parts: # of #
Effects
Notes
1
#
2
#
3
#
4
#
5
#
Ship Stats
Value
Notes
Hull
Shields
Global Critical Chance
Global Critical Severity
EPS/Power Transfer Rate
Hull Regeneration Rate
Turn Rate
Flight Speed
Concluding Remarks
Also have Eldar Malik'itan on Ground Doff. Sorry mods if it doubles, I tried posting it again without the youtube link.