Stormbreaker
Chronos Temporal Dreadnought Cruiser
Build Overview and Focus
Last Updated February 2024
This is a tank for Elite content. As such, DPS is not the primary goal but it is a secondary goal as a heavy tank. More on that below. Pulling threat and tanking shots for the team, as measured by the percentage of team damage taken (% DMG IN), and the percentage of team attacks taken (% ATKS IN) is my measure of success. If I get above 80% AND no team deaths, I'm content, but of course 90% is better.
The Stormbreaker is closer to a higher-DPS "classic" or "heavy" tank where its selfish DPS is higher but so also is its survivability. The current meta wants tanks to have lower DPS and more debuffs like Cold-hearted, Kemocite, and debuff consoles. That's a very valid niche (and selfishly I like flying with those too). We call those "support tanks." That's not really what this build is geared toward. On maps that aren't about DPS-parsing, the heavy tank can be more useful since the team tends to benefit from higher damage on each player. For example, the Battle of the Binary Stars or Battle of Procyon V are maps that benefit from having a higher-damage tank. If you want a supportive tank build, check out my Presidio or Styx or comments at the end of this post.
Platform Selection
The Chronos has a unique console that taunts enemies while boosting your damage and healing you. STO has relatively few taunts so that was a nice plus. It also has Attract Fire, a decent hull modifier, and Commander Engineering. The 31st-century 2-piece set bonus was also a nice selfish boost as well.
Flavor/Theme Choices
Plasma Beams including 1 [Over]
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Human captain
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Namesake
The Chronos Temporal Dreadnought Cruiser is the largest and sturdiest 31st-century ship and is designed to handle any possible threat that could face the galaxy: past, present, or future. When the threats of the Temporal Cold War threaten to tear apart the timeline, the Chronos stands strong. This particular ship can not only weather any storm, but break it as well.
Meta Analysis
ISA: 283K / 81% atks in
ISE: 553K / 98% atks in
HSE: 323K / 85% atks in
Budget Analysis
Using the EZRA rubric, this build would cost 654 USD to replicate. That is far more than what I spent on STO to make it. If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
Elite Captain/T6X upgrade, all fleet unlocks
1 Legendary bundle (Legendary Battlecruiser), which provides 3 traits and 2 pieces of the flagship set as well as another C-store coupon.
6 additional T6 C-store ships (Chronos, Gagarin, Narendra, Ghemor, Ouroboros, Bozeman or cross-faction equivalents)
1 Lockbox ship (Mirror Engle)
2 Lobi items (Altamid 2-piece)
1 Event device (Kobayashi Maru Transponder), 2 Event ship (Jarok Alliance Carrier, Krenim Science Vessel)
1 Lockbox console, 7 lockbox traits, 5 lockbox doffs, 1 lockbox weapon, 1 lockbox boff ability
Reputation + fleet gear; all Mk XV Epic
0 Lockbox, R&D Promotional, or Lobi ships
Change History
February 2024: T6X2 upgrade: Add Ship of the Line, Flagship 3-piece, Hull Patches. Drop High Energy Communications Network and 1 Protomatter console to fit it in. Picked up Gravity Well, Tractor Beam, Causal Reversion, and Chronometric Inversion Field, dropping Aux to Structural, Hazard Emitters, and Deploy Construction Shuttle Wing. Increased rank of Emergency Power to Weapons. Swapped Reiterative Structural Capacitor for Shield Absorptive Frequency Generator. Was at 206K, 77% atks in ISA, 386K, 92% atks in ISE, 300K, 92% atks in HSE.
December 2022: Replaced Piezo-Electric Focuser with Tachyon Net Drones. Replaced Improved Critical Systems with Superior Area Denial. Replaced Refracting Tetryon Cacsade with Tethered Non-Baryonic Asteroid. Replaced Hull Patches with Large Engine Batteries. Replaced Terran Targeting Systems with Symbiotic Ice. Replaced Strategist with Temporal specialization. Was at 177K, 79% atks in ISA / 274K, 94% atks in ISE / 225K, 84% atks in HSE
June 2022: Minor write-up cleanup. No build changes, just documentation
April 2022: Replaced Approaching Agony with the High Energy Communications Network
March 2022: Replaced a Locator with a second Energetic Protomatter Matrix Infuser. Replaced Causal Reversion with Deploy Construction Shuttle Wing. Replaced Protomatter Field Generator with Reiterative Structural Capacitor. Replaced Inspirational Leader with Feel the Weight of Our Presence. Replaced Temporal Disentanglement Suite with Approaching Agony. Replaced Elite Class C Shuttles with Elite Alliance Fighter Squadrons. Replaced DOMINO with Tactical System Stabilizer.
November 2021: Moved to Sites. Added note about Improved Regenerative Protomatter Influx. Replaced 1 [Over] beam with an Altamid beam. Added parse notes and portability. Reversed Transfer Field Strength and Hazard Emitters ranks. Changed a doff out for small gains and swapped in Redirected Armor Plating for Superior Beam Training. Replaced a Locator for the Fek'Ihri Torment Engine. Dropped Honored Dead for Improved Critical Systems.
Build Breakdown
This tank has plenty of survivability, but also a fair amount of damage built into it across a variety of sources. Plasma tanks are fairly out of the meta so it's hard for me to claim it's not themed.
Skills
Skill Unlocks
Notes
All weapon-centric builds benefit from the tactical ultimate, as weapon haste and bonus weapon damage from the Focused Frenzy active are appreciable when used on big targets. Applying the bonus to your team is also appreciated. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
Engineering skills
Since I use this skill tree for both tanks and offtanks, taking two points in Hull Restoration/Hull Capacity helps survivability. Increased Hull Capacity boosts Tyler's Duality as well
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Efficiency is particularly good at adding power to subsystems I am not allocating much power to.
Improved EPS Power Transfer is essential for recovering power while firing energy weapons.
Science skills
Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
A single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay
Since this character uses Quantum Phase torpedoes on 2 builds, which scale with Drain Expertise, I take both points in DrainX. A single point in Control Expertise powers the Fragment of AI Trait on builds that use it on this toon.
All energy builds should take maximum points in Long Range Targeting Sensors.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Energy Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost energy weapon damage directly. Since I do have a torpedo and it does decent damage, 2 points in Projectile Weapon Training is a good choice.
I like taking 2 points apiece in accuracy and defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.
Coordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. They also benefit hangar pets on builds that have those. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme.
Unlocks
There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance. I lean a little heavier on Engineering in lieu of stacking more points into the Tac Ultimate.
This ship is a classic beams + 1 torpedo set up. It has minimal investment into exotic damage, so I am not skilled at all into those.
Miracle Worker/Strategist is highly competitive for heavy tank builds. I did some analysis where I compared the uptime of No Risk, No Reward (10% bonus all damage per stack) in a solo ISA and determined I averaged ~1.2 stacks, plus the 2% CrtH from Embolden up all the time. That was compared using the Energy DPS calculator against a 30% flanking rate intel spec with Intel Fleet, uptime-adjusted, and the damage differential was slightly in favor of Miracle Worker. Miracle Worker provided much more survivability so I went with that instead. Temporal is an option for a secondary specification, adding damage through Entropic Rider and Atrophied Defenses.
Build
Starship Weapons
Notes
Torpedoes: I like torpedoes. I use at least one on every ship. The right torpedo, when used with Entwined Tactical Matrices and Supercharged Weapons, is NOT a DPS loss compared to beam arrays, but in this case, I chose the torpedo for team support reasons. The Dark Matter is generally the best single torpedo for augmenting energy builds if the 2-piece set bonus is not already obtained from a dual beam bank.
Plasma: Before Ba'ul Antiproton was the new hotness, Plasma was one of the (slightly) better flavors for tanking due to the proc on the Advanced Piezo-Plasma Beam Array offering a decent heal. I built this tank when Cryptic gave away 4 Assimilated Plasma weapons and was hopeful that they would help heal as well. Turns out they don't do much, but I decided to stick with Plasma if for no other reason than to show you can tank without Ba'ul AP.
Healy beam: "Improved Regenerative Protomatter Influx" is the heal-to-allies effect from the reputation set weapon, it does not actually count towards your healing despite being listed that way by SCM.
[Over] beams: In lieu of crafted Omnis with Over being broken (;-;) , I'm using two crafted Plasma beams with the [Over] proc. Any time that beam procs the Overload, all weapons will fire Overload for 6 seconds but won't overwrite existing firing modes. With perfect piloting, I will always have Fire at Will up which overrides the use of [Over], but I don't fly perfectly. The overloads might trigger when FAW is no longer active, so if my FAW ever slips and the proc is active, the Overload will provide a little burst damage in between FAW and ETM cycles. TBH, it rarely procs but Overloads are fun so I left it in hopes of proccing Technical Overload from the Lukari Beam, which is a super-strong effect.
Starship Equipment
Notes:
Everything here is basically optimal for tanking. The Discovery 3-piece adds substantial regen as well as Mycelial Lightning, which is a valuable damage source. The Elite Alliance Fighter Squadrons were chosen because they don't have torpedoes and buff allies. Torp-armed hangar pets can steal Concentrate Firepower procs from torp boats and tanking is a selfless profession anyway.
Shout-out to Prototype Ablative Jevonite hardpoints which, while kind of difficult to get, give +100 Hull Capacity for 15 minutes and can be used from inventory, meaning that they don't take up a device slot. Definitely useful on maps like Hive!
If the Elite Alliance Fighter Squadrons aren't available, then I'd use Elite Epochs which are a very solid choice and come with the ship.
Starship Consoles
Set Bonuses
Notes:
Crit: The importance of Crit cannot be oversold and while DPS is not the primary goal of this ship, you have to do decent DPS to pull threat/aggro and this is a more DPS-focused tank. I saw significant increases in DPS from boosting Crit in doffs and traits. On my record runs, my weapons were parsing between 65-70% Crits. There are players with better gear and piloting skills than I who've achieved much, much higher percentages, but I will say broadly that when in doubt, add crit.
Alternate Energy types: If you want Ba’ul AP, swap those beams in and replace the Altamid Omni and Piezo-Electric Focuser with at least 2-piece Linked Sentry set. For consoles, Aligned Antiproton Shielding from the Khitomer is another solid option. For anything else, choose your weapons of choice and matching Protomatter consoles.
Consoles: The Tachyon Net Drones from the Bozeman are REALLY good, even worth slotting over the Lukari 2-piece, and there's an argument to be made for slapping them onto pretty much any kind of build. Support, tank, energy, projectile, maybe even exotic. It's hard to pick apart the active in the parser but if you tally up all the pieces, it hits really hard and also takes enemy shields offline.
Meta-Focused Tweaks:
Ba'ul Antiproton is the king of tanking. Replacing the Altamid 2-piece with the Ba'ul 2-piece and Antiproton Protomatter consoles is ideal.
Budget Tweaks:
If low budget, the following changes will help reduce cost
Drop Timeline Stabilizer (T6X2 Upgrade)
Tachyon Net Drones -> Piezo-Electric Focuser
Tactical System Stabilizer -> M6 Computer (T3 Temporal Escort)
Altamid console -> Pick up another Protomatter console
Altamid Omni -> regular Plasma Beam Array
Hull Image Refractors -> Zero-Point Energy Conduit (but this shouldn't be too pricey)
Bridge Officers
Meta Notes
I went with Kemocite-Laced Weaponry and Cannon: Rapid Fire as an additional proc for the colony consoles on this build.
Chronometric Inversion Field is purely here for damage reduction and uncon triggers.
Skipped Tactical Team. My shields are down too much from all angles for distribution to matter as much.
You could slot boffs with more offensive traits if you want (i.e. Superior Romulan Operative, Watcher, etc.)
Traits
Personal Traits
Meta-Focused Tweaks:
These traits are pretty close to meta. I could probably drop a defensive trait for something more debuff/team-oriented like Into the Breach. Fluidic Cocoon would probably be better but only by a small amount. Redirected Armor Plating is honestly pretty good.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Fragment of AI Tech (Elite Captain unlock)
Self-Modulating Fire -> Point-Blank Shot
Context Is For Kings -> Bulkhead Technician
Repair Crews -> Techie
Unconventional Systems -> Imposing Presence
A Good Day to Die -> Operative
Intelligence Agent Attache -> Beam Barrage
Downgrading all the survivability tools will limit your ability to run Hive Space Elite.
Starship Traits
Meta-Focused Tweaks:
These traits are also pretty well meta for tanks. Redirecting Arrays leaves a far bigger gap in uptime for FAW if timed properly, so I prefer not to use it.
With current tanking tools like colony consoles, Miracle Worker, and History Will Remember, Honored Dead is no longer necessary, even for Hive.
If I had Complex Plasma Fires, it'd be an obvious slot over Ship of the Line. Ship of the Line is very good, but CPF is insane.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Superior Area Denial (T6X upgrade)
Super Charged Weapons -> Improved Command Frequency (Command specialization)
Calm Before the Storm -> Unconventional Tactics (Strategist specialization)
This build basically won't work without Emergency Weapon Cycle, Entwined Tactical Matrices, and History Will Remember
Notes:
History Will Remember was not an appreciable DPS loss against something like Promise of Ferocity or Improved Critical Systems. Both are acceptable substitutes but I chose HWR because of its added benefits to survivability and tanking through threat increase. If Improved Critical Systems is not available, Promise of Ferocity or Piercing Projectiles would yield similar results.
Superior Area Denial is an excellent trait for ships using Fire-at-Will or Scatter Volley that also have a hangar. While it is extremely expensive, captains wishing to use this trait on multiple characters would benefit from saving up and acquiring it via the 12th Anniversary Bundle, which is how I did it.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
These doffs are fairly well optimal, but if your budget was truly unlimited
Replacing the Security Officer with Agent Nerul, who heals on use of Attack Pattern Beta, would be a substantial boost to survivability
Budget Tweaks:
If low budget
Downgrade the Fabrication Engineer to rare
Replace Energy Weapon Officers with a Maintenance Engineer (Exocomp) from the Phoenix Box and the Mirror Hakeev Astrometric Scientist also from the Phoenix Box.
Miscellaneous
Cooldowns
This ship manages cooldowns via Photonic Officer I, Calm Before the Storm and a little extra in readiness skills, plus 2 Krenims. Since this is a tank, high Aux power is useful to help amplify my heals.
On the Chronos, I don't really want to dedicate two of my engineering slots to A2B, or sacrifice my universal seat for another engineering bridge officer. Photonic Officer I was sufficient for the Roosevelt and it's sufficient here as well . This allows me to maintain high Aux power while freeing up duty officers to enhance damage. It's also easy to fly--the only things I need to do are constantly cycle my Tactical and Engineering chains, which I should be doing anyway. I do use Attrition Warfare, but that happens in the background anyway and I don't really think about it. The chosen option syncs my tactical chain up with FAW, and since I am using Entwined Tactical Matrices to keep Fire at Will up all the time, I am not as concerned with dropping Attack Pattern Beta/Torpedo Spread to minimum cooldowns, as syncing them with FAW III is sufficient. Note that I do not even need Calm Before the Storm to get the desired cooldown reduction, but when it is active, it will help lower those tactical powers, as does Tactical Initiative. Even in the worst case scenario where PO starts its 10 second downtime and no Calm Before the Storm right as my tactical chain is fired, I still have plenty of cooldown reduction to support a 20 second tactical chain.
Ship Stats
Keybinds
Keybinds are essential to how I fly this ship. I've simplified the keys down to 2: a spambar on trays 1, an alternate tray for the torpedo cycle, and an alternate cycle for emergency power abilities to avoid de-syncing my Evasive Maneuvers.
Tactical chain: (Spacebar) Fire At Will, Go Down Fighting, Attack Pattern Alpha, Vulnerability Assessment Sweep, Causal Reversion, Cannon: Rapid Fire, Kemocite, Energy Amplifiers, Attack Pattern Beta, Photonic Officer. This is a basic tactical ability combination. I want to activate this roughly every 20 seconds whenever Fire At Will is available.
Engineering chain: (3 key) Emergency Power to Engines, Emergency Power to Weapons, Launch Fighters, Tractor Beam. These abilities help boost power to the weapons and engines subsystems, as well as power Emergency Weapon Cycle. I activate these as much as possible. They are de-synced from the Tactical chain, which is why they are on separate keys to avoid missing the reset on EPTE.
Torpedo combo: (1 key) Torpedo Spread I; Fire Torpedo, Energy Amplifiers, Refracting Tetryon Cascade, Vulnerability Assessment Sweep,, Kobayashi Maru summons, and fire torpedo. I generally leave the torpedo auto-firing, but sometimes STO is slow to fire the torpedo even when it's off cooldown and the spread is armed. I fire this every 10 seconds after FAW III is triggered to get my FAW from Entwined Tactical Matrices.
Long cooldown buff combo: (2 key) Kobyashi Maru, Tactical Initiative, Energy Amplifiers, Tactical Fleet, Tactical System Stabilizer, Vulnerability Assessment Sweep. I try to activate these abilities together to generate massive spike damage. In a standard left-to-right Infected: Conduit Elite (ISE) run, I will activate these at the initial fight and then most of them are up again by the right Nanite-sphere/Gateway fight.
Heals: (4 key) Transfer Shield Strength III, Hazard Emitters I, Hull Patch, Brace for Impact, Auxiliary to Structural I, and Reverse Shield Polarity. I don't map ALL of my heals here, preferring to activate Protomatter, Bio-Molecular Shield Generator, Subspace Field Modulator, Give Her All She's Got, Chronotachyon Capacitor, and Sensor Interference Platform manually.
Piloting
Tanking is generally a selfless job unless you really glory in seeing how much damage you can absorb. Your job as a tank is to 1) pull threat and 2) survive. If you can also debuff enemies and amplify your team's damage, that's nice to have. In order to do #1, you need to do three things:
You must deal decent DPS. This a general guideline, not a rule. All the +threat items in the game don't matter if you don't maintain sufficient damage to hold aggro. This is lessened if using History Will Remember.
You must deal that damage in an AOE all the time. Simply put, Beam Overload or other single-target abilities are not going to cut it. You need to damage as many enemies as possible at once. AOE attacks like Fire at Will, Torpedo Spread, and various AOE boff powers are your friend and you need to have them up a lot. Personally, I think Entwined Tactical Matrices is a far superior method of extending Fire at Will than Redirecting Arrays.
You must have at least some method of +Threat on your ship. The Attract Fire cruiser command is nice to have if for no other reason than for resists. History Will Remember helps a lot too. Much more important is using Threatening Stance and the Threat Control skill unlock. You don't need +Threat doffs, and you don't need the Threat-Enhancing Plasma consoles from the Embassy. Just Threatening Stance and Threat Control is enough and when it's not, the Chronos console is a guaranteed aggro pull.
You must be close to your enemies. Hug the biggest, baddest guy and try not to completely eat his warp core breach--you might need your heals for other damage. Threat tends to be pulled to the closest target so be prepared to scrape paint.
In order to do #2 (survive), you need the following:
Continuous heals for sustained damage. These could be any number of things: colony tactical consoles, common boff abilities (Causal Reversion, Engineering Team), or traits (Energy Refrequencer). I use boff abilities, Shield Absorptive Frequency Generator, 2 colony tac consoles, and the Disco 3-piece combined with History Will Remember.
Burst heals to handle times when there's lots of incoming fire. This includes long-cooldown effects like Reverse Shield Polarity III, which is the most accessible and one of the most powerful defensive tools to absorb damage, as well as the Bio-Molecular Shield Generator. Other tools that I use include the Adaptive Emergency Systems and Chronotachyon Capacitor, but Engineering Captains can also use Miraculous Repairs. You'll know when to use these--it'll be when the incoming fire starts to overwhelm you. On ISE, that's typically when you're fighting Tactical Cubes, Gateways, and/or 5+ spheres.
You're aiming to pull 75-90% of the incoming attacks for the entire team, so be prepared. On a fast ISE run, that could mean less than 3 million damage absorbed. On a slower run, you're looking at closer to 7-8M. This is by no means the most optimized tank build in the game, but it certainly does the job for DPS channel or fleet runs, especially in ISE. I’m very well pleased with the updates to this build and feel it fits nicely in the build space of intermediate-but-semi-affordable tanks while tanking both ISE and HSE. Shout-out to Jayiie for teaching me how to HSE and improvements inspired by his build.
ISE Piloting Tips
Before the map starts, I will launch Fighters, set Threatening Stance, and set the Attract Fire cruiser command. I will also set Offensive Configuration if I know I'm with a high DPS team that will clear the map quickly. I will set Defensive Configuration with a lower DPS team. Use Full Impulse when the map starts to hug the center cube. Also, on a typical ISE, cycling EPtW around 20 seconds before countdown and EPtE around 5 seconds before countdown ends will have your abilities in a good place for transitioning/constant uptime without messing up the Evasive Maneuver resets.
I start with flying very close to the first 3 cubes. I will use all of my longer cooldown buffs in the first fight as well as the Tachyon Net Drones. Trigger Evasive Maneuvers to fly over to the left transformer and fire off all major abilities while at 1/4 impulse or stopped within 2 km of the transformer. FAW should take care of most targets. Once 2-3 of the generators are down, target the transformer with Focused Frenzy and Fire On My Mark. I rotate to face inward toward the gate. Sometimes I will use Diversionary Tactics here if I feel I am not pulling enough aggro. When the transformer is low health, fly towards the ball of spheres and give them a torpedo spread and cycle or two of firing. Once they start thinning out, Evasive Maneuvers again (reset due to Emergency Power to Engines) and head to the right side. Rinse and repeat, then Evasive Maneuvers and Deuterium to fly between the Tactical Cube and Gateway. If there's a large ball of spheres here, this is an important time to use the Chronos taunt console or Diversionary Tactics to taunt enemies. This is also the single hardest part to stay alive at, so save big heals like Reverse Shield Polarity, and the Bio-Molecular Shield Generator for here. Try to avoid using Reverse Shield Polarity at the right transformer if at all possible. I actually prefer to use that first at gateways since it has the lowest cooldown and will be up again relatively quickly. Seriously, this part can be rough depending on how fast your team wipes the Nanite Spheres. Focused Frenzy and Fire On My Mark should be available here again. Lastly, don't forget to summon your Delta Alliance Beacon/Nimbus Pirates, etc. In an average ISE run, I can get two off: one at left transformer and one at the end.
HSE (Hive Space Elite)
I’ve successfully flown HSE on this build without any teammates dying. I'm not the best HSE pilot but the build is fine. The key differences are that I use Defensive Configuration instead of Offensive since the map is slower and there’s more incoming fire. The hardest part is the first fight. I stagger my big heals in 15-20 second intervals to give the team time to clean up. I lead with Brace for Impact, Give Her All She’s Got, and Subspace Field Modulator. As those are winding down, use Chronotachyon Capacitor and the Bio-Molecular Shield Generator. If the health bar is still going down after that, pop Reverse Shield Polarity and use the Sensor Interference Platform as a last resort. Hopefully by that point, the spheres and first few tactical cubes are cleared out after the first full minute of combat. Push into the formation gradually at first and then as only a few targets are left, attack more aggressively.
For the boss fight, save your big heals! I position so I can hit both Borg dreadnoughts (near the queen). When fighting the queen, I find it better to stay farther away from her as Aceton field is no joke and neither are her confuses. Hopefully your teammates will use Subnucleonic Beam to clear out the queen’s Feedback Pulse, but that’s not really a problem as long as your big heals are back off of cooldown.
I’ve found that if you can solo HSA without dying and 100K DPS, you’re probably in good shape for HSE. It’s a good way to practice getting a feel for the map, placement/positioning, and knowing when you can ride your regen/HP and when you need to pop a big heal to keep from dying.
Parse Breakdown
Numbers from record ISE (based on % atks in):
Plasma Beam Arrays under FAW (various): 255.6K
Dark Matter Torpedo: 69.5K
Elite Alliance Fighter Squadrons: 38.2K
Kemocite: 34.9K
Delta Beacon: 24.8K
Mycelial Lightning: 19.4K
Digital Compilation Field: 17K
Beam Arrays under no firing mode (various): 17.3K
Tachyon Net Drones: 14.9K
Fek'Ihri Torment: 14K
Plasma Saturation Bombardment: 9.4K
Concentrate Firepower: 8.2K
Nimbus Pirates: 6.7K
Anti-Time Entanglement Singularity: 4.8K
Molecular Deconstruction Beam: 4.7K
Gravity Well I: 4.6K
Plasma Fire: 2.8K
Refracting Tetryon Cascade: 2K
Chronometric Inversion Field: 2K - here for the -50% damage and Uncon trigger, not the DPS
Altamid Drone Swarmer: 0.4K
Heal breakdown (Heals-per-second)
Shield Absorptive Frequency Generator: 1161 - and this is basically free!
Energy Refrequencer: 233
Restorative Protomatter Matrix: 170 HPS
Causal Reversion: 94
Chronotachyon Capacitor: 80 HPS
Molecular Deconstruction Beam: 49 HPS
Nimbus Pirates: 37 HPS
Reflexive Emitters: 46 HPS
Protomatter Regenerative Influx: 40 HPS
Brace for Impact: 10 HPS
The regen from the Discovery 2-piece does not parse. The Bio-Shield bubble wasn't used either, but I've seen it heal for over 300 HPS on Hive Elite.
Heavy vs Support tank: To repeat the comment at the opening of the post, this tank is built for higher DPS and higher survivability, which can be useful for teams that have lower DPS (which results in more incoming damage), or for non-parsing maps. This is the tank I pull out for tanking for players at or below ~200K or for non-Borg maps due to its higher survivability and higher DPS. Supportive tanks can make the run too slow and the possibility of dying is higher due to lower survivability. If you're supporting higher-end teams with players above 300K, then the supportive tank is better and there are other ships that do that better with Command or Intel seating.
Portability
The Chronos' unique console and the Tactical System Stabilizer is limited to just the 31st-century ships, making this build somewhat hard to port. The Ion Storm Generator (from the Buran or its cross-faction equivalent) would be the best replacement along with an M6 Computer or D.O.M.I.N.O. If making that trade is acceptable, there are a number of tank-capable ships with Temporal seating (though Command is the current meta-preference for tanks). The Legendary Ambassador would be the most seamless fit, as would the Sagittarius.