L.S.S. Pioneer
Lukari Dranuur Scout Ship
Build Overview and Focus
Last Updated February 2024
The goal was this ship was to push my Exotic build capabilities as far as I possibly could. Like most players, I started flying energy builds, then tried my hand at projectiles before trying out EPG and I had a lot of fun with it. That quickly led to me developing this character into EPG-centric play long before I was concerned with what career was 'optimal.' Out of the various styles of EPG build, this one is balanced between the Deteriorating Secondary Deflector, various anomaly powers (using Spore Infused Anomalies), and universal console actives. It has very little consideration to tactical powers or abilities. This ship is the STO BETTER exotic leader, my personal HSE leader, our first Exotic build to exceed 1 million DPS, and our first build to solo ISE.
Platform selection
In terms of ships capable of maximum exotic potential, on top of the standard entry-level requirements like a Commander Science seat and a secondary deflector, having Temporal seating is very important. Furthermore, having flexible bridge officer layouts that doesn't force Engineering or Tactical seating is highly preferable to maximize science and temporal abilities. Scout ships, with their highly-flexible seating, are thus excellent platforms. While the Dranuur isn't full-spec Temporal like its more touted rivals the Verne/Sui'Mor, the fact that it has some Temporal seating puts it above other scout ships. Lastly, the Dranuur is a small fraction of the price of the Verne/Sui'Mor and has some unique strengths of its own--in particular, a better mastery package and innate raider flanking that make it a very capable exotic platform of its own.
Why an Engineer?
The short version is that I already had the build set up on an Engineer and the Iktomi and Ceaseless Momentum are expensive. Besides that, it’s a strong counterargument to the idea that engineers can’t do DPS/can’t do sci builds effectively. (Note that effective is not the same as optimal; Tac Rom Alien still wins that argument). At first it was kind of a happy accident, now it's here to prove a point: Engineers can still do silly-high DPS with Exotics. It's the same reason why I don't fly the Verne/Sui'Mor, which have a theoretically higher ceiling.
The Engineer is the weakest for exotic builds by about 5-10% final DPS at this level of performance. Tactical captains using exotic builds benefit from Tactical Fleet, Fire On My Mark, and Attack Pattern Alpha, and Go Down Fighting. Science captains benefit from Scattering Field, Science Fleet, and Sensor Scan as well as the utility of Subnucleonic Beam. In contrast, the Engineer has only one useful offensive ability for an exotic build - EPS Power Transfer. Nadion Inversion and Intrusive Energy Redirection are largely wasted on an exotic build (although the latter procs Drain Infection). The EPS Manifold Efficiency personal trait does provide some nice utility in allowing me to max Aux power without Emergency Power to Auxiliary. The Engineering captain’s other abilities are largely focused around durability.
I have tried to make up for the lack of offensive captain powers by making it a glass cannon, with only two weak bridge officer heals, plus the captain powers and a personal trait for healing/survivability. Thus, all of the console slots are devoted to offensive purposes. Given the results on this ship are over 1M DPS, I don’t miss the Tac/Sci career powers. If someone wants to expand on this concept using a Tac, be my guest.
Flavor/Theme Choices
Hull Image Refractors console for survivability
Engineering career
Human captain
Varied bridge crew
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
Pioneers are settlers seeking new horizons and new opportunities in new lands. My headcanon is also that Pioneer is a homograph in Lukari, meaning “active, energized, invigorated.”
Both meanings are well-suited for a Lukari Scout Ship, as the Lukari settle their new colony on Dranuur with their re-united Kentari brethren and as they learn from their Federation allies how to defend themselves with Science!™ The name also has special affinity with her captain, a Federation Temporal Agent who served on a Pioneer-class vessel at the start of her career.
Meta Analysis
ISA: 362K
ISE: 1182K
HSE: 1161K
Budget Analysis
Using the EZRA rubric, this build would cost 729 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
4 T6 C-store ships (Shran, Grissom, Somerville, Clarke, or cross-faction equivalents)
1 Fleet ship (Lukari Dranuur)
2 Lobi ships (Iktomi, Maquis Raider)
2 Lockbox ships (Deimos, Crossfield Refit)
6 Event items (Temporal Vortex Probe, Kobayashi Maru Transponder, Imperial Rift set, Tholian Core, Hysperian Intel Battlecruiser, Blackout Mines
3 Lockbox consoles, 8 lockbox traits, 4 non-standard doffs, 2 lockbox boff abilities
Reputation + fleet gear; all Mk XV Epic
0 R&D Promotional, Legendary or Mudd's/Phoenix ships
Change History
December 2023: T6X2 upgrade with an additional Exotic Particle Amplifier, Five Magicks, and Advanced Targeting Lock Batteries. Was at 345K ISA / 1124K ISE / 1063K HSE
August 2023: Replaced 2 Focusers with 1 Exotic Particle Amplifier and Dragonsblood Flame Reactor. Replaced Colony deflector and Revolutionary Core with Revolutionary Deflector and Tholian Core. Upgraded batteries to Advanced. Was at 344K ISA / 1080K ISE / 951K HSE.
May 2023: Replaced Neutronic Eddy Generator with Immolating Phaser Lance. Replaced Ablative Shell with EPS Power Transfer. Replaced Exotic Modulation with Universal Designs. Re-engineered for maximum [Dmg] mods. Added a Watcher science boff over Hierarchy. Replaced Thoron Infused Quantum Mines with Black Ops Mines. Was at 318K ISA / 786K ISE/ 833K HSE
December 2022: Replaced webspinner with Micro Dark Matter Anomaly. Moved Dark Matter Torpedo to aft weapons and slotted Wide Angle Dual Heavy Beam Bank in front, replacing the Advanced Inhibiting Turret. Replaced Lorca's Custom Fire Controls with Plasma Storm. Added more Superior Romulan Operatives. Replace a crit-boosting PWO with 31 of 47. Was 294.8K ISA / 729K ISE / 481K HSE
March 2022: Replaced 1 Exotic Particle Focuser with the Genesis Seed console. Replaced the aftershock Gravity Well duty officer with the aftershock Tyken's Rift duty officer. Replaced Into the Breach with Unconventional Systems
October 2021: Posted to Sites. Replaced Delayed Overload Cascade with Timeline Collapse, shuffled bridge officer abilities to maximize By the Book, and replaced Advanced Inhibiting Chroniton Mines with Nukara Web Mines. Shifted doffs around to benefit from crit-boosting projectile weapons officers.
Build Breakdown
There are small concessions to other build spaces, but this ship is dialed in tightly on Exotic DPS. The fact that it has a few energy weapons and torpedoes is ancillary to the exotic abilities that comprise the bulk of its damage output.
Skills
Skill Unlocks
Notes
Since this is an exotic build, using an ultimate is not really worth it. The Tactical ultimate only benefits weapon damage, which is a very low percentage on this build and the other 2 ults are garbage.
Engineering skills
Two points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains.
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.
I take a single point in EPS Power Transfer to recover power levels faster after drains or Full Impulse, but it's low impact on this build.
Since I don't want to use Emergency Power to Auxiliary to reach a max of 128 Aux, I take extra points in Defensive, Aux Subsystem Performance and Warp Core Potential to cap out power. Need EPS Manifold Efficiency to make this work but that's a good choice anyway.
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.
Since Control Expertise and Exotic Particle Generators are primary offensive stats for this build, I want those maxed out and take Control Amplification. Drain Infection and two points in Drain Expertise add minor benefits. The Drain Expertise is more useful on another build that uses Charged Particle Burst.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
I do use multiple projectiles, so 3 points in Projectile Weapon Training is merited. Energy weapons are a very low contribution; a single point is fine here. I only take 2 points apiece in Hull Pen, Shield Pen, and Weapon Specialization as those only benefit weapons and thus aren't a major damage component. Maxing Weapon Amplification is essential to optimize gains from the Imperial Rift 2-piece set, which scales Exotic CrtD based on that stat.
I like taking 2 points in defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving. I only take 1 point in accuracy; weapon damage and output is not a focus on this build.
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.
Build
Starship Weapons
Notes
This ship’s primary role is Exotic DPS using bridge officer powers, exotic torpedoes, and other non-weapon effects. The primary offensive statistics for this ship are the Exotic Particle Generators skill (EPG), Critical Chance (CrtH), Critical Severity (CrtD), and Auxiliary power (Aux), +Exotic, Damage Resistance Reduction (DRR), and +Bonus Exotic Damage. Secondary offensive statistics are Control Expertise (CtrlX) and +Projectile Damage as well as Weapon Amplification, since that skill boosts Exotic Critical Severity through use of the Imperial Rift 2-piece.
The Dyson Proton Weapon is purely there for set bonuses and contributes very little meaningful damage. The Black Ops mines are selected because 1) they benefit from the 2-piece Dyson set, and 2) they stack Resonating Payload Modification at a very high rate, up to 12 stacks per set of mines for a substantial debuff. Aside from the Gravimetric and Particle Emission Plasma Torpedoes, weapons on a science ship are there to complete set bonuses, so why not have some fun with it? I have 3 torpedo launchers, a dual beam bank, a beam array (sort of), and a mine launcher. A little bit of everything!
Now to the serious answer. For set bonuses, the Protonic Arsenal 2-piece brings excellent crit, so that’s a no-brainer to slot the Proton Weapon. Same with the Dark Matter Torpedo combined with its dual beam bank. The Dual Beam Bank's "spooled up" passive applies to ALL damage, not just its own, so it effectively adds 20% Cat2 damage to the build. Lastly, the mine launcher does decent damage, but more importantly will stack Resonating Payload Modification higher than 5 stacks and in this case even up to 12 per set of mines for these specific mines as mines count separately from your torpedoes for the purposes of stacking and the DOT from blade mines racks it up to 5 stacks per mine. They also trigger a number of DOT-based effects, so it does pretty well for an afterthought weapon.
TRINITY analysis indicates that [Dmg] is the optimal mod for this ship for all weapons but either [Dmg] or [CrtD] are very close in performance.
Starship Equipment
Notes:
Drive Train: The Imperial Rift 2-piece is best-in-slot for exotic builds. The 4-piece is competitive, but not quite as good IMO unless you can guarantee a good use of the active. If it's not available, use the Temporal 2-piece instead. I prefer using the Regenerative Crystal Shield to automatically distribute shields. If you're fond of the Prevailing (Competitive) Engines, drop the shield for the Imperial Rift/Temporal one.
Starship Consoles
Set Bonuses
Notes:
Exotic Subflavors: In my opinion, there are 4 main flavors in the Exotic space right now. All of them are pretty similar overall and all can be combined to a certain extent, but there are subtle differences:
"Clicky" builds are going to lean more on universal consoles with powerful actives, the Cutting Tractor Beam console to boost damage of those, and the Unconventional Systems trait to reduce cooldowns. This also pretty much forces a lower-cooldown "Control" bridge officer power than only having Gravity Well, so you'll see Tractor Beam/Tractor Beam Repulsors as a mule. The downside is that acquiring all those clickies is expensive and some of them are quite finicky. This is the highest-end sci meta, but is very expensive and only works superbly on certain maps.
TacSci builds are going to emphasize torpedo spreads with the Entwined Tactical Matrices build. This'll require 1-2 extra boff powers devoted to Tactical powers, possibly with Kemocite or an attack pattern on top and works well on things like the Fleet Nautilus that have excess Tactical seating. This also leads to a synergistic choice of the Morphogenic 3-piece.
DSD builds emphasize the Deteriorating Secondary Deflector more. While most any high-end sci boat will be running Structural Analysis and DRB, this lean goes beyond that. This means you'll see powers like Tyken's Rift or Charged Particle Burst. Mathematically, this means an emphasis on Cat2 damage or -DRR, because the DSD is super-heavily-loaded with Cat1 already. This kinda works better with the clicky focus because Delphic Tear is a thing. This is the cheapest build to start building effective exotics with.
SIA builds emphasize Spore Infused Anomalies above almost all else. This has some hard decisions against a TacSci lean because that's 2-3 boff powers going to Tac that could be going to more anomalies or more triggers for Spore Infused Anomalies. It also has some conflict with the clicky focus because SIA doesn't scale with +Exotic or +Bonus Exotic damage consoles like Delphic Tear or Causal Anchor or Temporal Vortex Probe. This build incorporates pieces of all flavors, but emphasizes the DSD, console, and SIA most.
Alternate exotic types:
Please see my Damar for a TacSci-focused ship with Intel or my Equinox for a build that blends consoles and PBAOEs along with the DSD. Repeated testing has shown that the DSD/SIA focus is stronger but if you like Tac-Sci, both are very viable up to and above 500K DPS. Alternately, please see Tilor's Iktomi for an example of a very clicky-focused ship.
Meta-Focused Tweaks:
Hull Image Refractors -> something like Cascading Subatomic Disruptions probably goes here
Budget Tweaks:
The first thing to drop would be Plasma Storm (T6X upgrade + Lobi ship). Replacing the Genesis Seed with another Particle Focuser is another viable idea.
If the expensive consoles (Immolating Phaser Lance, Temporal Vortex Probe) aren't available, swap in the Chronometric Capacitor (Mission Reward; Time and Tide) and the Proton Particle Stabilizer (Dyson Reputation). Alternately, the 8472 Counter-Command Relay is another option (Mission Reward; Surface Tension).
Bridge Officers
Notes
Delayed Overload Cascade could replace Subspace Vortex, but it's finicky to use well and doesn't trigger Spore-Infused Anomalies or By the Book
Subspace Vortex is at low rank because it sometimes fails to activate, whereas Very Cold in Space III has slightly less damage potential but ends up more reliable.
I did a lot of tweaking in the Exotic calculator to come up with the highest-damage combination of damaging science powers.
Traits
Personal Traits
Meta-Focused Tweaks:
The meta would be to fly a Tactical captain, specifically a Romulan Alien. This would result in swapping Grace Under Fire for A Good Day to Die
Give Your All -> Pseudo-Submission and hope the placate is enough/tank is good
Alien trait would go to Intelligence Agent Attache on a tac
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Resonating Payload Modification (Elite Captain unlock)
Context Is For Kings -> Operative
Enlightened -> Astrophysicist
Grace Under Fire -> Innocuous
Unconventional Systems -> Projectile Training
Starship Traits
Meta-Focused Tweaks:
To truly make a meta exotic build with unlimited budget, you'd need the following along with boff/console/trait tweaks above
Ceaseless Momentum -> The Ruin of Our Enemies
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Five Magics (T6X2 upgrade)
Drop Ceaseless Momentum (T6X upgrade)
Strike From Shadows -> Onboard Dilithium Recrystallizer
Universal Designs -> Improved Command Frequency
Improved Photonic Officer -> Unconventional Tactics
Spore-Infused Anomalies -> Electrified Anomalies or Improved Critical Systems if available, else
This build is planned around By the Book, but you could substitute it for Improved Gravity Well
Notes:
Strike From Shadows is nice for the placate/universal damage. The Ruin of Our Enemies is an option but can be very fickle to stack up outside of specific maps and team compositions. "By the Book" tends to exist outside the main meta, but I've had lots of success with it as long as you can stack 7 anomalies. I lose a little Gravity Well uptime compared to Improved Gravity Well but everything else (Very Cold in Space, Tyken's Rift, Subspace Vortex, Chronometric Inversion Field, Timeline Collapse), all stay active for longer. Strictly speaking, Timeline Collapse doesn't benefit from the extension, but the others gain significant damage from having their duration extended.
Reputation Traits
Active Reputation
Duty Officers
Notes
Aftershock Tyken's Rift: Repeated testing has shown that this is no worse than the aftershock Gravity Well AND it procs the deteriorating secondary deflector as well as Spore-Infused Anomalies. I've gotten 3K out of them on other runs which is more than aftershock Gravity Wells. With By the Book, my Gravity Well duration is decent anyway.
Meta-Focused Tweaks:
These are about as good as it gets. My appreciation goes out to both individuals who gifted me Liberated Borg doffs that I would not have had otherwise.
Budget Tweaks:
If low budget
Drop the security officers and pick up a Matter Anti-Matter Specialist that gives CtrlX on use of EPtE. A green or blue should not be too expensive. Also add a Projectile Weapons Officer (reload) or (CritH). Blue rarity is fine.
Miscellaneous
Cooldowns
This ship uses Improved Photonic Officer as its primary cooldown mechanism. Don't need Boimler Effect or anything else. If Improved Photonic Officer is too expensive, consider picking up Torpedo Astrometric Synergy and the Chrono Capacitor Array trait, dropping Omega Kinetic Shearing and Particle Generator Amplifier
Ship Stats
Keybinds
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:
[Spacebar] is my spambar and is shown above. It includes Advanced Exotic Particle Floods, Torpedo Spread Gravimetric Torpedo, Subsystem Targeting - Shields, Engines, Aux, Weapons, Causal Reversion, Photonic Officer, Structural Analysis, Advanced Targeting Lock Batteries, Emergency Power to Engines, Kobayashi Maru transponder, Immolating Phaser Lance, Nadion Inversion, Intrusive Energy Redirection, and EPS Power Transfer. The order of activation on these broadly doesn't matter, that's why there' on a spambar.
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered. Note that I do not keybind my exotic anomalies, consoles, or DRB. By The Book can only proc every 2 seconds, so instead I am manually activating these about every 2 seconds apart using my top row (see below). I also put the Exotic Particle Floods and EPS Power Transfer on the same tray to combo those together. I do order the anomalies in a specific order, working generally from left to right to maximize uptime and By the Book activations.
Piloting
ISA/ISE
Pre-buff the spambar prior to countdown (in PUGs) or prior to launch call (premade). On ISA, hit the first group with your exotic boff abilities, leading with Chronometric Inversion Field and staggering your cooldowns on anomalies every 2 seconds. You'll also want to use Genesis Seed and Dragonsblood Flame Reactor here. On ISE, use EPS Power Transfer -> Genesis Seed, Plasma Storm, and big buffs here as well, then use your boff abilities. This allows Unconventional Systems to start cooling them down. On ISA you probably won't have time to use all your boff abilities here. Next, hit Evasive Maneuvers and fly to the left side, using any remaining big buffs. Target the generator with Tyken's Rift and whatever other exotic powers are available along with another torpedo spread and the rest of the consoles: Dark Matter Anomaly, Delphic Tear along with Relocate Mines. Save GW/SSV. As the generator is about to die, turn and engage the ball of Nanite Spheres with a second Grav Well on a longer run. On a shorter run, simply bypass the spheres and fly to the right side. Can use a Reinforcements cooldown here as well. In general, Delta > Nimbus.
Activate Evasive Maneuvers and Deuterium and fly to the right side, rinse and repeat with as with the left. Save big active heals for this part in iSA because PUG teams don't always fly over to right generator quickly. As it's dying, turn back on the gateway. Evasive Maneuvers might be available here as well to go even faster. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! Close to 5 km and drop the Anti-time bubble and your third GW (second on a fast run) with the boost from Quantum Singularity Manipulation. Another Relocate Mines should be used here to pull in the mines. With any luck, the 400+ CtrlX Grav Well will also suck in the remaining spheres. All the universal console clickies should be available here as well. Finish off the tac cube and that should be it. On a slower run, I can often get a third round of big buffs and console actives on the gate or tac cube if I use them again on right transformer.
HSE
Don't prebuff too much. Drop your opening salvo with every long cooldown buff on one of the first Tac Cubes with the goal being to pull the spheres in as well. Use the 5 minute powers, all consoles, and abilities here. Stay close to your tank and be prepared to drop a Bio-Molecular Shield Generator to help them out if needed. Remember to stagger your anomalies every 2 seconds to maximize By the Book. Taking down the individual tac cubes farther back in the formation might take a little longer. Another trick to be careful of is to avoid triggering both DRB and Structural Analysis at the same time/target since the Deteriorating Secondary Deflector doesn't stack. The -DRR is good and does stack between them, but the DSD is so powerful that we want to spread that debuff out further. Once the queen's guards are down move to the large dreadnoughts, focusing fire with your team. Console actives are likely coming back at this time so use as available. Chronometric Inversion Field is best saved in case one of the pickles activates Feedback Pulse; ditto with the queen though a premade team should have a science captain to cleanse it. Since your damage doesn't really fall off with distance, staying more than 6 km from the queen will prevent deaths to Aceton Field. Make sure you're using Relocate Mines on large, healthy targets as it's available as well as your fleet summons and batteries!
Parse Breakdown
Numbers from record ISE
Breath of the Dragon: 171.3K
Tholian Warp Crystals: 159K
Deteriorating Secondary Deflector: 151K
Gravimetric Torpedo: 149.7K
Very Cold in Space: 54.9K
Particle Emission Plasma Torpedo: 42.6K
Spore-Infused Anomalies: 40.6K
Plasma Storm: 40.3K
Anti-Time Entanglement Singularity: 38.6K
Gravity Well: 30.5K
Destabilizing Resonance Beam: 29.4K
Timeline Collapse: 24.9K
Dark Matter Anomaly: 24.6K
Disruptor Dual Beam Bank: 23.2K
Immolating Phaser Lance: 21.8K
Genesis Seed: 21.6K - this can hit a lot harder up to 70 or 100K, all depends on placement and timing
Chronometric Inversion Field: 19.8K
Concentrate Firepower: 17.4K - this is from another player
Digital Compilation Field: 16.1K - this is donated DPS from another player
Tyken's Rift: 15.8K
Temporal Vortex Probe: 15K
Subspace Vortex: 13.7K
Delphic Tear: 12.3K
Fek'Ihri Torment: 11.3K
Entropic Rider: 8.9K
Blackout Mines: 8.8K
Omega Kinetic Shearing: 7.9K
Drain Infection: 3.9K
Distributed Targeting: 2.3K
Refracting Tetryon Cascade: 1.8K
Nimbus Pirates: 1.3K
Dyson Proton Weapon: 0.5K - both of these next two are only here for the set bonus
Dark Matter Torpedo: 0K
Team composition for the run was two supports and a support tank alongside this ship in a 4-man run. Of these items, Very Cold In Space, Timeline Collapse, DRB, the torpedoes, Vortex Probe, Delphic Tear, Dragonsblood Flame Reactor, the Phaser Lance and apparently Spore-Infused Anomalies can flank. Crits were very high, ranging from mid-50s for the torpedo-based effects to around 100% for exotics like the Secondary Deflector and Gravity Well. This run had other players with Concentrate Firepower III, which added appreciable damage to torpedoes and torpedo-based effects.
Portability
Since this ship requires a T5 Colony to acquire, it can be difficult to buy despite technically being cheap/free with T6 reputations providing Fleet Ship Modules. My personal recommendation is either asking in the NoP Public Service channel or making a reddit post on /r/sto asking for a fleet invite, which is how I got mine. Note that you will need to be IN the fleet and not just on the map to buy the ship.
With the high number of exotic science and temporal abilities on this ship, only a few other ships can easily replicate this setup. The first that comes to mind is the Verne and its cross-faction equivalents, widely-regarded as the strongest science vessel in the game but also expensive. Potentially cheaper would be the Vulcan T'Pau Scout Ship, though it would have to drop the two Temporal powers and Exotic Modulation for Ionic Turbulence+Delayed Overload Cascade, and another generic damage-boosting starship trait like Terran Goodbye or The Ruin of Our Enemies. Lastly, the Equinox Pilot Scout Ship would work for this as well, dropping the two Temporal powers and Exotic Modulation, along with Into the Breach. Instead, you'll want to run a Pilot Team I and a Tractor Beam I, boosting Subspace Vortex and Tyken's Rift instead, and fit the Fresh From R&R personal trait alongside the Equinox's Synthetic Good Fortune trait. Those choices take advantage of the Equinox's abilities. You could also then drop Strike From Shadows to fit Cold-Hearted as long as you had some energy weapons for a stronger offensive boost.