U.S.S. Aegis

Eternal Temporal Multi-Mission Science Vessel

Build Overview and Focus

Last Updated August 2023

The goal for this ship was to create a mixture of energy weapons and exotics capable of 500K+ DPS using cannons as the primary weapon damage. This relatively rare niche of combining energy weapons and science powers is sometimes called "DEWSci."  It's niche because it's hard to fit all of the needed bridge officer abilities, consoles, and even power levels to fully support both energy weapons and exotics. The parses on this ship reveal about an equal split in damage between the energy weapons (DEW) and exotic effects. 

Platform Selection

The Eternal is a solid science ship at the affordable C-store price point. It has full Temporal spec as well as a hangar, which works well in its favor. However, the LtCmdr Engineering seat is forced with no specialization option, and full exotic builds don't value that seat particularly highly. You know what does like LtCmdr Engineering? Energy builds that can use Emergency Power to Weapons III. Thus, I chose to turn the Eternal away from full exotic as I had previously done and play toward its strengths, namely harnessing that LtCmdr Engineering to build up its energy damage capability. While DEWSci is hardly meta, it's a fun and very stylistically diverse build space to explore. 

Flavor/Theme Choices

Namesake

In ancient Earth mythology, "Aegis" was a shield carried by the goddess Athena bearing the image of a terrifying monster that petrified enemies caught in its gaze. The shield was used to strike fear in the hearts of enemies as well as protect the goddess. Later in Earth's history, the term Aegis was used to describe a naval defense system designed to detect, track, jam, and shoot down threats. Thus, the term has strongly been associated with defense, protection, and striking fear into enemies. The Aegis Technological Research effort, while unrelated to this ship, also used the term to describe a suite of strong defensive equipment The U.S.S. Aegis is a temporal science vessel whose purpose is to weaken, debuff, and control enemies, softening them up for other teammates. It is a support vessel designed to enable allied fleets without relying on shields/hull heals, or drains. Instead, it uses disables/confuses, and a decent amount of debuffing alongside a mixture of science abilities and energy weapons. 

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 590 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.

Change History

Build Breakdown
This ship is pretty evenly split between energy DPS and exotics, but also has some concessions to hangar and a projectile. There's also some build space for survivability, agility, and even supportive concepts. It's all over the place, which is pretty typical for DEWSci

Skills

Skill Unlocks

Notes

I went with Temporal Operative and Strategist since that had more universal damage effects than Intel, which largely only benefited weapon damage through flanking/Intel Fleet. Previous iterations were more themed around confuses and disables but I've made further concessions to DPS to make it fully Elite-capable. 

Build

Starship Weapons

Notes

Cannons were chosen because 1) most of the control-effects require targets to be within the forward firing arc and 2) I hadn't built a cannon ship yet. I like multi-colored cannons so this has quite the diverse color palette of cannons. You could be just as effective with more conventional all-orange Phaser Turrets replacing the Heavy Bio-Molecular and Andorian turrets. I dropped Quad Cannons because the Engine power drain was just too much.

Starship Equipment

Notes:

I decided that if I was going to build an off-meta ship, I was going to have some fun with it, so Imperial Rift 4-piece is the drive train of choice. The active does respectable damage, such that if you can land good shots from it, it compensates from losing the raw stats of the Colony Deflector plus any other meta 2-pieces. The set is really quite solid for both exotics and energy, so if you're mixing those in DEWsci fashion, I think it's pretty close to optimal if not best-in-slot. If you don't have Imperial Rift, better to do more conventional setups. 

Starship Consoles

Set Bonuses

Notes: 

Alternate Energy types: 

There are no Phaser-only consoles on this build; just replace the weapons and your Isomags of choice. 

Meta-Focused Tweaks:


Budget Tweaks:



Bridge Officers

Meta Notes

Traits

Personal Traits

Meta-Focused Tweaks:

If you want to go full glass cannon with a DPS-focus: 

Budget Tweaks:

Starship Traits

Meta-Focused Tweaks:


Budget Tweaks:


This build basically won't work without Emergency Weapon Cycle


Notes:

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

DEWSci is fairly subjective, but these are pretty darn good for what you get. The Tac/Temp Strength Through Unity would be better but pricy.


Budget Tweaks:

 If low budget

These are cheap/free but provide far less benefit 

Miscellaneous

Cooldowns

This ship manages cooldowns by Photonic Officer II with Improved Photonic Officer. I was not quite at global on some of my powers with IPO and PO I, so I kept it at PO II. It'd be just as easy to swap to DRB II and PO I but I like my Aux to Structural. 

Link to CDR sheet for this build. 

Ship Stats

Keybinds 

Keybinds are essential to how I fly this ship. Since my background is in RTS games and MOBAs, I'm very comfortable with using my left hand to both fly and activate keys. If I was more acclimated to a gaming mouse with lots of buttons, I could map activations to that as well. Remember that keybind progression in STO generally works from the edges to the center

Everything else is activated manually.

Piloting

I don't do much prebuffing on ISA/ISE aside from Kobayashi Maru and Emergency Power to Weapons, hitting Energy Amplifiers and [spacebar] as I fly in. I use my big buffs [2] if it's ISE and keep spacebar cycling at the first group along with the exotic combo.  On ISA, I’d save the big buffs until the left generator. Next, I hit Evasive Maneuvers and fly to the left side, activating my remaining big buffs on [2] and keeping the tactical chain going as well as any exotics that come off cooldown but NOT Gravity Well.  Target the generator with Sensor Scan and position to hit the smaller transformers as well. With a cannon build, you often will not be at optimal point-blank range if it helps hit three targets with Scatter Volley instead. This is a trade worth making. 

As the generator is about to die, turn and engage the ball of Nanite Spheres, aiming to use a second Gravity Well and Diversionary Tactics. I will often use a Reinforcements cooldown here or at the left transformer. Activate Evasive Maneuvers and Deuterium and fly to the right side, rinse and repeat with as with the left. I try to save my big active heals for this part. As it's dying, I turn back on the gateway and FIRE EVERYTHING! This is where Quantum Singularity Manipulation should be used with a Gravity Well and Anti-Time Entanglement Singularity as well as any other exotics available. After your initial burst of exotics are down, this is where I fire the Weaponized Mycelium Emitter. If you don't feel confident in targeting the gateway, save it for the Tactical Cube. 

I try to stay so that my cannons can hit both the gateway and any nearby spheres. Once the gateway is down, turn on the Tactical Cube. Another Gravity Well will likely be available at this point. Don't forget to call a second reinforcements cooldown if it's available. 

Parse Breakdown

Numbers from record HSE:


Weapon crits were around 50-60%, exotics were generally higher, up into the 90s. I had 200K from energy weapons, about 370K from exotics, and the rest from a variety of sources like hangars, torpedo, Kemocite, etc.


Portability

This build could be ported to a number of other ships as the important parts are not tied to any specialization. However, the 31st-century set would have to be replaced since those are exclusive to the 31st-century ships. Good replacements for those consoles would be the M6 Computer, Ordnance Accelerator, or Tholian Webspinner. The desirable seats are Commander Sci, LtCmdr Tac, LtCmdr Eng, and a Secondary Deflector which leads to the following options:

Note that if you replace Chronometric Inversion Field with a non-Temporal power, the Security Officer doff 21 of 47 should be re-evaluated.