U.S.S. Yi Sun-sin
Legendary Avenger Battlecruiser
Build Overview and Focus
Last Updated December 2023
When I started playing STO, the Arbiter was my first T6 ship. Normally R&D promotional ships are far outside of my budget, but since Cryptic gave one away in 2021, the Inquiry is essentially an upgrade to the Arbiter. For a more affordable setup, please see my build for that ship. At the time I first started building, Fire at Will was the predominant firing mode for energy builds, but even after that was nerfed, I decided to keep FAW on the build. I used this ship for flying story missions on Elite, and having the ability to defeat numerous smaller enemies like Tholian webs, Iconian probes, and Hur'q along with having a tankier build was attractive to me for my main captain who plays all of the missions. The choice of beams and torpedoes was chosen for immersion purposes to keep the ship more in line with canon representations of the TNG-VOY-DS9 era.
FAW DPS builds are pretty rare, but this ship has been able to handle story missions fairly well (where you can expect more incoming fire) as well as a variety of Elite TFOs. The goal of this build has truly been realized in making the "toughest, fastest ship" in Starfleet that also packs quite a wallop.
Platform selection
With Commander Engineering and one of the better specialization seats for energy damage (Intelligence), as well as five fore weapons and a must-have starship trait for energy builds, the Arbiter is a great candidate for a ship to make a tough off-tank that still puts out plenty of damage while being maneuverable. The Inquiry takes that as a starting point, and cranks it up to 11 by adding full-spec Miracle Worker to the package. The Arbiter was already a solid platform, but the Inquiry takes the same basic ship and design concepts and gives it a higher ceiling through the extra console, power, and specialization abilities, so it was a natural choice for me to select that as an Event Campaign reward for my first/main character and unlock more of its potential. From the Inquiry, the Legendary Avenger/Inquiry is a side-grade, trading the potential for 1 more engineering console (Isomag) against significantly better maneuverability. Since I wasn't running maximum Isomags on my build, this ended up being a straight upgrade and a natural transition, plus it came with an excellent ship trait.
Flavor/Theme Choices
Increased survivability for soloing missions on Elite, including Hull Image Refractors console
Mostly orange phaser beams
1 torpedo
1 [Over] beam and 1 Pulse Phaser
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Not full Isomags
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
Yi Sun-sin was a legendary Korean admiral known for his innovative approaches to naval combat and victories against staggering odds in the 16th century. His decisive strategies defended his nation and earned him renown despite the distrust of the feckless ruling government. Nevertheless, his legacy endures as one of Earth’s greatest maritime leaders. The U.S.S. Yi Sun-sin has emerged victorious from multiple battles against staggering odds, including a Klingon Civil War a host of renegade Excalbian simulacrums, and a Terran incursion. I have dubbed this ship the Yi Sun-sin-B, since there was a canon Ross-class in Season 3 of Star Trek: Picard, the original Inquiry would have been the -A and now the Legendary is the -B.
Meta Analysis
ISA: 344K
ISE: 1034K
HSE: 1003K
Budget Analysis
Using the EZRA rubric, this build would cost 628 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 (Gagarin, Shran, Ghemor, Bozeman, or cross-faction equivalents)
1 Legendary bundle (Legendary Battlecruiser)
2 Lockbox ships (Deimos, Crossfield Refit)
1 Event ship (Denorios), 1 Event device (Kobayashi Maru)
1 lockbox console, 1 lockbox weapon, 8 lockbox traits, 5 lockbox doffs, 1 lockbox bridge officer power, 1 lockbox boff
Reputation + fleet gear; all Mk XV Epic
0 Legendary, or Lobi ships
Change History
December 2023: Added T6X2 upgrade and switched to Legendary Inquiry / Avenger. Added another [Phaser] Isomagnetic Plasma Distribution Manifold and Ship of the Line. Added Subspace Field Modulator. Replaced Magnified Firepower with Energy Refrequencer. Was at 326K ISA / 925K ISE / 843K HSE
July 2023: Replaced Locators with [Phaser] Isomagnetic Plasma Distribution Manifolds. Replaced Assimilated Module with Immolating Phaser Lance. Replaced Heart of Sol with Universal Designs. Was at 318K ISA / 677K ISE / 655K HSE
March 2023: Replaced colony console with another Locator. Replaced Ordnance Accelerator with Tachyon Net Drones. Replaced a Lukari Engineer with a Watcher. Replaced Tactical Team, down-ranked Torpedo Spread to I to fit Directed Energy Modulation. Replaced Projectile Weapons Officer with Systems Engineer. Re-engineered weapons for maximum Dmg mods. Replaced Iconian 3-piece Engine/Core/Shield with Romulan Engines/Fleet Core/Tilly Shield. Was at 241K ISA / 550K ISE / 520K HSE.
December 2022: Replaced anti-Borg Space Warfare Specialist with CrtD-boosting PWO. Replaced Enhanced Shield Penetration with Magnified Firepower. Replaced Altamid-Modified Swarm Processor with VADA. Replaced Pulse Phaser Beam Array with Pulse Phaser DBB. Replaced Improved Critical Systems with Heart of Sol. Previously was 236K ISA / 506K ISE / 257K HSE
March 2022: Replaced Fragment of AI Tech with Symbiotic Ice. Replaced Enhanced Shield Penetration with Magnified Firepower. Replaced Superior Beam Training with Terran Targeting Systems. Replaced with Altamid Swarm Processor.
October 2021: Posted build
Build Focus
This build combines energy DPS with survivability. There are some small contributions from projectiles and other supportive concepts as well, but those are tertiary.
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 absolutely zero investment into exotic damage, so I am not skilled at all into those.
Intel/Strategist is the best-in-slot choice for non-tank Energy builds. Intel provides substantial damage through flanking and Intel Fleet. Strategist likewise adds damage through Logistical Support, Maneuver Warfare, and Show of Force, as well as some damage reduction through Layered Defenses.
Build
Starship Weapons
Notes
Torpedoes: One, I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Entwined Tactical Matrices and Super Charged Weapons, is NOT a DPS loss compared to beam arrays. I was already going to slot the Quantum Phase Converter console, so adding the torpedo for its two-piece is an excellent DPS boost. It outparses most of my beams except the Terran/Disco. I could have slotted the Dark Matter torpedo, but I already had the Quantum Phase gilded and it doesn't quite do the same damage. Note that if you don't like the Disco DBB, but you are okay with the Dark Matter torpedo, I would use the DM torpedo in order to keep the 2-piece bonus.
Mixing in 2 DBBs: Despite "don't mix weapons" being conventional wisdom for good reason, I've chosen to mix in the Wide-Angle DBB. For one, I wanted the two-piece bonus without the torpedo. For two, specifically on a FAW build with a torpedo and 2 Omnis, most of my weapons are hitting my forward arc anyway, with just one beam in the aft that can't fire forward. With 100% FAW uptime and at least 1 target in my side or rear arc, I'm firing that beam pretty much all the time anyway. Suffice to say, with this specific build (FAW) and decent piloting, I'm not really losing uptime on either my torp, my aft non-Omni beam, or my WADBB. The Pulse Phaser
Firing Order
The Quantum Phase torpedo is launched first to stack Super Charged Weapons and damage shields
The Discovery Wide Angle Dual Heavy Beam Bank has a spooled up passive so it's slotted early
The Prolonged Beam also benefits from firing early
The Terran Beam does more damage to targets with lower health
The Pulse Phaser Dual Beam is just there so it's last. The proc is unreliable.
Starship Equipment
Notes:
Drive Train: I've finally moved away from the Iconian 3-piece since in our current ISE/HSE runs, I can get it from teammates flying support. This combination yields slightly better selfish DPS if the 3-piece isn't being provided from a teammate, and is significantly better if it is. If I wanted more survivability, I would swap the engines for the Disco Engines to pick up the regeneration from the two-piece. In terms of healing, the Yi Sun-sin is pretty tanky for a DPS ship and it's pretty rare to die in any Advanced TFO that doesn't involve killing yourself (i.e. Feedback Pulse, Voth damage reflection) which the Disco 2-piece regen won't help with.The ship is designed to be self-sufficient. It's not a full tank (though I've built one on the same character using most of the same pieces), but that only really matters for Elite runs.
Starship Consoles
Set Bonuses
Notes:
Isomags versus Locators: The new Advanced Isomagnetic Plasma Distribution Manifold Engineering consoles have been shown by analysis to be about 7.5% better than Vulnerability Locators for this build. They're either expensive on the Exchange (especially in Phaser flavor) or you'll need to farm approximately 21 of the appropriate Elite TFOs depending on how good your luck is, then re-engineer to Phaser (not trivial given their large mod pool) and upgrade them. If that's too much effort, slot Locators and play musical chairs with the consoles. Slotting the full 7 Isomags probably would have been better than some of the other consoles I have, but they were themed choices.
No Trilithium Set: The Gamma Omni is slotted over the Trilithium Omni set. According to both the Energy Weapon Calculator and several ISA parses, the Gamma set ends up being superior once you adjust the haste for uptime. There are a few reasons for this. 1) The Trilithium-Omni cannot be re-engineered and with FAW, the forced [Acc] and [Ac/Dmg] mods essentially costs me 2 mods since FAW does not benefit from accuracy overflow. It also doesn't have the 2% bonus damage from T6 reputations that the Inhibiting beam does. 2) The 10% weapon haste is great but it would require the console, and especially on a FAW build, does not proc often enough, whereas the -10 DRR from the Gamma beam is easily proc'd against big targets as long as you're not sitting completely still. Seriously, the haste proc has 2% uptime on a FAW build.
Alternate energy types: Obviously all weapons would need to be replaced. Replace the Quantum Phase torpedo with Dark Matter Torpedo. If Disruptor, consider the Nausicaan Energy Torpedo. Quantum Phase Converter (unless Polaron) is the two console to replace. Keep D.O.M.I.N.O. and replace the Advanced Engineering consoles with the appropriate flavor.
VADA/Deadly Maneuvers 2-piece: This doesn't get slotted a lot for good reason. That said, I was already using the Ablative Hazard Shielding for flavor and survivability, so when I did the numbers, adding the VADA for its innate 15% Phaser damage and then another 15% Weapon damage from the 2-piece and the active's damage was better than the Altamid-Modified Swarm Processor, which is what I had there previously. That console has too much value tied into Accuracy which is wasted on Fire at Will since it doesn't benefit from Accuracy Overflow.
Meta-Focused Tweaks:
If going full DPS with unlimited budget, you’re not using beams. That said, for higher damage at higher cost:
VADA -> Another Isomag
Hull Image Refractors and Quantum Phase Converter -> Dynamic Power Redistribution Module+Point Defense Bombardment Warhead or two of Weaponized Helical Torsion/Bioneural Infusion Circuits/Approaching Agony.
Ablative Hazard Shielding can be subbed out for another Isomag at the cost of survivability
Replace the Pulse Phaser and [Over] Phaser with Sensor-Linked Phasers or Advanced Phasers. If really going for a rich build, replace the Crafted Omni with a Sensor-Linked Omni
Budget Tweaks:
If low budget, the Arbiter build is probably what you want, but anyway...
Drop 2 Isomags (T6X and T6X2 upgrades)
Replace D.O.M.I.N.O. with Prior's World Elite Defense Satellite if available and if not, for things like Zero Point Energy Conduit, or a Bellum EPS Flow Regulator/RCS Accelerator.
Drop Kobayashi Maru Transponder if unavailable (T6X upgrade and event); if available, drop the Hull Patches instead
Bridge Officers
Meta Notes
Could replace Reverse Shield Polarity with Mixed Armaments Synergy III if going full glass. This is my off-tank, though, so I don’t. Would also need to replace a doff.
Traits
Personal Traits
Meta-Focused Tweaks:
If going full DPS, with unlimited budget
Give Your All -> Duelist’s Fervor
Repair Crews -> Adaptive Offense or Point-Blank Shot
Inspirational Leader -> Could go to something like Boimler Effect or Into the Breach.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Inspirational Leader (Elite Captain unlock)
Terran Targeting Systems -> Beam Training
Context Is For Kings -> Operative
Symbiotic Ice -> Accurate
Repair Crews -> Techie
Self-Modulating Fire -> Point-Blank Shot
A Good Day to Die -> Innocuous
Intelligence Agent Attache -> Beam Barrage
Starship Traits
Meta-Focused Tweaks:
If going full DPS with unlimited budget
Strike From Shadows->Terran Goodbye
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Ship of the Line (T6X2 upgrade) if you're not using the Legendary Inquiry. If you are, drop Universal Designs
Drop Super Charged Weapons (T6X upgrade)
Strike From Shadows -> Improved Command Frequency
Calm Before the Storm -> Unconventional Tactics
Entwined Tactical Matrices -> Improved Critical Systems or The Best Defense
Notes:
Improved Critical Systems was better than Promise of Ferocity on this build but not as good as Heart of Sol. Both were superseded by Universal Designs when paired with the Immolating Phaser Lance.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
If going full DPS with unlimited budget,
Good luck getting one, but 27 of 47 gives you a chance for CrtH on use of Tac Powers and CrtD on use of Intel powers. Would replace the RSP doff if not using RSP
Budget Tweaks:
If low budget
Downgrade the Fabrication Engineer to Rare
Replace the Energy Weapons Officers with a Warp Core Engineer for a little extra power on EPtX and the Exocomp that gives bonuses on Battery use
Replace 22 of 47 with a Conn Officer for a little CrtH and to reduce Tactical Team cooldown
Miscellaneous
Cooldowns
This ship manages cooldowns via Photonic Storm (Photonic Officer I, Calm Before the Storm and a little extra in readiness skills, plus a Krenim).
On an Inquiry, I don't really want to dedicate two of my engineering slots to A2B,nor do I wish to give up the universal seat for science to pick up Photonic Officer II . Nor do I want to double abilities or give up the bulk of my duty officer slots in a Drake/Dragon setup. This allows me to maintain high Aux power (for heals, the Aux Config Offense trait, and general defense) 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 could use Attrition Warfare for engineering abilities, but that's less forgiving unless Threatening Stance is on all the time. Despite having more survivability, this build is not a tank; plus Strategist has a number of damage abilities that would be lost if Threatening Stance was used constantly.
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 Kemocite/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. 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. Boimler Effect is not needed either; with the exception of Narrow Sensor Bands all the powers are where they need to be. The graph above does not show the effects of Calm Before the Storm.
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. That said, I reduce the complexity somewhat to make it easier to fly.
Main spambar: (Spacebar, trays 1 and 3) Fire At Will, Advanced Energy Amplifiers, Attack Pattern Alpha, Vulnerability Assessment Sweep, Aux to Structural, Go Down Fighting, Emergency Power to Engines, Attack Pattern Beta, Photonic Officer, Emergency Power to Weapons, DOMINO, Kobayashi Maru, Override Subsystem Safeties, Tactical Initiative, Narrow Sensor Bands, Kemocite, Directed Energy Modulation, and Immolating Phaser Lance. I could micro-manage these more, but tbh, I've had better results from simplifying the piloting.
Torpedo combo: (1 key) Torpedo Spread I; Fire Torpedo and the Phaser Lance. Manual keybind to activate torpedoes. 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 3 is triggered to get my FAW from Entwined Tactical Matrices.
Heals: (4 key) Brace for Impact, Hull Patch, Hazard Emitters I, Auxiliary to Structural I, and Reverse Shield Polarity. I don't map ALL of my heals here, preferring to activate Ablative Hazard Shielding, Bio-Molecular Shield Generator, Sensor Interference Platform, and Diversionary Tactics manually.
Piloting
I start with basic combos for the first 3 cubes. In an ISE run, I will use all of my longer cooldown buffs in the first fight as well as VADA, Tachyon Net Drones, and DOMINO, but not on ISA. 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. Be careful in timing EPtE here, as you'll need it to reset your Evasive Maneuvers. Ideally you activate EPtE here to reset the cooldown on Evasive and it's still active to fly to the right. I rotate to face inward toward the gate.
When the transformer is less than 5%, 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 with Deuterium (reset due to Emergency Power to Engines) and head to the right side. Rinse and repeat, then Evasive Maneuvers again to fly between the Tactical Cube and Gateway. Some clever angling will keep the torpedo/DBBs firing as well as the aft beams. Make sure to flank the Tactical Cube. Frenzy and Fire On My Mark should be available here again. If it's ISA, this is where you use DOMINO and VADA. On ISE, a slower run might have VADA at gateway, but Tactical Cube is more likely. Lastly, don't forget to summon your Delta Alliance Beacon/Nimbus Pirates. In an average ISE run, I can get two off: one at the start and one at the end.
The importance of Crit and Flanking cannot be oversold. I saw significant increases in DPS from boosting Crit in doffs and traits. On my record runs, my weapons were parsing between 80-90% with roughly 40% flank percentage. 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. Since flanking includes extra crit chance/severity with Intel, you can't go wrong with flanking either! Look for the downward pointing arrow on your target.
Parse Breakdown
Numbers from record ISE
Wide-Angle Heavy Dual Beam Bank: 151.7K
Terran Task Force Beam Array: 139.5K
Crafted Phaser (aft) +Omni (aft): 136.1K
Pulse Phaser DBB: 116.1K
Prolonged Beam: 107.5K
Inhibiting Array: 96.9K
Quantum Phase Torpedo: 81.5K
Immolating Phaser Lance: 77.2K
Symbiotic Ice: 33.1K
Delta Beacon: 19.1K
Digital Compilation Field: 18.2K - this is donated damage from support
Anti-Time Entanglement Singularity: 17.4K
Kemocite: 8.8K
Distributed Targeting: 8.1K (from another player)
Concentrate Firepower: 7.4K (from another player)
Tachyon Net Drones: 7K - Have seen it higher, I think I used it at the wrong location
VADA: 4.5K
Barclay Maneuver: 2.7K
Counter-Offensive: 0.4K
Refracting Tetryon Cascade: 0K - misfired this
Weapon crits were around 70-80%. This has gone down due to swapping Locators for Isomags; flank rate was around 40% averaged across weapons. The team composition for this run was this ship, a support tank, and three supports.
Portability
Only a handful of ships support both Intel and Miracle Worker seating and they are all expensive with one notable exception: the Terran Lexington. If I had to fly the Lexington, I'd switch from Photonic Officer to A2B with 1 instance and Boimler because otherwise you'd need to fill those extra seats with Controls to trigger Unconventional Systems, which gets expensive fast. That said, Jay covers that amply here. The other ship that could seamless port this build is the original Inquiry Battlecruiser, which is what I was flying prior to acquiring the Legendary version. The original Inquiry gains an additional Engineering console slot (replacing a tactical) compared to much higher turn rate on the Legendary. Since I'm not running full Isomags, I preferred the Legendary one. The Jovian Intel Raider would have to drop Reverse Shield Polarity altogether or else pick up excessive Engineering seating and has a substantially different weapons layout. The Legendary D7 Intel Battlecruiser, on the other hand, would have no issues porting this build over. Lastly, the Vaadwaur Juggernaut would struggle without Prevailing Engines due to its sluggishness, and would also need to drop Reverse Shield Polarity or Auxiliary to Structural.