R.R.W. Xiphos
Legendary Scimitar Intel Dreadnought Warbird
Build Overview and Focus
Last Updated April 2024
Modern torpedo boats are really a hybrid of torpedo, mine, projectile, and exotic damage. Dedicated torpedo ships can also really only benefit from four torpedoes due to shared cooldown so the rest of the build space is allocated to building around those four launchers or augmenting them with other damage sources like mines or set bonuses. This build incorporates a wide variety of the most powerful projectile build concepts, but that comes with a certain amount of piloting difficulty inherent to flying torpedoes on a less agile ship.
Platform Selection
Torpedo boats need LtCmdr Command for Concentrate Firepower. Other attractive attributes are lots of Tactical seating, not much Engineering seating, lots of weapon slots, and lots of tactical consoles. The Legendary Scimitar has all of those along with a hangar and battle cloak. While it lacks the Commander Command seen on a lot of meta boats, the tradeoffs allow it to be a bit more independent outside of parsing maps only, as it brings its own Gravity Well and has some additional heals. This ship also comes in a bundle with one of the meta traits for torping, so I've reduced the cost to represent a more affordable torpedo build that still incorporates virtually all the key staples and concepts.
Flavor/Theme Choices
Increased survivability for soloing missions on Elite
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Five fore weapons is not meta for torp boats
Not all aft weapon slots are filled with mines
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/200 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
Namesake
The xiphos was the sword of the Greek hoplite, carried into battle by soldiers belonging to many city-states. In particular, soldiers of the earliest republics carried this weapon, which is thus a befitting namesake for a warbird that serves as the sword of the nascent Romulan Republic.
Meta Analysis
ISA: 289K
ISE: 1155K
HSE: 935K
Budget Analysis
Using the EZRA rubric, this build would cost 347 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
2 Legendary ships (Legendary Scimitar, Legendary D'Deridex) which comes with an additional C-store T6 coupon that I'd use on the Gagarin
4 other T6 C-store ships (Grissom, Cabot, Bozeman, Adamant or cross-faction equivalents)
1 Lobi ship (Son'a Intel Battlecruiser)
3 Lobi items (Delphic Distortion Torpedo, The Boimler Effect, Altamid Plasma Omni)
1 Event set (Imperial Rift)
1 Lockbox console, 7 lockbox traits including Ceaseless Momentum, 4 non-standard doffs, 2 lockbox bridge officer abilities
Reputation + fleet gear; all Mk XV Epic
0 Lockbox or Promotional R&D ships
Change History
April 2024: Reduced EC cost to comply with updated cost framework. Removed a Watcher boff and swapped Varuvian Explosives for Superior Projectile Training. Was at 269K ISA, 979K ISE, 826K HSE.
February 2024: T6X2 upgrade: Added another Torpedo Locator, Carrier Have Shield Hacking, and Hull Patches. Downgraded budget to swap Strike From Shadows for Improved Unconventional Tactics, Blackout Mines for Bio-Molecular Photon Mines, Covert Warhead Module for Ferrofluid Hydraulic Assembly. Replaced Tricobalt Tear Launcher with Agony Redistributor. Swapped specs to Temporal/Strategist. Was at 334K ISA, 1106K ISE, 703K HSE
June 2023: Swapped Tactical Team for Distributed Targeting. Swapped a Krenim Tactical Bridge Officer for a Watcher. Swapped Superior Projectile Training for Varuvian Explosives. Swapped Ferrofluid Hydraulic Assembly for Covert Warhead Module. Swapped Superior Area Denial for Advanced Precision Guided Munitions. Replaced Bio-Molecular Photon Mines with Black Ops Mines. Replaced Swarmer Matrix with Tachyon Net Drones. Replaced Elite Alliance Fighter Squadrons with Elite Romulan Drone Ships. Replaced MACO 2-piece with Tilly Shield and Competitive Engines. Uses Advanced Batteries now. Was at 302K ISA / 791K ISE / 654K HSE.
December 2022: Temporal Distortion Device -> Wide Angle Heavy Dual Beam Bank, Advanced Inhibiting Turret -> Altamid Omni, Added more Superior Romulan operatives, moved from A2B to Photonic Officer. Replaced Protomatter with Phased Space Membrane, removed Technicians for Warp Core Engineer, and PWO. Replaced Cold-hearted with Superior Area Denial. Replaced Controlled Countermeasures with Magnified Firepower. Was at 224K ISA / 668K ISE / 383K HSE
March 2022: Swapped fighters to Elite Alliance Fighter Squadrons
December 2021: Posted build
Build Breakdown
This ship emphasizes projectile damage, but has aspects of it that touch pretty much all of the others as well.
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
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.
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 this character is using Gravity Well and Tractor Beam, having both points in ControlX boosts those as well as the Exotic Particle Generator skill adds value. Control Amplification further increases damage dealt by exotics like Isolytic Tears. DrainX helps amp Neutronic and/or Quantum Phase Torpedoes on builds which use them so I take both points on this character
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Projectile 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 some energy weapons that deal decent damage, 2 points in Energy 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 chose Temporal primary specialization for the Atrophied Defenses passive and Entropic Rider. Continuity is a useful survival tool. Strategist has solid boosts to crit since I have a low cooldown heal.
Build
Starship Weapons
Notes
The 4 chosen torpedoes are "meta" torps for good reason. The Lorca's Ambition 3-piece does okay damage but is hardly essential. Mines do excellent damage as well, particularly with Relocate Mines on debuffed targets. If you don't have Delphic or Altamid, use the Quantum Phase torpedo with its beam array in the back, or consider slotting the Terran Task Force Photon with an Advanced Inhibiting weapon for the pair of 2-piece bonuses you'd get from them.
Starship Equipment
Notes:
If you don't have Revolutionary, I'd probably go with the Mycelial Wave core for the regen from the 2-piece.
Starship Consoles
Notes:
The Eagle console would be an obvious inclusion over Ferrofluid Hydraulic Assembly if you have it (they do not stack). Replacing Hull Image Refractors with a low-cooldown charge-based console to power Universal Designs would be important if you were running that expensive trait.
Set Bonuses
Notes:
For beams or cannons, energy type and subtype doesn't matter all that much and an astounding number of keystrokes have been spent asking whether Phaser or Disruptor is better, should I fill up with Spiral Wave Disruptors or Sensor-Linked, etc. when difference between them until one starts hard-core chasing numbers is minimal. That is NOT the case with torpedoes, where I will say that conservatively there's about a dozen usable types of torpedoes for high-level play and the rest of them are basically trash. This is where the torp crusaders have a point--the average torp is not strong, and 3 whole subtypes are basically not worth slotting (Transphasic, Chroniton, and Tricobalt). This is my personal list of strong/decent torpedoes. If it's not on this list, I personally wouldn't slot it (though I may have missed one)
Photons: Gravimetric (especially with Sci Builds!), Enhanced Bio-Molecular, Adv. Piezo Photon, Terran Task Force
Quantums: Neutronic, Quantum Phase, Delphic Distortion, Dark Matter, Advanced Radiant
Plasma: Particle Emission Plasma (especially with Sci Builds), Altamid (Plasma energy builds only), Nanopulse
Energy: Morphogenic Polaron, Adv. Diffusive Tetryon (Tetryon builds only with set), Nausicaan Energy (Disruptor builds only with set), Agony Phaser (Phaser builds only)
Other: Temporal Disruption Device (weird Tricobalt/Chroniton hybrid that's somehow good)
Alternate Torpedo types:
See my full quantum build on the Fleet Engle / Earhart for an all-quantum take on things. After running a handful of ISEs and HSEs on each build, I can't honestly say that the mixed torp build is better. This is the more meta ship yet its numbers aren't as high. I think the quantum build is stronger in large part because it's easier to fly and on a more agile ship; the Xiphos simply has a lot more going on (singularity abilities, cloak, fewer heals) while being a less agile ship. Perhaps further testing and piloting will change my outlook, but for now I am saying the quantum boat is stronger. I could run that setup almost exactly on this ship, but variety is the spice of life.
You could also run this build as a Photon build using Gravimetric, Enhanced Bio-Molecular, Terran Task Force, and Adv. Piezo-Photon torpedoes and replacing the Torpedo consoles with Photon but I think it's weaker. In that case, ensure to slot the Wide Angle Dual Beam Bank from the Discovery Legends set to retain the 2-piece bonus.
Budget Tweaks:
If Imperial Rift warp core is unavailable, use the Discovery one instead.
Hull Image Refractors -> Interphasic Instability
Delphic Torpedo -> Terran Task Force Photon
Tachyon Net Drones -> Swarmer Matrix
Altamid Omni -> Advanced Inhibiting Turret
Agony Redistributor -> Zero Point Energy Conduit
Phased Space Membrane -> Assimilated Module
Bridge Officers
Meta Notes
Torpedo High Yield III has a lot more damage potential than Torpedo Spread III if you have Subspatial Warheads. If you don't have that trait, might be better to stick with Spread III, but note that the FAW for ETM will conflict with the FAW from TS and put them on shared cooldown.
Traits
Personal Traits
Meta-Focused Tweaks:
If going full glass-cannon with unlimited budget
Ablative Shell -> Terran Targeting Systems
Give Your All -> Adaptive Offense
Budget Tweaks:
Try and keep the ones at the bottom, but the default traits are not very good for torpedoes at all.
Drop Boimler Effect (Elite Captain)
Varuvian Explosives -> Superior Projectile Training
Ablative Shell -> Redirected Armor Plating
Context Is For Kings -> Operative
Self-Modulating Fire -> Innocuous
Resonating Payload Modification -> Astrophysicist
A Good Day to Die -> Elusive
Intelligence Agent Attache -> Particle Manipulator (super strong on scitorp builds, pretty weak here)
Starship Traits
Meta-Focused Tweaks:
At the C-store level, pick up Strike From Shadows, Promise of Ferocity, or Piercing Projectiles over Improved Unconventional Tactics or Carrier Wave Shield Hacking
At higher budget tiers, Universal Designs and Terran Goodbye come into play.
Budget Tweaks:
Try and keep the ones at the bottom. Torpers really need Entwined Tactical Matrices to function
Drop Advanced Precision Guided Munitions (T6X2)
Subspatial Warheads -> Sniper if available, Improved Command Frequency if not
Ceaseless Momentum -> This one is very hard to give up, but if it's truly out of your budget, you don't have a lot of good options. Improved Critical Systems would be okay; so would Programmable Matter Enhancements.
Notes:
Superior Area Denial is an excellent trait for ships using Fire-at-Will or Scatter Volley that also have a hangar, but while I have access to it, it lowers the damage done by Elite Drone ships, so I am not using it here.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
The Space Warfare Specialist is an incredibly powerful heal (seen it close to 500 HPS), but only on torpedo boats since the individual hits from a projectile are much higher than on an energy or science build. This ship is very short of heals otherwise. You could swap in some offensive duty officers like the Liberated Borg doffs that boost CrtH or CrtD.
A mine cooldown PWO would probably be better than a torp one. Maybe next time.
Budget Tweaks:
The CrtH/CrtD Projectile Weapons Officer can be replaced with reload PWOs that can be obtained cheaply from the Omega Reputation store as well as the Nimbus mission. Those are of limited value if you have Ceaseless and pretty good if you don't
Miscellaneous
Cooldowns
This ship uses Photonic Officer and Boimler Effect its primary cooldown mechanism. As evidenced from the chart above, without Boimler Effect triggering, this build will not have most of its powers on global cooldown. Thankfully, with a high number of short rotation powers (10 over a 15-20 second rotation), there's an 85% chance or higher of at least 1 activation of the trait during a rotation.
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. I have simplified it down to a single spambar. Some people can fly and manually fire torps; it was a detriment for me on this ship.
[Spacebar] is my spambar. It includes Go Down Fighting, Attack Pattern Alpha, Tactical Initiative, Vulnerability Assessment Sweep, Auxiliary to Structural, Photonic Officer, Launch Fighters, Torpedo High Yield, Fire at Will, Mine Dispersal Pattern Beta, Emergency Power to Engines, Cannon Scatter Volley, Kemocite-Laced Weaponry, and Attack Pattern Beta.
When I enter a TFO, I set fighters to attack mode and basically never touch those again. Sometimes I will set them to Escort mode on maps with many destructible torpedoes.
Everything else is manually triggered.
Piloting
ISA Piloting Tips
I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). I start dropping mines right away; Relocate Mines will be used to move them onto the generator. The first group I hit with Grav Well (GW), and a full rotation of torpedoes. On ISA, I don't bother using Concentrate Firepower here. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs. I shoot the nearest generator on the way in and try to line up so the 2 far-side generators are hit by torpedo spreads and Fire at Will. I also usually activate my Delta Reinforcements beacon here and Phased Space Membrane. Use a Large Aux Battery when your aux levels start to dip below 50 to prolong the effect. I then lock onto the transformer with Concentrate Firepower, Relocate Mines, and Tractor Beam to destroy it; Tac ult and Swarmer Matrix active help a lot. I have enough damage that I can kill it through 1-2 generators still being alive. I basically ignore the cube at each transformer in favor of hitting the juicier unshielded targets. Then I turn onto the sphere/probe cloud. As the generator is about to die, I turn and engage the ball of Nanite Spheres with a single torp spread. I don't bother killing them all, as a single spread will get them low enough while I zip over to the other side. Activate Evasive Maneuvers 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 because PUG teams don't always fly over to right generator quickly. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! A second Gravity Well should be available here. Of note, closing to 5 km and dropping the Anti-time bubble is quite good with the boost from Quantum Singularity Manipulation. With any luck, the 300 CtrlX Grav Well will also suck in the remaining spheres for tons of damage. Concentrate Firepower, Relocate Mines, and Tractor Beam on the gateway helps bring it down quickly, then it's rinse and repeat on the cube. Ideally, my teammates would all move to flank position and help take down the shields on the flanking face, but if they don't, it's better for me to give up the flank shot and hit hull than it is to flank but hit shields. That's the nature of torping. Concentrate Firepower, Tractor Beam, and Relocate Mines again on the Tac Cube when it's available. If another reinforcements calldown is available, use it here.
ISE Piloting Tips
Essentially the same as ISA, with a couple of modifications. Concentrate Firepower should be used on the first Tac cube along with most Tactical captain powers since the initial encounter can make or break the run. Toss in any other console actives too, like Tricobalt Tear Generator or Swarmer Matrix. Jump across to the right side. I might slow down to fight the first group of Nanite Spheres a little more, but in a premade with at least one science build, just fire one spread and cross over to the right transformer.
Parse Breakdown
Numbers are from record ISE
Isolytic Tears: 198.7K - this is Subspatial Warheads
Agony Redistributor: 143.9K
Enhanced Bio-Molecular: 155.2K - this torpedo was set to the highest priority in firing order for High Yield and it clearly paid off
Delphic Distortion Torpedo: 84.6K
Heavy Plasma Torpedoes: 62.8K
Elite Romulan Drone Ships: 59.6K
Concentrate Firepower: 59.2K
Neutronic Torpedo: 57K
Sympathetic Detonation: 46.4K - this is the Cabot's trait
Dark Matter Quantum Torp: 43.8K
Thoron Infused Quantum Mines: 43.1K
Omega Kinetic Shearing: 32K
Bio-Molecular Photon Mines: 28.8K
Kemocite-Laced Weaponry: 25.6K
Entropic Rider: 19.9K
Wide Angle Heavy Dual Beam Bank: 19.8K
Digital Compilation: 15.2K - this is donated DPS from the supports
Altamid Plasma Array: 12.8K
Tachyon Net Drones: 9.3K
Distributed Targeting: 8.5K
Anti-Time Entanglement Singularity: 6K
Gravity Well I: 6.1K
Delta Beacon: 6K
Tractor Beam: 1.7K
Bio-Molecular Incubation: 2.5K
Refracting Tetryon Cascade: 0.7K
Plasma Shockwave: 0.7K
Weapon crits were generally in the 70-80% range. Team composition for the run was two supports, and a support tank alongside this ship in a 4-man run.
Portability
Ships with 5 fore weapons, LtCmdr Cmd, and enough-but-not-too-much Engineering seating are somewhat rare. Other possible options include the Fleet Engle (which could run this build exactly, aside from swapping a mine for an experimental weapon) or its cross-faction equivalent. The Khopesh Warbird would trade Gravity Well for another low-ranked tactical power, likely Distributed Targeting. The Legendary Walker could pick Call Emergency Artillery III at the cost of the Gravity Well. The Kelvin Einstein Destroyer is an intriguing option, as it has pilot seating which would allow this setup without SAD and using Pilot Team to proc Cold-Hearted instead. Lastly, the Dhailkhina Command Strike Wing Warbird, and Legendary T'Liss could run this build with few bridge officer or weapon changes.