Over Achiever

Ferengi Quark Marauder

Build Overview and Focus

Last Updated March 2023

There were three main goals for this build besides my standard build conventions

1) Use Tetryon

2) Use Beam Overload

3) Pack in as many shield-penetrating/shield weakening things as possible, both of which can be found aplenty with Tetryon and Beam Overload builds

Let me be clear: Beam Overload is one of the weaker firing modes per Jay's analysis and Tetryon is the worst energy flavor by a substantial amount. This is one of my more expensive builds and has fairly low numbers which just goes to show that the cost of the build does not necessarily equate to performance. That said, the intent was to do some things off the beaten path and it does them fairly well; this ship is still very much Elite-capable. 

Platform Selection

This character and build started as an elaborate joke on /r/stobuilds about playing a Ferengi on a D'kora. I came up with a hackneyed theme idea for a corporate middle-manager type build based on stealing things like resistance, shields, and power with lots of business buzzwords. Well, it turns out that I won the D'kora and thus felt obligated to make a Ferengi character (coincident with a Delta Recruitment re-run) to actually make the build. I have since abandoned the original meme build and split my DPS builds on that Ferengi into two parts: a shield-punching Tetryon build using Beam Overload and a Phaser build using Exceed Rated Limits. With the emergence of the Quark Marauder, I had the opportunity to port the former concept onto a ship that similar specs and was distinct and on-theme build for a Ferengi character. The Gagarin got the Phaser build because it looked more immersive for a visually Starfleet ship to have Phasers. I then ground out a bunch of Energy Credits to pick up the Quark to give my Ferengi character at T6 Ferengi ship with a unique build. It's worth noting upfront this set up can be ported almost entirely to the much cheaper Fleet Shepard/Gagarin.

In terms of selection, offensive energy weapon builds achieve maximum DPS when using fore-only weapons like Dual Heavy/Dual Cannons or Dual Beam Banks. Since I chose Dual Beam Banks, having five fore weapons was important for the platform. Having the Miracle Worker specialization, which has two powerful abilities (Narrow Sensor Bands, Mixed Armaments Synergy) for energy builds, as well as a shield-penetration aid in Deploy Gravitic Induction platform was also attractive. Lastly, full-spec Miracle Worker ships get an additional console slot, which on energy builds goes to another tactical console. The Quark meets all three criteria (as does the Gagarin, which swaps an Engineering console for Tactical, making it even better).

Flavor/Theme Choices


The Over Achiever, just like its class namesake, is a testament to the powers of entrepreneurship, business acumen, hard work, and leveraging synergies to create a ship that is stylish, functional, and capable of generating considerable return on investment over and above expectations. Efficiency in form and function have been applied in keeping with Rule of Acquisitions #3 "Never spend more for an acquisition than you have to." and #34 "War is good for business."

As such, this ship and its allies spend less time than usual fighting against shields inefficiently and prefer to focus on weakening shields on a single facing before attacking hull directly. The fact that its name includes "Over" while primarily using Beam Overload is pure coincidence. ;)

Meta Analysis

Change History

Budget Analysis

Using the EZRA rubric, this build would cost 748.80 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.

Build Breakdown

This is mostly an energy DPS ship, but it does have a hangar and some supportive concepts. Since it's a shield-weakening Tetryon build, it's also fairly themed. No exotics or hangar on this ship.


Skill Unlocks


This ship is a classic energy + 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. 


Starship Weapons


This ship’s primary role is Energy DPS. Its primary weapon systems are Tetryon Dual Beam Banks of various flavors and Beam overload. I went for a variety because it seemed fun to use a variety of Tetryon DBB subtypes. On this ship, the procs don't matter much, so I chose to grab one of each as long as they were blue. To an extent, the Tetryon Support Array is a concession to color since there is another Tetryon set Omni from a mission reward, but it is sadly yellow-orange. 

The off-meta twists on this ship are using Tetryon Dual Beam Banks (when Tetryon is the weakest energy type) and shield weakening (see below). Don't let those fool you, though. This ship has many transferable build concepts which are discussed later on in the post. Virtually any Beam Overload build with Beam Arrays can use the concepts of a A2B Beam Overload build. I chose DBBs because frankly, I didn’t have a ship that used them yet, and I chose Tetryon because it’s one of the best flavors of energy weapon for Dual Beam Banks despite being weak overall. It also helps with the other part of the twist:

The Over Achiever, in keeping with the Tetryon weapon choice, has a number of abilities to weaken or debuff enemy shields without sacrificing DPS. Thus, some equipment and bridge officer choices are intended to assist team DPS by either causing enemy shields to take more damage or increase bleedthrough. The following effects on this build impact shield resistance/bleedthrough/penetration:

The value of this investment is certainly up for discussion, but it added a fun sub-flavor to what is otherwise a slightly-off-meta build.

Further discussion of shield resistance mechanics can be found here.

On the use of a Torpedo Launcher: Use of a torpedo launcher is attractive to me first and foremost from a flavor perspective. Most "hero" ships in Star Trek used both energy weapons and a torpedo. The particular torpedo I have chosen also happens to fit my theme AND gives me an awesome 3-piece bonus AND scales off my Tetryon damage, all of which is good. In a Beam Overload setup, the torpedo does significantly less damage than the dual beam banks, but it does proc Super Charged Weapons as well as a solid set bonus, so I'm going with it. I could have used the Dark Matter Torpedo for its excellent 2-piece set bonus (25% CrtD > 25% Cat1), but I am running that torpedo on seven other ships and wanted to do something different. 

On the Cutting Beam versus a Cannon: I use a Cannon turret in the aft to proc Mixed Armaments Synergy reliably and allow me to pilot nose-at-target at all times. Using a torpedo for MAS requires particularly careful timing and is unreliable. I am not huge fan of the Kinetic Cutting Beam as it does not proc MAS nor does it benefit from firing modes.

Managing weapon power costs: Due to using Beam Overload, which is a final 50% penalty to weapons power cost, weapon power cost reductions are particularly important. Formula for beams on this ship is as follows: 10 base * 1 / (1 + 0.5+0.1+0.25) * 1.5 = 8.1 power drained during each shot, even with 3 pieces of gear that reduce power cost (Emergency Weapon Cycle, Fleet Core, Weapon System Efficiency). The torpedo obviously drains no power and the cannon slightly less. 

On Dmg mods: Using the energy weapon calculator, specifically version 1.09, allows me to easily see which mods are better. [Dmg] wins, hands down.

Starship Equipment


I'm not using the meta drive train (i.e. Competitive Engines, Discovery 2-piece, Colony Deflector). While no set bonuses are applied, each individual piece (Romulan engines, Tilly shield, Fleet core, Colony deflector) provides decent offensive benefit. 

Starship Consoles

Set Bonuses


Alternate energy types: If you wanted to do this build with another energy flavor besides Tetryon, replace the type-specific Tactical consoles and weapons as needed along with the Biased Configuration Modulator console. There are plenty of type-specific consoles out there for your chosen flavor, or use something generic like the Bioneural Infusion Circuits (Lobi store).

Keeping the Webspinner: While the Tholian Webspinner console was heavily nerfed for exotic builds, it still has a decent amount of Cat1 Tetryon damage, some CtrlX to power Fragment of AI Tech, and the 50% bonus damage to held targets passive still applies to weapon damage (but not exotic). Barring a much more impressive console, it's still worth slotting on a Tetryon build. The active is pretty well garbage though. 

Meta-Focused Tweaks:

Budget Tweaks:

Bridge Officers

Meta Notes


Personal Traits

Meta-Focused Tweaks:

There's enough shield pen on this build innately that Self-Modulating Fire is actually not as amazing. 

Budget Tweaks:

If low budget, (try and keep the ones at the bottom) 

Starship Traits

Meta-Focused Tweaks:

Budget Tweaks:

If low budget, (try and keep the ones at the bottom) 

This build basically won't work without Emergency Weapon Cycle

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

The Beam Overload shield pen doff is probably not optimal but fits in with the theme; could be replaced with another CrtH boosting doff. 

Budget Tweaks:

 If low budget

Those are cheap/free but provide far less benefit



This ship uses a half Auxiliary to Battery cooldown scheme with The Boimler Effect. The chart shows that I won't hit minimum cooldown without A2B triggering more often; Boimler should help with that. 

Link to CDR sheet for this build

Ship Stats


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.

Everything else is activated manually. 



I don't do much prebuffing on ISA, hitting off [3] and [spacebar] as I fly in. Make sure to set Battle Mode before hand to take advantage of the extra boost from that console on a Ferengi ship. A quick burst of Full Impulse gets me into combat, but I don't activate that until right as the briefing ends to avoid weapon power loss. The first group is relatively quick to go down on ISA. On ISE, it takes a little longer, so using a full [2] combo is worth it here along with Deploy Gravitic Induction Platform. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs on [2] if it's ISA. Target the transformer with Fire on My Mark and Focused Frenzy, but take down the cube and a generator or two first. On ISE, you more or less have to take down generators. As the transformer is about to die, turn and engage the ball of Nanite Spheres briefly, aiming to use Refracting Tetryon Cascade, Diversionary Tactics, and Deploy Gravitic Induction Platform. Only spend 1 or 2 firing cycles here (or none if Advanced). I will often use a Reinforcements cooldown here as well. 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 because PUG teams don't always fly over to right generator quickly. 

As it's dying, I turn back on the gateway and FIRE EVERYTHING! A second (third or fourth on Elite) Gravitic Induction Platform here often helps soften up and immobilize any remaining spheres. I stay nose-on to the gateway and work on it and any spheres until they're almost dead. As the gateway drops to below 3% I start turning towards the Tac Cube. Then finish off the tac cube and that should be it. On an average run, I can use Focused Frenzy and Fire on My Mark a second time on either the gateway or the tactical cube. On a slower run or on Elite, I can often get a second round of big buffs and console actives on the gate or tac cube. Since I am using Intelligence Spec, I want to look for flanking angles on the big targets. These are indicated by a little arrow on the targeted enemy's health graphic. When the arrow points DOWN, you're flanking.

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 60-65% with roughly 30% 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 HSE

Weapon crits were around 80-90% averaged; flank rate was around 20% averaged across weapons. This is much higher on ISE.


This build can be mapped almost 100% to a Fleet Shepard (Gagarin) Miracle Worker Battlecruiser or its cross-faction equivalent and would even be stronger there, for swapping the Battle Module 4000 for another Vulnerability Locator. Beyond that, you're looking at more expensive ships like the Inquiry Battlecruiser or Miracle Worker Flight Deck Carriers for a completely seamless transition. The Inquiry would not be ideal since it would need 2 forced science seats, so I'd drop Deploy Gravitic Induction platform in favor of something like Transfer Shield Strength defensively or Destabilizing Resonance Beam offensively.