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
Tetryon
Lots of shield-weakening mechanics
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Ferengi captain flying a Ferengi ship. This build could be ported over to the much-cheaper Gagarin fairly seamlessly but I am doing other things with that ship instead.
Namesake
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
ISA: 247K (PUG)
ISE: 581K (premade)
HSE: 605K (premade)
Change History
March 2023: Added two Watcher bridge officers. Replaced Duelist's Fervor with Boimler Effect. Dropped 1 copy of Auxiliary to Battery for Directed Energy Modulation. Replaced 1 Technician with a Systems Engineer to reduce weapon power cost after Directed Energy Modulation. Replaced Cold-hearted with Preferential Targeting. Replaced Large Aux Batteries with Target Lock Batteries. Replaced Assimilated Module with Tachyon Net Drones. Replaced Controlled Countermeasures with Enhanced Shield Penetration. Was at 247K ISA/566K ISE/448K HSE.
December 2022: Replaced Ablative Shell with Symbiotic Ice, added more Superior Romulan Operative Bridge Officers, and replaced Lorca's Custom Fire Controls with another Locator. Replaced Tactical Team and Attack Pattern Beta with Kemocite and Scatter Volley.
June 2022: Replaced Protomatter Field Projector with Ablative Hazard Shielding to reduce cost. Replaced Prior's World Satellite with Webspinner and Hull Patches with Large Aux Batteries. Replaced Space Warfare Specialist with Pirate/Efficient boff. Changed Enhanced Shield Penetration to Magnified Firepower. DPS at 197 ISA/380 ISE/217 HSE
November 2021: Moved to Sites. Added Elite captain trait
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.
Elite Captain/T6X upgrade, all fleet unlocks
5 T6 C-store ships (Arbiter, Ghemor, Shran, Endeavour, Bozeman or cross-faction equivalents)
4 Lobi items (Tzenkethi Resolve 3-piece, Tachyokinetic Converter)
1 Lockbox ship (Quark Marauder)
1 Event ship (Denorios), 1 Event console (Webspinner), 1 Event device (Kobayashi Maru Transponder)
1 Lockbox console, 7 lockbox traits, 3 non-standard doffs, 2 lockbox bridge officer abilities
Reputation + fleet gear; all Mk XV Epic
0 Promotional R&D or Legendary ships
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.
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
Taking two Hull Capacity helps survivability and boosts Tyler's Duality as well. A point in Hull Restoration is useful for helping heals
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 either Overwhelm Emitters, the Bajor Core, or Tetryon weapons on various builds, all of which scale off of Drain Expertise, I take both points in DrainX. Two points 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.
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.
Build
Starship Weapons
Notes
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:
Intelligence Fleet provides 15% shield penetration to the team for 30 seconds
Deploy Gravitic Induction Platform I adds 10-20% Shield Bleedthrough to all enemies within 5 km for 15 seconds
The Advanced Diffusive Tetryon Torpedo Launcher has a 2.5% chance to increase your shield hardness by 10% while reducing the target’s by 10% for 10 seconds
Advanced Diffusive Tetryon Beam Bank has a 2.5% chance to increase your shield hardness by 10% while reducing the target’s by 10% for 10 seconds
Tilly’s Review-Pending Modified Shield causes enemies shields to take more damage for 10 seconds from weapon attacks based on shield power (i.e. reduces shield hardness).
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
Notes:
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
Notes:
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:
To make this more optimal, using a different energy flavor like Phaser or Disruptor and swapping the energy torpedo for Dark Matter torpedo would lead to greater DPS
I don't think the Competitive engines are needed, this ship is fairly spry with high engine power.
Budget Tweaks:
The easiest replacement for D.O.M.I.N.O. would be the M6 computer, available for a small chunk of Dilithium from the T3 Perseus
Likewise, the Arbiter's Ablative Hazard Shielding would do for the Protomatter Field Projector in a pinch.
The Tachyokinetic Computer would be replaced by the Nukara Particle Converter (Nukara reputation)
Replace the Tzenkethi Resolve Lobi set with a crafted dual beam bank, Dark Matter Torpedo Launcher (Discovery Legends reputation), and an Emitter Refocuser (Mission Reward; The Renegade's Regret). If you take the Dark Matter Torpedo, swap a Locator for the console from that set for the 2-piece bonus.
Bridge Officers
Meta Notes
Probably about as good as it gets on this ship. Could increase cooldown reduction support by dropping Deploy Gravitic Induction Platform, upranking Narrow Sensor Bands to II and slotting Photonic Officer or else using Gravity Well at LtCmdr and trading Hazard Emitters for Tractor Beam to fit Unconventional Systems. With the current consoles I have, that would not be a huge gain if any.
Traits
Personal Traits
Meta-Focused Tweaks:
These are pretty much as good as it gets for energy weapons, but if you wanted to go full glass cannon:
Give Your All -> Superior Beam Training
Repair Crews -> Pseudo-Submission (defensive) or possibly either Adaptive Offense or Into the Breach
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)
Drop Symbiotic Ice (Elite Captain unlock)
Fragment of AI Tech -> Point-Blank Shot
Context Is For Kings -> Redirected Armor Plating
Repair Crews -> Techie
Terran Targeting Systems -> Beam Training
Boimler Effect -> Elusive
A Good Day to Die -> Operative
Intelligence Agent Attache -> Beam Barrage
Starship Traits
Meta-Focused Tweaks:
You'll be hard-pressed to find a better set of starship traits for energy weapons at this price point. A possible upgrade would be replacing Strike From Shadows with something expensive like Terran Goodbye.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Preferential Targeting (T6X upgrade)
Strike From Shadows -> Improved Command Frequency (Command specialization) or Improved Critical Systems if available
Calm Before the Storm -> Unconventional Tactics (Strategist specialization)
Super Charged Weapons -> Improved Predictive Algorithms (Intelligence specialization)
Superweapon Ingenuity -> Programmable Matter Enhancements (Lockbox trait, should be cheap on the Exchange)
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
Energy Weapon Officer -> Exocomp (Phoenix Box) Maintenance Engineer for extra buffs on batteries
Systems Engineer -> Fabrication Engineer (K-13) small skill boost on using Ensign abilities
Energy Weapon Officer -> Warp Core Engineer (chance of power on Emergency Power ability)
Those are cheap/free but provide far less benefit
Miscellaneous
Cooldowns
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.
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.
Spambar chain: (Spacebar) Emergency Power to Weapons IIl, Auxiliary to Battery, Mixed Armaments Synergy, Cannon Scatter Volley, Deploy Construction Shuttle Wing, Directed Energy Modulation, Emergency Power to Engines, Narrow Sensor Bands, Kemocite, Beam Overload, Attack Pattern Alpha, Target Lock Batteries, Intel Fleet, Energy Amplifiers, DOMINO, Red Matter, Capacitor, Tactical Initiative, Vulnerability Assessment Sweep, Tactical Fleet, Go Down Fighting
Heals: (4 key) Deploy Shuttle Wing, Brace for Impact, Hazard Emitters. I don't map ALL of my heals here, preferring to activate Ablative Hazard Shielding, Bio-Molecular Shield Generator, and Sensor Interference Platform manually.
Everything else is activated manually.
Piloting
ISA/ISE
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
Overload (DBBs + Omni): 421.5K
Regular shots: 11.5K - this was really clean in terms of uptime
Torpedo: 46.9K
Turret: 35.1K
Symbiotic Ice: 22.6K
Anti-Time Entanglement Singularity: 12.2K
Nimbus Pirates: 12K - this was summoned very late
Refracting Tetryon Cascade: 11.1K
Tachyon Net Drones: 9.1K
Chain Web Projection: 7.5K
Concentrate Firepower: 6.3K
Protomatter Radition: 4.7K
Kemocite: 3.6K
Swarm Missiles: 1K
Tetryon procs: 162 DPS (lol)
Weapon crits were around 80-90% averaged; flank rate was around 20% averaged across weapons. This is much higher on ISE.
Portability
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.