A.R.W. Harpe
Legendary Scimitar Intel Dreadnought Warbird
Build Overview and Focus
Last Updated December 2023
This build was conceptualized after the Intelligence Specialization overhaul in the spring of 2022 combined with the introduction of the Vanguard Specialists trait allowing much higher uptime on Surgical Strikes, but due to its high cost in Lobi gear, took the better part of the year to assemble and upgrade. This build leverages Surgical Strikes, which was freshly buffed to be a very strong contender for energy weapon powers, second only to Cannon: Scatter Volley in terms of raw power at maximum rank. You can see a full comparison of various modes done by Jayiie here. It is very much worth noting that Surgical Strikes rank I is not very efficient for the seat, meaning that only full-Intelligence ships (with Commander Intelligence) are viable for this sort of build.
One of the chief advantages of Surgical Strikes in its new state is the relative ease of hitting 100% Critical Chance. The other is its ability to combine the most powerful weapons between cannons, beams, and dual beam banks. The most obvious application of this principle is to use Phasers or Disruptors, combining powerful weapons like the Terran Reputation Beams/Cannons alongside the Dual Heavy Beam Bank from the Discovery Reputation...so of course I am not going to do that. Jay covers that extensively in his Legendary Kelvin Connie and Hydra builds.
Instead, I'm using Plasma and yes there are synergies. Strap in, this one is spicy.
Platform Selection
If you're using Surgical Strikes, you NEED full Intel (Commander), full stop. Then, since it's still an energy build it's better to have five fore weapons and 5+ tactical or engineering consoles before T6. It'd also be nice to have things like a cloak and a hangar. The Legendary Scimitar fits all of those, has very flexible bridge officer seating, AND comes with the nice ability to run Concentrate Firepower III, which is disproportionately effect at amplifying even a single torpedo. Also, it has the ability to run one of the best standalone hangar pets in the game, Elite Romulan Drone Ships, which don't need fancy carrier-buffing traits to do more damage than the average player's sum-total DPS. It didn't hurt that I already had the ship for torpedo and support builds. Built properly, the Legendary Scimitar is a predator.
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
The harpe (pronounced Harp-ee) was a legendary sword that incorporated elements of the curve-bladed sickle as well. A weapon of this type was used by the hero Perseus, provided to him by his divine father Zeus, to slay the monster Medusa as well as the monstrous Typhon. The A.R.W. Harpe exists as a sharp blade for the Khitomer Alliance, with incredible single-target firepower through a variety of weapons.
Meta Analysis
ISA: 310K
ISE: 1001K
HSE: 930K
Budget Analysis
Using the EZRA rubric, this build would cost 577 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.
This is definitely not one of my cheaper builds and leverages the fact that I already had the Legendary Scimitar and earned Lobi from the 2022 Event Campaign. There are some cheaper options, but the Lobi gear is what takes this build to the highest levels.
Elite Captain/T6X upgrade, all fleet unlocks
0 R&D Promotional ships
1 Lockbox ship (Styx)
0 Lobi ships
3 Legendary Ships (Legendary Scimitar, Legendary Jem'Hadar Vanguard Attack Ship, Legendary Avenger)
1 Event device (Kobayashi Maru Transponder)
3 Lobi gear items (Altamid Omni and Console, Advanced Isolytic Dual Beam Bank), 1 Lobi trait (Boimler Effect)
1 lockbox console, 5 lockbox traits, 5 non-standard doffs, 1 lockbox bridge officer ability
Reputation + fleet gear; all Mk XV Epic
Change History
December 2023: T6X2 upgrade. Added Subspace Field Modulator, Agony Redistributor, and Ship of the Line. Replaced Tyler's Duality with Magnified Firepower. Swapped to Competitive Engines Was at 305K ISA, 914K ISE, 706K HSE.
August 2023: Replaced Red Matter Capacitor and Energy Amplifiers with Advanced Energy Amplifiers and Advanced Targeting Locks. Swapped around bridge officers to drop Tactical Team and include Ionic Turbulence. Replaced a Crit-boosting EWO with a Warp Core Engineer that boosts power. Replaced Assimilated Module with Tachyon Net Drones. Was at 305K ISA / 652K ISE / 434K HSE.
September 2022: Posted build
Build Focus
This build leans hard into energy DPS. There are plenty of other secondary build emphases that led to choices for survivability or to benefit the torpedo or to add speed, but it's primarily an energy DPS ship. The plasma focus lends itself to some themed considerations.
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 DPS build, taking two points in Hull Capacity helps survivability. Increased Hull Capacity boosts Tyler's Duality as well. I could have taken a second point in Hull Restoration but chose to take a point in Shield Restoration instead for the second science unlock.
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it.
2 points in Impulse Expertise are 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 point in Shield Restoration is low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here
A single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay
Since this character has Nadion Inversion, which scales with Drain Expertise, I take both points in DrainX. Two points in Control Expertise powers the Fragment of AI Trait.
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 use torpedoes 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 energy weapons + 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.
While Engineering captains can't output the raw DPS of a Tactical Captain, their abilities lend themselves quite well to energy DPS, and you're not really a glass cannon when you have doubled Miraculous Repairs. Since I'm also tanking on this toon, it makes it rather easy mode. Tacticals have more DPS, Engineers survive longer, and I'm not building for glass cannon supported run meta.
Build
Starship Weapons
Notes
There's lots to discuss here. This one is spicy.
Plasma: There are three specific interactions that drove my choice of Plasma over Phaser, which is perhaps the more obvious choice given the number of set weapons that double-dip on beam/cannon flavor for Phasers.
The Altamid Adaptations 2-piece bonus fires plasma bolts at target on crit or miss. This build has 100% CrtH under surgical strikes, so we fire a lot of these. In addition, both the console and Omni are really quite good, and the Omni will shred plasma resist by -15 on crit, which again, is every time it fires.
The Lukari Dual Cannons apply Technical Overload on use of Surgical Strikes (once per activation), which is a really significant damage increase. The console and 2-piece set bonus also provide a lot of cat1 damage.
The Advanced Isolytic Dual Beam Bank is not a weapon most people would consider and it is expensive. However, the fine print on this weapon is that it has an extra 26 armor penetration on crit, which translates to 2.6 [Pen] mods...and if you've caught on that this build crits every time it fires, you've gotten the point.
No Lorca's Ambition 2-piece: This one was a surprise even to me, as there's no other reputation set that has been so ubiquitous. I've been placing the Lorca's Ambition 2-piece on pretty much every DPS build for the past three years. However, the strength of that set draws significantly from the console's CrtH boost, which with Surgical Strikes ends up being wasted. That said, replacing the Custom Fire Controls with another Exploiter was not a DPS gain by itself. However, after some experiments with Call Emergency Artillery I left me unimpressed, I slotted Concentrate Firepower instead and everything fell into place. I was already using the Heavy Bio-Molecular Plasma Turret from the 8472 reputation, so adding the Enhanced Bio-Molecular Torpedo meant that another Exploiter + 7.5% bonus plasma damage from the Counter Command 2-piece was on the table and THAT combination of another Exploiter, a stronger torpedo, and the Counter Command 2-piece was stronger than the Lorca's Ambition console + torpedo.
No Romulan Beam Array: I originally had this slotted, but mathematically Quad Cannons were significantly stronger and I wasn't suffering from power issues. Quad Cannons are also pretty easy to acquire at just 120K dilithium (upgrading, of course, is a different matter).
Starship Equipment
Notes:
Drive Train: The popular meta would involve maybe a fleet core or more than likely a second piece of Stamets-Tilly (typically the core) for the regen.
Starship Consoles
Set Bonuses
Notes:
If you want to see what a Surgical Strikes build looks like with Phasers, go check out Jay's Legendary Kelvin Timeline Connie.
Meta-Focused Tweaks:
See notes on drive train above
You could consider slotting the Altamid Torpedo for the 3-piece bonus. I had no numbers on its performance, so while the 3-piece is good, the EBM torp under CFP is a known high performer so I went with that instead. Plus it was less expensive.
Isomagnetic Plasma Distribution Manifolds are NOT a net increase in damage on this build, per TRINITY analysis.
Budget Tweaks:
The trickiest part to get if you don't already have it is the Imperial Rift Core. Substitute the Disco Core instead if you don't
Dropping the Tachyon Net Drones for Assimilated Module is an easy change
Altamid 2-piece isn't essential to making this work, but it's very, very nice. I would drop the Advanced Isolytic DBB first. Really though, the Lobi gear is what makes this build truly shine.
Bridge Officers
Meta Notes
Meta options would be replacing all boffs but maybe Weyoun with Superior Romulan Operatives. Bor-ing.
If you're in love with Unconventional Systems, consider replacing the Hazard Emitters and Engineering Team with controls like Jam Sensors and Tractor Beam.
Traits
Personal Traits
Meta-Focused Tweaks:
The meta would be using a Tactical captain, so EPS Manifold Efficiency gets replaced with A Good Day to Die
If you wanted to go full glass, drop Give Your All and Repair Crews for Duelist's Fervor (though the Accuracy will be wasted) and Adaptive Offense, or maybe Unconventional Systems if you have the consoles to make it work. I find it overrated myself unless staggering expense is invested.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Fragment of AI Tech (Elite Captain unlock)
Context is For Kings -> Operative
Repair Crews -> Techie
Self-Modulating Fire -> Point-Blank Shot
Intelligence Agent Attache -> Cannon Training I suppose. This one hurts to lose because there's no great substitute
Boimler Effect is the hard one to give up. Scrounge for it if you can
Starship Traits
Meta-Focused Tweaks:
The only change that I'd think would optimize this further is swapping Vaulting Ambition for Pride of Mol'rihan IF you were playing a Romulan. Since I'm not, that's not an option here. I suppose Ruin of our Enemies would be a replacement as well but it's fickle in that you must land the killing blow to stack it.
Budget Tweaks:
Dropping Vaulting Ambition is the obvious choice. Similarly, Ship of the Line is nice to have but not essential. If I didn't already have a Styx on this toon, there's no way I would have slotted it or pursued it. Much cheaper alternatives are the aforementioned Pride of Mol'Rihan on a Romulan, or else Promise of Ferocity. Improved Critical Systems would be a little bit wasted but is an option.
Notes:
Vaulting Ambition was barely better than Promise of Ferocity or ICS by about 1% final DPS, assuming a 15% uptime on Vaulting Ambition. If I needed to cut cost to stay below budget, it'd be an easy change to make.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
If you have 27 of 47 lying around, obviously that is a substantial damage bonus, giving a chance for CrtH on use of Tac Powers and CrtD on use of Intel powers. He also costs more than a Lobi ship, so I passed.
Budget Tweaks:
If low budget
Drop the Energy Weapons Officer for the Maintenance Engineer (Exocomp) that gives more power on battery use
Drop the Na'kuhl Space Warfare Specialist for an Improved Hazard Emitters doff (Mirror Hakeev) from the Phoenix Box
Miscellaneous
Cooldowns
This ship uses Photonic Officer with the Boimler Effect as 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 second rotation), there's an 92% 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. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:
Tactical chain: (Spacebar) Emergency Power to Weapons, Override Subsystem Safeties, Photonic Officer, Engineering Team, Tactical Team, Emergency Power to Engines, Torpedo Spread, Kemocite-Laced Weaponry, and Attack Pattern Beta. Recall that keybinds go out->in as you press them, so I have them ordered with the highest priorities abilities at the edges
Single target focus: (1 key) Distributed Targeting, Focused Frenzy, Red Matter Capacitor (cuz why not), and Concentrate Firepower. Use this on big targets
Long-cooldown steroids: (2 key) Nadion Inversion, Adaptive Emergency Systems, Engineering Fleet, Launch Drone Ships, Energy Amplifiers, Intel Fleet, Kobyashi Maru, Intrusive Energy Redirection, Flagship Computer, and EPS Power Transfer are here.
I don't map ALL of my abilities. Everything else is activated manually, including heals. I use dedicated heal keybinds on other ships, but I decided to simplify it for this ship. The below image is what abilities I leave on visible trays:
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, but not 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. If I am soloing a side, target the smaller generators before the transformer. Once 2-3 of the generators and cube are down, target the transformer with Focused Frenzy. I rotate to face inward toward the gate. When the transformer is low health, fly past the ball of spheres with Evasive Maneuvers again (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.. Make sure to flank the Gateway Tactical Cube. Frenzy should be available here again. Lastly, don't forget to summon your Delta Alliance Beacon/Nimbus Pirates/Beacon of Kahless, etc. In an average ISE run, I can get two off: one at left transformer 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 runs, my weapons were parsing at 100% with roughly 40% flank percentage. 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:
Plasma Wide Arc Dual Heavy Cannons: 105.4K
Quad Plasma Cannons: 99.3K
Plasma Beam Array: 90.3K
Enhanced Bio-Molecular Torpedo (including Spreads and High Yields): 81.9K
Advanced Piezo-Plasma Dual Cannons: 78K
Elite Romulan Drone Ships: 56.1K
Isolytic Plasma Dual Beam Bank: 90.7K
Altamid Plasma Beam Array: 71.2K
Heavy Bio-Molecular Plasma Heavy Turret: 54.5K
Digital Compilation Field: 48.1K (donated DPS from support)
Technical Overload: 41.8K
Tachyon Net Drones: 34.1K
Nimbus Pirates: 16.8K
Distributed Targeting: 14.5K
Concentrate Firepower: 14.2K
Anti-Time Entanglement Singularity: 14K
Omega Kinetic Shearing: Didn't parse this time because of a loadout bug that replaced it with Radiant Detonation from my tank loadout (which did 0.5K). I mention it here because I've seen it parse for 9-10K.
Plasma Saturation Bombardment (Altamid 2-piece): 8.9K
Plasma Shockwave: 5.5K
Plasma Fire: 2.4K
Bio-Molecular Incubation: 2.2K
Kemocite: 1.8K
Refracting Tetryon Cascade: Didn't fire this iff this time
Fek'Ihri Torment: 0.6K - this is what happens when OKS isn't running to juice this. Previously was between 3 and 5K
Altamid Drone Swarmer: 0.5K
Weapon crit rate was 100% CrtH for all weapons under Surgical Strikes. Flanking percentage was also very high, around 60-75%. The team composition for this run was 1 tank, 3 supports, and this ship.
Portability
To properly port this ship, the best matches will be ships with 5/3 weapons with full Commander Intel. At the C-store level, that could include the Cardassian Detapa Intel Escort, as well as the Ghemor Intel Flight Deck Carrier, which would have to drop the Concentrate Firepower for another ensign universal or intel power. My suggestion would be Intelligence Team or Transfer Shield Strength for survivability, or else a debuff like Let It Go. This same adaptation could also be applied to the Bozeman Intel Frigate, though you could take the LtCmdr Science and use Gravity Well instead. Moving into the Lobi tier, the Son'a Intel Battlecruiser could use the same adaptation (do NOT slot Concentrate Firepower II!), while at the Lockbox level the Na'Qjej Intel Battlecruiser picks up another Tactical slot, which I'd probably downgrade Torpedo Spread to rank I and drop Distributed Targeting to take either Science seating with Destabilizing Resonance Beam and Structural Analysis for the debuffs. The Vengeance is harder to adapt; if you were so convinced to do so, drop Engineering Team and roll with the LtCmdr Universal as science, picking up Science Team or Structural Analysis and Gravity Well.
There are also a number of other Legendary ships that can closely replicate this setup. The Legendary Galaxy can run this exact same boff layout, as can the Legendary T'Liss. The Legendary Kelvin Connie can do almost the same, but trades Concentrate Firepower for Let It Go.