USS Vishnu

World Razer Temporal Juggernaut

Build Overview and Focus

Last Updated December 2023

The goal of this build is to create a highly-optimized single-target build that leverages Concentrate Firepower III, Beam Overload III, and Recursive Shearing III. While Temporal and Command often take a backseat to Intel, Miracle Worker, and now Pilot in terms of specialization seating for energy builds, I wanted to show how powerful they could be, adding raw damage through offensive abilities rather than just boosting the energy weapons. This is my first energy build to break 1 million DPS.

Platform Selection

The World Razer is the only ship with 5 fore weapons, Commander Temporal, and LtCmdr Command for Concentrate Firepower III and Recursive Shearing III. 

Flavor/Theme Choices

Namesake

Vishnu is one of the principle deities in Hindu mythology, and the primeval force of goodness and preservation. Hindu myths describe Vishnu as sending incarnations of Vishnu to destroy evil to cleanse the world. As a terrifying weapon of last resort developed in secret by Starfleet from communiques transmitted by Admiral Picard describing a ship from an alternate universe, the World Razer stands ready as a final defense. The name also evokes the source of a quote uttered during Earth's first atomic weapons test: "Now I am become Death, the destroyer of worlds," cited from the Hindu Bhagavad Gita and attributed to Vishnu.

Meta Analysis

Change History

Budget Analysis

Using the EZRA rubric, this build would cost 655 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 significant investment into projectile DPS as well. There's some concession to supportive concepts, survivability, agility, and a little bit of theme, but not much.

Skills

Skill Unlocks

Notes


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 Phaser Dual Beam Banks of various flavors and Beam overload. I went for [Over] beams to fill any gaps in Beam Overload and I already had some gilded crafted ones

The off-meta twists on this ship are using Phaser Dual Beam Banks as opposed to cannons, but deep analysis has shown that Beam Overload with DBBs and a turret under CSV1 is more DPS than CRF. 


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. That this ship has Concentrate Firepower III available lends itself further to using the Enhanced Bio-Molecular Photon Torpedo, which is an incredibly powerful torpedo with a non-destructible AOE high yield. The torpedo does more damage than the dual beam banks, but and procs Super Charged Weapons.

On the Cutting Beam versus a Cannon: I use a Cannon turret in the aft to since I have CSV for proccing Cultural Conquest anyway and it allows me me to pilot nose-at-target at all times. I am not huge fan of the Kinetic Cutting Beam as it does not 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) * 1.5 = 9.4 power drained during each shot, even with 2 pieces of gear that reduce power cost (Emergency Weapon Cycle, Fleet Core). The torpedo obviously drains no power and the cannon slightly less. 

[Over] mods: These are not optimal. [Pen] or [CrtD] would marginally better choices but it's less than 1% final calculated DPS and I already had these gilded. If the [Over] proc does go active during any gaps in the Beam Overload cycle, it'll fill the gaps that theoretically shouldn't be there with proper cooldowns and server performance but sometimes happens due to server lag or bad RNG with Boimler. It's a small chance, but also a small enough difference that it's not worth re-gilding a new pair of DBBs to generate. 

Starship Equipment

Notes:

I'm not using the meta drive train (i.e. Competitive Engines, Discovery 2-piece, Colony Deflector) since I skipped the core for a more offensive one. While no set bonuses are applied, each individual piece (Competitive engines, Tilly shield, Fleet core, Colony deflector) provides a useful benefit in its own right. I'm not a huge fan of the Competitive Engines on everything but this ship really needs them. 

Starship Consoles

Set Bonuses

Notes: 

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

Agony Redistributor: This console has had a tumultuous patch history, with being stupidly OP, to being hot garbage, to now somewhere in between. In the first state, STOBETTER refused to slot it because it was blatantly OP/bugged, especially in its interactions with Recursive Shearing. After it was heavily nerfed, it wasn't worth slotting. Now it's somewhere in between and we're okay with using it. I'd like to strongly caveat that this console is only really powerful if you're doing a ton of single-target damage to a target surrounded by weaker targets and is only worth using on Elite. Do not buy the Adamant for this console unless that describes how you frequently play the game. It was less than 10K on ISA; nothing survives 12 seconds against this ship on Advanced.

Meta-Focused Tweaks:


Budget Tweaks:

Bridge Officers

Meta Notes


Traits

Personal Traits

Meta-Focused Tweaks:



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. Cultural Conquest comes with the ship so if you're doing this on a World Razer you have it already.

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

These are pretty darn good unless you have expensive Liberated Borg doffs

Budget Tweaks:

 If low budget


Both are cheap/free but provide far less benefit

Miscellaneous

Cooldowns

This ship uses a half Auxiliary to Battery cooldown scheme alongside The Boimler Effect. If I can get Auxiliary to Battery to trigger every 15 seconds with Boimler, and I have a 91.8% chance of getting a roll in 15 seconds with a full rotation, then my cooldowns are fine. 

Link to CDR sheet

Ship Stats

Keybinds 

Keybinds are essential to how I fly this ship. I keep everything simple with a single spambar:

Everything else is activated manually. In particular, Recursive needs to be used after Concentrate Firepower and right before you use some big buffs/actives like the innate Juggernaut Array. Similarly, Engineering Team should be used when you need speed, not spammed, due to how it procs Competitive Engines

Piloting

ISA/ISE

I don't do much prebuffing on ISA, hitting spacebar. Make sure to set Offensive Configuration before hand to take advantage of the extra maneuverability on a Temporal 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. Make sure everything goes down before you bail. On ISE, it takes a little longer, so using a full combo is worth it here along with Tachyon Net Drones. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs 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. Usually your tank and support will do this on a coordinated run. As the transformer is about to die, turn and fly past the Nanite Spheres. I will often use a Reinforcements cooldown here as well on Advanced but use it at the start on Elite. 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. Recursive Shearing/Concentrate Firepower are used on Left Generator, Right Generator, Gateway, and Tac Cube.

As it's dying, I turn back on the gateway and FIRE EVERYTHING! Tachyon Net Drones might up here but more than likely is for the Tac Cube. 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 80-90% with roughly 70% 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


Weapon crits were around 80% averaged; flank rate was around 60-70% averaged across energy weapons. The team composition for this run was 1 support tank, 2 supports, and this ship.


Portability

There's no other ship that can slot Recursive Shearing III and Concentrate Firepower III while also having 5 fore weapons. If you're willing to get your Concentrate Firepower from a teammate or eschew that aspect of the build, you might try the Terran Acheron, which would be reasonably good at something similar. Admittedly that ship would do better using Causal Reversion as the Competitive Engine trigger, swapping Engineering Team for Aux to Structural, dropping A2B and the Technicians, and taking the Universal LtCmdr as Science, using the Lt or LtCmdr for Photonic Officer. At a cheaper level, the Edison Temporal Warship / Fleet Hoover Temporal Warships and its cross-faction equivalents could also use a similar setup, though those ships would be better off keeping Engineering Team for another Competitive Engine proc.