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
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Ferengi captain
[Over] mods on 2 fore DBBs
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
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
ISA: 349K (PUG)
ISE: 1165K (premade)
HSE: 1131K (premade)
Change History
December 2023: T6X2 upgrade. Added Subspace Field Modulator, another Isomag, and Preferential Targeting. Replaced Advanced Inhibiting Turret with Heavy Bio-Molecular Turret. Was at ISA: 370K (PUG), ISE: 1075K (premade), HSE: 946K (premade)
August 2023: Replaced 4 Vulnerability Locators and 1 Energetic Protomatter Matrix Infuser with 4 Isomagnetic Plasma Distribution Manifolds and the Agony Redistributor. Upgraded batteries to Advanced Batteries. Replaced Tachyokinetic Converter with Immolating Phaser Lance. Was at 351K ISA / 696K ISE / 646K HSE.
March 2023: Posted build
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.
Elite Captain/T6X upgrade, all fleet unlocks
2 Lockbox ships (World Razer, Deimos)
6 T6 C-store ships (Arbiter, Ghemor, Shran, Endeavour, Bozeman, Adamant or cross-faction equivalents)
2 Lobi ships (Ateleth, NX Escort Refit), 1 Lobi trait (The Boimler Effect)
1 Event ship (Denorios), 1 Event device (Kobayashi Maru Transponder)
1 Lockbox console, 7 lockbox traits, 3 non-standard doffs, 2 lockbox bridge officer abilities, 2 lockbox boffs
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 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
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 with 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 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:
This is about as meta-focused as I can get without tossing in a DPRM which I don't have.
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
The Tachyon Net Drones would be replaced by the Quantum Phase Converter (Sunrise Mission)
Bridge Officers
Meta Notes
I could drop Distributed Targeting and down-rank Torpedo Spread to pick up Directed Energy Modulation (with the Systems Engineer to reduce power cost) and Emergency Power to Weapons III. Not sure if that would actually be worth it.
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
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 -> Accurate
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 or Universal Designs
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Preferential Targeting (T6X2 upgrade)
Drop Strike From Shadows (T6X upgrade)
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. 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
Energy Weapon Officer -> Exocomp (Phoenix Box) Maintenance Engineer for extra buffs on batteries
Energy Weapon Officer -> Warp Core Engineer (chance of power on Emergency Power ability)
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.
Ship Stats
Keybinds
Keybinds are essential to how I fly this ship. I keep everything simple with a single spambar:
[Spacebar]: Beam Overload, Energy Amplifiers, Go Down Fighting, Attack Pattern Alpha, Emergency Power to Engines, Auxiliary to Battery, Attack Pattern Beta, DOMINO, Kemocite, Emergency Power to Weapons, Kobayashi Maru Transponder, Targeting Lock Battery, Tactical Fleet, Torpedo Spread, Vulnerability Assessment Sweep, Intel Fleet
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
Crafted Phaser DBBs: 201K - remember this is two weapons
Agony Redistributor: 193.3K
Terran Task Force Phaser Array: 115.6K
Wide Angle Dual Heavy Beam Bank: 114.6K
Enhanced Bio-Molecular Torpedo: 101.4K
Recursive Shearing III: 37.7K
Crafted Phaser Omni: 76K
Inhibiting Phaser Omni: 63.1K
Immolating Phaser Lance: 61.2K
Heavy Inhibiting Phaser Turret: 40.4K - I had a loadout bug on this parse that swapped this in over the Advanced Inhibiting. The CC turret is mathematically superior.
Symbiotic Ice: 31.3K
Digital Compilation Field: 27.6K
Tachyon Net Drones: 20K
Distributed Targeting: 16.4K
Anti-Time Entanglement Singularity: 14.4K
Juggernaut Array: 11.2K
Nimbus Beacon: 7.7K - at least some of this probably Tachyon Net Drones damage but it's hard to tell that.
Concentrate Firepower: 12.2K
Kemocite-Laced Weaponry: 3.9K
Molecular Deconstruction Beam: 3.3K
Refracting Tetryon Cascade: 2.4K
Bio-Molecular Incubation: 1.6K
Delta Beacon: 0.8K (used at the very end)
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.