U.S.S. Triton
Atlantis Temporal Destroyer
Build Overview and Focus
Last Updated April 2024
The goal of this build was to combine Recursive Shearing and Cannon: Rapid Fire whereas previously I had been using it with Scatter Volley on a Theseus. I separated the two builds, moving the Scatter Volley Antiproton Escort aspect to a Chimesh and taking the Cannons+Recursive Shearing concept over to the Edison to pick up an additional fore weapon. Later, this migrated over to the Atlantis, which is a very similar platform, but picks up an Experimental Weapon and secondary Intelligence seating as well as a powerful trait. I chose Polaron since it would allow me to take advantage of the Polaron weapons from the Lukari Reputation and the powerful Technical Overload proc. Additionally, I chose a Temporal ship to pair the powerful single-target damage of Rapid Fire with Recursive Shearing.
Platform selection
The Edison was thus an obvious choice for its mastery package, Commander Temporal seating, and five fore weapons. The Atlantis built on this by swapping an aft weapon for an Experimental and offering LtCmdr Intel secondary specialization
Flavor/Theme Choices
Polaron weapons
Human captain
1 torpedo
Varied bridge crew
Variety of Polaron subtypes for color variety
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
Triton is the Greek god of the deep sea depths, fierce and powerful. Also the name of Neptune's most prominent moon, Triton is known for his power and the use of a conch shell with which he controlled the waves. This ship packs quite a powerful punch at least in part from the Soliton Wave Impeller. You're welcome!
Meta Analysis
ISA: 285K
ISE: 905K
HSE: 885K
Budget Analysis
Using the EZRA rubric, this build would cost 675 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
1 Promo ship (Miracle Worker D7)
2 Legendary Ships (Jem'Hadar Attack Ship, Legendary Avenger Battlecruiser), which also includes 1 other C-store coupon which I'd use on the Atlantis itself.
1 Event trait (Improved Critical Systems), 1 Event device (Kobayashi Maru)
2 Lockbox consoles, 7 Lobi/lockbox traits, 5 non-standard doffs, 1 lockbox weapon
Reputation + fleet gear; all Mk XV Epic
0 Lockbox or R&D Promotional ships
Change History
April 2024: Swapped from Edison to Atlantis. Replaced Dominion Coordination Protocol with another Isomag. Replaced a turret with Soliton Wave Impeller. Replaced Calm Before the Storm with Temporal Tunneling. Changed boff layout. Was at 285K ISA / 905K ISE / 885K HSE.
February 2024: Added Agony Redistributor, Subspace Field Modulator, and Ship of the Line (T6X2 upgrade). Swapped Ablative Shell for Pseudo-Submission. Dropped DOMINO for Computer Assisted Flight Algorithms. Was at 269K ISA / 706K ISE / 559K HSE.
August 2023: Swapped 4 Vulnerability Locators out for 3 Isomags and 2 Colony consoles. Dropped Temporal Disentanglement Suite. Upgraded batteries to advanced batteries. Replaced Protomatter Field Projector with Shield Absorptive Frequency Generator. Replaced Assimilated Module with Enhanced Dominion Coordination Protocol. Dropped Lorca's Custom Fire Controls for Tachyon Net Drones. Was at 243K ISA / 561K ISE / 403K HSE.
December 2022: Posted build
Build Breakdown
This ship is fast and focuses heavily on energy damage. It splashes into a few other spaces but for the most part, it's designed to blast down a single target very efficiently.
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
Single points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
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 is using Gravity Well and other control-based abilities, having both points in ControlX boosts those as well as the Fragment of AI Tech trait adds value. I take a single point in DrainX to help resist drains and two points in EPG for boosting the Exotics like Gravity Well on this build.
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.
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. Temporal Operative would be another viable choice for primary.
Build
Starship Weapons
Notes
This ship’s primary role is Energy DPS. Its primary weapon systems are Polaron Cannons of various flavors. I went for a variety of cannon subtypes purely for visuals. I love seeing the different cannon shots of various shapes, frequencies, and sizes. That’s why there’s a Chronometric and Vaadwaur cannon in there. The build would function just as well if not better with regular Polaron for all the slots. Energy type doesn’t matter (much), but Polaron is better suited for Rapid Fire due to the Technical Overload effect from the Lukari reputation weapons.
Mods: Recent investigations on this particular ship using the energy weapon calculator showed that taking [CrtD] mods wherever possible was a net win. This is not universally true.
Torpedoes: I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Super Charged Weapons, is NOT a DPS loss compared to beam arrays. The Morphogenic torpedo provides a fantastic 3-piece bonus in addition to fueling Super Charged Weapons.
Starship Equipment
Notes:
This ship is sufficiently nimble that the Prevailing Regalia engines are not worth it. This ship does somewhat lack other defensive tools, so the Stamets-Tilly 2-piece could have been an option over the Fleet Core. I chose to go for max offensive stats from deflector, engine, and warp core.
Starship Consoles
Notes:
TRINITY analysis showed that swapping out Locators for Isomags was barely a damage boost, if that, but the survivability gains from slotting 2 colony consoles on a ship with 2 firing modes (and is otherwise very glass) were noticeable. Locators would do just fine.
It's not worth it to run Lorca's Ambition 2-piece on a ship with Morphogenic.
Set Bonuses
Notes:
Alternate Energy types:
Obviously all weapons would need to be replaced. Don't run Morphogenic on non-Polaron energy builds. Piezo-Electric Focuser is the only console to replace. Keep D.O.M.I.N.O. and replace the fleet consoles with the appropriate flavor.
Meta-Focused Tweaks:
Regular Polaron cannons are probably a touch better than some of the alternate flavors I have here.
Budget Tweaks:
Regular Polaron cannons are just fine here, don't need the fancy lockbox ones
Agony Redistributor -> Temporal Disentanglement Suite
Tachyon Net Drones -> Assimilated Module.
Drop the Kobayashi Maru for a Red Matter Capacitor from the Phoenix Box
Bridge Officers
Recursive Shearing III vs CSV III
Given the seating of the Atlantis, you have to choose between Recursive Shearing III and Cannon: Rapid Fire III. Taking Recursive Shearing III results in 15% more stored damage over 5 seconds on a single-target power every 15-20 seconds. This is a “final” damage amp on that ability, not Cat1 and doubles its damage. Given that choice and given that I’d drop two ranks in Recursive Shearing compared to one for Scatter Volley, I chose Recursive Shearing III. The Vincent Kish duty officer helps mitigate this loss as well by providing a chance at upgrading the Rapid Fire II to III.
Traits
Personal Traits
Meta-Focused Tweaks:
If you want to go full glass-cannon with unlimited budget:
Pseudo-Submission -> Duelist's Fervor
Give Your All -> Adaptive Offense
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Terran Targeting Systems (Elite Captain unlock)
Pseudo-Submission -> Redirected Armor Plating
Context Is For Kings -> Operative
Fragment of AI Tech -> Innocuous
Intelligence Agent Attache -> Point-Blank Shot
Boimler Effect -> Photonic Capacitor
Self-Modulating Fire -> Accurate
Starship Traits
Meta-Focused Tweaks:
These are pretty well the best traits at this price point. If your budget is unlimited
Strike From Shadows -> Universal Designs with a short cooldown console to trigger it.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop The Ruin of Our Enemies (T6X2 upgrade). This is hugely expensive and did not cost me nearly as much as I had previously purchased it from a box before they were discontinued. It is not needed for the ship to function.
Drop Ship of the Line (T6X upgrade)
If you have trait slots to fill, Improved Critical Systems is an excellent trait for free from Temporal Agent recruitment
Strike From Shadows -> Improved Command Frequency (Command specialization)
Calm Before the Storm -> Unconventional Tactics (Strategist specialization)
Go For the Kill > Improved Predictive Algorithms (Intelligence specialization)
This build basically won't work without Emergency Weapon Cycle but if you really can't swing it, try Arrest from the Constable specialization to help fill cooldowns as presumably you won't have Boimler Effect either.
Notes:
Go For the Kill is pretty important to Cannon: Rapid Fire builds but I understand it's obnoxiously expensive to acquire.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
If you're truly space-rich
Slotting another 21 of 47 would be a reasonable boost to damage, but you could also go for one or more 26 of 47 which is much more expensive.
Trading either the Matter-Antimatter Specialist or the Gravimetric Scientist for another Energy Weapon Officer would be a decent trade
Budget Tweaks:
If low budget
Replace Energy Weapon Officers with a Maintenance Engineer (Exocomp) from the Phoenix Box and the Mirror Hakeev Astrometric Scientist also from the Phoenix Box.
Replace the Security Officer with a Warp Core Engineer (chance of power on Emergency Power ability)
Replace the Matter-Antimatter Specialist and Space Warfare Specialist with Fabrication Engineers from K-13 that gives you a chance of small skill boosts from Lieutenant or Ensign abilities
Miscellaneous
Cooldowns
This ship manages cooldowns via Photonic Officer I and The Boimler Effect. Previously I was using Photonic Officer II, the Chrono-Capacitor Array reputation trait, and a Krenim boff to help with the tactical chain cooldowns, but the Boimler Effect allows me to drop the reputation trait and downgrade Photonic Officer. Note that with a good Photonic Officer timing and Calm Before the Storm, as shown here, I barely need the Boimler Effect, but those aren't always on good timing cycles so it's mostly to fill gaps. The tool only somewhat models that trait. Previously, the use of Entwined Tactical Matrices on a 20 second rotation between Scatter Volley and Torpedo Spread made reducing the tactical chain down to 15 seconds less important, but with Withering Barrage, having the more powerful (if unreliable) Boimler Effect was beneficial. That said, I do not recommend slotting the Boimler Effect as your only CDR source.
Ship Stats
Keybinds
Keybinds are essential to how I fly this ship. I keep this one pretty straightforward, just a single spambar.
Spambar: (Spacebar) Emergency Power to Weapons III, Beam Overload, Attack Pattern Beta, Energy Amplifiers, Torpedo Spread, Kobayashi Maru Transponder, Emergency Power to Engines, Photonic Officer, Cannon Rapid Fire, Targeting Locks, and Deploy Construction Shuttle Wing.
Everything else is activated manually. I prefer to activate my Exotics manually to
Piloting
I do some prebuffing on ISE aside from Kobayashi Maru and Emergency Power to Weapons. You'll want to prestack the Morpho set somewhat, but stop at 0:15 prior to start to avoid being in Combat. I activate [spacebar] as I fly in. For Emergency power prebuff, I want to use Power to Weapons at 20 seconds before countdown and Power to Engines at 5 seconds before so my Evasive Maneuvers resets properly. I use my big buffs and keep spacebar cycling at the big group. Recursive Shearing should be used on the Tactical Cube on Elite. On ISA, I’d save the big buffs until the left generator. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs on and keeping the tactical chain going. Target the generator with Sensor Scan and Recursive Shearing and position to hit the smaller transformers as well.
As the generator is about to die, turn and engage the ball of Nanite Spheres, aiming to use Refracting Tetryon Cascade and Diversionary Tactics. I will often use a Reinforcements cooldown here as well if I could not activate Fleet Support earlier. Activate Evasive Maneuvers 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. As it's dying, I turn back on the gateway and FIRE EVERYTHING!
I try to stay so that my cannons can hit the gateway and any nearby spheres. Priority targets for Recursive Shearing are initial Tac Cube (ISE only), left generator, right generator, gateway, Tac Cube. Since I am using Intelligence as primary specialization, 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.
Parse Breakdown
Numbers from record ISE
Adv. Piezo-Polaron Cannons: 108.9K
Agony Redistributor: 107.5K
Vaadwaur Polaron Cannons: 104.6K
Chronometric Cannons: 98.6K
Quad Cannons: 96.4K
Recursive Shearing III: 72K
Morphogenic Torpedo: 65.6K
Soliton Wave Impeller: 61.7K
Morphogenic Energy Weapon: 51.7K
Heavy Inhibiting Polaron Turret: 51K
Technical Overload: 37.8K
Anti-Time Entanglement Singularity: 27.3K
Very Cold in Space: 20.8K
Digital Compilation Field: 17.3K
Concentrate Firepower: 8.5K
Gravity Well: 6.5K
Distributed Targeting: 10.8K
Nimbus Pirates: 10.2K
Photonic Fleet: 6.3K
Refracting Tetryon Cascade: 5.1K
Molecular Deconstruction Beam: 3K
Tachyon Net Drones: 2.8K misfired this time, very low damage logged that I could tell. 10K is typical for this.
Crits were extremely high in this run, approximately 70% with flanking around of 40%, which was a significant contributor. While it's hard to say how much damage gain was created by running Vincent Kish, there was a significant amount of DPS from Rapid Fire IIIs, a total of 7.6K DPS. The team composition for this run was a support tank, and 3 supports.
Portability
The only other ship with both full Temporal and Intel seating and 5 fore weapons is the D7 Temporal Battlecruiser, which would need to drop the Experimental Weapon for another Polaron Turret. In order to transfer this ship, you would need to drop Deploy Construction Shuttle Wing and take Causal Reversion at rank II. The Universal seat would be Tactical and would also add Kemocite-Laced Weaponry.