U.S.S. Faraday
Edison (Fleet Hoover) Temporal Warship
Build Overview and Focus
Last Updated December 2022
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. 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.
Flavor/Theme Choices
Polaron weapons
Human captain
1 torpedo
Varied bridge crew
Variety of Polaron subtypes for color variety
Namesake
Michael Faraday was a brilliant British scientist famous for his contributions to the fields of electricity and magnetism. Faraday discovered that magnetism affected light, relating the two phenomena into what would eventually be known as electromagnetism. The discovery and the relationship between a moving magnetic field produced an electric field became known as Faraday's law. Faraday was also a chemist who made groundbreaking discoveries in that field as well, including popularizing terms like electrode and ion. Beyond his work in the sciences, Faraday was also a concerned public citizen and contributed his service to projects such as reducing hazards due to coal dust explosions in mines, lighthouses, and industrial pollution in London.
Meta Analysis
ISA: 243K
ISE: 561K
HSE: 403K
Budget Analysis
Using the EZRA rubric, this build would cost 494.80 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
1 Legendary Ship (Jem'Hadar Attack Ship)
1 fleet ship (Fleet Hoover)
2 Event ships (Bajoran Denorios, Lukari Ho'kuun), 1 Event trait (Improved Critical Systems), 1 Event device (Kobayashi Maru)
1 Lockbox console, 7 Lobi/lockbox traits, 4 non-standard doffs, 1 lockbox weapon
Reputation + fleet gear; all Mk XV Epic
0 Lockbox, R&D Promotional or Lobi ships
Change History
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
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
D.O.M.I.N.O. -> M6 Computer from the T3 Perseus
Protomatter Field Projector -> Ablative Hazard Shielding from the Arbiter is a good choice. If you don't have it, Trellium-D from the "Ragnarok" mission is okay
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 Edison, 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:
Ablative Shell -> Terran Targeting Systems
Give Your All -> Adaptive Offense
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Inspirational Leader (Elite Captain unlock)
Ablative Shell -> Redirected Armor Plating
Context Is For Kings -> Operative
Terran Targeting Systems -> Point-Blank Shot
Fragment of AI Tech -> Innocuous
Intelligence Agent Attache -> Techie
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 -> Terran Goodbye
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Super Charged Weapons (T6X upgrade)
Improved Critical Systems -> Promise of Ferocity at the C-store level, Programmable Matter Enhancements otherwise (Exchange)
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:
Improved Critical Systems was superior to Promise of Ferocity or Piercing Projectiles, but it was very close. If you don't have ICS, consider one of those at the C-store level. 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 taht 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. 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. I keep this one pretty straightforward.
Tactical chain: (Spacebar) Emergency Power to Weapons III, Beam Overload, Attack Pattern Beta, Torpedo Spread, Emergency Power to Engines, Kobayashi Maru Transponder, Photonic Officer, Kemocite, Cannon Rapid Fire
Long cooldown buffs (2 key): Kobayashi Maru Transponder, Energy Amplifiers, DOMINO, Photonic Fleet, Scattering Field, Science Fleet, Red Matter Capacitor
Everything else is activated manually.
Piloting
I don't do much prebuffing on ISE aside from Kobayashi Maru and Emergency Power to Weapons, hitting Energy Amplifiers and [spacebar] as I fly in. To 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 [2] 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 [2] 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
Recursive Shearing III: 56.9K
Quad Cannons: 70.5K
Wide Arc Polaron Cannons: 65.6K
Vaadwaur Polaron Cannons: 64.8K
Adv. Piezo-Polaron Cannons: 64.4K
Morphogenic Torpedo: 60.7K
Heavy Inhibiting Polaron Turret: 33.8K
Heavy Chronometric Turret: 33.2K
Morphogenic Energy Weapon: 33.3K
Kemocite: 17.7K
Technical Overload: 12.9K
Distributed Targeting: 8.2K
Molecular Deconstruction Beam: 7.3K
Gravity Well: 6.6K
Photonic Fleet: 6.4K
Concentrate Firepower III: 5.7K (from another ship)
Refracting Tetryon Cascade: 3.2K
Anti-Time Entanglement Singularity: 3.1K
Crits were extremely high in this run, between 70 and 80% with flanking upwards of 50%, 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 127.5K DPS.
Portability
The core of this build is fairly flexible and could apply to a number of ships. The Ouroboros Temporal Raider could run this setup, but loses out on a bridge officer seat. The Legendary Columbia could run this build seamlessly. Jumping up in price, the Xindi-Reptilian Sistruus Escort would be another option, taking Recursive Shearing at rank I, while the Klein Temporal Destroyer and its cross-faction equivalents would require dropping a Tactical power, likely Distributed Targeting, downgrading Torpedo Spread, and picking up another Engineering power like Let It Go. Lastly, the Mirror Strike Wing Escort would also be a viable platform for this build, trading Recursive Shearing down to rank I and taking Rapid Fire at rank III.