U.S.S. Mitscher

Constitution Miracle Worker Flight Deck Carrier

Build Overview and Focus

Build released April 2024

It's funny: the most iconic ship in Star Trek, the Constitution-class, has never held much appeal for me aesthetically. At the risk of dating myself, I grew up with TNG, DS9, and VOY, so the NCC-1701 wasn't the ship of the shows I watched.The highest ceiling firing mode for energy builds is Cannon: Scatter Volley (though I suspect beams are more popular), and while I've had 3 ships previously that use that power, I only had one that fully built around it. It wasn't my thing, and Jayiie has at least four other high-performing CSV builds that aptly illustrated how to build such a ship. 

However, I noticed something about all of those builds: none of them had a hangar. While I originally was holding out for a 5/2/1 Miracle Worker Strike Wing Escort to make a Phaser CSV build on, (and I'm still hopeful for such a ship), after grinding a large amount of energy credits, I came to realize that the Miracle Worker Constitution was a 5/3, had 2 bays, and would make an excellent CSV platform. So, you can say I sort of backed into this ship and thus ended up making one of the more popular platforms with one of the more popular build types. 

Despite this being the build that hews the closest to conventional meta wisdom for energy builds and having the highest budget, it's not even my highest-performing energy build, and that's not me sandbagging. There's something to be said about the importance of familiarity with a ship and ease of flying build types, as well as personal preference. I'm glad I built the ship, but while I was a little surprised that it didn't outperform several other builds, I wasn't terribly surprised. Scatter Volley just isn't my favorite or most comfortable build type, and budget/conventional wisdom aren't everything.

Platform selection

The goal was five fore weapons, (full) Miracle Worker specialization, and at least one bay. The Miracle Worker Constitution has all of that and adds a second bay. In a perfect world, I'd trade that second hangar for a better secondary specialization like Intel or Pilot, and/or better cruiser commands. The shield/threat ones are not particularly useful here. However, this ship is a tremendous energy weapons platform and the bays don't hurt. 

Flavor/Theme Choices


Namesake

Marc Mitscher was a U.S. Navy Admiral in World War II known for pioneering aircraft carrier tactics. At the height of the war in the Pacific, he led a task force of fast carriers that destroyed much of the opposing navy and liberated numerous islands in an ultimately successful campaign. This ship, bristling with fighters and weapons, bears firepower that the pioneering carrier task force could not dream of. One could say this ship is the Star Trek equivalent of a Fast Carrier Task Force, or at least the core of it.

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 936 USD to replicate, making it my priciest ship. 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.

Change History

Build Focus

This build is mostly about energy DPS with hangars and a little survivability. There are some small contributions from projectiles and other supportive concepts as well, but those are tertiary.

Skills

Skill Unlocks

Notes

This ship is a cannons + 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

Torpedoes: One, I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Super Charged Weapons, is NOT a DPS loss considering it also brings a very powerful set bonus (25% Critical Damage from War Discretion). While I'm more fond of the Quantum Phase Torpedo and it generally outperforms the Dark Matter Torpedo, I couldn't justify its inclusion here without the console. 

Radiolytics: Generally procs don't matter, but Radiolytics are one of the better Phaser variants, certainly better than Agony with their paltry chance for a minor DOT. The Pulse Phaser Turret 

Quad Cannons: The regular ones are perfectly fine if you don't have the Battlecruiser bundle. I didn't want to spend Dil on a fresh set of Quad Cannons since I had the Overload-Linked ones already.


Starship Equipment

Notes:

Drive Train: If I wanted more survivability, I would swap the engines for the Disco Engines to pick up the regeneration from the two-piece.  The ship is designed to be self-sufficient but it is a little on the squishy side. Disco Engines are safe and useful, but I haven't needed them for the most part thus far.

Hangar Bay: Blue (Rare) To'Duj Fighter Squadrons are consistently the best pets under SAD for a non-pet-focused build, but I don't have cross-faction flying. I took 2 bays of Terran Valkyries instead and haven't missed the To'Duj. Plus, it'd be weird seeing KDF fighters out of a Constitution. I fully acknowledge this is an immersion choice.

Starship Consoles

Set Bonuses

Notes: 

Isomags versus Locators: The new Advanced Isomagnetic Plasma Distribution Manifold Engineering consoles have been shown by analysis to be about 7.5% better than Vulnerability Locators for this build. They're either expensive on the Exchange (especially in Phaser flavor) or you'll need to farm them from the appropriate Elite TFOs depending on how good your luck is, then re-engineer to Phaser (not trivial given their large mod pool) and upgrade them. If that's too much effort, slot Locators and play musical chairs with the consoles. 

No Trilithium Set: The Gamma Omni is slotted over the Trilithium Omni weapons. According to TRINITY,  the Gamma Omni ends up being superior once you adjust the haste for uptime. There are a few reasons for this. 1) The Trilithium-Omni cannot be re-engineered. It also doesn't have the 2% bonus damage from T6 reputations that the Inhibiting beam does. 2) The 10% weapon haste is great but it would require the console and does not proc often enough, whereas the -10 DRR from the Gamma beam is easily proc'd against big targets as long as you're not sitting completely still. 

Alternate energy types: Obviously all weapons would need to be replaced except the Dark Matter Torpedo. If Disruptor, consider the Nausicaan Energy Torpedo. Keep D.O.M.I.N.O. and replace the Advanced Engineering / Colony consoles with the appropriate flavor. 

Meta-Focused Tweaks:

These are basically best-in-slot unless you are going to retool the ship for Unconventional Systems. 


Budget Tweaks:

 If low budget, try Tilor's Cyclone build, but otherwise 


Bridge Officers

Meta Notes

Traits

Personal Traits

Meta-Focused Tweaks:

If going full DPS, with unlimited budget 


Budget Tweaks:

 If low budget, (try and keep the ones at the bottom) 

Starship Traits

Meta-Focused Tweaks:

If going full DPS with unlimited budget, it's still going to be hard to get better than this. Maybe swap out Super Charged Weapons for Weapon Emitter Overdrive or Terran Goodbye?


Budget Tweaks:

 If low budget, (try and keep the ones at the bottom) 


Notes:

Other good C-store traits to replace Ship of the Line/Thirst for Battle are Calm Before the Storm (Ghemor) or Strike From Shadows (Shran). You could also try Temporal Tunneling (Atlantis) but you'd need a more consistent trigger.

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

If going full DPS with unlimited budget, 


Budget Tweaks:

 If low budget


Miscellaneous

Cooldowns

This ship manages cooldowns via Photonic Officer and Boimler Effect. Photonic Officer I with Boimler Effect is generally enough to cover cooldowns for bridge officer powers with minimal opportunity cost. 

Link to CDR sheet for this build 

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. For this one, I simplified it greatly and only use 1 keybind on a spambar for this ship. 

Piloting

While this isn't the exact same ship, it is also a Cannon Scatter Volley build and will fly and position basically the same for either ISE or HSE.


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 in the mid-60% with roughly 30-40% 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


The team composition for this run was this ship, a support tank, and two supports.



Portability

There are two other full Miracle Worker ships with two hangar bays, 5 fore weapons, and 8 weapons overall: the Tzen-tar and the Borg Assimilator. If you're using the Assimilator, you can basically use this build seamlessly, but swapping Structural Analysis for something else more valuable like a short cooldown heal to fuel Logistical Support would be preferable, and you'd give up a turret. The console layout is similar enough that no changes would need to be made. The Tzen-tar would be trickier and would require significant effort to modify, with heavy changes to boff layout and consoles. You would end up dropping Structural Analysis to pick up Concentrate Firepower, downranking Emergency Power to Weapons, and dropping Kemocite for Deploy Construction Shuttle Wing. You'd also have to substantially overhaul consoles or just replace Isomags and the Colony console with Locators and Shield Absorptive Frequency Generator. 

On the cheaper end of things, the Lexington could basically handle this build seamlessly, though not using the Intel seat would be a little sad. You would trade a fore weapon for another turret and lose a hangar to pick up a better cruiser command, so it's a bit of a downgrade. I encourage people interested in a Lexington CSV build to check out Jay's take on it, however, as I prefer to slot mines on my Lexington.