U.S.S. Chiron
Achilles Miracle Worker Heavy Destroyer
Build Overview and Focus
Last Updated October 2024
Previously, I ran this build on the Gagarin, which is a very capable 5/3 Miracle Worker cruiser from the C-store with an incredibly versatile trait. Then, in 2024, Cryptic/DECA released the Achilles, which had a similar bridge officer and console layout as the Gagarin, but in 5/2/1 Destroyer form.
Platform Selection
In terms of selection, offensive energy weapon builds achieve maximum DPS when using fore-only weapons like Dual Heavy/Dual Cannons or Dual Beam Banks. Since I'm using a mix of cannons, dual beam banks, and beam arrays, having five fore weapons was important for the platform. Having the Miracle Worker specialization, which has two powerful abilities (Narrow Sensor Bands, Mixed Armaments Synergy) for energy builds was very helpful. Lastly, full-spec Miracle Worker ships get an additional console slot, which on energy builds goes to another tactical console. Not only that, but since I wanted to use Exceed Rated Limits, I really needed that Commander Miracle Worker to fully support the firing mode. The Gagarin meets all the above criteria, making it a natural choice for such a build.
So, having used the Gagarin for quite some time, why switch to the Achilles?
Cruiser commands have minimal impact on Exceed Rated Limits. The weapon power cost reduction doesn't help, leaving us only with the Maneuvering one.
On a beam build on a MW ship, having a third aft weapon slot is helpful to provide an easy Mixed Armaments Synergy trigger via a turret. On an ERL build, you're already mixing cannons and beams, so we'd rather have a powerful Experimental Weapon like the Phaser Hexa-Cannons
Unless it's a Scimitar, I don't like using the same ship over and over again, and I already have a Beam Overload build on the Gagarin better able to leverage its strengths.
Flavor/Theme Choices
This is an Exceed Rated Limits build
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Ferengi captain
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
Chiron was a mythical centaur who according to legend was the tutor of the great Greek hero Achilles. He was known to be the wisest and sagest of his kind. Trained by the god Apollo, he was skilled in a wide number of arts and sciences. He later willingly gave up his immortality and became the constellation Centaurus.
Meta Analysis
ISA: 278K (solo, deathless)
ISE: 1019K (premade)
HSE: 919K (premade)
Budget Analysis
Using the EZRA rubric, this build would cost 587 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 Vanguard Pilot)
1 Lockbox Ship (Deimos)
1 Legendary Bundle (Legendary Battlecruiser), which also provides a C-store coupon which I'd use on the Terran Adamant.
4 T6 C-store ships (Shran, Ghemor, Bozeman, Achilles, or cross-faction equivalents)
1 Lobi console (Tachyokinetic Converter), 1 Lobi trait (The Boimler Effect)
1 Event ship (Bajoran Interceptor), 1 Event device (Kobayashi Maru Transponder)
1 Lockbox console, 8 lockbox traits, 4 non-standard doffs, 4 lockbox bridge officer abilities, 2 lockbox bridge officers
5 crafted Advanced consoles
Reputation + fleet gear; all Mk XV Epic
0 Promotional R&D or Lobi ships
If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
Change History
October 2024: Transitioned from Gagarin to Achilles. Replaced turret with Phaser Hexa Cannons, replaced an Isomag with colony console. Was at 870K ISE/851K HSE
February 2024: T6X2 upgrade: Added Agony Redistributor, Subspace Field Modulator, and Ship of the Line. Dropped Ordnance Accelerator for another Isomag. Shuffled boffs to add Let It Go and replace Tactical Team. Was at 273K ISA / 757K ISE / 559K HSE
August 2023: Replaced Locators with Isomagnetic Plasma Distribution Manifolds. Upgraded batteries to Advanced. Was at 242K ISA / 666K ISE / 526K HSE.
May 2023: Replaced Wide Angle Heavy Dual Beam Bank with Phaser Quad Cannons. Replaced Quantum Phase Converter with Immolating Phaser Lance. Replaced Quantum Phase Torpedo with Dark Matter Quantum Torpedo. Was at 216K ISA, 504K ISE, 427K HSE
March 2023: Dropped a Technician for a Crit-boosting Projectile Weapons Officer. Added The Boimler Effect over Duelist's Fervor. Replaced two boffs with Watchers. Dropped a copy of A2B for Distributed Targeting. Replaced Assimilated Module with Tachyon Net Drones. Replaced Cold-Hearted with Improved Critical Systems. Replaced Red Matter Capacitor with Targeting Lock Batteries. Changed Controlled Countermeasures to Enhanced Shield Penetration. Was at 209K ISA/487K ISE/342K HSE
December 2022: Parse updates only. Was at 403K ISE/255K HSE
June 2022: Swapped Entwined Tactical Matrices for Vanguard Specialists. Replaced Dual Beam Banks with Prolonged Engagement cannons, Terran Cannons, and Discovery Wide Arc Dual Beam Bank. Replaced Dark Matter Torpedo with Quantum Phase Torpedo. Replaced Trilithium Turret with Gamma Turret. Replaced Enhanced Shield Penetration with Magnified Firepower
March 2022: Swapped 3 fore beam arrays for dual beam banks. Updated description of how [Over] works. Swapped Engineering Team for Deploy Construction Shuttle Wing
November 2021: Moved to Sites. Added Elite captain trait
Build Breakdown
This is pretty unsurprising for an energy build, but it has increased allocation in theme since Exceed Rated Limits is pretty far off of the meta. There are some supportive concepts here as well as survivability and a single torpedo, but it's mostly about the energy DPS.
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 off of 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 is result of a previous exploration that Tilor and I did into the Exceed Rated Limits ability (ERL). For those of you unfamiliar with this ability, it dramatically increases the firing speed of all energy weapons and removes their power drain, but in turn there is a power drain to all systems and some minor hull damage over the duration. Before the introduction of the Vanguard Specialists trait, there was no way to extend ERL's duration, so I cycled it with Fire at Will (FAW) via the Entwined Tactical Matrices trait (ETM). I also used to employ [Over] beams which had a chance of a 6-second version of Beam Overload I that could have filled gaps between ERL and FAW. With the advent (and my acquisition of) Vanguard Specialists, I've now fully moved this build over to a mixed cannon-and-beam loadout that uses just Exceed Rated Limits.
Some builds are just meant to be fun and if you can smash your enemies at the same time, all the better. This is one of those. My goal was to do something different, and that something was Exceed Rated Limits. With adding Vanguard Specialists, the DPS on this build has increased appreciably. Note that recent research has indicated that you should NOT use the Wide Angle Heavy Dual Beam Bank under Exceed Rated Limits or Reroute Reserves to Weapons since those hastes do not affect that weapon. Analysis in TRINITY indicates that it's not worth keeping the dual heavy beam bank if it doesn't benefit from the haste, even for the 20% cat2 damage.
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. Previously I was using the Quantum Phase torpedo on this, but after learning that the dual beam bank from the Discovery Legends reputation does not benefit from ERL, I wanted to still keep the Lorca's Ambition 2-piece. Thus, I put the Dark Matter Torpedo back on to retain the two piece and also dropped the Quantum Phase Converter, though that's still a good budget option.
On mixed weapons: I use a mixture of cannons and beams. Dual cannons have higher base damage compared to most beams, but this lets me also slot 2x Terran Reputation weapons. Omnis in the back have higher base damage and oroc Mixed Armaments Synergy reliably. They also allow me to pilot nose-at-target at all times. Using a torpedo for MAS requires particularly careful timing and is unreliable.
Starship Equipment
Notes:
I'm not using the meta drive train (i.e. Competitive Engines, Discovery 2-piece, Colony Deflector). The Bajor Warp Core serves to offset the power drain to all systems caused by Exceed Rated Limits. I round it out with the standard Colony Deflector; the Competitive Engines are not my favorite and are unneeded.
Starship Consoles
Set Bonuses
Notes:
Alternate energy types: If you wanted to do this build with another energy flavor besides Phasers, replace the type-specific Tactical consoles and weapons as needed
Meta-Focused Tweaks:
There are more expensive consoles out there like Dynamic Power Redistribution Module (especially with a Point Defense Bombardment Warhead for its 2-piece), but this is plenty of damage.
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 Tachyokinetic Computer would be replaced by something cheaper like Approaching Agony
The Immolating Phaser Lance can be substituted for the Quantum Phase Converter
Isomags can be replaced with Locators seamlessly.
Bridge Officers
Meta Notes
If you really wanted, you could run the Universal seat as Science with Photonic Officer, downranking MAS to accommodate EPTW 3 on the Commander seat, and dropping A2B and Let It Go. This would get you 2 other science boff powers which would be useful if employing Unconventional Systems. I don't consider that worthwile on this build as A2B helps counteract the power drain.
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:
Ablative Shell -> Self-Modulating Fire
Give Your All -> Adaptive Offense
Repair Crews -> Pseudo-Submission (defensive) or possibly Into the Breach
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Terran Targeting Systems (Elite Captain unlock)
Fragment of AI Tech -> Point-Blank Shot
Context Is For Kings -> Redirected Armor Plating
Repair Crews -> Techie
A Good Day to Die -> Operative
Intelligence Agent Attache -> Beam Barrage
This is going to be rough without The Boimler Effect and you'd probably have to return to 2x A2B with 3 Technicians
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 Improved Critical Systems with something expensive like Universal Designs.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Ship of the Line (T6X2 upgrade)
Drop Strike From Shadows (T6X upgrade)
Calm Before the Storm -> Unconventional Tactics (Strategist specialization)
Super Charged Weapons -> Improved Predictive Algorithms (Intelligence specialization)
Emergency Weapon Cycle -> Programmable Matter Enhancements
If you don't have access to Vanguard Specialists, Entwined Tactical Matrices is a cheaper alternative.
Notes:
If you don't have Improved Critical Systems, there are alternatives. At that point, I would choose between Piercing Projectiles or Promise of Ferocity.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
These are pretty darn good outside of pricey Liberated Borg duty officers
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 with The Boimler Effect. The chart shows that I won't hit minimum cooldown without A2B triggering more often; Boimler should help with that.
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 but for simplicity's sake have reduced this to a single spambar. If I was more acclimated to a gaming mouse with lots of buttons, I could map activations to that as well.
Spacebar: Exceed Rated Limits, Vulnerability Assessment Sweep, Auxiliary to Battery, Attack Pattern Alpha, Emergency Power to Engines, Energy Amplifiers, Targeting Locks, Deploy Construction Shuttle Wing, Attack Pattern Beta, Emergency Power to Weapons, Go Down Fighting, Kemocite-Laced Weaponry, Immolating Phaser Lance, Mixed Armaments Synergy, Exceed Rated Limits, Tactical Initiative, Torpedo Spread.
Videos
This first one is not this ship, but covers general piloting tips for this build type on ISE
Piloting
I don't do much prebuffing on ISE aside from Kobayashi Maru. I hit [spacebar] as I fly in. Next, I hit Evasive Manevers and fly to the left side, keeping the firing mode cycling going. Target the transformer with Fire on My Mark and Focused Frenzy and take out the smaller structures as you fly in. 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! This is where you use Agony Redistributor on the gateway to splash onto all the clustered spheres. Then finish off the cube and that should be it. Since I am using intelligence, 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:
Prototype Phaser Hexa Cannons: 200235.11
Terran Task Force Dual Heavy Phaser Cannons: 112812.35
Terran Task Force Phaser Array: 102648.13
Prolonged Engagement Dual Phaser Cannons: 94663.59
Quad Phaser Cannons: 86610.88
Agony Redistributor: 80939.61
Phaser Omni-Directional Beam Array: 73998.19
Dark Matter Laced Quantum Torpedo: 67303.82
Inhibiting Phaser Array: 65612.74
Immolating Phaser Lance: 56182.31
Distributed Targeting: 20364.01
Kemocite: 16405.06
Anti-Time Entanglement Singularity: 10055.32
Tachyon Net Drones: 9581.05
Concentrate Firepower III: 7968.41
Digital Compilation Field: 6289.52
Refracting Tetryon Cascade: 2488.5
Nimbus Pirate Distress Call: 1617.46
Energy Weapons: Exceed Rated Limits III: 1250.85
Let It Go II: 468.68
Counter-Offensive: 217
Delta Distress Beacon: 213.43
Destabilized Emitters: 14.9
Weapon crits were in the mid- 80s; flank rate was around 75% averaged across weapons. Team composition for the run was two supports and a support tank alongside this ship in a 4-man run.
I'll provide the survivability breakdown for this ship on my solo, deathless ISA as an indication of how this ship stays alive in heals-per-second (HPS):
HPS Numbers from Solo ISA:
Bio-molecular Shield Generator: 1347.57 - this is truly great at keeping you alive, but it is a little over-inflated against shield-draining Borg
Restorative Protomatter Matrix: 176.56
Energy Refrequencer: 1066.25
Ablative Shell: 263.51
Automated Reinforcement (Intel spec): 242.35
Hazard Emitters: 109.67
Construction Shuttle Wing: 72.97
Brace for Impact: 42.67 - this is more about the resistance steroid
Portability
Virtually any ship with Commander Miracle Worker and decent seating could pull it off. The Gagarin was what this build was previously utilizing and still holds up. The C-store Da Vinci Miracle Worker Escort or the Operations variants of the Miracle Worker Cruisers/Warbirds are candidates, and of course the Terran Lexington would be a favorable platform, dropping Tactical Team to pick up Override Subsystem Safeties. The Ferengi Quark Marauder at the Lockbox tier is another option as is the California Miracle Worker Utility Cruiser, which otherwise has too much Miracle Worker seating, and out of the Legendary ships, the Sovereign are all choices though the latter would be better off sacrificing A2B for Photonic Officer.