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?

Flavor/Theme Choices

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

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.

If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.

Change History

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


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:


Budget Tweaks:


Bridge Officers

Meta Notes

Traits

Personal Traits

Meta-Focused Tweaks:

Budget Tweaks:

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


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:


Budget Tweaks:

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



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


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. 

Link to CDR sheet for this build

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.

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:


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:


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.