U.S.S. Warspite
Ark Royal Intel Science Carrier
Ark Royal Intel Science Carrier
Last Updated June 2025
What is the ceiling of a ship with a big budget, two hangar bays, a secondary deflector, and both temporal and intel seating? We're going to find out because the Ark Royal packs quite a wallop. This build takes an Exotic platform and leans more into the tactical side of things, employing Entwined Tactical Matrices to maximize the forced tactical seating. It also leverages Unconventional Systems to further enhance active console effects.
Platform Selection
The Ark Royal is the only ship with this particular combo of seats and equipment.
Why an Engineer?
The short version is that I already had the build set up on an Engineer and the Iktomi and Ceaseless Momentum are expensive. Besides that, it’s a strong counterargument to the idea that engineers can’t do DPS/can’t do sci builds effectively. (Note that effective is not the same as optimal; Tac Rom Alien still wins that argument). At first it was kind of a happy accident, now it's here to prove a point: Engineers can still do silly-high DPS with Exotics.
The Engineer is the weakest for exotic builds by about 5-10% final DPS at this level of performance. Tactical captains using exotic builds benefit from Tactical Fleet, Fire On My Mark, and Attack Pattern Alpha, and Go Down Fighting. Science captains benefit from Scattering Field, Science Fleet, and Sensor Scan as well as the utility of Subnucleonic Beam. In contrast, the Engineer has only one useful offensive ability for an exotic build - EPS Power Transfer. Nadion Inversion and Intrusive Energy Redirection are largely wasted on an exotic build (although the latter procs Drain Infection). The Engineering captain’s other abilities are largely focused around durability.
I have tried to make up for the lack of offensive captain powers by making it a glass cannon, with only two weak bridge officer heals, plus the captain powers and a couple of personal traits for healing/survivability. Thus, all of the console slots are devoted to offensive purposes. Given the results on this ship exceed any other build I've done, I don’t miss the Tac/Sci career powers. If someone wants to expand on this concept using a Tac, be my guest.
Flavor/Theme Choices
Focused on Entwined Tactical Matrices + torpedoes sub-emphasis for scitorp builds
Hull Image Refractors console for survivability
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Engineering career
Human 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.
The name Warspite is a unique warship name used by at least seven ships of the British Royal Navy, spanning a variety of classes from sailing ships to battleships and missile submarines. The battleship incarnation of this vessel earned the most battle honors of any Royal Navy ship. Alongside Ark Royal, Invincible, and Enterprise, this is the latest chapter in the storied name's career.
ISA: 418K (solo, deathless)
ISE: 1299K (premade)
HSE: 1087K (premade)
Using the EZRA rubric, this build would cost 990 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
8 T6 C-store ships (Trailblazer, Premonition, Somerville, Clarke, Lo'laH, Ahwahnee, Ark Royal, Sojourner, or cross-faction equivalents)
2 Lobi ships (Iktomi, Maquis Raider)
1 Promo Ship (Constitution III)
1 Lockbox ship (Crossfield Refit)
5 Event items (Vovin Obelisk Carrier, Kobayashi Maru Transponder, Imperial Rift set, Tholian Core, Hysperian Intel Battlecruiser)
3 Lockbox consoles, 6 lockbox traits, 4 non-standard doffs, 2 lockbox boff abilities
Reputation + fleet gear; all Mk XV Epic
0 R&D Promotional, Legendary or Mudd's/Phoenix ships
June 2025: Posted build
Build Breakdown
This ship is heavy on exotic damage but still ventures into some build spaces with supportive abilities, hangar bays, torpedo damage, as well as concessions to survivability.
Notes
Since this is an exotic build, using an ultimate is not really worth it. The Tactical ultimate only benefits weapon damage, which is a very low percentage on this build and the other 2 ults are garbage.
Engineering skills
Two points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains.
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.
I take 2 points in EPS Power Transfer to recover power levels faster after drains or Full Impulse, but it's low impact on this build.
Since I don't want to use Emergency Power to Auxiliary to reach a max of 130 Aux, I take extra points in Defensive, Aux Subsystem Performance and Warp Core Potential to cap out power. Need EPS Manifold Efficiency to make this work but that's a good choice anyway.
Science skills
Long-Range Targeting Sensors is useful on other builds that use energy weapons more.
Since Control Expertise and Exotic Particle Generators are primary offensive stats for this build, I want those maxed out and take Control Amplification. Drain Infection and a single point in Drain Expertise adds minor benefits.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
I do use multiple projectiles, so 3 points in Projectile Weapon Training is merited. Energy weapons are a very low contribution on this build but I take for other builds on the same character that use it more. I only take 2 points apiece in Hull Pen, Shield Pen, and Weapon Specialization as those only benefit weapons and thus aren't a major damage component. Maxing Weapon Amplification is essential to optimize gains from the Imperial Rift 2-piece set, which scales Exotic CrtD based on that stat.
I like taking 2 points in defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving. I only take 1 point in accuracy; weapon damage and output is not a focus on this build.
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.
Notes
This ship’s primary role is Exotic DPS using bridge officer powers, exotic torpedoes, and other non-weapon effects. The primary offensive statistics for this ship are the Exotic Particle Generators skill (EPG), Critical Chance (CrtH), Critical Severity (CrtD), Auxiliary power (Aux), +Exotic, Damage Resistance Reduction (DRR), and +Bonus Exotic Damage. Secondary offensive statistics are Control Expertise (CtrlX) and +Projectile Damage as well as Weapon Amplification, since that skill boosts Exotic Critical Severity through use of the Imperial Rift 2-piece.
The Dual Beam Bank, and Dyson Proton Weapon are purely there for passive bonuses and contribute very little meaningful damage.
Notes:
Drive Train: The Imperial Rift 2-piece is best-in-slot for exotic builds. The 4-piece is competitive, but not quite as good IMO unless you can guarantee a good use of the active. If it's not available, use the Temporal 2-piece instead. This ship in particular benefits from having the Prevailing (Competitive) Engines so I'm using the Revolutionary Shield so I can fit the engines.
Hangar pets: Type 7s are the best pets if trying to increase overall maximum DPS. The debuff across 6 (12 with 2 bays) copies of Attack Pattern Beta III, with innate FAW to spread it, and the Close-in Sensor Pass unique ability is unmatched over pets with more intrinsic damage.
Notes:
Exotic Subflavors: In my opinion, there are 4 main flavors in the Exotic space right now. All of them are pretty similar overall and all can be combined to a certain extent, but there are subtle differences:
"Clicky" builds are going to lean more on universal consoles with powerful actives, the Cutting Tractor Beam console to boost damage of those, and the Unconventional Systems trait to reduce cooldowns. This also pretty much forces a lower-cooldown "Control" bridge officer power than only having Gravity Well, so you'll see Tractor Beam/Tractor Beam Repulsors as a mule. The downside is that acquiring all those clickies is expensive and some of them are quite finicky. This is the highest-end sci meta, but is very expensive and only works superbly on certain maps.
TacSci builds are going to emphasize torpedo spreads with the Entwined Tactical Matrices build. This'll require 1-2 extra boff powers devoted to Tactical powers, possibly with Kemocite or an attack pattern on top and works well on things like the Fleet Nautilus that have excess Tactical seating. This build is specifically focused on a hybrid between this and the Clicky type.
DSD builds emphasize the Deteriorating Secondary Deflector more. While most any high-end sci boat will be running Structural Analysis and DRB, this lean goes beyond that. This means you'll see powers like Tyken's Rift or Charged Particle Burst. Mathematically, this means an emphasis on Cat2 damage or -DRR, because the DSD is super-heavily-loaded with Cat1 already. This kinda works better with the clicky focus because Delphic Tear is a thing. This is the cheapest build to start building effective exotics with.
SIA builds emphasize Spore Infused Anomalies above almost all else. This has some hard decisions against a TacSci lean because that's 2-3 boff powers going to Tac that could be going to more anomalies or more triggers for Spore Infused Anomalies. It also has some conflict with the clicky focus because SIA doesn't scale with +Exotic or +Bonus Exotic damage consoles like Delphic Tear or Causal Anchor or Temporal Vortex Probe.
Alternate exotic types:
Please see my Dranuur for a DSD/SIA-focused ship with a healthy amount of universal consoles. Repeated testing has shown that the DSD/SIA focus is the second strongest up until you get into high budget console actives but if you like Tac-Sci, both are very viable up to and above 1MK DPS. Alternately, please see Tilor's Iktomi for an example of a clicky-focused ship.
Budget Tweaks:
The first thing to drop would be Bio-Electrical Wave Capacitor (T6X2 upgrade)
The next thing would be Genesis Seed (T6X upgrade)
Plasma Storm can be replaced with something like a Constriction Anchor which should be relatively cheap on the Exchange, or the Nukara Particle Converter at an extreme budget level.
If the event consoles (Dragonsblood Flame Reactor, Subspace Fracture Tunneling Field) aren't available, swap in the Chronometric Capacitor (Mission Reward; Time and Tide) and the Proton Particle Stabilizer (Dyson Reputation). Alternately, the 8472 Counter-Command Relay is another option (Mission Reward; Surface Tension). This probably means you're going to need Emergency Power to Auxiliary unless you have another source of Aux power to max it out.
Notes
I tried several iterations, including minimizing Secondary Deflector triggers in favor of anomalies or control powers and it wasn't worth it.
Meta-Focused Tweaks:
The meta would be to fly a Tactical captain, specifically a Romulan Alien. This would result in swapping Grace Under Fire for A Good Day to Die
Alien trait -> Intelligence Agent Attache if using a tactical captain. Engineering captain powers have little effect on exotic damage.
Ablative Shell -> Fire Ball Escape or Duelist's Fervor and deal with being squishier
If low budget, (try and keep the ones at the bottom)
Drop Unconventional Systems (Elite Captain unlock)
Context Is For Kings -> Operative
Ablative Shell -> Techie
Enlightened -> Astrophysicist
Grace Under Fire -> Innocuous
Resonating Payload Modification -> Projectile Training
Meta-Focused Tweaks:
To truly make a meta exotic build with unlimited budget, you'd want to consider
Weaponized Exotic Particles-> The Ruin of Our Enemies
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Universal Designs (T6X2 upgrade)
Drop Ceaseless Momentum (T6X upgrade)
Weaponized Exotic Particles -> Onboard Dilithium Recrystallizer
Five Magicks -> Improved Command Frequency
Improved Photonic Officer -> Unconventional Tactics
Spore-Infused Anomalies -> Electrified Anomalies or Improved Critical Systems if available, else
This build doesn't really work without Entwined Tactical Matrices. I tested without Ceaseless Momentum, using Exotic Modulation as well, and it was not as good.
Notes:
Superior Area Denial is an excellent trait for ships using Fire-at-Will or Scatter Volley that also have a hangar. That said, I'm not using it on this iteration as it's not doing that much for me with Type 7s. If I was using more DPS-focused pets like Elite Valkyries it'd be more viable.
Meta-Focused Tweaks:
These are pretty much the best you can get on this ship.
Budget Tweaks:
For lower budget
Drop the security officers and pick up a Matter Anti-Matter Specialist that gives CtrlX on use of EPtE. A green or blue should not be too expensive. Also add 2 Projectile Weapons Officers (CrtH / CrtD). Rare is fine.
This ship uses Improved Photonic Officer as its primary cooldown mechanism. Don't need Boimler Effect or anything else. If Improved Photonic Officer is too expensive, consider picking up Torpedo Astrometric Synergy and the Chrono Capacitor Array trait, dropping Tyler's Duality and Particle Generator Amplifier
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. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:
[Spacebar] (Trays 1 and 3) is my spambar. It includes Fire at Will, Emergency Power to Engines, Exotic Particle Floods, Heisenberg Amplifier, Launch Type 7 Shuttles, Advanced Targeting Locks, Structural Analysis, Nadion Inversion, Scatter Volley, and Photonic Officer, and Fire at Will.
[1] is a special keybind for Torpedo Spread to keep the Entwined Tactical Matrices procs spread out. Also includes a few other things for good measure.
[5] is a special keybind specifically for the Subspace Fracture Tunneling Field off of the Vovin. The specific key sequence I use has that console on a tray by itself, wrapped in a command to deselect the target, as I generally don't want to use the teleport, as it's very disorienting, especially on HSE. Thus, the row for that in the keybind file is "+TrayExecByTray 4 1 $$ target_clear". If I want to use the teleport, I just hit it manually.
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered.
This first one is not this ship, but covers general piloting tips for this build type on ISE
ISA/ISE
Pre-buff the spambar prior to countdown (in PUGs) or prior to launch call (premade). Hit the first group with basic Exotic combo, leading with Gravity Well. On ISE, use EPS Power Transfer -> Genesis Seed, Plasma Storm, and big buffs here as well. Next, hit Evasive Maneuvers and fly to the left side, using any remaining big buffs. Target the generator with Tyken's Rift and whatever other exotic powers are available along with another torpedo spread and the rest of the consoles: Dark Matter Anomaly, Delphic Tear, Neutronic Eddy Generator, along with Relocate Mines. Save GW. As the generator is about to die, turn and engage the ball of Nanite Spheres with a second Grav Well on a longer run. On a shorter run, simply bypass the spheres and fly to the right side. Can use a Reinforcements cooldown here as well. In general, Delta > Nimbus.
Activate Evasive Maneuvers and Deuterium and fly to the right side, rinse and repeat with as with the left. Save big active heals for this part in ISA because PUG teams don't always fly over to right generator quickly. As it's dying, turn back on the gateway. Evasive Maneuvers might be available here as well to go even faster. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! Close to 5 km and drop the Anti-time bubble and your third GW (second on a fast run) with the boost from Quantum Singularity Manipulation. Another Relocate Mines should be used here to pull in the mines. With any luck, the 400+ CtrlX Grav Well will also suck in the remaining spheres. All the universal console clickies should be available here as well. Finish off the tac cube and that should be it. On a slower run, I can often get a third round of big buffs and console actives on the gate or tac cube if I use them again on right transformer.
HSE
Don't prebuff too much. Drop your opening salvo with every long cooldown buff on one of the first Tac Cubes with the goal being to pull the spheres in as well. Use the 5 minute powers here. Stay close to your tank and be prepared to drop a Bio-Molecular Shield Generator to help them out if needed. Taking down the individual tac cubes farther back in the formation might take a little longer. Another trick to be careful of is to avoid triggering both DRB and Structural Analysis at the same time/target since the Deteriorating Secondary Deflector doesn't stack. The -DRR is good and does stack between them, but the DSD is so powerful that we want to spread that debuff out further. Once the queen's guards are down move to the large dreadnoughts, focusing fire with your team. Console actives are likely coming back at this time so use as available. Chronometric Inversion Field is best saved in case one of the pickles activates Feedback Pulse; ditto with the queen though a premade team should have a science captain to cleanse it. Since your damage doesn't really fall off with distance, staying more than 6 km from the queen will prevent deaths to Aceton Field. Make sure you're using Relocate Mines on large, healthy targets as it's available as well as your fleet summons and batteries!
Numbers from record ISE.
Breath of the Dragon: 137556
Deteriorating Secondary Deflector: 105621
Tholian Warp Crystal: 93249
Destabilized Proton Eruption: 97908
Gravimetric Rift I – Gravimetric Rift: 36632
Particle Plasma Emission Cloud – Plasma Particle Emission: 82648
Bio-Electric Wave: 75278
U.S.S. Enterprise (Gemini Device): 61366
Genesis Seed: 71232
Gravity Well III: 43380
Badlands Cyclone – Plasma Storm: 43176
Disruptor Wide Angle Dual Beam Bank: 50949
Elite Type 7 Shuttlecraft: 34280
Destabilizing Resonance Beam II: 31457
Chronometric Inversion Field: 26389
Dark Matter Anomaly: 27527
Digital Compilation Field: 26432
Fek'ihri Torment: 24106
Anti-Time Entanglement Singularity (Rank 2): 23768
Tyken's Rift II: 23465
Concentrate Firepower III: 22498
Spore-Infused Anomalies: 16684
Delphic Tear: 15548
Omega Kinetic Shearing (Rank 2): 11554
Entropic Rider: 10722
Delta Alliance Reinforcements Beacon: 6251
Aftershock Tyken's Rift: 3791
Distributed Targeting: 3257
Blackout Mine – Mine Explosion: 2427
Drain Infection: 2564
Dyson Proton Weapon: 1239
Counter-Offensive: 809
Weapon crits were around 50%, exotics were generally higher, up into the 90s.
The Ark Royal is unique in that it is the only ship with Temporal/Intel seating, 2 bays, and a secondary deflector. The Sphere Builder Edoulg is fairly close, though, and could be easily adapted, moving the Dark Matter Torpedo up front. You'd lose the second bay, and in terms of boff seating, Ionic Turbulence would go down to rank 1, while the Temporal seats + Gravity Well would occupy the Cmdr seat. DRB would move up to rank 2 on the LtCmdr Universal and that'd be all the differences.