A.R.W. Javelin

Legendary Scimitar Intel Dreadnought Warbird

Build Overview and Focus

Last Updated December 2023

Support builds in STO are not generally healers but rather buff/debuff ships designed to help teammates reach new DPS thresholds. Support builds by their very nature are not intended to be DPS machines in their own right and are typically geared for Elite content only; Advanced is too easy/fast for a support build to really shine. Supports and tanks have this in common; it's not that they can't function on Normal or Advanced, but they only truly serve a needed purpose on Elite.

 In combination with a tank (often with supportive aspects of the build), supports are often what allows the super high-end DPSers to achieve new heights, as once you get above 500K DPS, team composition really starts mattering, and having a good support will frequently make the difference between an average DPS parse and a record-breaking one. This particular ship is geared towards buffing allied projectile/kinetic and EPG builds as both types have a fair amount of common aspects that are influenced by the ally buffs and enemy debuffs that this ship brings to the table. 

Some would contend that support DPS needs to be much lower for a true high-end support. That statement is correct, but should be qualified. Since "DPS" stands for damage per second, the support build's own preferred DPS will depend on how strong are the DPS builds it's supporting. If you're supporting players less than 400K or 500K, then it's to their benefit to bring enough DPS to accelerate the parsed run. Bringing a 75K or 100K support build to a run filled with 150-300K players will not increase their DPS substantially, despite the buffs and debuffs offered because the map simply takes too long to complete. To that end, my support builds are designed to be:

Lastly, supports cannot salvage poor builds or poor piloting. Support builds make good builds and good pilots look great.  The record-breaking builds at the highest levels of the DPS League are made possible by having really strong support builds amplifying their performance further. Support is a selfless, team-centric build type that succeeds from carrying others to new heights, but they still have to put in the work to make a competent build and fly it well. Rejoice when your teammates achieve even greater success and celebrate having a part in it. This ship has assisted in several energy build records on this site and across our fleet/armada.

We measure supports in two other methods besides DPS: the maximum percentage of debuff (% DB), where the parse measures how much an enemy's resistance was reduced based on the initial hit, and the number of personal bests assisted with for allies (PBA).

Platform Selection

I wanted a ship with at least LtCmdr Command to give allies Concentrate Firepower III. While this ship is geared towards supporting energy builds, most energy builds I fly alongside carry a single torpedo that would benefit. I also sought a hangar for ally-buffing pets as well as enough science seating to support at least Gravity Well I. I wanted a healthy dose of tactical seating, preferably for Attack Pattern Beta. Given the choice between the Endeavor and the Legendary Scimitar, the Legendary Scimitar had a hangar as well as Gather Intel and Intel seating, so that was my choice. While some supports are built around having Gravity Well III, there's also a role for supports that maximize on tactical seating for debuffs. We call those "Spotters" and this is an example of such a build. 

Flavor/Theme Choices

Namesake

While the main weapon of the Roman legionary was his gladius (sword), his secondary weapon was a pair of light pilum, or javelins. This allowed him to attack enemies at range and pierce armor before closing the distance with his sword. The A.R.W. Javelin serves as a supportive weapon for vessels of the Khitomer Alliance, enhancing their capabilities and providing fire support and battlefield coordination. 

The sharing of this name with a 21st-century Earth anti-tank weapon being used to support resistance efforts in an Eastern European country whose flag somewhat resembles the visual appearance of this ship is purely coincidental. 

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 690 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.

Change History

Build Breakdown

This ship is pretty broadly spread, but retains enough selfish DPS and independence to carry Advanced TFOs that I'd be hard-pressed to reduce energy weapon capability. If you want to do that, I discuss how in the Parse Breakdown section.

Skills

Skill Unlocks

Notes


Temporal Operative is useful for Entropic Rider and Atrophied Defenses as well as Phasic Artillery and Continuity. The passive EPG is nice as well. Intelligence primary allows the team-wide Intelligence Fleet active ability.

Build

Starship Weapons

Notes

Torpedoes: Might as well start with the controversial one. "No torpedoes on nannies!!11" If we had a comments section, this would be likely the first one. Let's talk about why that's the conventional wisdom. The highest-end ISE runs want to feed a single DPS player (or their pets) all the Concentrate Firepower procs possible to maximize DPS from torpedoes, so nobody else will run torpedoes (or torpedo-armed hangar pets) in a truly-coordinated run. That's the prevailing wisdom. 

That said, if you would rather build a support without a torpedo so as to better donate Concentrate Firepower, unslot the torpedo and Entwined Tactical Matrices (use Withering Barrage instead),  or deal with the loss of uptime on Scatter Volley

Polaron: I chose this flavor to use both the Advanced Gamma Inhibiting Turret / Omni since they stack. I also didn't have a Polaron energy build so the choice is somewhat flavorful. Vaadwaur Polaron is a nice shield-hardness debuff but Pulse Phasers would a similar role as Altamid beams and also benefit more from the Deconstructive Resonance Emitter I'm using. If Phaser, swap out the Piezo-Electric Focuser and other Polaron weapons for the Ordnance Accelerator and Pulse Phasers and adjust tactical consoles to the appropriate flavor.


Starship Equipment

Notes:

Drive Train: The Iconian 3-piece is basically a generic Very Rare Tactical Console for allied energy weapon players. The 4-piece could have been replaced with the Tilly Shield; mathematically it's a toss-up depending on how much your enemies are are shielded. 

Hangar Pets: I used Elite Malem Frigates since I could slot them and they have a large number of support abilities including Suppression Barrage, Scattering Field, Sensor Scan, and Viral Matrix. If you didn't have those, Elite Alliance Fighter Squadrons cast buffs (Focused Assault III). Their DPS isn't bad either. 

Starship Consoles

Set Bonuses

Notes: 

Alternate energy types:  See the weapons section. 

If supporting exotic/projectile builds: See the Valdres build. You'll want to swap the drive train for Gamma 3-piece and Tilly Shield. 

Meta-Focused Tweaks:


Budget Tweaks:

If low budget, 


Bridge Officers

Meta Notes


Traits

Personal Traits

Meta-Focused Tweaks:


Budget Tweaks:

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

Starship Traits

Meta-Focused Tweaks:


Budget Tweaks:

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

I don't think you can make this work without Entwined Tactical Matrices or Withering Barrage


Notes:

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:


Budget Tweaks:

Miscellaneous

Cooldowns

This ship uses Photonic Officer and Boimler Effect as its primary cooldown mechanism. As evidenced from the chart above, without Boimler Effect triggering, this build will not have most of its powers on global cooldown. Thankfully, with a high number of short rotation powers (7 over a 10-15 second rotation), there's an 92 chance or higher of at least 1 activation of the trait during a rotation when using all of the bridge officer powers.

LINK TO CDR SHEET

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. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential.

Everything else is activated manually. I will activate the various debuff consoles, Distributed Targeting, and Concentrate Firepower manually on big targets. Energy Amplifiers need to be used manually to avoid conflicting with Large Aux Batteries since we really need the Large Aux Batteries for Sensor Scan and the two share a cooldown. I launch fighters manually since the Elite Malem Frigates have long cooldowns on their support abilities and use them right away. 

Piloting

ISA Piloting Tips

I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). I The first group I hit with Grav Well (GW) and just basic abilities. On ISA, I don't bother using Concentrate Firepower or your debuff consoles here here. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs and any debuff consoles active. I shoot the nearest generator on the way in and try to line up so the 2 far-side generators are hit by torpedo spreads and Cannons. I also usually activate my Delta Reinforcements beacon here to clean up Borg structures. I then lock onto the transformer with Concentrate Firepower and at least some of the debuff consoles; Tac ult here. Then I turn onto the sphere/probe cloud. As the generator is about to die, I turn and engage the ball of Nanite Spheres with a quick Gravity Well. I don't bother killing them all, the Gravity Well will keep them in place while we deal with right side. 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 because PUG teams don't always fly over to right generator quickly. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! A third Gravity Well should be available here and drop any debuff consoles remaining. Of note, closing to 5 km and dropping the Anti-time bubble is quite good with the boost from Quantum Singularity Manipulation. With any luck, the 325 CtrlX Grav Well will also suck in the remaining spheres for tons of damage. Concentrate Firepower on the gateway helps bring it down quickly, then it's rinse and repeat on the cube. Be ready to drop any defensive cooldowns like Protomatter or Bio-molecular Shield Generator if your team needs help. Concentrate Firepower and debuff consoles again on the Tac Cube when available. If another reinforcements calldown is available, use it here.

ISE Piloting Tips

Essentially the same as ISA, with a couple of modifications. Concentrate Firepower should be used on the first Tac cube along with Focused Frenzy, the debuff consoles, Tachyon Net Drones, and most Tactical captain powers since the initial encounter can make or break the run. Since we're playing for the team, it's a balance  between firing on peripheral structures and ships to clean them up versus targeting the big structures for debuffs. I tend to target the big stuff like transformers first, dump consoles/debuff powers, and then switch to secondary smaller targets and trust that the AOE from Scatter Volley splashes on-hit debuffs on the transformer. Jump across to the right side; again fire a Gravity Well to pin them there and cross over to the right transformer. It's important to have your Gravity Well available for Gateway so don't fire it at right side. Ideally you chain that with DRB as well. Typical Frenzy targets are either Tac Cube or else Left Generator if the tac cube goes down too quickly and either Gateway or Tac Cube depending on speed of the run. Look to use your second Tachyon Net Drones on the Tactical Cube as well.

Parse Breakdown

Numbers are from ISE where we pushed an ally up to nearly 500K on his carrier.



You might think that 266K is a little high for a support and you'd probably be correct for a truly high-end build. That said, this was a 4-man run with a single DPS player on an energy build we were attempting to support so the extra DPS speeding up the run can be helpful. However, it's relatively easy to lower your DPS for supporting high-end runs without changing the build to handle other maps on Elite.


Without touching the build aside from just not clicking certain buttons, we've dropped 24.9K to get below 250K, but if that's still too much selfish DPS, consider not upgrading your weapons to Epic and taking them at Mk XII rather than Mk XV.


Portability

My criteria for this ship was to have a hangar and LtCmdr Science to support Gravity Well as well as Command seating to support Concentrate Firepower III. While conventional wisdom for min-maxed support builds is that Gravity Well III is essential for maximum radius/pull, that's more for kinetic/exotic builds and not as much energy builds. Pull is still helpful for cannon builds so I still carry a Gravity Well. R

The Legendary Verity trades Attack Pattern Beta III and Ionic Turbulence for the very useful Inspiration abilities. The Commander Engineering seat poses a bit of a problem, as there's not much great you can put there. I'd consider Suppression Barrage for the heck of it. Outside of Legendary ships, the Flambard would also be an option, again replacing Ionic Turbulence with Kemocite.