U.S.S. Bjerknes
Fleet Norway Command Strike Wing Escort
Build Overview and Focus
Last Updated December 2023
This build is a transfer, or promotion if you will, of my previous Fleet Malachowski support to a newer and more capable platform, the Fleet Norway class. There were a few reasons for the change. The first is that the Norway, having a Commander Tactical seat, could slot Attack Pattern Beta III. Secondly, it has secondary Intel seating for Ionic Turbulence. It retains full Command, providing Inspiration abilities for the team, just like the Malachowski, and still has the hangar and Gravity Well. Lastly, since it's a Strike Wing Escort, it has an Experimental Weapon, which I used to slot Graviton Implosion Charges for additional target grouping and -resistance effects. As a reminder, this build is geared for supporting projectile and exotic builds. If you want to look at the previous iteration of this build, you can find it here but it's no longer being updated or supported (or flown), and is retired after having assisted with 28 records in ISE and 10 in HSE. This ship has taken its place and role and continues to do so excellently.
Introduction to Support
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:
Elite-capable in their own right, which means 200K DPS. It's easier to bring DPS down than to pull it up. I'll talk more about how to do that in each section if you're trying to support higher-end players.
Versatile as opposed to highly-specialized for specific builds. The Bjerknes is designed to help EPG or Projectile builds more, but is NOT designed around the super high-end meta that currently has only 1 DPS player using projectiles and mines and thus doesn't accommodate other players using hangar pets or torpedoes. I'm not willing to constrain myself that much. There is a guide covering such builds in depth here.
These are support DPS builds; they are NOT tanks. Please see my Presidio or Styx for supportive tank builds.
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.
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 full Command ship to give allies buffs with Inspiration abilities. I also sought a hangar for ally-buffing pets as well as enough science seating to support at least Gravity Well I. Having Commander Tactical for Attack Pattern Beta) as well as Auxiliary to Battery for Cold-hearted was critical as well, and secondary Intel seating provides access to Ionic Turbulence. Lastly, I wanted a healthy dose of tactical seating. Out of those selection criteria, the Valdres/Fleet Norway fit the bill the best. 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.
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
Vilhelm Bjerknes was a Norwegian mathematician known for achievements in the area of weather forecasting, devising the basis of equations used in meteorology and son of another famous Norwegian physicist, Carl Bjerknes. The translational force on bubbles in a sound wave is named after the younger Bjerknes. He also described the fundamental interaction between fluid dynamics and thermodynamics.
Meta Analysis
ISA: 194K / 302% DB
ISE: 233K / 331% DB, 36 PBA
HSE: 238K / 345% DB, 21 PBA
Budget Analysis
Using the EZRA rubric, this build would cost 689 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 Lockbox ship (Mirror Engle)
7 T6 C-store ships (Shran, Gagarin, Bozeman, Ra'nodaire, Palatine, Clarke, Lafayette)
1 Lobi trait (Boimler Effect), 2 Lobi weapons (Altamid Omni, Delphic Distortion Torpedo)
1 Event device (Kobayashi Maru Transponder), 2 Event ships (Compiler, Jarok)
6 Lockbox consoles, 9 lockbox traits, 2 lockbox doffs, 2 lockbox weapons, 2 lockbox bridge officer abilities
Reputation + fleet gear; all Mk XV Epic
0 Legendary, Promo R&D or Lobi ships
Change History
December 2023: T6X2 upgrade. Added Hyper-Focusing Trinary Arrays, One Impossible Thing at a Time, and Red Matter Capacitor. Replaced A Good Day to Die with Innocuous. Swapped Hazard Emitters for Tractor Beam. Replaced Fek'Ihri Torment Engine with Hostile Acquisition. Replaced Cold-hearted with Carrier Wave Shield Hacking. Replaced an Aft Omni with Advanced Inhibiting Turret. Was at 211K / 267% DB ISA, 243K / 318% DB ISE, 248K / 255% DB HSE.
May 2023: Moved build to Fleet Norway from Fleet Malachowski
Skills
Skill Unlocks
Notes
All weapon-centric builds benefit from the tactical ultimate with Team Frenzy. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
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 a single point in EPS Power Transfer to recover power levels faster after drains or Full Impulse. If I was purpose-building this character for this build, I might take 2 points here, but this character also flies projectile builds with little-to-no benefit from EPS.
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.
Since this character is using Gravity Well, having both points in ControlX boosts those as well as the Exotic Particle Generator skill adds value. Control Amplification further increases damage dealt by allied exotics. DrainX helps amp Neutronic and/or Quantum Phase Torpedoes on builds which use them so I take both points on this character; it has little value on this particular build and would be put into EPS and Energy Weapon Training othewrise.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Projectile Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost weapon damage directly. This toon mostly flies torpedo boats, so 2 points in Energy Weapon Training is a good choice. We're not trying to maximize selfish DPS anyway.
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.
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 all the Concentrate Firepower procs possible to maximize DPS from torpedoes, so nobody else will run torpedoes in a truly-coordinated run. That's the prevailing wisdom.
I'm not building around super-high-end players. I don't build around the assumption that everyone is trying to funnel DPS into a single projectile user. I've supported players up to 870K but we're not hitting the top of the leaderboards nor is that level of coordinated build efficiency and minmaxing something I'm trying to achieve. A more uncoordinated environment dilutes the effectiveness of Concentrate Firepower donation if others are summoning beacons, fighters, firing torpedoes, etc.
The Bjerknes is designed to help not just projectile builds but also exotic builds which benefit less from grabbing every single Concentrate Firepower proc. Certainly they're nice to have, but also carry the risk of helping your allies blow themselves up with Heavy Gravimetric Torpedoes. To that end, slotting a torpedo has other benefits for such builds, namely...
Between the Delphic Torpedo (up to -30 All DRR with Spread I), the Gamma Deflector (-15 kinetic DRR), Resonating Payload Modifications (up to -25 physical/kinetic DRR), guaranteed Kemocite procs (-12.5 at rank II) there's a considerable amount of additional debuff being spread around by me using this particular torpedo. Omega Kinetic Shearing is a guaranteed proc of Atrophied Defenses for a further -10 DRR.
Without a torpedo and a spread and also not tanking, it's hard to maintain reasonable uptime for Fire at Will. A torpedo solves that problem by allowing me to use Entwined Tactical Matrices for 100% uptime on FAW, spreading debuffs like Cold-Hearted (-50) and Attack Pattern Beta II (-40 DRR) with greater uptime.
Torpedoes are fun and immersive.
That said, if you would rather build a support without a torpedo so as to better donate Concentrate Firepower, unslot the torpedo, Resonating Payload Modification (use Into the Breach instead), Omega Kinetic Shearing (Magnified Firepower is probably the replacement), and Entwined Tactical Matrices (Improved Critical Systems, Unconventional Tactics, or Electrified Anomalies on the cheap, Jubilant Cadence on the expensive), and deal with the loss of uptime on Fire at Will. The torpedo spread could be replaced with a second copy of it to handle that problem.
Plasma: If I didn't have the Altamid Omni, Polaron or Phaser would be an easy replacement, with using both the Advanced Gamma Inhibiting Turret / Omni since they stack. Pulse Phasers serve a similar role as the Altamid beams and would also benefit more from the Deconstructive Resonance Emitter I'm using. If Phaser, adjust tactical consoles to the appropriate flavor.
Starship Equipment
Notes:
Drive Train: The Gamma 4-piece is nothing special, but the 3-piece gives team-wide 10% Kinetic damage while retaining the Tilly Shield for its damage to shields.
If you can't get Elite Alliance Fighter Squadrons, Elite Class C Shuttles unlocked via C-store ships like the Earhart or Buran work just fine, as do the Mirror Shuttles from the Lexington.
Starship Consoles
Set Bonuses
Notes:
Alternate energy types: See the weapons section.
Consoles: The Tachyon Net Drones from the Bozeman are REALLY good and there's an argument to be made for slapping them onto pretty much any kind of build. Support, tank, energy, projectile, maybe even exotic. It's hard to pick apart the active in the parser but if you tally up all the pieces, it hits really hard and also takes enemy shields offline.
Meta-Focused Tweaks:
See the weapons section for commentary on dropping torpedoes
There are lots of other console options. Our support guide has a table full of them or use ALICIA. I've used the ones that I could afford that I feel bring the most utility.
If you really want to spend dilithium, you can be team-wide engines and aux batteries. In practice, players should have their important power levels pretty well maxed so I don't consider this worthwhile especially when we're using team-wide starship traits
If you don't want to use hangar pets at all out of fear of despawning the map or of taking DPS, just...don't slot a hangar. Easy enough.
Budget Tweaks:
If low budget,
Drop the Altamid Omni. Switch weapons to either Phaser or Polaron with Advanced Inhibiting Turret / Advanced Inhibiting Omni and regular Polaron/Phaser weapons.
Swap out the Cascading Subatomic Disruptions for Cutting Tractor Beam
Swap the Delphic Torpedo for Dark Matter to benefit from the DoT or Advanced Piezo-Photon to reduce shield hardness or Resonant to reduce enemy DRR.
Drop Kobayashi Maru Transponder if unavailable (T6X upgrade and event); if available, use the Hull Patches instead
Drop the High Energy Communications Network in favor of a cheaper alternative like Hostile Acquisition or Polymorphic Probe Array which should be fairly cheap on the exchange.
Tachyon Net Drones can be dropped if not T6X
Bridge Officers
Meta Notes
If you want to go torpless, drop Torpedo Spread. You could consider cycling 2 copies of Fire at Will in that case.
Do not use Best Served Cold. It is irredeemably terrible.
The lack of Aux power from A2B will lower Gravity Well's damage considerably. If you want them to do damage to speed up the run, use a Large Auxiliary Battery first. If you're trying to keep damage low for the rest of the team, this is a feature, not a bug.
Traits
Personal Traits
Meta-Focused Tweaks:
If you really want to pick up Into the Breach, you could drop Resonating Payload Modification if going torpless, or the selfish Context Is For Kings otherwise. I don't like how unreliable it is.
Invasive Control Programming or Psychological Warfare could replace other selfish traits like Ablative Shell or A Good Day to Die.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Context Is For Kings (Elite Captain unlock)
Ablative Shell -> Techie
Fragment of AI Tech -> Beam Training
Boimler Effect -> Point-Blank Shot
A Good Day to Die -> Innocuous
Feel the Weight of Our Presence -> Crippling Fire
Intelligence Agent Attache -> Beam Barrage
Unconventional Systems -> Astrophysicist. There are not a lot of supportive traits on a budget.
Starship Traits
Meta-Focused Tweaks:
You could drop Strike From Shadows for Unified Engineering which is another modest team-wide boost. I'd use that over Cold-hearted if I didn't have Cold-hearted and take Auxiliary to Structural over Auxiliary to Battery.
If you're going torpless, drop Entwined Tactical Matrices. Fire at Will uptime will suffer accordingly. One Impossible Thing at a Time or Jubilant Cadence is more supportive.
If there was a better supportive trait, I'd consider dropping Cold-hearted and assume the tank is bringing it, but everything else is either pretty marginal or incredibly expensive.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Superior Area Denial (T6X upgrade)
Drop Digital Compilation Field (T6X2 upgrade)
Strike From Shadows -> Programmable Matter Enhancements
Greater than the Sum -> Electrified Anomalies if available. Jubilant Cadence otherwise.
I don't think you can make this work without Entwined Tactical Matrices
Notes:
Electrified Anomalies at ~100 DrainX gives about 10-11 power at 50% uptime to allies within 5 km of Gravity Well. Greater than the Sum gives up to +20 power for 10 seconds depending on how many allies are within 5 km on using a Command ability. If we use Concentrate Firepower every 20 seconds, that means we're giving more power (14) as long as our hangar pets are alive and within 5 km, and with higher maxes depending on other allies. This means more power at greater uptime. The math looks different if you don't use a hangar pet.
Superior Area Denial is an excellent trait for ships using Fire-at-Will or Scatter Volley that also have a hangar. While it is extremely expensive, captains wishing to use this trait on multiple characters would benefit from saving up and acquiring it via the 12th Anniversary Bundle, which is how I did it.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
Honestly these seem pretty good. You could run a Command-boosting Liberated Borg Strength Through Unity doff to help improve team's max hull, but it's 10% hull capacity which is very marginal.
Budget Tweaks:
If low budget
Skip the Energy Weapons duty officer as that can be pricey. I'd probably slot a Research Lab Scientist that gives extra skills from Lieutenant or Ensign abilities
Miscellaneous
Cooldowns
This ship uses Auxiliary to Battery with 2 Technicians 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 initially.
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.
[Spacebar] is my spambar. It includes Fire at Will, Auxiliary to Battery, Go Down Fighting, Attack Pattern Alpha, Kemocite, Kobayashi Maru Transponder, Attack Pattern Beta, Vulnerability Assessment Sweep, and Emergency Power to Engines. Go Down Fighting is likely never going off since I unslotted A Good Day to Die
[1] is my off-cycle key. It's mostly here for firing Torpedo Spread,
[4] is my heal key, Brace for Impact
I also bind "Fire all weapons" to right mouse.
Everything else is activated manually. The various debuff consoles and exotics are used and timed manually as they need to be strategically used for best effect and not just spammed.
Piloting
ISA Piloting Tips
I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). There's a couple of differences based on whether or not you have an Exotic build on the run. If not, I hit the first group with Grav Well (GW) and most debuff consoles. I save the High Energy Communications Network since all pets likely aren't out yet. I might save most of the debuff consoles if everything is dying too quickly. If there is an Exotic build, then save your GW for left transformer. 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. 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 Fire at Will. I also usually activate my Delta Reinforcements beacon here. I then lock onto the transformer with Concentrate Firepower and the rest 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 on a slow run with an Exotic build and otherwise ignore them if it's a fast run or if there's no Exotic build. I don't bother fighting them, it's more important to I zip over to the other side. Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. If no EPG build, don't use Gravity Well here. If you do have one, use your smaller Gravity Well here. 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 second (or 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 400 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. Unconventional Systems should have lowered the cooldown on universals enough to use them again on the Tac Cube or Gateway depending on the speed of the run. Tachyon Net Drones should be used on either clustered spheres or preferably the Tac Cube to take its shields down.
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 most consoles and 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 Fire at Will splashes on-hit debuffs on the transformer. Toss in all console actives too to help debuff the team. Jump across to the right side; again fire a Gravity Well to pin them there (only on a slow run, otherwise just save it for gate) 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. Unconventional Systems should have lowered the cooldown on universal consoles enough to use them again on the Tac Cube or Gateway depending on the speed of the run. Tachyon Net Drones should be used on either clustered spheres or preferably the Tac Cube to take its shields down.
Parse Breakdown
Numbers are from record ISE. The team composition was 1 heavy tank, 2 supports, 1 kinetic DPS, and 1 CSV DPS.
Plasma Beam Arrays: 52.8K
Delphic Torpedo: 37.2K
Elite Alliance Fighter Squadrons: 26.6K
Graviton Implosion Projector (Experimental Weapon): 19.4K
Delta Beacon: 10.9K
Entropic Rider: 8.7K
Heavy Inhibiting Phaser Turret: 8.2K
Tachyon Net Drones: 6.1K
Cascading Subatomic Disruptions: 6.1K
Digital Compilation Field: 5.6K
Concentrate Firepower: 5.6K
Anti-Time Entanglement Singularity: 5.2K
Approaching Agony: 4.8K
Kemocite: 4.5K
Radiant Detonation: 4.4K
Destabilizing Resonance Beam: 4.1K
Gravity Well I: 3.5K
Delphic Tear: 3.5K
Hyper-Focusing Trinary Arrays: 2.7K
Omega Kinetic Shearing: 2.7K
Distributed Targeting: 2.6K
Deconstructive Resonance: 2.1K
Interphasic Instability: 1.8K
Radiation Bombardment: 1.6K
Tractor Beam: 1.5K
Let It Go: 1K
Refracting Tetryon Cascade: 0.7K
Plasma Fire: 0.3K
Aftershock Gravity Well: 0.2K
You might think that 233K is a little high for a support and you'd probably be correct for a truly high-end build. That said, I still supported an ally up to 710K, so if you're boosting players below 1M, the extra DPS speeding up the run can be helpful. However, to better support for a high-end DPS run, it's relatively easy to lower your DPS without changing the build too much to handle other maps on Elite.
Don't summon ANY distress beacons like Nimbus/Delta/Hur'q Beacon, drops 10K.
Don't use the Anti-Time singularity or Refracting Tetryon Cascade (drops another 6K)
With minimal build modifications, the DPS is lowered from 233 down to 217, but if that's still too much selfish DPS, consider not upgrading your weapons beyond Mk XII. This makes a big difference in particular with the Delphic Torpedo.
Portability
My criteria for this ship was it was to be a full command ship (for Inspiration abilities) with a hangar and LtCmdr Science to support Gravity Well. While conventional wisdom for min-maxed support builds is that Gravity Well III is essential for maximum radius/pull, recent research has shown that at 332 CtrlX, the difference between a Gravity Well I and a Gravity Well III is 7.98 vs 10.64km. That's significant, but only truly matters if you're supporting projectile builds using small AOE torpedoes and Isolytic Tears. The Fleet Hiawatha would be a substitute, but you will have to give up Let It Go in favor of another science ability and drop Ionic Turbulence as well. Of course you would also drop some weapons to pick up another bay of Elite Alliance Fighter Squadrons.
On the more expensive end, the Dhailkhina Command Strike Wing Warbird can adapt this build entirely. The previous Fleet Malachowski that I was using could still be used for this build, but you'll lose APB3 and Ionic Turbulence in favor of another Engineering or Command ability, like Rally Point Marker. Lastly, you could use a Merian for this, but you'll trade Ionic Turbulence for Tractor Beam. The Legendary Verity Command Dreadnought Cruiser would do the same.