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 If you want to look at the previous iteration of this build,  you can find it here but it's no longer being updated or supported  (or flown), and is retired after having assisted with 28 records in ISE and 10 in HSE.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:

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. 

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

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.

Change History

Build Focus

This build emphasizes supportive concepts, but also splashes into a variety of other spaces. It was hard for me to balance out DPS against support, but it's as close to pure support as I can get while still making it capable of rocking Advanced and even Elite TFOs.

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 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. 

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:


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


Notes:

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:


Budget Tweaks:

If low budget

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. 

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. 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.



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.


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.