K.C.S. Parallel Lines
Fleet Temporal Escort
Fleet Temporal Escort
Updated: 2022 - 12
The Fleet Theseus was one of the first batches of ships put up on STOBetter. Now both EPH and myself have converted the builds that were on them to be CRF builds, due to now having account wide access too Go For the Kill due to the Legendary Jem'hadar Vanguard Pilot Attack Ship. He however has modified his to fit on the Edison; a similarly styled temporal ship.
Build Purpose and Scope
After much contemplation I am finally moving one of Teryh's builds away from Aux2Bat. On the Theseus with the naturalized Lt.C Science slot makes natural use of this change. However it only has a Lt. Engineering slot so it does start to become a but heal starved.
However, I feel the layout I've ended up with more than makes up for this by slotting the Lt.C as a tactical.
Single Target Benefits
Since the Theseus is a temporal ship, it gains access to Recursive Shearing 3. This was changed sometime this year to instead of working off stored damage released at the end of the duration to instead deal repeat damage captured over its 5 second duration.
This lends itself very nicely to working with single target powers which deal all of its damage to a single target. This can then be captured by Recursive shearing and act as a bit of a final modifier (since it ignores hull resistance sufficiently debuff targets won't capture that same damage increase).
Correcting for Single Target Drawbacks
Cannon Rapid Fire is fundamentally a single target, which while nice to combo with recursive shearing, does have some draw backs. Unlike CSV which distributes damage to three targets, CRF is all in on one target. This makes it really good at taking down big targets while having to take targets on one at a time on smaller grouped targets.
Distributed targeting is an attempt to correct for this effect of single target ships. At rank 3 this deals 30% of the damage dealt to the mean target to 3 foes within a 3km radius of the target. This is a great improvement for the utility and clean-up potential of a single target build. While it doesn't reach the same potential as my Saber, the Theseus has surprised me as a CRF build.
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/200 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
Parallel Lines stems from the idea of Euclid's 5th Postulate, otherwise called the Parallel Postulate. Since Time travel can be thought of as travelling across various world lines in both time and space, bending the rules of parallelism in this method of travel would in theory allow for time travel; fitting aptly the Temporal Nature of the ship.
It's a deep math paradox...yes I'm a nerd and studied geometry at school...what did you expect
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [01:60]: `@alcaatraz` 1,174,797 / 111.8 M
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [01:38]: `@alcaatraz` 1,078,879
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 Legendary Battlecruiser Bundle: Legendary Avenger battlecruiser and Legendary Bortasqu' Command Battlecruiser
Legendary Jem'Hadar Vanguard Pilot Attack Ship OR Jem'Hadar Recon Ship OR Strike Ship
Lockbox Items
2x Lockbox Personal Traits
Event consoles and Traits
None
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Gamma Reputation Items
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Fleet Spire Items
Dranuur Colony Items
Lobi Items
None
2021 - 12
Added Build
2022 - 12
Updated to new Platform template
Updated build from CSV to CRF
Added notes on keybinds and attack rotation
Added Budget Options
2025 - 10
Updated build to Midrange Rating
Updated records
Teryh is my DEW DPS captain, and as such acts it. She gets ships built to deal damage with energy weapons. Full points in energy with the rest spread around to agility, survivability, and a small amount of support.
Notes
Teryh's skill tree is similar in many aspects but lacks a few features compared to my engineering captains. Because tactical captains get no inherent power management, I've taken points to buff up weapon power. I've also skipped Drain Expertise, mostly because its of no important, and the other being there isn't any case for me to use Drain Scaling powers on her. There is often a case to use Energy Siphon but it doesn't normally find room in bridge officer layouts to make it worthwhile enough to spec into DrainX when the points could instead be spent on EPG or power.
27 vs 26 Point Tactical ultimate
There is some comments floating around about people moving back to the 27 points in the tactical branch for the cooldown reduction on Focused Frenzy. I maintain that this is a negligible effect and and good build should already have and maintain proper cooldown reduction chaining. Therefore the cooldown reduction from Focused Frenzy should be redundant and therefore ignored. Unless you can maintain Frenzy the entire run (in which case all members have agreed to specifically build conditions and timings before hand) this point is wasted in the sense that the extra unlock will at most times be of unimportance, Therefore 1 point can be moved for utility to Science or Engineering .
Hull Restoration vs Hull Capacity
Once again I took a point in hull restoration. While the same argument as in Jayiie's skill tree doesn't quite hold up, as a tactical captain there is a distinct lack of healing innately available to her. As such taking that last point does help in scaling healing things up.
Shield Regeneration
While Teryhs primary goal isn't to tank, this last point in science does get her to the next unlock for +10% max shield capacity. While not a massively important stat, shield regeneration is statically anomaly and adds a huge amount to shield regen in just the first point (more Information on shields can be found here). As such, I have taken the single point. If you want to take the final point of EPG or something else such as power or hull capacity feel free too do so.
Notes
I've set about downgrading this ship to use bog standard weapons. What I was previously using, Discovery Linked weapons, trade the traditional Phaser subsystem offline proc for a passive stat increase. In the case of Sensor Linked this is specifically +5 Starship Defensive Maneuvering and +5 Starship Weapon Amplification. Damage wise this equates to 2% Critical Severity for Weapons. This is not the stunning improvement its often made out to be, and is simply better than relying on a random proc to affect one of 4 subsystems (shields in most cases is what we desire but not always the effect).
Budget wise, generic Antiproton's +20% CrtD passive will be equivalent to a whole ship made of sensor linked weapons. This does come at the cost of swapping to a different flavor; with the move to more unlocked consoles over the last few years this has seen a shift away from consoles with passive damage boosts to a single type to active consoles with a +all damage bonus.
The wise of you will see I've only T6-X this ship, not applying a second set of tokens. This would open up another universal console, which at this budget would basically just be another tactical passive console
Meta-Focused Tweaks:
Like the Von Neuman, this is very meat-and-potatoes. Not much here thats unexpected. This ship could pull off an uncon system where you use the combination of science seating, universal seating, and temporal seating to force many triggers to reduce consoles; that likely be the next budget bracket.
Career-Focused Tweaks:
A Good Day to Die is a tactical captain only trait, and therefore needs replacement for other professions. Easiest choice here would be EPS Manifold Efficiency for damage or Grace Under Fire for durability for Engineering Captains. Science captains have no direct path of upgrade innately, therefore I would suggest something like Adaptive Offense, Pseudo-Submission, or anything else of your choice.
Budget Tweaks:
A great deal of the EC cost on this ship is tied up here; that said there isn't much useful. If wanted this build could be transitioned over the A2B (see the Fleet Sabre for an example). This would immediately replace the Fabrication Engineer, Systems Engineer, and then potentially one Energy Weapon Officer of your choice.
As an player who's been doing this for some time, I have very few keybinds as I use most of my powers manually. As such I have only 1 "spam" button, which consists of the offensive rotation.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle
Attack Pattern Beta - prebuff before firing
Fire At Will - prebuff before firing, upgrades beams
Directed Energy Modulation - prebuff before firing
Cannon Rapid Fire - prebuff for cannons, upgrades cannons
2x Aux2Bat - keeps cooldown rotation
Photonic Officer - begins CDR rotation. Since this is not an exotic build using Improved photonic officer, this is fine at the end
Emergency power to Engines - This is here so that every other rotation it can be activated
ISE Record Damage Breakdown
188.3k DPS - Prototype Phaser Hexa Cannons - Gosh these are so good
155.5k DPS - Borg Cube – Agony Redistributor
75k DPS - Terran Task Force Dual Heavy Phaser Cannons - Rapid Fire III
70.4k DPS - Terran Task Force Dual Heavy Phaser Cannons - Rapid Fire II
64.2k DPS - Phaser Wide Angle Dual Beam Bank - Fire at Will I
58.8k DPS - Dual Phaser Cannons - Rapid Fire II
56.2k DPS - Dual Phaser Cannons - Rapid Fire III
54.7k DPS - Phaser Wide Angle Dual Heavy Beam Bank
52.1k DPS - Quad Phaser Cannons - Rapid Fire II
48.9k DPS - Quad Phaser Cannons - Rapid Fire III
35.9k DPS - Heavy Bio-Molecular Phaser Turret - Rapid Fire II
34.5k DPS - Heavy Inhibiting Phaser Turret - Rapid Fire II
33.2k DPS - Phaser Turret - Rapid Fire II
32.7k DPS - Heavy Bio-Molecular Phaser Turret - Rapid Fire III
31.2k DPS - Heavy Inhibiting Phaser Turret - Rapid Fire III
26.1k DPS - Phaser Turret - Rapid Fire III
25.5k DPS - Digital Compilation Field
24.8k DPS - Nanite Transformer - Recursive Shearing
21.1k DPS - Borg Cube - Recursive Shearing
17.2k DPS - Geneva Class - Superior Fleet Support Summon
15.1k DPS - Gateway
9.2k DPS - V.A.D.A.
7.5k DPS - Anti-Time Entanglement Singularity (Rank 2)
6.9k DPS - Quad Phaser Cannons
6.7k DPS - Molecular Deconstruction Beam
4.5k DPS - Gravity Well I
3.8k DPS - Federation Frigate - Superior Fleet Support Summon
3.8k DPS - Dual Phaser Cannons
2.5k DPS - Terran Task Force Dual Heavy Phaser Cannons
2.4k DPS - Heavy Bio-Molecular Phaser Turret
2.1k DPS - Heavy Inhibiting Phaser Turret
1.5k DPS - Phaser Turret
0.8k DPS - Non-Baryonic Asteroid
0.6k DPS - Distributed Targeting I - Phaser
0.6k DPS - Gravity Well I
The most direct comparison will be the Legendary Columbia Temporal Operative Escort, something I've mentioned a few times in this post so far for both Preferential Targeting and the Point Defense Bombardment Warhead. In a very strict sense this is even the better platform for it.
Other obvious comparisons would be the 4 Temporal Warships from the C-store, the Edison, Chargh, Kholhr, and Jem'hadar vanguard.
The Klein, Chargh'poH, and Tal'aura Temporal Destroyer would also be a good platform but have some interesting seating choices
Terran Acheron Dreadnought Carrier - This is a super interesting platform being Cmdr Temporal with 5/2 and 2 hanger bays for the Elite Terran Empire Frigates. I'm really excited to get this with next years campaign event box.
Atlantis Temporal Destroyer is a straight upgrade, granting the addition of intel Powers. See EPHs build on this ship here
Moving outside of temporal escorts we get:
Vor'ral Support Battlecruiser - Temporal battlecruiser with access to plenty of tactical seating as well as the battlecruiser mastery package.
Sphere Builder Denuos Dreadnought Carrier - 4/3 and has two hanger bays with very similar styled boff layout
Paladin Temporal Battlecruiser - This could potentially work. It also has the battlecruiser package and has tactical seating in spades. You would need to take distributed targeting at a rank lower than 3 but it should be more than capable.