U.S.S. Rhongomiant
Legendary Kelvin Timeline Intel Battlecruiser
Updated: 2023 - 02
Build Overview and Focus
Early 2022 we were given a revamp to the first major specialization available to players; Intelligence. With it came a host of ability changes, notable among them was the improvement of the once notoriously terrible Surgical Strikes; a power which before hand was in most cases worse than regular firing!
Obviously since this change Surgical Strikes has taken over as one of the contenders for best single target energy weapon enhancement, which has its own set of caveats and pros and cons compared to Beam Overload and Cannon Rapid Fire.
Build Purpose and Scope
With many hours of work, I with the aid of EPH evaluated all of the firing modes available to us post the Intelligence ability rework. We found that Surgical Strikes is now the new top-contender for highest possible single target damage. Soon after we saw the release of Vanguard Specialist, which allowed players to increase the duration of non-standard firing modes, including Surgical Strikes; which has really made this power a true contender.
Intelligence Seating:
Intel seating now offers some very interesting things, on top of the new version of Surgical Strikes.Â
Ionic Turbulence and Electromagnetic Pulse Probe both act as Unconventional Systems triggers, with Ionic being my preferred to use due to its lingering debuff it applies to targets. Intelligence Team is also a useful power for many builds (acting as a spore infused anomaly triggers on exotics), also providing a threat generation reduction and a stealth bonus. Finally an all time favorite Override Subsystem Safeties increases the total maximum and current power levels for all subsystems; improving durability, damage, and mobility while its active.
Surgical Strikes:
With all specializations we've gotten a form of weapon enhancement. Command and Temporal defy that title but with one trait (Vanguard Specialist) we can increase the duration of all of these specialized firing modes to their full 15s. What sets Surgical out from these is the raw stat buffs the power grants:
Rank 1 (Lt.C): 2.3x Modifier, +30 accuracy, +30% Critical Chance and +40% Critical Severity
Rank 2 (Cmdr): 2.8x Modifier, +30 accuracy, +30% Critical Chance and +60% Critical Severity
Rank 3 (Cmdr): 3.3x Modifier, +30 accuracy, +30% Critical Chance and +80% Critical Severity
These are huge buffs to weapons, and unlike the tactical innate single modes like Cannon Rapid Fire and Beam Overload, Surgical (and its partners like Exceed Rated limits) are able able to utilize both cannons and beams, allow one to take advantage of the best weapons of each class with a single firing mode and extension trait.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Platform Choice:
In order to take advantage of Surgical Strikes at rank 3, you need to have a ship with a commander Intelligence seat. Since it is the oldest specialization there are no shortage of ships with this; however if we allow ourselves to a little more particular, the best ships for the roll would be ones with 5 forward weapons. To even further limit ourselves I prefer to have a ship that carries both a Lt.C Intel capable seat for Override Subsystem Safeties 3 while also having a Lt.C Engineering and Tactical, to gain access to Emergency Power to Weapons and three tactical powers I like to have for all single target energy weapon builds: Attack Pattern Beta, Kemocite Laced Weaponry, and Torpedo Spread.
This does cut the list down a bit, but does leave choices. While I do have a Vengeance Dreadnought Cruiser, I personally find it to be a bit of a boat and difficult to get around (it also has some weird banking issues going on, maybe I'll have another look at it one day). Additionally, the seating can be a bit strange in this current meta. If we want to take OSS3 and EPtW3 on the Vengeance we have to slot the Lt.C Universal as an engineering seat. While not a game breaker by any means, it does limit the number of useful unconventional systems procs we can take.
This is a similar story for most ships on this list. Ultimately I ended up settling on the Legendary Kelvin Intel Battlecruiser, which has everything I wanted when I set out to make the surgical build. You might question by stating "But the Legendary Scimitar Exists with a Cmdr Intel Tactical seat!" Yes, I don't own it. It does technically meet all of my specified parameters. You know who does own it however? EPH does, and also happens to have a Surgical Strikes build on that ship which is radically different in approach to this. Go check it out.
Meta Analysis
ISE:
SCM - DMG Out: 110,318,110 DPS: 855,179.15 (51.7% of Team)
HSE:Â
SCM - DMG Out: 87,496,824 DPS: 713,677.19 (48.2% of Team)
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore)
Glenn - 10th Anniversary Bundle or Mirror Crossfield Science Destroyer - 12th Anniversary
Tactical Flagships (Endeavour / Martok / Khopesh) OR Verity - From 10th Anniversary Bundle OR Legendary Scimitar or Legendary Bortasqu
Sao Paulo Tactical Escort Refit (also available for dil per character) or Terran Adamant Heavy Raider (Quad Cannon access)
Lockbox Items
Ship - Mirror Warship
Ship - Deimos Pilot Destroyer
8x Lockbox Personal Traits
Event consoles and Traits
Denorios-class Bajoran Interceptor - Console
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Iconian Reputation Items
Fleet Spire Items
Dranuur Colony Items
Lobi Items
Change History
2022 - 09
Added Build
2022 - 12
Updated to new Platform template
Added notes on keybinds and attack rotation
Revised Bridge Officer layout
2023 - 02
Changed Skill tree to account for wider build selection on character
Updated Console Selection
Updated Weapons
Updated BOff Layout
2023 - 04
Added Bozeman to list of C-store ships
Build Breakdown
As the goal of the build is to explore Surgical Strikes, the build is fully invested into energy damage. This leaves a very unsurprising distribution. I've invested into agility (as I do most builds) since getting places quicker is all the better for utilizing the single target nature of this ship, and as an extension the single target build classes.
Skills
Skill Unlocks
Notes
Jayiie's Skill tree has been optimized to be used on as many build types as possible. As such there are some questions that naturally arise when talking about it. I will try to capture these discussions as succinctly as possible here.
Tactical ultimate and Exotic Builds
The Tactical Ultimate is still taken. Because of the skill investment for energy weapons in the skill tree, this only takes a small amount of investment. Even with the intent of going full min-max, if everyone takes the coordination protocols this is comparable to getting a Mk12 damage console which effects everything, as well as a hull plating node. These are worthwhile investments, and given how flexible Jayiies skill tree is designed to be very good at covering multiple roles such as support, tanks, and energy kinetic and exotic dps builds.
Hull Restoration vs Hull Capacity
This is very simple, while also not. Given the choice between a Improved Hull Capacity (+25.5%) and Hull restoration (+25%) against Advanced Hull capacity (+30%), I personally prefer to take the former, splitting the point difference. Since my character is an engineer, this 25% Hull restoration actually has some very useful applications through Miraculous repairs.
As well by taking some extra points into engineering, this has allowed me to take the 10th Engineering Unlock skill which adds +10 Hull Capacity, which is comparable to the +15 taken from the last point of Hull restoration. Due to how the skill works this is a +3.3% Max Hull vs 4.95% Max Hull buff respectively.
EPG vs Control Amplification, DrainX and CtrlX
This time around I've opted to put more points into CtrlX and EPG while taking Control Amplification, and instead dropping points from DrainX. If this wasn't on an engineering captain I wouldn't consider this a loss. However both Nadion Inversion and Intrusive Energy Redirection both scale with DrainX and are innate captain abilities, thus wanting for the skill.
Aux Power
Optimizing to hit 130 Aux power has been challenging. To do this I required Defensive Subsystem turning for the +4.8 Power to Aux. Combining this with the passive on most science ships as well as the Neutronic Eddies has allowed 130 to be hit passively. This has then allowed me to drop EPS Manifold Efficiency freeing up a 10th starship trait. On other builds this has the effect of allowing more aux power for more damage / better scaling on various powers.
Shield Regeneration
This is still a tank first skill tree. 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. with the most recent tree revision I've opted to spec out of DrainX and Drain Infection for that last point in EPG. Should you want to not take shield regeneration I would suggest the next DrainX point.
Build
Starship Weapons
Notes
No fancy lockbox weapons here, though the crafted omni has only a mildly useful proc and something like a pulsed phaser omni would be better here, it wouldn't necessarily be worth the cost of such an item. Legacy Phaser omnis with pen do exist, I just don't have one. I have also seen people run the Altamid Lobi set on SS builds; however I think this a net draw or a reduction from not having a similarly typed aft weapon and the usually slotted aft weapon (Altamid Torp) not firing.
Starship Equipment
Starship Consoles
Set Bonuses
Budget Tweaks:
This build doesn't make any claim to be cheap. Between the DPRM, D.O.M.I.N.O., helical weapon torsion and BIC, and Immolating Phaser Lance, this build gets expensive fast. However, that's what makes the unconventional systems type work well; really good console active powers with really good cooldown reduction. The raw stats of the BIC fill roles that other consoles can, but not as easily. The raw power of the 3/4 active consoles provides incredible damage potential that is unmatched, hence its use in the current Meta.Â
If you start missing out on these consoles with good clickies, it might be best to pivot away from Unconventional systems. I did something similar on another character of mine when developing the Lexington, where basically the entire build was redeveloped around a more traditional aspect.
Damage Consoles
Bioneural Infusion Circuits - As a stat stick console, there's a few free options available for use. Assimilated Module from Omega Reputation is a good choice here for weapon power, some control expertise, and CrtX.
Immolating Phaser Lance - this is a great phaser console but that's all it really is on this build right now; a damage source. Any generic +phaser damage console or phaser damage dealing console will do fine. This is really needed for playing into stacking Universal Designs as well
Weaponized Helical Torsion - I myself was debating this versus something like the altamid or assimilated module and went with the clicky console to help fuel damage stacks on the Cutting Tractor Beam.
D.O.M.I.N.O - Most cite here the M6 Computer as being worth a slot and I think I did try it myself at one point, however the lack of a passive is really what hurts this replacement. Quantum Phase Convertor is fine here.
Dynamic Power Redistributor Module: This is simultaneously a damage buffing console (+19% DEW damage, and +40% Cat2 all on the active) and a durability console (+11.3 DRR, and the active for +500% Regen and +100 BDRR). This makes it hard to replace direactly. Taking either a damage or a durability console is probably the play here, depending on your needs.
Bridge Officers
Notes
I originally had the photonic officer on the Lt.C intel seat; however after some experimentation I realized that I could improve performance by swapping to an intelligence power unconventional systems trigger here. Ionic Turbulance also leads to more -DRR to targets along the flight path.
Meta-Focused Tweaks:
I think I've seen some people give up Aux2Sif in favor of another unconventional systems trigger in the form of Emit Unstable Warp bubble; I'm not that bold.
Budget Tweaks:
For those looking for a budget approach that doesn't use Unconventional systems I would suggest:
Commander Engineering (Intel): Emergency Power to Engines 1 / Auxiliary Power to Structural 1 / Emergency Power to Weapons 3 / Surgical Strikes 3
Lt.C Tactical: Kemocite Laced Weaponry 1 / Attack Pattern Beta 1 / Torpedo Spread 3
Ens Universal (Tactical): Distributed Targeting 1
Lt.C Universal Intel: Intelligence Team / Ionic Turbulence 1 / Override Subsystem Safeties 3
Lt. Science: Hazard Emitters 1 / Photonic Officer 1
Traits
Personal Traits
Meta-Focused Tweaks:
There isn't much to change here in terms of utility. If playing on a captain trait always try to slot A Good Day to Die (not confusing at all there's a starship trait, mission, and personal trait with the same name).
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used:
EPS Manifold Efficiency - Engineering Captain innate trait - this provides +10 all subsystem power for 30s when using EPtX or batteries. A useful filler.
Point Blank Shot - Episode Reward from House Pegh - scaling damage based on distance to target from 2km to 6km.
Operative - Innate Trait - +1% CrtH +2% CrtD, this isn't spectacular but if you lack any offensive traits you can use it.
Bulkhead Technician - Innate trait - this provides +10% Maximum Hull capacity and can be used as a stand in for durability consoles
Living Hull - Episode Reward from "Surface Tension" - +15% hull regen in combat
Redacted Armor Plating - Episode Reward from “The Renegade's Regret” - +30 all DRR when hit from behind or sides
Regenerative Control Synergy - Episode Reward from “Of Signs and Portents” - Grants +45% hull regen when using a control power for 10 seconds
Starship Traits
Meta-Focused Tweaks:
With the 2022 Meta Event campaign I picked up Universal Designs. Pairing this trait with the Immolating Phaser Lance should maintain the full 5 stacks on UD, granting +10% CrtH and +50% CrtD. This is a really well working combo. However if you have to pick only one, if any at all, take the Immolating Phaser Lance. Because you can now pick the console up with the Mudds Pilot bundle, I suspect more people are going to have access to the Lance than UD.
Budget Tweaks:
Offensive Traits:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
Unconventional Tactics - Strategist Specialization, grants damage on usingÂ
Predictive Algorithms - Intelligence Specialization Rewards, very minor Accuracy boost when using weapon enhancement abilities.
Dimensional Modulation - Inherent to the ship, I would recommend against using this since it has such a strict trigger requirement.
Getting into C-store accessible traits:
Promise of Ferocity - Alliance Pilot escorts, +4% bonus weapon damage when using a tactical or pilot bridge officer power (max 5 stacks, one stack every 4s)
Heart of Sol - Temporal Warship, adds +10% Firing Cycle haste and +5% Bonus Phaser Damage when using APB or a temporal power.
Strike from Shadows - Pilot Escorts, Adds a passive -60% threat generation, +5% CrtH, and +5% Cat2, with a very very minor placate
Notes:
Also worth noting that Heart of Sol is only available to federation captains. Jem'hadar captains who choose federation will get Persistence of the Founders instead, and romulan captains who choose federation will get Pride of Mol'Rihan. This is regardless of the ship you get, so build and buy accordingly.
Reputation Traits
Active Reputation
Duty Officers
Meta-Focused Tweaks:
As always I am obligated to mention Liberated Borg duty officers exist, here you'd want the ever so expensive 27 of 47 for the buffs to Critical Chance and Critical Severity, but 22 of 47 or 32 of 47 would also work, but these go for the same as a lockbox or lobi ship.
As well, I am theoretically capped on critical chance, though in practice a few weapons don't. I am still running the critical chance energy weapon officer to combat this, but in an ideally world I would take another critical severity just to smooth out the stacks more.
Budget Tweaks:
Agent Nerul unfortunately has no equivalents. As such and durability driven duty officer would be best to put here. Dal R'el is a close equivalent, but this is a chance at an effect rather than guaranteed like Nerul.Alternatively a 3rd energy weapon officer for CrtH or CrtD of your choice, or a warp core engineer for more power.
Miscellaneous
Ship Stats
KeybindsÂ
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
Surgical Strikes - upgrades weapons, prebuff before firing
Torpedo Spread - upgrades torpedo, prebuff before firing
Override Subsystem Safeties - Since this starts ticking down as soon as possible you as much maximum power increase for as long as possible.
Kemocite Laced Weapons - prebuff before firing
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
Parse Breakdown
ISE Record Damage Breakdown
124k DPS - Terran Task Force Phaser Beam Array - Surgical Strikes III
117.4k DPS - Terran Task Force Phaser Dual Heavy Cannons - Surgical Strikes III
95.3k DPS - Quad Phaser Cannons - Surgical Strikes III
87.8k DPS - Phaser Wide Angle Dual Heavy Beam Bank - Surgical Strikes III
85.1k DPS - Phaser Beam Array - Surgical Strikes III
79.2k DPS - Inhibiting Phaser Beam Array - Surgical Strikes III
59.3k DPS - Heavy Inhibiting Phaser Turret - Surgical Strikes III
44.4k DPS - Immolating Phaser Lance
35.2k DPS - Pets
34.5k DPS - Dark Matter Laced Quantum Torpedo - Spread III
27.8k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
16k DPS - Kemocite-Laced Weaponry I
10.9k DPS - Dark Matter Dissolution
9.9k DPS - Concentrate Firepower III
6.8k DPS - Distributed Targeting I - Phaser
5.5k DPS - Dark Matter Laced Quantum Torpedo
5.4k DPS - Tachyon Net Drones - Vulnerability Exploited
2.2k DPS - Distributed Targeting I - Kinetic
1.8k DPS - Tachyon Net Drones - Vulnerability Exploited - Aftershock Gravity Well
1.4k DPS - Terran Task Force Phaser Array
1.2k DPS - Tractor Beam I
1.2k DPS - Weaponized Helical Torsion
1k DPS - Heavy Inhibiting Phaser Turret
0.9k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.4k DPS - Counter-Offensive
0.2k DPS - Beam Array
0.1k DPS - Inhibiting Phaser Array
0.1k DPS - Withering Radiation
Portability
As mentioned, there's many ships that can fill this build role very well. Two big ones that have already been discussed:
Legendary Scimitar Intel Dreadnought Warbird - This ship is just so flexible. EPH has not only a surgical build but a projectile and a support build on it as well.
Kelvin Timeline Vengeance Intel Dreadnought Cruiser - This is probably peoples go-to SS build platform. As I said, I'm not personally a fan but I'm willing to give it another go. I like very much more how the Legendary Kelvin Intel BC flys comparatively.
Legendary D7 Intel Battlecruiser - This was released and flew under my radar, this is probably the best surgical platform we have because of its access to miracle worker seating. It does mean you have to take two of Narrow Sensor Bands 3, Emergency power to Weapons 3, and Override Subsystem Safeties 3 but that might be a bit too ambitious (NSB2 + EPtW3 is often what I use anyway, with most meta people taking EPtW2 + NSB3)
The Bozeman Intel Heavy Frigate and fleet - These can do this build as well, but suffers on tactical console space, however makes up for it in BOff Utility.
Opening up my strict requirements a bit more we get several more ships:
Terran Adamant Heavy Raider - lacking 2 weapons but gaining universal seating, more maneuverability, and an experimental weapon this is probably the more accessible platform most people will have access too.
Bozeman Intel Heavy Frigate - I've been rather surprised with this little ship. Its got a great console (see over here on my support) and since its a frigate it has mostly universal seating.
Cardassian Ghemor Intel Flight Deck Carrier - 2 hanger bays can be a really good DPS jump. The seating is a little restrictive if you're after unconventional systems triggers but if not go wild!
Emerald Chain Intel Juggernaut - This is an interesting ship...you too can have an SS build on it and fit many unconventional systems triggers. It is only 4 fore 4 aft so it will drag behind some other choices.
Eclipse Intel Cruiser - ignoring some...minor changes (like temporal seating) this is basically an older 4/4 weapon layout Vengeance, yes it has a forced Lt.C engineering but that's how I'd probably end up running the Vengeance anyway to get OSS3 and EPtW3. This was also once upon a time the SS build platform of choice. I believe it deserves a spot on this list, even if it is a bit engineering heavy. Its counterpart the Qib is very similar in capability.
Phantom Intel Escort - unique console for phaser buffs and a phaser lance this can make a really mean SS build. Lots of intel space for uncon and just the right amount of engineering seating.
Jovian Intel Heavy Raider - Miracle Worker, Intel, universal seating and plenty of tactical consoles, super great platform if you have it.
Finally, I would be remised if I didn't bring up the the Legendary Ambassador Intel Support Cruiser for having its Lt.C Temporal seat for Recursive shearing which excels under single target builds and would get double duty from Vanguard Specialist. Unfortunately for the Ambassador it cannot slot dual heavy cannons, but that's not enough for me to keep it from this section. Some funny SS things can also be done with science ships and SS but that starts to evolve more into a weird niche space than most people would care to do for a raw energy weapon SS build.