U.S.S. Von Neumann

Fleet Saber Miracle Worker Escort

Updated: 2023 - 12

Build Overview and Focus

When the Saber was announced I was rather shocked at the posting. The Da Vinci and thus the Fleet Saber is the first Tactical Miracle Worker Ship available in the C-store. While not immediately obvious, this is a very big deal, as prior the only equivalent ship as the Vaadwaur Juggernaut, the Tzenkethi Tzen-tar Dreadnought Carrier, and the Maquis Raider. Of these the only nimble ship is the Raider. As well all of these are per character unlocks.

As this is a C-store ship however the Saber does lack some features compared to the above. The Saber is 4 fore weapons while the others are all 5 fore (with the Maquis being a raider and having only 1 aft weapon), and has relatively more restricting seating. However, it is still an account unlock ship and for a price much less than its fellow Cmdr Tactical  / Miracle Worker Ships.

Build Purpose and Scope

Damage. Raw damage. Overwhelming Force if you would. 

Often called by myself and others here, the Saber has taken the affectionate nickname of The Horseshoe crab not only for the way it looks but how nimble it is. being an escort with an impulse modifier of 0.2 makes it a very very fast ship, and a base turn rate of 16 makes this one of the higher ships for maneuverability.

With a hull mod of 1.21 however it's not going to win max hull competition and its performance echoes that; very susceptible to warp core breaches and other large damage sources this ship feels like what small nimble ships should. An engine strapped to a gun flung into space.

Teryh does not get the special treatment of my main character Jayiie; however she is lucky enough to have significant investment and a rather large spattering of tools acquired from various events and purchases over the years. As such there are traits and things missing from her sandbox that would otherwise be more 'optimal'. However, this hasn't by any means stopped her from setting my third highest parse to date in the current overall game sandbox. 

Notoriously expensive, the only item on this build that could be seen as impossible to acquire would be the Dynamic Power Redistributor Module. This however is not a mandatory purchase for the core functionality of the build, and any damage benefit console as a substitution will work as well.

Namesake

Named after one of the modern great mathematicians of the 20th Century, John Von Neumann contributed to many fields of math's, physics, computer science and engineering.

Meta Analysis

Budget Analysis

Change History

Build Breakdown

As mentioned Prior, Teryh has evolved into my main DEW DPS Captain, regularly being able to top 350k in competent teams of HSE. 

She gets full points  for energy weapons, with picks like the Competitive engines and EPtE + ECH offering a plethora of maneuverability. The addition of Projectile focus is for the include of the Dark Matter Quantum Torp over the DBB Rep equivalent, with a minimal focus on survivability to help shirk the threat this ultimately can draw without a tank. 

Skills

Skill Unlocks

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 avalible 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.

Build

Starship Weapons

Notes

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 it's 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 and thus losing bonuses in the universal consoles but it presents a very solid budget option. This does make them the best of the linked weapons but there's a myriad of other choices. Note that these all proc based and will rely on that proc to see benefits.

Additionally, I've continued to elect not to run the Discovery Phaser Wide Angle Dual Heavy Beam Bank. Even with the bug where its spooled up passive is +all damage to the entire build, it doesn't seem to perform better than putting another fore cannon. This also means there's very little change to the boff seating.

Experimental Weapon

The Soliton Wave Impeller is one of the best performing experimental weapons available to us. While it's not the best, it is very high, especially when pushing engine power as high up as I have here. Use the replacement of your liking here if you don't have it or want something less flashy (it makes a huge blue ball).

Dark Matter Quantum Torpedo Launcher 

This was a bit of a let down on the record. There is an argument to be made here to drop this in favour of the dual beam bank, but that would mean losing super charged weapons which is hard to replace without spending on a premium ship, such as Ruin or Terran Goodbye.

Starship Equipment

Starship Consoles

Set Bonuses

Meta-Focused Tweaks:

Obviously to bring it more in line with the meta the Saber would be better equipped with the same variety of consoles found on the Inquiry. However this character lacks the Immolating phaser lance to use, and as such has opted for the console layout above. Obviously there are some lobi consoles such as the Altamid Modified Swarm Processor and Bioneural Infusion Circuits which could fill in the gaps.

Budget Tweaks:

Damage Consoles

Overall the console cost on this build has decreased, but thats mostly because internally we classify Isomag consoles as free, as we didn't have to pay any zen to get them.

Bridge Officers

Notes

This does not have Unconventional Systems. The ship is capable of doing it, but its unpleasant.

Slotting the Lt. Universal as a science would get you Photonic Officer 1 and two triggers, with maybe 3 triggers depending on how flexible you are on keeping a heal (Lt. Engineering as Aux2Sif). The problem I have with this is while the on paper potential is more, it doesn't feel as good to fly because of the randomness with Boimler Effect.

Let it Go (purchased from the Winter Event store for winter currency) is a minor performance choice, and Engineering Team is just as capable in this spot.

Additionally, the BO can be swapped for higher beam specific damage but at the cost of less potential procs on the beam weapons.

Meta-Focused Tweaks:

Obviously without swapping away from using the torpedo this is about as tuned as this ships gets. You can drop the torpedo and go the WADHBB, and that gives option to play with a Lt. Miracle Worker or Tactical power, but I don't think there's anything super valuable to be gained there. 

Additionally, while Exceed Rated Limits is possible, it is not recommended. The ship feels like its made of tinfoil, and a constant 3000 damage tick would probably make it explode even faster.

Traits

Personal Traits

Meta-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:

For budget players who want to save some EC, there's a few standard traits that could be used:


If your after more damage instead of durability:

Starship Traits

Meta-Focused Tweaks:

It is possible to drop the torpedo on this ship and run a multitude of other weapons, like the previously Phaser Wide Angle Dual Heavy Beam Bank from discovery reputation. This would mean that Super Charged Weapons would need replacement. Obvious traits like Promise of Ferocity and Improved Critical Systems, with Superior Area Denial being a direct replacement for Cold-hearted (albeit SAD does lack the hanger upgrade aspect on this particular ship).

This ship in the current configuration is also easily converted to run Cannon Rapid Fire, Beam Overload, or even Fire at will using the respective extension traits Go For the Kill, Superweapon Ingenuity (with Preferential Targeting thrown in for more damage for either of these two), and Entwined Tactical Matrices.

Budget Tweaks:

Defensive Traits:

Offensive Traits:

Reputation Traits

Active Reputation

Duty Officers

Budget Tweaks:

Miscellaneous

Ship Stats

Keybinds 

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.

Parse Breakdown

ISE Record Damage Breakdown

Portability

This build is easily placed on the (non-inclusive list):