U.S.S. Von Neumann
Fleet Saber Miracle Worker Escort
Fleet Saber Miracle Worker Escort
Updated: 2025 - 07
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.
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.
**UPDATE**: This build has been detuned cost wise, coming down from its premium identifier into midrange; however this has not reduced its effectiveness. This ship is still very easy to fly and still holds it own. The detune to midrange was more a result of the changing in sandbox more than a change in my approach, however the result is a very nice little packaged ship that isn't all that hard to aquire outside of the Legendary Avenger battlecruiser, which pack grants 4 traits and a console for this build...and you even get a T6 token if you want to pick up another one.
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.
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.
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [01:37]: `@alcaatraz` 1,621,139 / 141.0 M
HSE:
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore)
Legendary Avenger battlecruiser grants two traits for this build as well as a console. The Legendary Bortasqu' Command Battlecruiser granting another 2
Any ship which grants Withering Barrage
Sao Paulo Tactical Escort Refit (also available for dil per character) or Terran Adamant Heavy Raider (Quad Cannon access)
Lockbox Items
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Gamma Reputation Items
Omega Reputation Items
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Fleet Spire Items
Dranuur Colony Items
Lobi Items
None
2022 - 12
Updated to new Platform template
Added notes on keybinds and attack rotation
Added Budget Options
Corrected Issue with images displaying FAW when it should have been BO for BOff seating
2023 - 07
Updated to new advanced engineering consoles
Updated gear, traits, consoles
Updated Records
2023 - 12
Updated console upgrade status to epic
Added T6x2 Console and trait
Added Ship of the Line
Added Qty 1x Isomag Phaser
Updated Records
2025 - 07
Updated to include new released items; Eleos Console, Legendary Avenger, and Prototype Phaser Hexa Cannons from Achilles Miracle Worker Heavy Destroyer
Updated Records
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.
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.
Notes
This build used the experimental from the Achilles Miracle Worker Heavy Destroyer, which means that if you are using it the Achilles technically saves you a step as the Achilles is by far better platform than the Fleet Sabre.
However....I can't say its a horseshoe crab...(I really like the Da Vinci Skin)
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.
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.
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:
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 is equivalent to 3 stacks of repair crews
Redirected 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
If your after more damage instead of durability:
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.
Meta-Focused Tweaks:
It is possible to drop the torpedo on this ship and run a multitude of other weapons, like the previously mentioned 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)...however based on the upgrades and purchases you get SCW from the Legendary Battlecruiser bundle anyway!
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:
The Best Defense - +25% Healing when using APB, APO, and APD - not hugely relevant on a build which heals via regen or incoming classes healing (protomatter consoles) but its free from the episode "House Pegh".
Going the Extra Mile - +Hull cap and +healing - free from completing Miracle Worker Specialization
Offensive Traits:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
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
Kemocite Laced Weapons - prebuff before firing
Mixed Armament Synergy - prebuff for cannons
Narrow Sensor Bands - prebuff for cannons
Cannon Scatter Volley - prebuff for cannons, upgrades cannons
Torpedo Spread - prebuff before firing, upgrades torpedo
Beam Overload - prebuff before firing, upgrades beams
2x Aux2Bat - keeps cooldown rotation
ISE Record Damage Breakdown
299.5k DPS - Prototype Phaser Hexa Cannons - This is utter nonsense, I love it
251k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II
189.6k DPS - Quad Phaser Cannons - Scatter Volley II
185.9k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley II
174.6k DPS - Resonance Shock
97.1k DPS - Phaser Turret - Scatter Volley II
96.4k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley II
58.4k DPS - Pahvan Proton Beam Array - Fire at Will II
43.3k DPS - Digital Compilation Field
28.1k DPS - Kemocite-Laced Weaponry I
27.3k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley III
22.5k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley III
20.4k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley III
19.4k DPS - Phaser Turret - Scatter Volley III
17.2k DPS - Dark Matter Laced Quantum Torpedo - Spread II
16.5k DPS - Dark Matter Laced Quantum Torpedo
13.6k DPS - Quad Phaser Cannons - Scatter Volley III
9.7k DPS - Borg Cube
9.5k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
8.8k DPS - Pahvan Proton Beam Array - Fire at Will III
6.5k DPS - Heavy Inhibiting Phaser Turret
5.5k DPS - Quad Phaser Cannons
4.8k DPS - V.A.D.A.
3.4k DPS - Dark Matter Dissolution
2.7k DPS - Distributed Targeting II - Phaser
2.5k DPS - Gateway
1.8k DPS - Pahvan Proton Array
1.7k DPS - Phaser Turret
1.4k DPS - Borg Cube – Concentrate Firepower III
This build is easily placed on the (non-inclusive list):
The Achilles Miracle Worker Heavy Destroyer actually would be the best platform replacement, and if I didn't enjoy flying the Horseshoe Crab Sabre I probably would have swapped to this immediately. As it stands the Achilles grants an additional fore weapon, however trades engineering consoles for Tactical (which means you can actually run 8 spire consoles on the Achilles....I'll do something on it eventually)
Fleet Gagarin - 5/3 vs 4/3/1 weapon layout. This will tend to be the platform most people will have available. However it is slower and could limit a pilot's capability.
Terran Lexington Dreadnaught - very similar, picking up intel seating and a hanger but lacks the maneuverability.
Tebok Tactical Miracle Worker Warbird - While I struggled to make it as maneuver as I wanted, this does technically have the same build capacity. However, it would be much better to run a PO instead of A2B for cooldown reductions. Unlike the Fed and KDF counterparts, this can fit dual cannons. This was an uncomfortable build to run in this ship but if you really want too...its an option.
Vaadwaur Juggernaut - Much more expensive but also picks up intel for more damage potential
Maquis Raider - 5/2/1 weapon layout with more tactical console availability means this is the best of the escort type platforms available for this build.
Quark Marauder - 5/3, with less tactical console capability than a fleet Gagarin but more options in the BOff seating due to two hyrbids
Miracle Worker Flight Deck Carrier - Picks up two hanger bays, as well as 5/3 weapon config. Potentially a better overall platform but again an expensive one
Inquiry Battlecruiser - On a roll with expensive ships, the Da Vinci is really good for its price point, but the Inquiry being an Arbiter / Gagarin hybrid means its very hard to pass this up.