U.S.S. Leavitt

Atlantis Temporal Destroyer


Released: 2024 - 10

Build Overview and Focus

Beam overload is one of the firing modes I surprisingly don't have much published of; not for the lack of wanting too but just that every single BO build I start with eventually just ends up with cannons...sorry! Theres nothing specific or special about the Atlantis herein that makes it ideally suited or special really, I just felt it was time to give it a go.

Build Purpose and Scope

Beam Overload is very similar to most other firing modes, however it has one mechanical change that differs from most others and that's the change in cycle time. As such, weapon procs tend to be more heavyily weighted. Additionally, since it only has a single shot, weapon procs that apply to only a single attack are the best choice.

There are two such weapons that I am aware of, and make no claim that it is exhaustive, but Elachi Disruptor and Obliviating Phaser are both very good choices here since the proc, when it rolls, applies only to the first shot within a cycle. I instead opted for Radiolytic solely for the look of the beam. A better choice is the aforementioned Elachi/Obliviating types, but procs are not important

Being a temporal ship the Atlantis also gains access to Recursive Shearing, which is ideal for single target damage. Having Intel as a secondary seating makes it the only ship with Temporal primary and any intel secondary with 5 fore weapons, so the Atlantis becomes a rather unique platform.

Build Cost breakdown

You can replicate this for:

Legendary Battlecruiser Bundle: 8400z

Atlantis Temporal Destroyer: 2400z

Adamant Intel Heavy Raider: 2400z

Achilles MW Destroyer: 2400z / Free with Battlecruiser Bundle T6 token

5x Lockbox Traits: 150mil EC

Ateleth Dreadnought Cruiser: 300mil EC - I know this is technically lobi, however BO extension is locked behind here so I'm rolling it into the EC cost.

4x Lockbox Weapons: 20mil EC

Salvaged Console: 5mil EC

1x BOff: 15mil - I'm counting the VR BOff duty officer as I actually had to go buy this, I didn't just have one lying around

This puts you at a grand total of 15,600z and 490mil EC. This does have the weird effect of making this one of my cheaper builds on the site, however the performance here isn't anything to scoff at. This leaves lots of headroom within the Midrange budget for another C-store ship or two for some T6/T6X traits and consoles.

Namesake

Named for the American Astronomer, Henrietta Swan Leavitt. As with my typical pattern on Teryh's ships, Leavitt was instrumental in advancing the field of Astronomic calculations.

Meta Analysis

Budget Analysis

Change History

Build Breakdown

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.

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 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.

Build

Starship Weapons

Notes

Relatively new, the Radiolytic weapons provide a passive effect where if the target is under 25% the weapon deals additionally damage. Further reading can be found here. Some replacements:

I've continued to elect not to run the Discovery Phaser Wide Angle Dual Heavy Beam Bank and take the 2pc, however this is a viable option if you wanted to save on another lockbox weapon.

Experimental Weapon

The Hexa Cannons are now the best in slot for any phaser build that calls for an experimental weapona, contributing a massive 184k, good piloting and uptime (since this is conal, 45 fore arc) means that this cranks out some damage. Replace with what you have avalible, but since this is now from the C-store it's pretty easy to aquire.

Starship Equipment

Starship Consoles

Set Bonuses

Bridge Officers

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:

Obviously making the ship T6x and adding more traits. These can be a multitude of things, but some easy choices are traits like Strike from Shadows and Heart of Sol.

Budget Tweaks:

Defensive Traits:

Reputation Traits

Active Reputation

Duty Officers

Budget Tweaks:

Nothing really major here, most of the items here are relatively avalible. I did something cheaky here and went with an uncommon, rare, and very rare duty officer because the effects stack with each other. Basically, you can have all the effects at the same time for a total of 85% shield pen, however this will only happen around 35% of the time. A more reliable option is to go with all three being as high rank as you can.

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

Any ship with a Commander Temporal seat and a Lt.C tactical seat will work for this build. Some good choices include: