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.
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.
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
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [02:08]: `@alcaatraz` 894,839 / 106.5 M
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [02:34]: `@alcaatraz` 762,603 / 99.6 M
Budget Analysis
Elite Captain, all fleet unlocks
T6 C-store ships
Legendary Avenger battlecruiser Needed for Ships of the Line and Emergency Weapon Cycle
Lockbox Items
Weapons - Obliviating Phaser
5x 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
Iconian Reputation Items
Lobi Items
Change History
2024 - 10
Added Build
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:
Pulsed Phaser Weapons have a proc which reduces target DRR by 10 and increases self DRR by 10
Advanced Phaser weapons come only in single beam varients but these can be adapted to other builds and are more forgiving to use in a piloting aspect.
Covert Phasers can help reduce threat output
Agony Phasers can apply a dot, which can help trigger atrophied defenses from temporal for support builds (or just builds running temporal)
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:
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
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
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.
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:
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
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.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle
Torpedo Spread - upgrades torpedo, prebuff before firing
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 anywhere
Beam Overload - 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.
Causal Reversion, this is to better help time Temporal Tunneling. This can get thrown off with Recrusive Shearing but with some practice you can make it happen from this instead.
Emergency power to Weapons - This is here so that every other rotation it can be activated
Parse Breakdown
ISE Record Damage Breakdown
235.8k DPS - Radiolytic Phaser Dual Beam Bank - Overload III
183.9k DPS - Prototype Phaser Hexa Cannons
181.9k DPS - Borg Cube
46.7k DPS - Anti-Time Entanglement Singularity (Rank 2)
40.5k DPS - Radiolytic Phaser Dual Beam Bank
39.8k DPS - Phaser Array - Overload III
36.1k DPS - Inhibiting Phaser Array - Overload III
24.8k DPS - Nanite Transformer
22.6k DPS - Digitizer Probe – Digital Compilation Field
17.8k DPS - Gateway
13.3k DPS - Dark Matter Laced Quantum Torpedo
10.6k DPS - Molecular Deconstruction Beam
9k DPS - Inhibiting Phaser Array
9k DPS - Beam Array
7.9k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
4.3k DPS - Digital Compilation Field
2.4k DPS - Kemocite-Laced Weaponry I
2.3k DPS - Distributed Targeting II - Phaser
2.1k DPS - V.A.D.A.
1.7k DPS - Distributed Targeting I - Phaser
1.3k DPS - Dark Matter Dissolution
0.6k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.2k DPS - Counter-Offensive
Portability
Any ship with a Commander Temporal seat and a Lt.C tactical seat will work for this build. Some good choices include:
World Razer Temporal Ops Juggernaut, The better platform, I recommend seeing EPHs build for what a higher budget BO build is capable of.
Constitution Temporal Light Cruiser - Trades intel for Command, but otherwise very capable of porting the build over.
Legendary Constitution Temporal Flight Deck Carrier - Would take some weirding boff seating and some force but definitely can be done
D7 Temporal Battlecruiser - very similar ship, also maintains the intel secondary and Lt.C Tac seat.
Terran Acheron Dreadnought Carrier - Gains two hangar bays which can lead to some firing mode shenanigan's.
Typhoon Temporal Battlecruiser - A newcommer to the game as an event ship just a month before this build releases, this is a very adaquate platform.