U.S.S. Myrddin Emrys
Chekov Intel Science Warship
Released: 2024 - 11
Build Overview and Focus
For a long time I've wanted to play around with a surgical strikes build that has access to temporal seating. Unfortunately until this ships release only a single ship was capable, the Legendary Ambassador; locked behind the 11th Anniversary Bundle. Beyond the fact the ship is locked behind the bundle, it has some issues layout wise. That being the lieutenant commander temporal seat is shared with the only Lt.C Tactical capable seat, which means you lack the rank 3 distributed target or kemocite, and leaves you with 4 (potential 3 if you can fit in another temporal power). While not a huge issue, the bigger issue is that the ship cannot slot dual cannons.
The Chekov fixes upon these issues and more by rolling the platform into an exotic ship, wherein I get to pursue my favorite pastime, turning perfectly good exotic platforms into DEWSci ships and smacking things around.
Build Purpose and Scope
Built from the foundations of the Scryer, this has some similar design philosophies and essentially built on a far improved foundation. Additionally, this ship dabbles in a non-phaser damage type! I know, how not-me.
Instead this is built using plasma. Using the event campaign from last year for lobi I'm finally part of the club of people who use the Altamid set. The only set-omni resides here and also provides a passive +1% critical chance. The 3pc however is where the power resides as a 100% firing cycle haste for 12s (once ever 120s). This is great to couple Surgical Strikes with a recursive shearing or agony redistributor for maximum single target damage.
Another interesting item is the Isolytic Plasma Dual Beam bank, which grants it's own critical hits armour penetration (effectively ~ -32 DRR to targets hit with this weapon). Essentially the layout on this is nearly the same as the Scimitar Surgical Strikes build by EPH, however since this is built on a Chekov it also has access to exotic tools via the secondary deflector. This pairs nicely with the Lukari Armaments set for extra plasma damage, access to technical overload (active during Surgical strikes), and the set for some added drain and plasma damage. This added plasma damage from the set does feed into the Plasma Storm Module for a bit of extra plasma damage
With T6x2 granting two universal consoles this means that you can effectively slot 4 Isomagnetic consoles, which is potentially debatable, but because this is a science ship slotting the Fek'ihri Torment Engine is definitely worthwhile, therefore the added 4 Isomags vs 5 Exploiters came down to the choice of consoles, and I settled on 4 Plasma Isomags. This gives me an additional console slot for the same opportunity cost. Since this ship is also predominately energy based buffing up the energy is more impactful.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Namesake
Another name for Myrddin the Wild, where many stories have them going mad or crazed.
Meta Analysis
ISE:
SCM - DMG Out: 131,573,371 DPS: 1,161,283.07 (67.4% of Team)
HSE:
SCM - DMG Out: 59,808,529 DPS: 668,251.72 (34.7% of Team)
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
Delta Rising: Operations Pack (Non-critical)
14th Anniversary Bundle - Liberated Borg Nanoprobes (Non-critical)
T6 C-store ships
Legendary Avenger battlecruiser Needed for Ships of the Line and Emergency Weapon Cycle
Lockbox Items
Ship - Deimos Pilot Destroyer
Ship - Gorn Hunter Pilot Raider
Weapons - Altamid Plasma Weapons (Non-critical)
6x Lockbox Personal Traits
Event consoles and Traits
Imperial Rift Set (now available in Mudd's)
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Lukari Reputation Gear
Dranuur Colony Items
Fleet Spire Items
Lobi Items
Change History
2024 - 11
Released
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
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 does basically nothing for the majority of the damage on this build. However this is a skill tree that is still designed to run things like the Inquiry and Verity, so I do still have this. A more optimized tree would look something like EPHs tree he uses on exotics. The core skill selections are still there.
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
The lobi items here are just nice to haves. Replacing with whatever you have access too will be fine enough for the purpose of budgetary savings
Starship Equipment
With the Imerial Rift being locked to mudds, if you don't have it try the temporal set for the hazard damage
Starship Consoles
Set Bonuses
Meta-Focused Tweaks:
There might be something like the bio-electric wave but this is about as far as you can go down the metaphirocal rabbit hole before you run out of BIS items
Budget Tweaks:
With 2 ship found lockbox consoles, 4 lobi consoles/weapons, this gets expensive fast. Research Lab dual stat consoles, salvaged consoles like the Delphic Tear Generator, Micro Dark Matter Anomaly, and Hull Image Refractors should be the focus on making this build more in line with a smaller budget
Additioanlly, since this uses both the Chekov and Atlantis, the two consoles from these ships can also be used to replace some lobi/lockbox consoles.
Bridge Officers
Notes
Nothing really special here. I've taken Tyken's over gravity well to try and squeeze some more damage from it, but really either one works here. Worth noting here that Causal Reversion is both for the added +100% haste for 5s with temporal tunneling and a movement tool, so make sure you for optimization you get tunneling from something else before you use causal or change the sequence around if you intend on using causal for its movement tech.
Traits
Personal Traits
Meta-Focused Tweaks:
EPS Manifold Efficiency is an engineering only trait and is needed for getting to 100+ aux power. For tactical captains A Good Day to Die is the durability for Engineering Captains. Science captains have no direct path of upgrade innately, therefore I would suggest something like Pseudo-Submission, or anything else of your choice. Momentum is just the better version of Deft Cannoneer but making the change lowers the lockbox traits needed.
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:
SS and Exotics are by no means intereconnected. Exotics have more in common with the normal tactical modes than it does SS. This build defies the meta.
Budget Tweaks:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
The Chekovs own trait, Threaded Particle Projectors, isn't very appearing since it's only +46 EPG from the rest stat. You can use it, but I would recommend another handful of traits you might have more access too:
Pride of Mol'Rihan - Romulan Only
Super Charged Weapons - Move the torp up front, slot a turret
Reputation Traits
Active Reputation
Duty Officers
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.
The Energy Weapon officer can be substituted any number of thing such as Warp Core Engineers for power or debuffs, nurses for regen.
The Liberated Borg Duty officers have no direct replacement. Substitute at will.
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
Immolating Phaser Lance - Because this isn't a phaser build this is a less than impressive damage dealer, meaning activate it often for uptime on Universal Designs.
Kemocite Laced Weapons - prebuff before firing
Attack Pattern Beta - prebuff before firing
Overload Subsystem Safties - Power Buff
Surgical Strikes - Primary Weapon Enhacement
Photonic Officer - Cooldown redutions
Emergency Power to Engines - post rotation, cycles every other cycle
Since this is partially an exotic build it would make sense to also show my tray. Similar approach to the Annorax. Top and Bottom Rows being where exotics and other boff powers go with Console abilities making their way into the second row along with captain powers and other ship inherited powers spread around.
Parse Breakdown
ISE Record Damage Breakdown
201.6k DPS - Pets
100.4k DPS - Genesis Seed
58.6k DPS - Chronometric Inversion Field
57k DPS - Badlands Cyclone
56.2k DPS - Cryonic Turbulence II
36.7k DPS - Timeline Collapse
16k DPS - Anti-Time Entanglement Singularity (Rank 2)
163.5k DPS - Altamid Plasma Beam Array - Surgical Strikes III
124.8k DPS - Deteriorating Secondary Deflector
93.9k DPS - Advanced Piezo-Plasma Dual Cannons - Surgical Strikes III
93.1k DPS - Altamid Plasma Dual Heavy Cannons - Surgical Strikes III
90.4k DPS - Isolytic Plasma Dual Beam Bank - Surgical Strikes III
87.7k DPS - Complex Plasma Fires
86.8k DPS - Gorn Plasma Quad Cannons - Surgical Strikes III
46.4k DPS - Recursive Shearing I
26k DPS - Technical Overload
23.1k DPS - Immolating Phaser Lance
16.3k DPS - Tyken's Rift Power Siphon - Tyken's Rift II
16.1k DPS - Destabilizing Resonance Beam I
15k DPS - Entropic Rider
12.9k DPS - Distributed Targeting III - Plasma
12.8k DPS - Digital Compilation Field - Digitizer Probe
8.6k DPS - Fek'ihri Torment
7.6k DPS - Plasma Saturation Bombardment
6.4k DPS - Dual Heavy Altamid Plasma Cannons
6.3k DPS - Distributed Targeting II - Plasma
4.1k DPS - Gorn Plasma Quad Cannons
3.3k DPS - Altamid Plasma Array
2.6k DPS - Digital Compilation Field
2.5k DPS - Advanced Piezo-Plasma Dual Cannons
1.9k DPS - Plasma Torpedo
1.6k DPS - Isolytic Plasma Dual Beam Bank
1.6k DPS - Kemocite-Laced Weaponry I
1.4k DPS - Genesis Seed
1.1k DPS - Plasma Storm
1.1k DPS - Concentrate Firepower III
0.6k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.1k DPS - Tyken's Rift Power Siphon
0.1k DPS - Distributed Targeting II - Kinetic
0.1k DPS - Aftershock Tyken's Rift Power Siphon - Aftershock Tyken's Rift
Portability
Once again, this being the only ship with a secondary deflector, Lt.C Temporal and Full Intel seating means this is the only ship to have this combination of things. However in terms of science ships with a command intel seat, there are only a few:
Saturn Intel Science Spearhead - The ship I would like to migrate this build too one day but am in no hurry to do. It combines the benefits of this platform with that of the Equinox. Being 4/3 makes it one of the best for this particular niche build. Pilot here grants access to Cold Hearted pretty easily.
Ba'ul Sentry Vessel - Like the Saturn this is also 4/3 but has a command seat on its engineering instead of access to pilot powers.
Cardassian Damar Intel Science Dreadnought - This ship is incredibly slow, as EPH knows. It would be difficult but doable.
Section 31 Intel Science Destroyer - Probably the Idea platform for this type of build
Legendary Caelian Intel Multi-Mission Explorer - Unlike the others on this list, The Caelian is limited to 4/2. This does put it in line with the Scryer so this would technically be a better platform since it also comes with a hanger. I just don't have one, and probably wont since I own literally all the other Vestas.
Somerville Intel Science Vessel - This would be a super popular choice, however lack of Dual Cannon access would hold this back. Instead of the TTFDHC you just slot the beam array instead.
And of course, the Scryer which was the first of these types of Surgical Strikes Science Ships I made. Moving beyond science ships means you would want to instead tailor the build such as the Hydra, the Vengence, or the Scimitar.