U.S.S. Covenance Heart

Fleet Scryer Intel Science Vessel

Updated: 2023 - 11

Build Overview and Focus

The Scryer has always been a favorite of mine, in terms of visuals. Its different, and with the Crossfield having similar saucer like proportions (missing ring and long slender form) it feels like the uniqueness of the Scryer has been lost a little.

However, with the temporal rework and the rise of Surgical Strikes and idea formed. Using a science ship with this new founded Surgical Strikes. What better way to use this old outdated ship than to try and teach an old dog new tricks.

Build Purpose and Scope

Looks are subjective here, so what else does the Scryer bring to the table. Well, it can slot dual cannons for one. While I only use the one on this build, its a good one in the form of the Terran Task Force Dual Heavy Cannons. Pairing with the Commander Seat of Surgical Strikes 3, this means that very little tactical powers are actually needed, since Cmdr Rank Specialist Weapon powers act in their own way and affect all energy weapons. Since the lack of Tactical seating isn't going to be a hinderance, and were doing energy weapon things so having a Lt.C Engineering seat isn't a large drawback like it would be on other science ships, the Scryer fills this niche very well. The second Lt.C seat being a science means this becomes a very balanced platform around energy weapons and exotic powers.

While its hardly the best candidate for this role, I've chosen it because I do like how it looks. It's also pretty fast, coming in with a turn rate of 13! This puts it at just behind the S31 Intel Science Destroyers 15 and the Somerville's 16. It also happens to be one of the few intel science ships which has +10 Weapon power innate. This is also the easiest of all the platforms to acquire for this build, being only 5 Fleet Ship modules or 1 if you own the base ship as I do.

Overall I think the Scryer is has often been forgotten because of its forced Lt.C engineering seat. That says more about the game state of engineering interacting with science powers rather than the ship, and with SS being the primary firing mode it means you don't have to focus much on tac making this a relative science heavy ship that also manages to carry around single target damage, which often science ships are ill-equipped to deal with.


No special name here. Similar to the Indebted Sacrosanct, this is just a little bit of pompousness.

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. 


Skill Unlocks


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.


Starship Weapons


With Everything here aside from the Emitter-linked Omni being reputation access, theres nothing here thats too outside of what people can get. The emitter linked isnt even the best option, any non-set phaser omni will do here.

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:

Consoles like the Plasma Storm and Genesis seed would work well here. I do have Genesis seed but wanted to try something else on this in the form of the DMA for the +3 max all power bonus.

Budget Tweaks:

Theres three difficult consoles here; The DPRM, D.O.M.I.N.O, and the Ionic Deflector. Thankfully neither is too ingrained. Delphic Tear, another salvaged console, is easy to swap in. As well if you do have access to the Glenn / Mirror Crossfield either from the 10th/13th Anniversary pack, then the Weaponized Helical Torsion is great on this build (on par with the D.O.M.I.N.O). Approaching Agony makes its way onto the list, as does the Quantum Phase Console, the Assimilated, the Nominal Scryers Console Sensor Swarm Probes which offer a passive +7.5% Exotic buff as well as a single target debuff.

Bridge Officers


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.


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:

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:

Reputation Traits

Active Reputation

Duty Officers

Budget Tweaks:


Ship Stats


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.

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


There seems to be greater desire to put intel on science ships than that of any other specialization, save for maybe temporal. However in terms of science ships with a command intel seat, there are only a few: