U.S.S. Covenance Heart
Fleet Scryer Intel Science Vessel
Fleet Scryer Intel Science Vessel
Updated: 2023 - 11
The Scryer has always been a favorite of mine, in terms of visuals. It's 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.
This build has changed somewhat. Introduced before our build budget tiers it was always in a weird space, having very expensive traits and consoles for what I would describe as very budget platform. As such the build has been economized into the economy tier, which has helped its identity greatly. This was initially a Surgical Strikes build, which is done now by the Chekov much better and is a better representation of what the initial build on this ship embodied. Please see it here.
For now, the Scryer is back into a better DEWSci position, having cannon scatter volley and a mix of exotic and phaser damage. As the Scryer is quite literally one of the first T6 science ships, this is a good starting point for anyone who wants to foray into the DEWSci space, being very easy to put together.
DEWSci, a combination of DEW (Directed Energy Weapon) and Science isn't really great from a pure mechanical evaluation. Since DEW wants high weapon power and Sci wants high Aux power, you are at odds with which to prioritize. Despite its mechanical contradiction, DEWSci is maintained as my favorite generalist build.
The DEW portion gives you some trash mob AOE removal power and reaction without needing to cast anomaly powers, and science helps group up targets and deal high point located damage via Gravity well Tykens rift and can help debuff targets.
While the Scryer does have a primary Intel seat, I moved away from SS to CSV, mostly due to lowering the budget and stepping away from Vanguard Specialist to Withering Barrage but also helping move to the AOE focus that DEWSci tends to excel at. Comboing multi target exotic powers and multi target weapon damage. This archetype also scales really well, as evident by this build's big brother on our site the Lamarr.
This is an economy build, with limited C-store purchases up to 10K Zen and 100M EC limit, but no Lobi, lockbox ship or promotional ship items. See the build costs page for more detail.
No special name here. Similar to the Indebted Sacrosanct, this is just a little bit of pompousness.
ISE:
{ OSCR } Infected Space (Any) - DPS / DMG [02:17]: `@alcaatraz` 971,657 / 107.7 M
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [01:41]: `@alcaatraz` 1,073,959 / 88.8 M
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Tactical Flagships (Endeavour / Martok / Khopesh) OR Verity - From 10th Anniversary Bundle OR Legendary Scimitar or Legendary Bortasqu (we only need the tactical variant here)
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore)
Lockbox Items
Salvaged Console - Micro Dark Matter Anomaly
Salvaged Console - Krenim Chronophage
Salvaged Console - You Are Dismissed
2x Lockbox Personal Traits
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Terran Reputation Gear
Discovery Reputation Gear
Gamma reputation Gear
Dyson Reputation Gear
Dranuur Colony Items
Fleet Spire Items
Lobi Items
None
2023 - 03
Released
2023 - 11
Fixed Duty Officers
2026 - 08
Updated to modern build template
Updated records
Updated build to economy DEWSci, now using CSV instead of SS, new consoles, weapons, duty officers, BOff powers
This build has been tuned to be mostly a fair blend between EPG and energy, however eeks out slightly ahead on Energy I feel. In parses it is mostly 55/45 on exotic build will generally depend heavily on the map and force you’re facing.
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 Teryh's 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.
Weapon Notes
Everything here is relatively easily achievable with little effort. The two reputation weapons do need T6 reputations but that shouldn’t be a huge struggle. The crafted phaser turret can be replaced with anything. If you have access to the Pahvan omni then it would be a really great fit as it upgrades to FAW1 when under CSV making it synergistic. Additionally, if you wanted to move to FAW2 instead of CSV you can slot the Terran Phaser Beam array over the Dual Cannons, the Discovery Reputation Wide Angle Dual Heavy Beam Banks, and phaser omnis of your choice. This would also require a firing extender to be purchased which would push the build out of budget tier but Entwined Tactical Matrices is pretty ubiquitous at this point.
Equipment Notes
Pretty standard here, nothing too extreme. Standard Fleet Colony deflector, competitive combat engines and discovery shield / core. The Revolutionary set would be better but again brings it too a higher build tier
Console Notes
I choose fleet phaser / critical chance consoles here for the advanced console, but you could do this with Isomagnetic Plasma Distribution Manifolds with Phaser. This would skew the build more towards energy damage and if adapted to a more tactical heavy platform might be better. I would stay away from Exotic Particle Amplifiers however as the bulk of the builds EPG / CtrlX ratings are from the two Restorative Particle Focusers. However, Exotic Particle Focusers would possibly be a good choice here as there are 3 powers here compared to 1, but have a much longer cooldown compared to Aux2Sif. I find my luck to be more with consistent rolls give higher results than the spikeyness of many but longer cooldown.
Bridge Officer Notes
As mentioned earlier, there is a version of this build that exists with FAW as the active firing mode instead of CSV but exists outside of this budget class. If you didn’t want to use KLW as a lockbox power, you are more than able to use Very Cold in Space (this might even make Exotic Focusers more reliable).
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 career-specific trait of any importance 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 Notes
We’re making use of a few DEW / Sci interconnected traits here. Strike is overall good for any damage, Super Charged affects global CrtD/CrtH which affects exotics, ICS is also global CrtD/CrtH, and Weaponized Exotic Particles is a really decent EPG buff. Realistically with WEP you can technically drop both particle focusers, but you would really lose out on the control expertise and I think overall the build will suffer. With the trait active you sit at ~330 EPG which is absolutely nothing to scoff at.
Duty Officer Notes
Nothing crazy here, everything is replaceable. I would highly recommend if you can to pick up a science power healing Space Warfare Specialist if you are finding yourself needing some healing above what you have. Ideally you should be taking very little non-environment damage between Intel Team and Strike From Shadows.
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
Intel Team - Now that this and other team powers have standard activation times these are spammable.
Cannon Scatter Volley - prebuff for cannons, upgrades cannons
Torpedo Spread - prebuff before firing, upgrades torpedo
Emergency Power to Engines - Keeps it cycled.
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.
ISE Record Damage Breakdown
148.7k DPS - Deteriorating Secondary Deflector - Exotic
120.7k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley I - DEW
111.3k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley I - DEW
87.8k DPS - You Are Dismissed - Exotic
57.5k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley I - DEW
49.6k DPS - Phaser Turret - Scatter Volley I - DEW
48.9k DPS - Krenim Timebug - Exotic
47.6k DPS - Trilithium-Enhanced Phaser Turret - Scatter Volley I - DEW
28.7k DPS - Entropic Rider - Exotic
27.5k DPS - Digital Compilation Field
26.8k DPS - Hvy Gravimetric Device I – High Yield Gravimetric Explosion I - Exotic
23.8k DPS - Gravimetric Rift I – Gravimetric Rift - Exotic
22.7k DPS - Anti-Time Entanglement Singularity (Rank 2) - Exotic
22.2k DPS - Destabilizing Resonance Beam I - Exotic
19.4k DPS - Hvy Gravimetric Device I - Exotic
17.7k DPS - Gravity Well III - Exotic
15k DPS - Gravimetric Photon Torpedo - Spread I - Exotic
14.7k DPS - Tyken's Rift II – Tyken's Rift Power Siphon - Exotic
12k DPS - Kemocite-Laced Weaponry I - DEW
10.4k DPS - Fek'ihri Torment - Exotic
8.5k DPS - Terran Task Force Dual Heavy Phaser Cannons - DEW
8.2k DPS - Prolonged Engagement Dual Phaser Cannons - DEW
5.5k DPS - Dark Matter Anomaly - Exotic
5.5k DPS - Delphic Tear - Exotic
5.4k DPS - Borg Cube
4.3k DPS - Borg Cube – Concentrate Firepower III
4.2k DPS - Gravimetric Photon Torpedo - Exotic
3.6k DPS - Heavy Inhibiting Phaser Turret - Dew
3.2k DPS - Gateway
2.5k DPS - Trilithium-Enhanced Phaser Turret
2.2k DPS - Phaser Turret
1.2k DPS - Nanite Transformer
0.8k DPS - High Yield Gravimetric Explosion I
0.7k DPS - Distributed Targeting I - Phaser
0.7k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.5k DPS - Tyken's Rift Power Siphon
0.4k DPS - Nanite Transformer – Concentrate Firepower III
0.4k DPS - Distributed Targeting I - Kinetic
0.3k DPS - Distributed Targeting II - Phaser
0.3k DPS - Sphere – Distributed Targeting I - Phaser
0.2k DPS - Aftershock Tyken's Rift – Aftershock Tyken's Rift Power Siphon
0.1k DPS - Gravimetric Rift
0.1k DPS - Withering Radiation
Something that we try to teach is how to read a ship, understand what are the important parts, and then apply it to other ships so you don't need a build for your specific ship. You can either copy or adapt from another ship as needed instead if there’s one that can run the same build or is close enough. In this case, we’re looking for a ship with a DHC weapon access, with Full Intelligence Seating, and a Secondary Deflector. Consulting Fleffle's Sortable List with those parameters entered, you get this:
A relatively new addition, the Suurok Intel Science Destroyer is a near direct replacement, offering similar boff seating, upgrading the Tactical to a Lt.C and offering command seating, as well as an added fore weapon.
The Ba'ul Sentry Vessel offers an improvement, getting a Lt. Command seat, as well as an added hull and shield and fore weapon, at the cost of having reduced turn and slightly less optimal power distribution. It also is limited to lockbox level requisitions.
The Cardassian Damar Intel Science Dreadnought is very similar to the Scryer, suffering from reduced turn but has access to more intel seating potential, as well as an added fore weapon. As a science dreadnought you have access to a hangar bay; best slot here with the budget is Elite Scorpions or El;ite Peregrines
The Legendary Caelian Intel Multi-Mission Explorer is a direct upgrade with similar turn rate. The only downside is that the engineering seating is limited to only 2 slots without using the Lt.C. This means you have to forgo Aux2SiF, but with the added ens. Science seat you can pick up hazard emitters which is a HoT instead of single heal. The Lt.C Tactical also means you can upgrade to TS2 and CSV2. As a 4/2 ship you do lose a slot. The added fore weapon should be filled with crafted [Pen] Dual or Dual Heavy Cannon, taking the place of the aft turret.
If you wanted to dabble in a little bit of pilot with this build style then the Saturn Intel Science Spearhead is the ship, similar story, more flexible seating, added fore weapon, and high platform cost. The same layout as the Caelian above can be mirrored, however if you feel up to it you can drop intel team, replacing it with the hazard emitters and then slotting pilot team in the Ens/Pilot seat to get some more mobility.