U.S.S. Indebted Sacrosanct
Crossfield Science Spearhead Refit
Released: 2023 - 02
Build Overview and Focus
With the Event Campaign 3 box, I decided to pick up a ship which has become quite central to the overall game meta: the Crossfield Refit. Coming with Universal Designs, which allows you to gain +2% CrtH and +10% CrtD globally every time you use a console ability, this pairs very well with the Immolating Phaser Lance. Together these two form some central pillars to the games current meta building sandbox.
However, once I got the ship and actually had a chance to really look at the boff station and mess with the ship a bit, I stumbled upon a rather interesting observation. This is a miracle worker ship, and therefore has the potential of running Exceed Rated Limits 3. With things like the Conveyance Heart and the success that brought, I wondered if I could do the same with the Crossfield Refit. Rather than go into exotics, what happens if we just went with raw weapon damage?
Build Purpose and Scope
Really I just wanted to use the ship and explore the realm of ERL. EPH has another ERL build here that is also worth reading. This is however built on a much more standard platform being the Fleet Gagarin. The Crossfield refit loses a fore weapon, but instead gains a secondary deflector. With only a few triggers for it, it was still easily enough to
Miracle Worker Seating:
I speak on this lots in the Lexington build, but I will just recap here some recaps:
Narrow Sensor Bands: Adding Cat2 damage which scales up as target distance decreases as well as accuracy, this is a staple of energy builds which are used on miracle worker capable ships. With ERL being a single target, this is a great excuse to hug a target.
Mixed Armemerent Synergy: Adds an amount of Cat2 damage based on combinations of weapons firing. Testing shows that only one other weapon is needed to gain the benefit, thus using mixed weapons (cannons and beams) is perfectly adequate.
Exceed Rated Limits: The firing mode of the specialization, and radically changes how you approach building.
Exceed Rated Limits:
Specialist powers are an interest wrench in the sandbox. Since they effect both types of weapons, and similarly lock out other modes this means you can lean into the best a flavor has to offer; this can be seen in the SS build where it takes advantage of a quad cannon, both terran task force weapons, and the wide angle dual beam bank.
For Exceed Rated Limits Specifically:
Rank 1 (Lt.C): +60% Firing cycle haste, incurs -5 all subsystem power every second and 5000 electrical damage
Rank 2 (Cmdr): +80% Firing cycle haste, incurs -4 all subsystem power every second and 4000 electrical damage
Rank 3 (Cmdr): +100% Firing cycle haste, incurs -3 all subsystem power every second and 3000 electrical damage
I haven't fully explored the math here (TRINITY is the tool to use for that), but as haste increases the relative effect of adding more of it decreases, which leaves ERL in a bit of a spot where the meta traits lose effectiveness. As well since it removes weapon cost, weapon cost reduction effects don't work.
A bit of a compound name here
Indebted: owing gratitude for a service or favor.
Sacrosanct: regarded as too important or valuable to be interfered with.
Not specifically an allusion to anything, I have enjoyed these rather pompous names for ships as of late.
SCM - DMG Out: 86,262,352 DPS: 596,558.45 (40.9% of Team)
SCM - DMG Out: 64,343,985 DPS: 499,177.54 (35.5% of Team)
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Temporal Warship - Edison / JH Vanguard / Kholhr / Chargh (these ships grant a trait depending on faction)
Glenn - 10th Anniversary Bundle OR Mirror Crossfield Science Destroyer
Sao Paulo Tactical Escort Refit (also available for dil per character) or Terran Adamant Heavy Raider (Quad Cannon access)
Event consoles and Traits
Denorios-class Bajoran Interceptor - Console
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Fleet Spire Items
2023 - 02
As the goal of the build is to explore Exceed Rated Limits, the build is fully invested into energy damage. This leaves a very unsurprising distribution. I've invested into agility (as I do most builds) since getting places quicker is all the better for utilizing the single target nature of this ship, and as an extension the single target build classes.
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.
The Tactical Ultimate is still taken. Because of the skill investment for energy weapons in the skill tree, this only takes a small amount of investment. Even with the intent of going full min-max, if everyone takes the coordination protocols this is comparable to getting a Mk12 damage console which effects everything, as well as a hull plating node. These are worthwhile investements, and given how flexible Jayiies skill tree is designed to be very good at covering multiple roles such as support, tanks, and energy kinetic and exotic dps builds.
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.
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.
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.
No fancy lockbox weapons here, though the crafted omni has only a mildly useful proc and something like a pulsed phaser omni would be better here, it wouldn't necessarily be worth the cost of such an item. Legacy Phaser omnis with pen do exist, I just don't have one.
On paper, the Lorca's Custom Fire Controls is worse than another exploiter, however there are some aspects to it and the 2pc which are hidden normally. The added weapon power for example, and the added shield pen while not universally seen as an advantage does in practice lead to quicker TTK.
The 2pc set adding +25% critical severity is incredibly helpful when trying to push non-weapon effects like the Immolating Phaser Lance
This build doesn't make any claim to be cheap. Between the DPRM, D.O.M.I.N.O., helical weapon torsion and BIC, and Immolating Phaser Lance, this build gets expensive fast. However, that's what makes the unconventional systems type work well; really good console active powers with really good cooldown reduction. The raw stats of the BIC fill roles that other consoles can, but not as easily. The raw power of the 3/4 active consoles provides incredible damage potential that is unmatched, hence its use in the current Meta.
If you start missing out on these consoles with good clickies, it might be best to pivot away from Unconventional systems. I did something similar on another character of mine when developing the Lexington, where basically the entire build was redeveloped around a more traditional aspect.
Bioneural Infusion Circuits - As a stat stick console, there's a few free options available for use. Assimilated Module from Omega Reputation is a good choice here for weapon power, some control expertise, and CrtX.
Immolating Phaser Lance - this is a great phaser console but that's all it really is on this build right now; a damage source. Any generic +phaser damage console or phaser damage dealing console will do fine
Weaponized Helical Torsion - I myself was debating this versus something like the altamid or assimilated module and went with the clicky console to help fuel damage stacks on the Cutting Tractor Beam.
It would be interesting to see how well Destabilize Warp Core would do on this build. Single target means the target would go down quickly, and since this is a build that inherits a sizable EPG proportion, would dropping Hazard emitters for this then benefit the build at all.
There isn't much to change here in terms of utility. If playing on a captain trait always try to slot A Good Day to Die (not confusing at all there's a starship trait, mission, and personal trait with the same name). As well more people would want to run controls to take advantage of Unconventional Systems. I feel the platform lacks the opportunity cost to be able to afford slotting the powers to gain the trait.
For budget players who want to save some EC, there's a few standard traits that could be used:
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.
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
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
Obviously more people would want to run more controls, and therefore take advantage of Kick Them When Their down. However because none of the triggers for it are miracle worker powers it leaves the spec in a bit of an odd space where attempting to take advantage of more control / science / exotic effects don't really work too well.
Unconventional Tactics - Strategist Specialization, grants damage on using
Predictive Algorithms - Intelligence Specilization Rewards, very minor Accuracy boost when using weapon enhancement abilities.
Dimensional Modulation - Inherent to the ship, I would recommend against using this since it has such a strict trigger requirement.
Getting into C-store accessible traits:
Promise of Ferocity - Alliance Pilot escorts, +4% bonus weapon damage when using a tactical or pilot bridge officer power (max 5 stacks, one stack every 4s)
Entwined Tactical Matrices - As discussed this can replace Withering Barrage but must be done with an accompanying torpedo power and weapon.
Super Charged Weapons - As discussed this will need an accompanying torpedo to get stacks
Agent Nerul unfortunately has no equivalents. As such and durability driven duty officer would be best to put here. Alternatively a 3rd energy weapon officer for CrtH or CrtD of your choice, or a warp core engineer for more power.
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
Attack Pattern Beta - prebuff before firing
Narrow Sensor Bands - prebuff before firing
Kemocite Laced Weapons - prebuff before firing
Mixed Armament Synergy - prebuff for weapons; this has a delayed in activation similar to tactical team so putting it first and separating it from other things helps keep it from misfiring.
Exceed Rated Limits - weapon firing mode
Photonic Officer - begins CDR rotation. Since this is not an exotic build using Improved photonic officer, this is fine at the end
Emergency power to Engines - This is here so that every other rotation it can be activated
ISE Record Damage Breakdown
108.8k DPS - Deteriorating Secondary Deflector - Didn't expect this with only 208 EPG on this thing
71.7k DPS - Terran Task Force Dual Heavy Phaser Cannons
64.8k DPS - Quad Phaser Cannons
60.8k DPS - Terran Task Force Phaser Array
53.8k DPS - Phaser Wide Angle Dual Heavy Beam Bank
41.1k DPS - Immolating Phaser Lance - This still impresses me
40.8k DPS - Beam Array
37.7k DPS - Inhibiting Phaser Array
36k DPS - Heavy Inhibiting Phaser Turret
14.2k DPS - Pets
5.7k DPS - Anti-Time Entanglement Singularity (Rank 2)
2.2k DPS - Player 1
1.4k DPS - Player 2
1.4k DPS - Player 3
1.2k DPS - Player 4
0.9k DPS - Elite Alliance Fighter Squadron
0.5k DPS - Approaching Agony
0.5k DPS - Elite Tholian Mesh Weaver
0.4k DPS - Altamid Drone Swarmer
12.7k DPS - Destabilizing Resonance Beam I
9.4k DPS - Kemocite-Laced Weaponry III
6.2k DPS - Distributed Targeting I - Phaser
3k DPS - Entropic Rider
2.6k DPS - Energy Weapons: Exceed Rated Limits III
2k DPS - Tachyon Net Drones - Vulnerability Exploited
0.5k DPS - Agony Phaser - Disable and Damage Over Time
0.5k DPS - Tachyon Net Drones - Vulnerability Exploited - Aftershock Gravity Well
0.4k DPS - Weaponized Helical Torsion
0.3k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.1k DPS - Withering Radiation
0k DPS - Distributed Targeting I - Plasma
Science ships with Miracle Worker Specialization are uncommon, and currently only 3 exist in game:
Legendary Intrepid Miracle Worker Multi-Mission Science Vessel - Possibly the longest named ship, this having 3/3 will decresee its value here but having Pilot means its also a very good platform option here. It is limited with the amount of Tac seating but since we're using ERL means this isn't a problem.
Nobel Miracle Worker Research Science Vessel - C-store option, also Cmdr Miracle worker which has similar layout to this but is only 3/3, and does suffer when it comes to tactical console options.
From here you're looking at non-science ship options, and the build would look more like a regular ERL build, which can been found here with EPHs Gagarin.