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 game's 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:

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:

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

Not specifically an allusion to anything, I have enjoyed these rather pompous names for ships as of late.

Meta Analysis

Budget Analysis

Change History

Build Breakdown

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.

Skill Unlocks


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

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.

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.


Starship Weapons


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.

Starship Equipment

Starship Consoles

Set Bonuses

Meta-Focused Tweaks:

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

Budget Tweaks:

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.

Damage Consoles

Bridge Officers


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.


Personal Traits

Meta-Focused Tweaks:

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.

Budget Tweaks:

For budget players who want to save some EC, there's a few standard traits that could be used:

Starship Traits

Meta-Focused Tweaks:

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.

Budget Tweaks:

Offensive Traits:

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

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.

Parse Breakdown

ISE Record Damage Breakdown


Science ships with Miracle Worker Specialization are uncommon, and currently only 3 exist in game:

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.