A.F.S. Lamorak
Empersa Alliance Miracle Worker Juggernaut
Empersa Alliance Miracle Worker Juggernaut
Released: 2026 - 04
The Empersa is another "big ship" in the long history of big STO ships; and we all know everyone likes to fly a big ship! The difference here is that while most of them are lockbox/promotion ships, this is from an event! This is really the first ship in a long line of event ships that I really actually wanted to fly. It’s not a unique ship per say in doing any one particularly new thing, but it’s a collection of attributes that make it a very unique ship.
Firstly it’s the first free Juggernaut class ship, which means it has a big f*-off superweapon…and I really mean it! This thing is likely to get nerfed:
So….yeah…that’s a thing. After that it shares its Miracle Worker primary spec and Lt.C temporal spec with 4 other ships, the Credence, Theseus, Terran Monitor, and Legendary D’D. Of these the Empersa has the second highest hull, 1 of 3 with five fore weapons, but it has the very interesting gimmick of having wingmen.
This I also believe makes it the only Juggernaut to have summonables inherent to it (carrier players rejoice somewhere in the distance). Basically what I’m getting at here is that with 5 fore weapons, high hull, and big single target power…this ship is my new ERL platform
ERL combos really well with temporal specialization specifically because of recursive shearing. Coupled with the overcharge lance and this ship starts to want to lean into ERL. Yes, it can do CSV/FAW/BO/CRF but it's got the seat so….lets have some fun!
Because it has flexible seating with a universal Lt.C slot, theres lots you can do with this. I went with a pretty shocking (not really) uncon setup with 3 control powers, but that’s really all you need with the Subspace Fracture Tunneling Field console. The consoles here aren’t anything I would consider wild;
FPNA, DPRM, and AES are direct damage buffs
Enhanced Induction coils are a fast firing power buff console
AES, DPRM, SAFG, and RCS are all here to make this thing live because believe it or not….you can pull aggro off dedicated tanks with how hard this hits single targets…I have done it, and ERL will eat your hull if you don’t pay attention too it. This isn’t a max hull build by any means so it has only ~120k hull and with ERL ticking at 3000 every second means you only have about 30-45s before you eat yourself alive.
Exceed Rated Limits:
Specialist powers are an interesting 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
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Originally known as Lamorat le Gallois introduces in the Tristan, most well known for his affair with Prince Arthurs sister and the sheer resistance to death after being essentially ganked by 3-4 other knights (Gawain, Gaheris, Agravain and Mordred)...apt because this ship tends to eat itself with ERL.
ISE:
{ OSCR } Total DPS Out: `[Jayiie@alcaatraz]` 1,296,489.56
HSE:
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Legendary Avenger battlecruiser Needed for Ships of the Line and Emergency Weapon Cycle
Lockbox Items
Ship - Mirror Warship
Weapons - Ba'ul Weapon Packs
6x Lockbox Personal Traits
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Fleet Spire Items
Lobi Items
2026 - 04
Added Build
Big energy damage, big durability to stay alive from doing big damage to self.
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
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 Jayiie's 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 anomalous 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.
Notes
Baul is great for this; firstly being AP means that it synergizes with the antiproton lance inherent to the ship, but also allows it to jump to nearby things which means that the single target aspect is negated in an target dense environment like STOs PvE sandbox is.
We've also tested the Phavan omni, and while it would take a 2pc slot, it doesn't perform very well under single target firing modes.
Notes
The Khitomer shield isn't strictly required here, but it is fun. It works into the self damage effect by having the SAFG recharge the shield quickly so the shield facings can reapply as quickly as possible. For those who don't have it, the Discovery shield will do fine here.
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., Weaponized Helical 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
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.
Notes
For those looking for more uncon triggers, and don't care about using the prevaling engines, changing Causal Reversion to Heisenberg Amplifier would be the choice to make. Alternatively you can drop Hazard emitters for science team if you want to be a little risky and still use the fortified engines.
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).
Budget Tweaks:
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
Meta-Focused Tweaks:
ERL doesn't have many synergistic traits to lean on so we're mostly looking for traits that grant beeg damage. Eclectic Collector of Armaments would be really interesting if they accounted for the Antiproton lance on this ship, but I don't have it to try it.
Budget Tweaks:
Offensive Traits:
Unconventional Tactics - Strategist Specialization, grants damage on using
Predictive Algorithms - Intelligence Specialization Rewards, very minor Accuracy boost when using weapon enhancement abilities.
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
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. 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
275.5k DPS - Borg Cube - Agony Redistibutor / Recursive Shearing
192.6k DPS - Antiproton Overcharge Lance
190.5k DPS - Ba'ul Antiproton Dual Beam Bank - This gets an absurd with enough haste
162.8k DPS - Dual Ba'ul Antiproton Cannons
91.3k DPS - Wide Arc Dual Heavy Ba'ul Antiproton Cannons
67.6k DPS - Antiproton Array
57.3k DPS - Ba'ul Antiproton Array
53.8k DPS - Digital Compilation Field
42.2k DPS - Antiproton Turret
24.2k DPS - Ba'ul Refraction
23.5k DPS - Antiproton Retort (CD: Front) - Khitomer Shield
14.4k DPS - Nanite Transformer – Recursive Shearing I
10.4k DPS - Gateway -DT / Recursive
10k DPS - Gravity Well I
9.3k DPS - Ba'ul Antiproton Array - Overload I - FPNA
8.2k DPS - Alliance Wingman (Alpha)
8.1k DPS - Sphere - Free BO1 for the 10th shot
8k DPS - Antiproton Array - Overload I
7.5k DPS - Ba'ul Antiproton Dual Beam Bank - Overload I - FPNA
7.2k DPS - Antiproton Retort (CD: Right) - Khitomer Shield
5.6k DPS - Alliance Wingman (Beta)
3.7k DPS - Anti-Time Entanglement Singularity (Rank 2)
3k DPS - Dual Ba'ul Antiproton Cannons - Rapid Fire I - FPNA
2.8k DPS - Energy Weapons: Exceed Rated Limits II
2.8k DPS - Antiproton Retort (CD: Left) - Khitomer Shield
2.7k DPS - Antiproton Retort (CD: Rear) - Khitomer Shield
2k DPS - Antiproton Turret - Rapid Fire I
1.9k DPS - Distributed Targeting III - Antiproton
1.9k DPS - Distributed Targeting I - Antiproton
1.7k DPS - Wide Arc Dual Heavy Ba'ul Antiproton Cannons - Rapid Fire I - FPNA
1.7k DPS - Tractor Beam I
1k DPS - Distributed Targeting II - Antiproton
0.4k DPS - Sphere – Distributed Targeting I - Antiproton
0.3k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.2k DPS - Counter-Offensive
0.2k DPS - Sphere – Distributed Targeting II - Antiproton
Miracle worker ships with temporal seating, as previously mentioned, are 5 ships. The other 4 are:
Credence Miracle Worker Dreadnought Cruiser - it looses the Lt.C universal seat for more tactical seating, so you get a torpedo spread, but loose on control powers. This
Terran Monitor Miracle Worker Carrier - I mean you can but this would just straight up not be a good time
Beyond this, you get the list of ships with miracle worker seating, which is numerous.