U.S.S. Viviane
Verne Temporal Science Vessel
Verne Temporal Science Vessel
Released: 2024 - 04
Long heralded as the best exotic platform available, this ship lives up to its reputation. I finally caved and used my Campaign three event box on this ship (the first one...yes it took me 3 years to decide). This ship is very easy to fly, which might be a reason why it's gotten the reputation, but the other would be the only Tier six starship with a commander science temporal seat and the option to slot 3 lieutenant commander science or temporal powers, and has no forced tactical seating.
This set of characteristics puts it as one of the most versatile science ships to use for any series of exotic build you might want to make. The Lt./Lt.C universal seats means that if you wanted to go heavy into tactical powers and do a DEWSci setup you can, or go heavier on engineering powers for durability.
One of the most commonly recognized builds for this ship, since it was altered to have a commander primary specialization, has been the DPS-Leagues "Science Ships in the Current Century" guide. My build here varies from that in both time and usage as many items have seen addition to the sandbox.
As with most meta-defined science ships, this one is entirely about exotic damage. No fluff, nothing special, no tricks, just exotic damage. In review, this ended up being a near carbon copy of EPHs on Dranuur, and while he has a much longer stick time on that platform, I was able to reach the same performance metrics without nearly as much. In time should I continue to fly this ship in this configuration (which I likely will), I expect it to perform better than I've been able to do here as I adjust to the correct ability timing and 'floatyness' of the ship; compared to my standard fair of science ship this is way more agile.
Advanced Science Console - Exotic Particle Amplifier
EPH has a very nice analysis of exotic console breakdowns, given this is what I would call his area-of-expertise in ship building (and helping derive the thing in the first place), I think of no one else who would be better suited to answer the question, and yes these are valuable, impactful, and important consoles. My builds use them often where I can, usually as a stat stick but nearly always as the EPG type.
The TL;DR of it is that because they scale everything up based on the EPG, you need a large amount to make them scale well. At a resting 407 EPG this build more than falls into the category and even work out better than the Exotic Particle Field Exciter with EPG.
Enforced Timeline Primacy
From the recently released Augur Temporal Science Vessel, the Enforced Timeline Primacy console has a few notable interest, most particularly is the passive which beyond the +20.1 EPG and +5.3 Aux power, also adds a unique option to hold the game to the laws of physics, giving Entropy the ability to jump to other targets on death. This is a huge QOL improvement to using temporal powers and actually means that you can reliably use builders / consumers.
The active on this console is also notable. This essentially grants you a temporary Inhibiting Secondary Deflector for 30s. The trick is to use the console before you use any powers, otherwise it won't apply the radiation 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.
Lady of the Lake, of the many names she is known by, Viviane is of particular is french origin in the story.
ISE:
SCM - DMG Out: 142,500,411 DPS: 1,212,769.45 (68.8% of Team)
HSE:
SCM - DMG Out: 120,167,168 DPS: 1,065,311.78 (66.6% of Team)
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Lockbox Items
Ship - Na'Qjej Intel Battlecruiser (we're after the trait so if you find a cross faction box even better)
Ship - Mirror Constitution Warship
Ship - Deimos Pilot Destroyer
Salvaged Console - Delphic Tear Generator
Salvaged Console - Micro Dark Matter Anomaly
Duty Officer - Liberated Borg Specialist Duty Officers (31 of 47)
7x Lockbox Personal Traits
Event consoles and Traits
Imperial Rift Set (now available in Mudd's)
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Dyson Reputation Items
Romulan Reputation items
Discovery Reputation Items
Lobi Items
Promotion Items
2024 - 04
Posted Build
Full on exotic build here, full points in exotics with the rest in projectile, hangers, survivability and agility as needed.
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 and Exotic Builds
The tactical ultimate does basically nothing for the majority of the damage on this build. However this is a skill tree that is still designed to run things like the Inquiry and Verity, so I do still have this. A more optimized tree would look something like EPHs tree he uses on exotics. The core skill selections are still there.
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.
Notes
As of right now I'm not amazing at getting much out of the mines on this ship. I mostly just let them go and do their thing, relocating them to big targets to build up stacks of Resonating Payload Modification. It is worth mentioning these are currently broken as Resonating can break the 5 max stack limit with mines. This has been the case for years (basically since the traits were released). I don't enjoy taking advantage of these but considering they've been in the game for several years now I think its fair game to use them here.
An interesting thing that could also be considered is the lobi pairing to the Delphic torp, the Dual Overcharged Delphic Antiproton Beam Bank. This would fill the set bonus on the delphic torp for the 2pc which grants +1.25% CrtH and +12.5% CrtD. Is this worth it compared to the 25% CrtD from the Lorca 2pc....I'm not sure. However it would also get around the issue where the Wide Angle Dual Beam bank is currently incorrectly applying a +20% bonus all damage (from the ramping proc; its listed as only granting to the beam but is in fact applying to everything).
For those without the Hysperian or Terran Sommerville, look to here for some alternatives and rankings.
Meta-Focused Tweaks:
With some of my saved (read hoarded) stuff finally selling last year I saw a plethora of extra EC I could throw at some wishlist items. Namely for this build the Maquis Raider for the Plasma storm module. I have avoided thinking about this in the past due to the visual of the console however with the introduction of VERTIGO that particular downside has faded and finally made me pull the trigger on picking this up. This only leaves the potential of the last bit in the Interphase Quantum Distributor, however at this time I think this would be more of a slide grade than a necessary pickup (and I don't want to open boxes for EC just for that).
Budget Tweaks:
This ship is incredibly expensive. As such there is a multitude of budget oriented options to take.
More Particle Focusers - I use 2, you can use more if you have empty science slots. I used 3 before the plasma storm got picked up so just fill any extra science slots you can with these, they are very good.
Hull Image Refractors - While this ship doesn't have much in the way of heals, a passive +20% damage isn't bad!
If you are struggling to get some Aux power the Temporal Disentanglement Suite can help, and also offer some CrtH/CrtD along the way.
Meta-Focused Tweaks:
I did pick up a Delayed Overload Cascade 3, I must say I was unimpressed. Either the power triggered later than I wanted it too and did nothing, or it flung stuff into the aether and ruined runs. I have been tempted to use it on this build since it has a lower control rating than the Annorax but my experience there taught me that something more consistent would be better than something more spiky for day to day use. This is a meta pick and would probably give more damage however my personal performance improved when not using it so...take that as you will.
Meta-Focused Tweaks:
Obviously building on an engineer was "my first mistake"...I just like the engineering playstyle (also EPS power transfer is really good). I have thought about using Intelligence Agent Attaché on this to get that power back faster, but it would have to displace something here. In the future if I solve the Aux power problem I mentioned in my skill tree I might be able to remove EPS Manifold Efficiency. Tactical Captains as always get A good day to die with science captains having Conservation of Energy. Additionally, since this is an engineer it might be interesting to use EPS Overload as the primary subsystem is aux power so this would also grant +20% CrtD.
Budget Tweaks:
Despite being one of the first people to tackle exotic math way back when the S12 and S13 changes, I am a rather dunce when it comes to the total build space. Exotics Basics might be the best place to start.
Bug notes:
As it stands, Feel the Weight of Our Presence and Resonating Payload Modification both have broken interactions with mines. For the sake of transparency I will explain on them here.
FEEL THE WEIGHT OF OUR PRESENCE: Despite explicitly listing mines as not counting for the stacking -0.5, they do. This means that I can routinely apply anywhere from -20 to -25 to targets by myself in any engagement
RESONATING PAYLOAD MODIFICATION: I suspect largely due to how mines work that these are counting as seperate entities to the player (also would explain FTWOOP) and therefore are applying stacks to targets independent of the stack counter of the player. This can cause it to exceed the 5 max stack per person limit very easy.
Feel the weight is better left to running on a support, but it can be run on the primary DPS captain.
Meta-Focused Tweaks:
Of the ones not listed, Kick them When Their Down is probably the best one to put in here, displacing...something, maybe Exotic Modulation. This grants up to 25% CrtH vs Exotic Modulations +20% Cat2. However with Universal Designs I'm not overly capped on CrtH...I also don't have the trait to slot there instead. By the Book makes its debut appearance on my builds, it's an interesting (not bad or good, just interesting) change to playing compared to energy builds where you use abilities as soon as off cooldown. Definitely something to learn how to do better.
Budget Tweaks:
Again, a bit of a dunce on this knowledge base. Some that I know off hand:
Improved Critical Systems - requires 2 EPtX copies to get the full benefit but most science ships tend to have a Lt. Eng or greater seat.
Unconventional tactics - +% bonus damage on using brace for impact.
yeah, there's not much here that's on a pure budget. There's a few C-store ones that poke around in my head like Checkmate, Electrified Anomalies, Strike From Shadows, and Emitter Synergy all come to mind. Exotic Modulation also serves very little use on this ship since it has no temporal powers and I would be hard pressed to want to run Directed Energy Modulation on it.
If you have the Augur, you can sub in Temporal Investigator as needed. It's not a good enough trait to subvert the meta but it's interesting enough on this build to warrent consideration in the budget space.
Meta-Focused Tweaks:
In an ideal world I would shell out and get myself a 32 of 47 Liberated Borg Duty officer for Exotic Damage increase and 20% CrtD, but its again hardly needed. I have been using the 31 of 47 here with good enough results
Budget Tweaks:
Most of these are really easy to get. Sub in Projectile weapon officer for cooldowns or whatever suits your fancy if you don't want the +CrtD/CrtH ones.
This method has been inherited from the Annorax, so fundamentally stems from my learning experience there.
Top Row - These are my BOff ability's anomalies, shorter cooldown and tend to be more used. Again I click my powers rather than spam them. For my current rotation for maximum spike damage, I use them in order from left to right:
Quantum Singularity Manipulation - This is a big CtrlX EPG buff. In HSE this is the opener, in ISE i use this as a finisher with the gate and cube to try and spike them down faster for shorter run time to take advantage of time compression.
Anti-Time Engagement Suite - I should probably move this closer to QSM so I can pop them both off at the same time
Gravity Well - this drags everything in. I normally wait a second or two before popping off a few more
Destabilizing Resonance Beam - This helps get Sec Def procs triggered. I was naively using this after I used a bunch of anomalies to get this as a spore proc but I've learned its better to get the sec def procs out first rather than get another SIA trigger.
Chronometric Inversion Field - Places here after DRB to allow for better timing with By the Book
Very Cold In Space - Big AOE button
Timeline Collapse - I wanted this near the end since it has only affects 3 targets and is not shield ignoring
Subspace Vortex - Another anomaly, I also save this for second engagements.
Tykens Rift - If I use Gravity Well first this comes up during the second engagement window
Enforced Timeline Primacy - Putting it here for easy access, best used before using the above
Middle Row - These are my consoles, longer cooldowns and tend to be less frequent and need better timing. I've put these on shift+num up to 5 so I can used them easier with WASD.
Ionic Deflector - This is on top of being an EPG buff it also has a PBAOE damage component. I was initially just popping this off to get the EPG but if you wait for things to get grouped up after GW you can get some pretty decent damage from it
Advanced Exotic Battery
Dragonsblood Flame Reactor - This is up long and frequently.
Generate Plasma Storm - Big AOE damage, similar to Neutronic Eddys or Genesis seed. lasts a long time so I tend to open with this as well, as it will stick around. Best to place it on a big GW (which this build also carries)
Genesis Seed - This thing is tons of damage, use it on big groups.
Micro-Dark Matter Anomaly
Delphic Tear - AOE cone, save for another engagement where things aren't destroyed from having QSM up.
Timeline Vortex - I've been instructed to throw this at something not in the pile, it seems to be working well
Bottom Row - these are fast rotations. Best used to get triggers when needed.
Immolating Phaser Lance - triggers when needed. Lots of clicky consoles here so save it for when they're down.
Science Team - use every 10s
Channeled Deconstrution - Channel, best used when stationary for the entire duration to prevent chances of breaking the channel early. Also helps to keep By the Book timing correctly
Structural Analysis - use on clumps or wandering targets for secdef procs, very good -DRR power as well on big stuff.
ISE Record Damage Breakdown
325k DPS - Pets
100.4k DPS - Genesis Seed
58.6k DPS - Chronometric Inversion Field
57k DPS - Badlands Cyclone
56.2k DPS - Cryonic Turbulence II
36.7k DPS - Timeline Collapse
16k DPS - Anti-Time Entanglement Singularity (Rank 2)
191.2k DPS - Deteriorating Secondary Deflector
80.6k DPS - Breath of the Dragon
58.9k DPS - Enforced Timeline Primacy
49.7k DPS - Dark Matter Anomaly - Dark Matter Anomaly
47.8k DPS - Spore-Infused Anomalies - Gravity Well III
39.7k DPS - Plasma Particle Emission - Theta Radiation
36.3k DPS - Destabilizing Resonance Beam I
32k DPS - Gravity Well III - Gravity Well III
29.5k DPS - Spore-Infused Anomalies
26.2k DPS - Tyken's Rift Power Siphon - Tyken's Rift II
24.5k DPS - Immolating Phaser Lance
21.8k DPS - Digital Compilation Field - Digitizer Probe
18.7k DPS - Spore-Infused Anomalies - Tyken's Rift II
17.6k DPS - Disruptor Wide Angle Dual Heavy Beam Bank
17.1k DPS - Delphic Tear
17k DPS - Particle Emission Plasma Torpedo - Heavy I - Heavy Particle Emission Plasma Torpedo I
16.1k DPS - Particle Emission Plasma Torpedo
14.1k DPS - Entropic Rider
13.8k DPS - Subspace Vortex II - Subspace Vortex II
13.7k DPS - Ionic Deflector Inversion
13.3k DPS - Gravimetric Rift - Miniature Gravimetric Rift
13.2k DPS - Gravimetric Photon Torpedo
13k DPS - Fek'ihri Torment
9.9k DPS - High Yield Gravimetric Explosion I - Hvy Gravimetric Device I
9.3k DPS - Channeled Deconstruction I
8.8k DPS - Spore-Infused Anomalies - Subspace Vortex II
8.7k DPS - Plasma Storm
6.3k DPS - Temporal Vortex - Temporal Vortex Probe
5.8k DPS - Omega Kinetic Shearing (Rank 2)
5.3k DPS - Concentrate Firepower III
4.9k DPS - Spore-Infused Anomalies - Aftershock Tyken's Rift
3.8k DPS - Mine Explosion - Blackout Mine
3.8k DPS - Gravimetric Rift - Gravimetric Rift I
3.7k DPS - Tractor Beam I
3.3k DPS - Particle Emission Plasma Torpedo - Heavy I
1.8k DPS - Genesis Seed
1.5k DPS - Digital Compilation Field
1.3k DPS - Distributed Targeting II - Kinetic
0.8k DPS - Distributed Targeting I - Kinetic
0.6k DPS - High Yield Gravimetric Explosion I
0.6k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.4k DPS - Mine Explosion - Blade Mine
0.4k DPS - Counter-Offensive
0.4k DPS - Distributed Targeting II - Disruptor
0.2k DPS - Distributed Targeting I - Disruptor
0.2k DPS - Chronometric Inversion Field II
0.1k DPS - Dyson Proton Weapon
The most direct build this can port too is the Dranuur Science Vessel, which can be seen here as EPHs build.
Other ships worth mentioning:
Augur and its Fleet version: Lots of forced tactical seating
Sh'val Temporal Science Spearhead: Lacks the 3rd Lt.C Science power and has a forced Lt.C Tactical seat
Edoulg Sphere Builder Science Vessel: Another forced Lt.C Science, but also has intel powers on the engineering seat.
D'var Temporal Science Vessel: Lowers to a forced Lt. Tactical, upgrading to a Lt. Eng/Intel seal