U.S.S. Thule
Fleet Arbiter Battlecruiser
Released: 2024 - 02
Build Overview and Focus
As an extension of our attempt to fill in the gaps of build budgets, I've crafted a Fleet Arbiter as an example of the very common two ships people are recommended to pick up when they first can; the Arbiter Battlecruiser and the Gagarin Miracle Worker Battlecruiser.
Budget Constraints
With the release of the Legendary Battlecruiser Bundle, this standard advise is no longer my first recommendation, as the perceived value of the this pack is phenomenal. And while taking the on sale values means we can cost this bundle at 8,400 zen of out 10,000 limit, the two C-store ships Arbiter and Gagarin as stand alone purchases are technically cheaper at only 4,800 zen.
Something to note is that with the extra 3600 you get:
A better Avenger Platform, accompanied by a very well performing Tank/torp platform in the form of the Legendary Bortasqu'.
The full Flagship set
The full Flagship Console set (minus Timeline Stabilizer)
Two Bundle Exclusive Traits: Ship of the line (something that has found its way onto almost all of my DEW builds) and Thirst for Battle
Two Unique Weapons, One Phaser one Disruptor
T6x Coupons, enough to bring a ship to T6x2
**NOTE: I am assuming that you end up using the T6 coupon you get the Gagarin here, but it can also be used for whatever ship you want; something science, something torps, something energy, the choice is up the user in the end
However, to take advantage of these benefits it does require the upfront cost, and while for me this is no more than the amount I spend on fuel to get to work a week, not everyone has the ability or willingness to spend that much on a game, especially when they are just starting out. As a result, while we can technically get 4 C-store ships at this tier I'm artificially limiting myself to only 2 for this example as a testament to what only these two can get for you
Build Purpose and Scope
We're going back to basics here and crafting a very traditional "Users first Zen Enabled FAW build". This is design to take right after EPHs T5 Sovereign Build, and as such you'll see a large degree of crossover. However this expands on the toolset to include a fleet ship, some fleet gear, and a few S-ctore items. Additionally I've picked up an additional Lockbox console and some traits.
Additionally, I'm taking advantage of a less used method of cooldown reduction that relies on a single copy of Auxiliary Power to Emergency Batteries, but also requires more investment into passive cooldown reductions. This is in the form of Advanced Tactical Readiness, Basic Engineering Readiness, Reputation trait Chronometric Capacitor, 3 Very Rare Technicians,. and one Tactical Krenim Officer acquired from the fleet research lab.
The idea here is also to provide a pathway to build up to a more advanced FAW Arbiter setup that can be found here.
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.
Namesake
From the Classical Greek literarily northern island, classically used as Ultima Thule as a place beyond the borders of the known world
Meta Analysis
ISE:
SCM - DMG Out: 53,186,881 DPS: 292,557.10 (23.3% of Team)
HSE:
SCM - DMG Out: 37,339,038 DPS: 260,565.52 (21.2% of Team)
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu)
The Morrigu is technically a valid acquisition here but the platform is entirely different. The Kurak / Fleet Mogh being the KDF equivalents to the FED Arbiter seen here. Pick up whichever you want to fly the fleet version of as this will give you the discount and only require 1 Fleet Ship Module.
Miracle Worker Battlecruiser - Gagarin / Qugh
Again these two ships are virtually identical, pick up the one you want to fly / have a cheaper option of at T6.
Lockbox Items
Salvaged Console - Hull Image Refractors
Lockbox Personal Traits
Event consoles and Traits
Delta Recruit Reward: Improved Critical Systems
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Gamma Reputation Items
Omega Reputation Items
Discovery Reputation Items
Iconian Reputation Items
Terran Reputation Items
Fleet Spire Items
Fleet Research Lab Items
Dranuur Colony Items
Lobi Items
None
Other
Perseus Temporal Escort - 75,000 Dilithium, console access
Valdore Heavy Warbird - 75,000 Dilithium, console access
Prolonged Engagement Phaser Beam Array - Ultra Rare Phoenix Token
Change History
2024 - 01
Released
Mission Replay Requirements
Iconian War:
1x "Blood of Ancients"
Solanae Dyson Sphere
1x "Surface Tension"
Future Proof
3x "Sunrise"
Reputation Item Purchases
Omega Task Force:
Console - Universal - Assimilated Module
Discovery:
Phaser Wide Angle Dual Heavy Beam Bank
Mycelial Wave-Impulse Engines
Tilly's Review-Pending Modified Shield
Lorca's Custom Fire Controls
Terran Task Force
Terran Task Force Disruptor Beam Array
Gamma Reputation
Advanced Inhibiting Phaser Omni-Directional Beam Array
Ordnance Accelerator
Build Breakdown
This build focused on energy with a small amount of projectile bonuses, and some agility and survavability picks. Theme gets 1 point for Phasers on a Federation ship.
Skills
Skill Unlocks
Notes
Rhea was developed as an experiment as Hybrid Torp/Energy Character so her skill tree here reflects that to a degree, but is still a very generalist tree like every other captain I make as I eventually want to have a full suite of capability on all my captains. Taking points into the tactical tree reflects weapon damage, and the extra points allocated into control expertise and Exotic particle Generators rounds out the characters ability to move into exotics and utilize exotic/control aspects on projectile heavy builds.
Advanced Tactical Readiness is needed here for this build as is Engineering Readiness; however this can be mitigated by taking Photonic Officer 1 in the lieutenant science seat; this method of CDR is especially helpful on very tactical heavy ships that have limited engineering and science seating as you find most projectile builds want to have.
Alternative Skill trees can be adapted for uses, see EPHs Sovereign for the starter builds tree, and note that it only takes Improved Engineering Readiness opposed to my pick here at Advanced Readiness. Additionally, with the addition of a few more sources of CDR later on this method becomes obsoleted, which is why the more expensive Fleet Arbiter build can safely use only Photonic Officer.
Build
Starship Weapons
Notes
I do have some carry over here of items I have previously upgraded, however it remains that all weapons here are "as is" when made, a few Mk XIII from reputation projects that I cannot turn off as well as Mk XV items from what I've previously updated; however these are minor stat boosts and contribute little to the overall damage envelop of the build.
Starship Equipment
Starship Consoles
Set Bonuses
Notes:
For those looking to avoid the passive readiness investment from the skill tree this build calls for and don't want to spend the 75k dilithium on a non-passive contributing console, the M6 Computer can be swapped for the Delta Reputation Bio-Neural Gel Pack for its 7% cooldown reduction.
Bridge Officers
Notes:
As discussed earlier, another option to remove the readiness requirement of this build is to utilize the Lieutenant science as Photonic Officer 1 to aid in readiness, however this leaves out the option of using DRB in this slot for it's damage and AOE debuff (more important of the two)
Traits
Personal Traits
Meta-Focused Tweaks:
A Good Day to Die is a tactical captain only trait, and therefore needs replacement for other professions. Context is for Kings is an easy substitution here as it provides dynamic damage or durability depending on what is needed at the time.
Additionally, Crippling Fire and Last Ditch Effort are Tactical Captain profession specific. Easiest choice here would be EPS Manifold Efficiency for damage or Grace Under Fire for durability for Engineering Captains. Science captains have no direct path of upgrade innately, therefore I would suggest something like Adaptive Offense, Pseudo-Submission, or anything else of your choice.
Starship Traits
Notes:
For those looking for some more defensive options at this tier:
The Best Defense - +25% Healing when using APB, APO, and APD - not hugely relevant on a build which heals via regen or incoming classes healing (protomatter consoles) but its free from the episode "House Pegh".
Going the Extra Mile - +Hull cap and +healing - free from completing Miracle Worker Specialization
Reputation Traits
Active Reputation
Duty Officers
Notes:
Very Rare Technitians can be farmed from B'tran. I got very lucky compared to some other characters and only took 2 weeks to get 3 Very Rares, with the thir being from another DOffing event from a random box.
Miscellaneous
Ship Stats
Keybinds
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
Fire At Will- prebuff before firing, upgrades beams
Kemocite Laced Weapons - prebuff before firing
Brace For Impact - Triggers Unconventional Systems
Override Subsystem Safeties - Since this starts ticking down as soon as possible you as much maximum power increase for as long as possible.
Emergency power to Engines - This is here so that every other rotation it can be activated and keep engine power high
2x Aux2Bat - keeps cooldown rotation
As well, since I have Intelligence Agent Attaché and A Good Day to Die, I can effectively spam Attack Pattern Alpha and Go Down Fighting without need for worrying about timing.
Parse Breakdown
ISE Record Damage Breakdown
34.5k DPS - Quantum Phase Torpedo - Spread I
19.8k DPS - Pets
12.6k DPS - Anti-Time Entanglement Singularity (Rank 2)
7.2k DPS - Nimbus Pirate Distress Call
19.5k DPS - Phaser Wide Angle Dual Beam Bank - Fire at Will III
16.6k DPS - Phaser Dual Beam Bank - Fire at Will III
15.1k DPS - Terran Task Force Phaser Beam Array - Fire at Will III
14.4k DPS - Prolonged Engagement Phaser Beam Array - Fire at Will III
14.4k DPS - Quantum Phase Torpedo - Salvo I
12.7k DPS - Phaser Beam Array - Fire at Will III
12.3k DPS - Inhibiting Phaser Beam Array - Fire at Will III
12.2k DPS - Phaser Wide Angle Dual Beam Bank - Fire at Will I
11.2k DPS - Quantum Phase Transfer
9.5k DPS - Kemocite-Laced Weaponry I
9.2k DPS - Terran Task Force Phaser Beam Array - Fire at Will I
9.2k DPS - Prolonged Engagement Phaser Beam Array - Fire at Will I
8.8k DPS - Digital Compilation Field - Digitizer Probe
8.1k DPS - Phaser Dual Beam Bank - Fire at Will I
8.1k DPS - Quantum Phase Beam Array - Fire at Will III
7.6k DPS - Concentrate Firepower III
6.7k DPS - Inhibiting Phaser Beam Array - Fire at Will I
5.8k DPS - Phaser Beam Array - Fire at Will I
5.3k DPS - Phaser Wide Angle Dual Heavy Beam Bank
4.8k DPS - Quantum Phase Beam Array - Fire at Will I
4.2k DPS - Destabilizing Resonance Beam I
3.7k DPS - Phaser Dual Beam Bank
3.5k DPS - Terran Task Force Phaser Array
3.2k DPS - Inhibiting Phaser Array
2.9k DPS - Beam Array
2.4k DPS - Quantum Destabilizing Beam
2.2k DPS - Prolonged Engagement Phaser Array
0.9k DPS - Distributed Targeting I - Phaser
0.8k DPS - Digital Compilation Field
0.7k DPS - Distributed Targeting I - Kinetic
0.5k DPS - Quantum Phase Array
0.5k DPS - Distributed Targeting II - Phaser
0.3k DPS - Counter-Offensive
0.3k DPS - Distributed Targeting II - Kinetic
Portability
This build is easily placed onto anything with a Lt.C Tactical and Lt.C Engineering Seat. This makes it especially viable for anyone who wants to adapt to any upcoming or Future event ships as well as any other C-store/Fleet ships that might strike ones fancy.