I.S.S. Wolfram
Terran Sirius Command Dreadnought Cruiser
Released: 2023 - 05
Build Overview and Focus
When the Sirius was released with the 13th Anniversary bundle, most people I know didn't think too much of it. It's another command cruiser was and still is a common phrase. And its true, it really is just another command cruiser. However it offers some unique twists—Miracle Worker Specialization Seating at Lt.C level and its placement on a galaxy platform.
I saw something much different than most, my next heavy tank platform.
Build Purpose and Scope
The Wolfram started its journey as a middling tank, something to poke around in and do content and look flashy but mostly just be a puff of smoke. It...really surprised me in how well it handled, how well it synergized together and how well it really did.
From there, and many many tweaks to the idea, and one bug patch later, I ended up with a ship that punches far above where it really ought too for how little damage buff consoles I have placed on it. It's ended up far overbuilt for durability but this allows it to just eat incoming damage at any content, and makes it an ideal choice when you want to just saunter through a pack of enemies.
Miracle Worker Specialization
Something that defies the meta heavy tank building exercise I've chosen here is to use Miracle worker spec. While the Bedivere uses Temporal Primary paired with Strategist specialization for the damage from entropic rider under Ba'ul beams, my tactical captain is not so lucky to have a set of those upgraded and is instead a phaser based character for all builds. This means that those particular choices for temporal specilization fall out of favour. While support tanks will usually want Intelligence for Intel fleet, this is meant to be a heavy tank, and so I end up with Miracle Worker Specialization, which has a few interesting things:
Passive: +50% Hull regen
Embolden: When affected by a hull heal power, +2% Critical Chance for 10s, refreshes when heals applied
Throw out the manual: Passive +20% Heal Critical Chance. An interesting note here is that this counts for incoming Critical hits to apply the debuff for Terran Targeting Systems, something EPH has noted on his Chronos.
Automated Leak Detection: This is rather useful for using full impulse to move around and recover power when entering combat quickly to grab snap threat.
Fix'Em'Up: +30 all DRR when using any heal
No Risk, No Reward: +10% Healing and Bonus damage when receiving an incoming critical hit (be it a heal or 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.
Pairing these effects with Strategist and a copy of Hazzard Emitters means you have one boff power that effective grants: +40+ All DRR, +5% Critical Chance, a heal over time, and a chance at +10% Cat2 all damage, all for 20 seconds as each tick of HE refreshes these effects!
Advanced Phaser Beam Arrays
I choose these for one reason and one reason only: they blue. Well that's maybe a bit of an exaggeration, they also have an interesting effect whey there proc scales with how many you have on. Each has a 5% chance per cycle to grant increased critical damage to those weapons, and each one increases this buff by 10%. With 5 installed, we can use the formula 1/((1/[CycleTime])*(1-(1-[Chance])^[Instances]) to determine a mean expected time between events at 22.5s per proc. In practice however, this buff is always on, even with only a 15s duration. This means that this effectively grants all Advanced Phaser beams with this proc a passive +50% CrtD.
The downside of this weapon type is the acquisition method. I get mine from the 10th anniversary bundle (which also grants the disruptor varient at the same time), which has been superb value, its not exactly a cheap initial purchase. You can also quire these from the promotion version of the ship, the Constitution Miracle Worker Flight Deck Carrier or D7 Miracle Worker Flight Deck Carrier. In reality, you can use whatever flavor you want, this is just an item I had in my toolkit to pull on and wanted to use...also its blue and it contrasts with the red and black paining on the ship really well.
Namesake
Named from Stephen Wolfram; known for advanced in computer science, complex system analysis
Meta Analysis
ISE:
SCM - DMG Out: 61,721,694 DPS: 389,657.16=
SCM - ATKS In: 2,277 ATPS: 10.91 (92.0% of Team)
HSE:
SCM - DMG Out: 35,724,020 DPS: 300,201.85 (22.3% of Team)
SCM - ATKS In: 444 ATPS: 3.85 (92.7% of Team)
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore)
Legendary Avenger battlecruiser grants two traits for this build.
Support Cruiser - Narendra / Vor'ral (Or legendary Varients N / V)
Mirror Strike Wing Escort (12th Anniversary)
Yomato Dreadnaught cruiser (or Legendary Dreadnought Cruiser)
Tactical Flagships (Endeavour / Martok / Khopesh) and Engineering Flagships (Sojourner / Kahless / Shamshir) OR Verity - From 10th Anniversary Bundle OR Legendary Scimitar or Legendary Bortasqu
Lockbox Items
Promotion items
Miracle Worker Flight Deck Carrier (Constitution, D7, or legendary - avalible from 10th anniversary bundle)
Event consoles and Traits
Jarok Alliance Carrier - Pet unlcok
Krenim Science Vessel - Console
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Gamma Reputation Items
Discovery Reputation Items
Fleet Spire Items
Dranuur Colony Items
Lobi Items
Change History
2023 - 05
Build Released
Build Breakdown
The Wolfram is a blend between where I think the Bedivere is and the d'Alembert lies. As such it offers a mix of more duability than needed, some team support elements, as well as personal sustained damage.
Skills
Skill Unlocks
Notes
Teryh's skill tree is similar in many aspects but lacks a few features compared to my engineering captains. Because tactical captains get no inherent power management, I've taken points to buff up weapon power. I've also skipped Drain Expertise, mostly because its of no important, and the other being there isn't any case for me to use Drain Scaling powers on her. There is often a case to use Energy Siphon but it doesn't normally find room in bridge officer layouts to make it worthwhile enough to spec into DrainX when the points could instead be spent on EPG or power.
27 vs 26 Point Tactical ultimate
There is some comments floating around about people moving back to the 27 points in the tactical branch for the cooldown reduction on Focused Frenzy. I maintain that this is a negligible effect and and good build should already have and maintain proper cooldown reduction chaining. Therefore the cooldown reduction from Focused Frenzy should be redundant and therefore ignored. Unless you can maintain Frenzy the entire run (in which case all members have agreed to specifically build conditions and timings before hand) this point is wasted in the sense that the extra unlock will at most times be of unimportance, Therefore 1 point can be moved for utility to Science or Engineering .
Hull Restoration vs Hull Capacity
Once again I took a point in hull restoration. While the same argument as in Jayiie's skill tree doesn't quite hold up, as a tactical captain there is a distinct lack of healing innately avalible to her. As such taking that last point does help in scaling healing things up.
Shield Regeneration
While Teryhs primary goal isn't to tank, this last point in science does get her to the next unlock for +10% max shield capacity. While not a massively important stat, 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. If you want to take the final point of EPG or something else such as power or hull capacity feel free too do so.
Build
Starship Weapons
By all means, the Terran Task Force Phaser Beam Array would be a viable addition to the build, but I wanted to try and eek out more from the Advanced Phaser beams and I think it's payed off on this build with its almost 400k DPS record.
Starship Equipment
Starship Consoles
Notes
Console - Universal - Supplemental Subsystems - This is the inherent console from the Yomato Dreadnaught cruiser, and stacks with other + power bonuses. It's not as strong as something like OSS but it is rather strong. The interesting this is that the power grants +Max power, but requires you to get hit to gain the actual subsystem power. This needed a patch to be able to be put onto the ship which has been the primary delay on me posting this.
With the introduction of Advanced consoles I've phased several consoles out, but if you need replacement options here are the ones I removed:
Console - Universal - Shield Absorptive Frequency Generator - This is great! This is RSP in a box and always on. I've seen anywhere from 4k-6k HPS from this thing...mind you its shields, but shields do have inherent durability added too them for just having on which is more effective at adding durability than just adding more hull or DRR. The best part is that its relatively easy to put on any ship, with the launch of the Legendary Valdore Temporal Ops Strike Wing Escort Warbird, this console has been truly unlocked away from just romulan ships.
Console - Universal - Reiterative Structural Capacitor - An older event console it now lives in the mudds bundle for an outrageous price. Do not buy this if you don't have it. Instead I would recommend the much more likely use case of the Ablative Hazard Shielding, specifically from the Romulan version of the ship the Morrigu, which will fill a set bonus with Shield Absorptive Frequency Generator for =5 Weapon power and -25% weapon power drain. I've got with this just for the team healing it can provide and that the buff scales with incoming damage.
There are some more meta picks this could take; the immolating phaser lance is a great example of something that would not only be thematic with the integrated lance but also buffed nicely as this is a phaser build. I don't have it on this character however.
Set Bonuses
Bridge Officers
Meta-Focused Tweaks:
This boff layout isn't really ideal to take advantage of control effects, so it would likely suffer when attempting to use Unconventional Systems but that likely wont stop anyone. What I could see happening is dropping CRF for Narrow Sensor Bands, but I found this to be a net loss from not having a weapon effect for the turret vs bonus damage that this build already has lots of from being on a tactical captain.
Traits
Personal Traits
Meta-Focused Tweaks:
For tactical captains Coordinated Targeting Solution is available to them, however with Intelligence Agent Attaché, cooldowns on Fire On My Mark aren't exactly hard to find.
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used to manage durability and damage:
Bulkhead Technician - Innate trait - this provides +10% Maximum Hull capacity and can be used as a stand in for durability consoles
EPS Manifold Efficiency - Engineering Captain innate trait - this provides +10 all subsystem power for 30s when using EPtX or batteries. A useful filler.
Living Hull - Episode Reward from "Surface Tension" - +15% hull regen in combat is equivalent to 3 stacks of repair crews
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
Give Your All - Engineering RnD level 15 - grants a dodge (flat 20% reduction)
Nanite Repair Matrix - this can help keep you alive. Unfortunately there's not much in the way of support orientated traits available for free, so anything that increases durability or damage would probably help.
Advanced Rapid Support - Temporal Recruitment - reduces cooldown on captain fleet abilities. This would be especially great on tactical captains who run this build and don't have IAA
Starship Traits
Budget Tweaks:
Most people will have Entwined Tactical Matrices, which is a fine substitute in place of Redirecting Arrays if you don't want to buy another C-store trait. Theres more information found over on the Support Basics page.
For those looking to pick up more Defensive Traits:
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
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. Another technician would probably be the easiest slot here.
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
Mixed Armament Synergy - prebuff before firing to take advantage of beam and turret firing to buff the torp.
Attack Pattern Beta - prebuff before firing
Suppression Barrage - prebuff before firing
Fire At Will - prebuff before firing, upgrades beams
Cannon rapid Fire - additionally colony console triggers
Kemocite Laced Weapons - prebuff before firing
Aux2Bat - keeps cooldown rotation and triggers cold hearted for debuffs to targets
Emergency power to Engines - This is here so that every other rotation it can be activated
Parse Breakdown
ISE Record Damage Breakdown
81.4k DPS - Advanced Phaser Beam Array - Fire at Will III
60.5k DPS - Advanced Phaser Beam Array - Fire at Will I
53.9k DPS - Pets
39k DPS - Kemocite-Laced Weaponry I
32.8k DPS - Dark Matter Laced Quantum Torpedo - Spread I
19k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
16.2k DPS - Inhibiting Phaser Beam Array - Fire at Will III
14.6k DPS - Heavy Inhibiting Phaser Turret - Rapid Fire I
13.1k DPS - Inhibiting Phaser Beam Array - Fire at Will I
11.1k DPS - Dark Matter Dissolution
10.4k DPS - Advanced Phaser Array
9.6k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley I
8.1k DPS - Concentrate Firepower III
3.5k DPS - Agony Phaser Spinal Lance
2.9k DPS - Dark Matter Laced Quantum Torpedo
2.7k DPS - Tachyon Net Drones - Vulnerability Exploited - Gravity Well I
2.6k DPS - Inhibiting Phaser Array
2.3k DPS - Tachyon Net Drones - Vulnerability Exploited
1.7k DPS - Distributed Targeting I - Phaser
1.6k DPS - Heavy Inhibiting Phaser Turret
1.5k DPS - Distributed Targeting I - Kinetic
0.8k DPS - Counter-Offensive
0.2k DPS - Tachyon Net Drones - Vulnerability Exploited - Lukari Heavy Photon Torpedo
0.1k DPS - Distributed Targeting I - Antiproton
ISE Healing breakdown
4.5k HPS - Shield Absorptive Frequency Generator Proc
0.6k HPS - Pets
0.4k HPS - Restorative Protomatter Matrix
0.4k HPS - Energy Refrequencer (Rank 2)
0.3k HPS - Shield Distribution Officer
0.1k HPS - Maneuver Warfare II
0.1k HPS - Engineering Team I
0.1k HPS - Hazard Emitters I
HSE Healing breakdown
3.3k HPS - Shield Absorptive Frequency Generator Proc
3k HPS - Reiterative Capacitor Repairs
0.5k HPS - Restorative Protomatter Matrix
0.5k HPS - Pets
0.5k HPS - Energy Refrequencer (Rank 2)
0.4k HPS - Shield Distribution Officer
0.2k HPS - Maneuver Warfare II
0.1k HPS - Engineering Team I
0.1k HPS - Hazard Emitters I
0.1k HPS - Reflexive Emitters
In both ISE and HSE, you really see the SAFG perform, but it almost is an over perfomance, since you get with so many shield drains. However I do notice that I do keep shields up better with the console without and it does make second warp core breaches from cubes negligible so having the console to keep shields up is helpful, just don't get wowed by these numbers so much.
Portability
Any ship with commander command seating will work here. Obviously the higher the hull mod the better. The problem with porting 1:1 will have less to do with the ship bridge officer layouts and more with the unique consoles locked to the Odyssey and Flagship lines. However lots of other ships have unique consoles that let you deal more damage or run more support (team damage buffs or target debuffs).
In order of highest to lowest hull mods:
Hur'q Vedcrid Hive Dreadnought Carrier - 4/3 but with 2 hanger bays and a 1.7 hull mod this could be an incredible platform for tanking.
Legendary Ross Command Exploration Cruiser - From the same pack this 1.55 hull mod ship is better suited to a support role than heavy tank (damage) role, mostly due to the Cmdr/Lt.C engineering seat. Its also a Galaxy so it gets some style points.
Fleet Cardenas Command Dreadnought Cruiser - 1.54 hull mod so very beefy, and gets access to a decent seating layout. No lt.C tactical means it wont be able to get FAW3 for the role of a super heavy tank but it is very possible to do it on this, but is also better suited to support tanks. The KDF counterpart is a duplicate of its stats if you wanted to try something non-fed.
Voth Rampart Command Flight Deck Carrier - 1.47 hull mod and probably the closest to the Verity in terms of boff seating. Access to MW and very flexible seating would definitely make this a contender for the heavy tank role.
Kelvin Constitution Heavy Command Cruiser - 1.45 hull mod, access to both command and temporal as well as versatile seating (lt.C uni) means this is flexible in both support and heavy tank roles.
Merian Command Science Dreadnought - 1.45 Cmdr Science ship with a hanger bay. This platform is more suited for support tanking but it could be very potent with the access to a secondary deflector for the purposes of heavy tanking.
Legendary Vor'cha Command Support Battlecruiser - 1.45 hull mod, very very very good ship, many roles this can fill from DEW DPS to tanking to torps.
Styx Terran Dreadnought Cruiser - 1.45 hull mod, More than capable of being both a heavy and support tank, and possible attempt to fill both roles at once with access to APB3 hanger pets.
Presidio / Ty'Gokor / Vastam Tactical Command Battlecruisers - Lower hull (1.375 Hull mod) but not as expensive as a platform as a the others on this list, can fill both heavy and support roles as seen here.
Endeavour / Martok / Khopesh Tactical Flagships - Any of them will work as they share the set powers and roughly the same layout, but will suffer having access to only Lt.C command powers.