U.S.S. Caliburn
Terran Hydra Intel Destroyer
Updated: 2024 - 10
Build Overview and Focus
If you came here expecting something different than basically all my other energy weapon builds I've posted, this won't be it. I've invested into phaser, and so phaser it stays. No deep philosophical prospects, no fancy build tricks or whacky interactions here, this is all raw damage here.
Releasing the Hydra
The Hydra is an interesting platform. With the 13th anniversary bundle, we saw breaking of barriers; that is, the specialization seat barrier that has always separated C-store ships from recent premium ships. Up until now, premium ships were the only ones with Cmdr + Lt.C specialization seating, like that of the Inquiry compared against the Lexington. The Hydra, and the rest of the 13th anniversary bundle ships, are C-store accessible and have this Cmdr + Lt.C setup. As well, we have them in new combinations we've not gotten before.
The Hydra is special here. Part of me wants to chalk this particular ships combination as a blend of basic build competence and Luck but I think our new lead systems developer warrants some more faith. Regardless of what decisions were made to allow this ship to exist, this ship has statistically more-value orientated characteristics than it aught to for being a C-store ship for the purposes of doing damage, and more specifically energy weapon damage:
Mastery: Being a destroyer, it shares the warship mastery of all 4 offensive bonuses. +5 accuracy, +15% Critical Severity, +2.5 Critical Chance, +10% Kinetic and Energy Damage
Cmdr Intel/Tactical: This gives huge flexibility to the ship, granting access to all magor weapon enhancements at maximum rank as well as allow for some very common hybrid powers, and even a full Surgical Strikes 3 build.
Lt.C Pilot: Until the rework, this probably would have been passed over, but with the rework we have several key aspects here that are worth looking at.
Lt.C/Ens Universal: 4 universal seats with both higher rank seats being hybridized meaning the ship inherits a huge amount of flexibility for a variety of build types; Cannons beams mixtures and potentially even DEWSci should you be so inclined.
As well, the ship has some inherent traits that make it stand out that are not always focused on. A hull mod of 1.2 puts it into the top of the line up, being only mildly outclassed by a few 1.275 and 1.3 mod warships. A 14 turn rate with 0.18 impulse gives it the same maneuverability as the well loved but now outdated Krenim Imperium Warship, for those who might remember how well this ship did in its time. Having its power bonus distributed at +10 Weapons and +10 Engines means that the two subsystems you'd want to optimize for energy weapons are focused on.
Basically I think these factors combine to form what is possibly the best energy weapon damage ship we have access to, let alone limited to the C-store. Spencer's own video on the ship goes into more comparisons on the ship class to drive this point home that this ship has far better value aspects too it then we would normally expect to see. As well, this video has some example builds that vary from my own should another perspective on the ship be warrented.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Build Purpose and Scope
This is, basically, the same build as on the Rhongomiant, and uses the same equipment as seen on things like the Phaser Equinox, the aforementioned Inquiry and Lexington, the Von Neumann, and even the Scryer, Crossfield Refit, and the Fleet Theseus. Phaser is very good and has lots to support. If you want to see examples of a non-phaser SS build to merge with the example I have here, have a look at EPHs surgical build which uses plasma. There is no real reason why I use phaser specifically outside of the fact that I've invested into it and it synergizes well with what I have access too, and lots of good tools are also phaser based. This is what we mean by build synergy. I feel there's not much more to say on the scope and build here that I haven't said a dozen times elsewhere by now.
A note on the Agony Redistributor
When the Agony Redistributor first appeared on the meta damage scene, it was largely a buggy mess which interested weirdly with other powers and to some extent it still does (I'm not running anything on this to cause it to break). In it's current iteration, the console excels when dealing single target damage which momentarily causes all damage done to a target to be spread, much like the effects of Distributed targeting, However, this is because it only stores the damage done to a single target. Multi-target builds will see some lacklustre results.
Namesake
A varient of the name for King Arthurs sword, often a latinization of the word Excalibur.
Meta Analysis
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [02:31]: `@alcaatraz` 1,401,692 / 143.5 M
HSE:
SCM - DMG Out: 106,660,010 DPS: 1,262,248.64 (66.7% of Team)
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Battlecruiser - Arbiter / Kurak / Morrigu
Legendary Avenger battlecruiser grants two traits for this build.
Temporal Warships (Edison / Chargh / Kholhr / Jem'Hadar Vanguard) - changes based on player faction
Tactical Flagships (Endeavour / Martok / Khopesh) OR Verity - From 10th Anniversary Bundle OR Legendary Scimitar
Lockbox Items
Ship - Deimos Pilot Destroyer
Weapons - Discovery Phaser Weapons
7x Lockbox Personal Traits
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Terran Reputation Items
Gamma Reputation Items
Dranuur Colony Items
Fleet Spire Items
Lobi Items
Change History
2023 - 04
Posted Build
2023 - 08
Added Agony Redistributor
Updated records
2023 - 12
Added T6x2 Console and Trait
Added Ship of the Line
Added Qty 1x Phaser Locator
Corrected Set Bonuses
2024 - 10
Updated Consoles
I have temporal listed here as I did queue into and set the DPS record with this. However, I really should have had strategist rather than temporal secondary.
Build Breakdown
Energy build with torps, not much to say here. Beeg damage.
Skills
Skill Unlocks
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 s. The core skill selections are still there. There is an overlap on looking at torp skills when getting to the 25 Tac ult unlocks.
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.
Build
Starship Weapons
Notes
The Wide Arc Phase cannons are great but easily replaceable with generic Dual heavy cannons or wide angle cannons. Dealers choice. Nothing else here is exceptionally hard to get being mostly reputation weapons. The agony cannons are basically just the normal quad cannons but instead of a system offline, it applies a very minor dot with a disable.
**ATTN** This build was tested before I had purchased the Heritage Starship Bundle. Realistically you should be using the Prototype hexacannons on this build instead of the Soliton Wave Impeller, however the record was posted with the Soliton so I'm keeping it here for the write up.
Starship Equipment
As stated, the Iconian Core can be beneficial in reducing weapon offline effects from Override Subsystem Safeties. However, since this ship doesn't have any innate weapon power cost reduction I've gone for the Fleet spire warp core for the -10% Weapon power cost and +66% EPS to help counter weapon drain on average rather than suppress one power downside which is easily cleared with some engineering captain powers.
Starship Consoles
Set Bonuses
Meta-Focused Tweaks:
Console wise there's not much improvement here.
Something worth noting is that the Vovin Consoles Teleport is only set if the active target when cast is designated as a foe. For most people using this normally will cause you to teleport to the nearest randomlly selected foe in range. However, it is possible to self cast this power, but you need to target self. I use a keybind for this, you can bind inside your file as:
| "target_clear $$ +TrayExecByTray 2 9 $$ target_clear" ""
Here 2 refers to Row #3, and 9 refers to Column 10 (the very last rightmost spot on tray #3). Feel free to modify as needed.
Budget Tweaks:
As always, there's a large portion of replacement consoles available. Only one of the non-tactical consoles I've listed are relatively expensive, but there's always slide grades depending on what you're after. Take a look here for the energy basics guide.
Bridge Officers
Notes
I've seen some variations here changing the EPtW2 down to 1, ditching the hazard emitters to pick up Reinforcements Squadron 1 . However I didn't see much luck and having Hazard Emitters will grant you the full bonuses from Strategist
Traits
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).
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used:
EPS Manifold Efficiency - Engineering Captain innate trait - this provides +10 all subsystem power for 30s when using EPtX or batteries. A useful filler.
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
Starship Traits
Meta-Focused Tweaks:
With the 2022 Meta Event campaign I picked up Universal Designs. Pairing this trait with the Immolating Phaser Lance should maintain the full 5 stacks on UD, granting +10% CrtH and +50% CrtD. This is a really well working combo. However if you have to pick only one, if any at all, take the Immolating Phaser Lance. Because you can now pick the console up with the Mudds Pilot bundle, I suspect more people are going to have access to the Lance than UD.
In mid-2023, the Legendary Avenger was released, and I only picked this up in Dec of 2023. This added Ship of the Line to the list of traits, making itself meta basically instantly. This means that only one real meta trait remains up for grabs on this in the form of Ruin of Our Enemies, which with the current carrier rage means I might be getting this....eventually...maybe....
Budget Tweaks:
Offensive Traits:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
Unconventional Tactics - Strategist Specialization, grants damage on using
Predictive Algorithms - Intelligence Specialization Rewards, very minor Accuracy boost when using weapon enhancement abilities.
Dimensional Modulation - Inherent to the ship, I would recommend against using this since it has such a strict trigger requirement.
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)
Strike from Shadows - Pilot Escorts, Adds a passive -60% threat generation, +5% CrtH, and +5% Cat2, with a very very minor placate
Reputation Traits
Active Reputation
Duty Officers
Budget Tweaks:
The Security office can be replaced with another EWO or PWO, as aquired.
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.
Miscellaneous
Ship Stats
Keybinds
Energy builds don't have much in the way of keybinds or layouts, push buttons, get benefits.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle
Surgical Strikes - upgrades weapons, prebuff before firing
Attack Pattern Beta - prebuff before firing
Override Subsystem Safeties - Since this starts ticking down as soon as possible you as much maximum power increase for as long as possible.
Kemocite Laced Weapons - prebuff before firing
Torpedo Spread - upgrades torpedo, prebuff before firing
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
Console - Universal - Subspace Fracture Tunneling Field
As mentioned earlier, the Vovin event console, Subspace Fracture Tunneling Field, issues a teleport, not forces one. As such, with carefull keybinding this can be escaped.
| "target_clear $$ +TrayExecByTray 2 9 $$ target_clear" ""
Here 2 refers to Row #3, and 9 refers to Column 10 (the very last rightmost spot on tray #3). Feel free to modify as needed.
I have this mapped to the alt on my mouse with my modified left click (in this case, a mouse keybind to command F12) so that I can use on command easier.
Parse Breakdown
175.8k DPS - Borg Cube
151k DPS - Terran Task Force Phaser Dual Heavy Cannons - Surgical Strikes III
142.3k DPS - Terran Task Force Phaser Beam Array - Surgical Strikes III
133.4k DPS - Wide Arc Phase Dual Heavy Cannons - Surgical Strikes III
119.6k DPS - Phaser Wide Angle Dual Heavy Beam Bank - Surgical Strikes III
104k DPS - Phaser Beam Array - Surgical Strikes III
87.7k DPS - Soliton Wave Impeller
81.8k DPS - Inhibiting Phaser Beam Array - Surgical Strikes III
76.1k DPS - Gateway
57.4k DPS - Immolating Phaser Lance
32.3k DPS - Digital Compilation Field
31.9k DPS - Kemocite-Laced Weaponry I
24.1k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
24.1k DPS - Terran Task Force Phaser Array
22.6k DPS - Dark Matter Laced Quantum Torpedo - Spread III
20.8k DPS - Dark Matter Laced Quantum Torpedo
20.4k DPS - Wide Arc Phase Dual Heavy Cannons
16.4k DPS - Phaser Wide Angle Dual Heavy Beam Bank
14.6k DPS - Beam Array
12.7k DPS - Inhibiting Phaser Array
11.8k DPS - Nimbus Pirate Distress Call
9.6k DPS - Terran Task Force Dual Heavy Phaser Cannons
8.2k DPS - Dark Matter Dissolution
6.4k DPS - Nanite Transformer
4.8k DPS - Borg Cube – Concentrate Firepower III
2.5k DPS - Distributed Targeting I - Phaser
1.9k DPS - Tractor Beam I
1.8k DPS - Distributed Targeting II - Phaser
1.6k DPS - Fly Her Apart II
1k DPS - Assimilator – Concentrate Firepower III
0.8k DPS - Photon Torpedo
0.6k DPS - Transphasic Torpedo
0.3k DPS - Disruptor Array
0.3k DPS - Counter-Offensive
0.2k DPS - Polaron Array
0.2k DPS - Distributed Targeting II - Kinetic
0.2k DPS - Disruptor Dual Beam Bank
0.2k DPS - Dual Polaron Cannons
0.1k DPS - Distributed Targeting I - Kinetic
0.1k DPS - Dual Heavy Polaron Cannons
0.1k DPS - Distributed Targeting II - Polaron
0.1k DPS - Withering Radiation
Portability
Surgical Strikes 3 builds require Cmdr intel seating. This means it already limits this to a certain type of ship. While you can do fun things like the Scryer, that itself is its own type of build and doesn't fit inside the niceties of the Hydra. Given the particulars of the Hydra however, there are no other ships like it, the closest being the Saturn with its ens pilot seat which is more closely aligned to the Scryer than it is the Hydra. At best you can do is something like the Kelvin Timeline Intel Battlecruiser or the Vengeance where they have Cmdr Intel seats and thus can use SS3.