USS Superiority
CSV Trafalgar Command Juggernaut
CSV Trafalgar Command Juggernaut
The Excelsior class is by far my favorite starship class. I have at least 5 different physical models of the ship, both USS Excelsior and USS Enterprise-B. Pretty much every T6 Excelsior in STO is a 4/4 cruiser with an abundance of Engineering seating. I have both the Fleet Excelsior and Legendary Excelsior exceeding 1M DPS, on what many would consider is “the worst ship in the game”. It’s all about your build, your team, your piloting.
When it comes to Piloting, of the STOBETTER team, I am probably the least-skilled. I am not a fast-twitch gamer, and games like League of Legends or Overwatch are just too fast-paced for me to keep up with. I play Starcraft II with something like 60 APM. All that to say – the trend of Krait builds where every console is a clicky is simply too many buttons for me to keep up with. As such, I set out with a primary goal to keep the number of clickies low; no Uncon, no Vovin console here.
I also managed to get an Infinity Lockbox ship from one of the key giveaways in 2025. I went back and forth on what to get, but to quote the reveal stream “...inspired by the Excelsior class…”, I really loved the aesthetic of the Trafalgar. My biggest hangup was that the seating was basically a copy-paste of the Shangri-la, which I already had and enjoyed using. I also knew the Spirit of Sacrifice console from the Trafalgar wasn’t quite enough to be a novel cooldown method on its own. So I waited.
Winter event 2025 was the Vok’Tar, which has a console that provides 10% cooldown reduction to universal consoles. This was the last piece I needed to make the Spirit of Sacrifice stand on its own without Boimler, Photonic Officer, or Intel Agent Attaché. I pulled the trigger on the Trafalgar and went to work! However, not everything was as smooth as my calculations made it out to be...
This is as close to an Excelsior Juggernaut as I ever expect to see in game.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
This is my penultimate build. It spares no expense, it outparses everything I have, and is probably my favorite ship to fly for general content. Targets just vaporize, its maneuverable, its easy to fly, and its generally durable. This is the Superiority. (Excelsior is prohibited in game D: )
Solo ISA: 258.5k (deathless!)
ISE: 1,714.6k
HSE: 1,586.8k
This build spares no expense. You could throw more meta stuff at it, but I settled for what was fun to fly, not what was META.
Elite Captain & T6X2 upgrade, several Elite Bridge Officer Tokens
T6 C-store ships
Emergency Weapon Cycle Starship Trait – Arbiter
Target That Explosion Starship Trait – Earhart/Legendary Excelsior
Super-Charged Weapons Starship Trait – Endeavour, et. al.
Strike From Shadows Starship Trait – Shran
Lockbox Ship
Spirit of Sacrifice Universal Console & This ship – Trafalgar
Experimental Power Redirection Universal Console – Excelsior II
Universal Designs Starship Trait – Crossfield Refit
R&D Promotional ship
None
Lobi Ship
None
Lockbox gear
Context is for Kings Personal Trait
Fire Ball Escape Personal Trait
Terran Targeting Systems Personal Trait
Harmonic Shield Linkage Personal Trait
Intel Handler Personal Trait
Kemocite-Laced Weaponry Bridge Officer Power
Event gear
Withering Barrage Starship Trait – Klingon Recruitment Ship
Improved Critical Systems Starship Trait – Temporal Agent Recruitment
Omni-Directional Pahvan Proton Beam Array – Event Reward
SS Antares Distress Protocol Device – Event Reward
Kobyashi Maru Transponder Device – Event Reward
Custom Power Matrix Universal Console – Event Reward Ship Eleos
Lobi gear
The Boimler Initiative Personal Trait – 200 Lobi or Exchange
Wide Arc Phase Dual Heavy Cannons (22c.) – 200 Lobi
New Build - March 2026
This is first and foremost a CSV Energy DPS build, but I made sure to balance survivability and piloting taste for general content - this is no Glass Cannon. There are a few selections for the lone torpedo and some extra agility.
Since this skill tree is shared amongst many builds, I made a separate page for it and the discussion of it.
I went with “classic” phasers on this build. I have a Plasma, Tetryon, and an Antiproton build. Disruptor could also be a fine option here, but I’m sort of saving that for a Klingon. I’m still figuring out what to do with Polaron, so Phaser made the most sense here. I also was able to reuse my Isomags from my other Phaser Excelsior build to save me some resources.
The top pick of any Phaser or Disruptor build is the Terran Task Force weapons. These get up to a 2x multiplier as your target is damaged. This beam array does as much as a Dual Beam Bank. The cannons are second-to-none.
Next, let’s consider the [Arc] Cannons slot. I realized only after purchasing and attempting to equip the Wide Arc Phase Cannons that you can only have one [Arc] cannon on a ship, much like you can only have one Crafted [Arc] beam on a ship. This means Wide Arc Radiolytic (expensive) and Wide Arc Phaser (crafted, cheap) can also go in this slot. I also picked up these Phase Cannons because they have no equip restrictions. I have a CSV Fleet Excelsior (just to prove a point) that utilizes these. While quite optional, the nice little boost to all my weapon damage for shields down is pretty solid.
We’ll come back to the torpedo in a moment, but we’re left with two more fore slots for energy weapons. I went with [Rapid] Phaser Cannons, which are easy to craft at Mark II. However, with how much haste and uptime on CSV, you don’t really need them on this build. My record parse doesn’t even have any Rapid Fire shots in the log. I have one Radiolytic, and I will eventually switch both to Radiolytic, but it’ll be a pretty small boost to the build. As you can tell by the build’s performance, just having a crafted Phaser and a Radiolytic isn’t really hurting us too much.
I like to slot a token Torpedo on my builds, and there’s several good reasons to do so here.
We’re flush with Tactical seating, so we can easily slot a Torpedo Spread II to boost the torpedo further.
We also can get two pieces of the Lorca set for some significant CrtD for the build.
Super-charged Weapons is one of my best Energy Weapons Starship Traits, and requires a torpedo to function. I would need at least two other better Starship Traits to disrupt this one from being slotted.
I chose the Dark Matter torpedo for the aforementioned Lorca set bonus. I think Quantum Phase would be fine too, but we’re not going to be too fussed about the torpedo.
For rear weapons, just about every energy build is using the Pahvan Proton Omni beam, especially because using cannon firing modes triggers the equivalent beam firing mode for the omni, and it’s proc does amazing damage, often near the top-parsing item on an energy build.
The rest of the weapons on a cannon build in the rear are turrets. Single and Dual cannons can only be equipped in the fore slots of a ship. Turrets don’t do near the damage as Dual Heavy Cannons – I get about half the damage from a turret as a Dual heavy cannon. Therefore, these are a little more lenient on what you can equip. I tend to go more for set bonuses or procs over actual pure turret damage. A Radiolytic turret would be fine, but the difference between a Radiolytic and a crafted turret will be much smaller. There are also some great Reputation and Mission Reward turrets. The Advanced Inhibiting turret has a -10 DRR for targets slower than you, and this ship is pretty quick for a juggernaut. This boosts all of my damage slightly with no real drawback.
I use the Heavy Bio-molecular Phaser turret for my second turret, though the Trilithium-Enhanced Phaser Turret is my other choice. By now, we’re just chasing procs. Trilithium’s got a 2.5% change to add 10% haste for 15 seconds. That’s a pretty solid amount of time, but it also won’t be triggering very often. The Heavy Bio-molecular turret has built-in 2% bonus damage, but I expect almost no impact for using some other turret type here. You could always go for crafted or something like Sensor-linked, but we’re splitting percentage points of damage potential. Sensor-linked is 2% CrtD for the build.
The Protomatter Deflector from the fleet colony is the best raw damage deflector, granting CrtD and CrtH just for being at high hull percentage.
The Competitive engines are great for a slower ship running two firing modes (see Bridge officer section on that).
When it comes to Warp Core and Shields, the Warp Core and Shields from the Stamet’s-Tilly Modified set, and its extra 120% hull regen is nice to have. However, we’ve got a ton of other passive healing on the build, so I moved away from the Tilly 2pc and picked up two event reward pieces – the Tholian Nucleating Warp Core and the Khitomer Alliance Shield.
The Tholian Nucleating Warp Core generates little AoE crystals when you kill something, so will add a little damage to the build overall.
The Khitomer Alliance Shield has a passive that if you take damage while a shield facing is down, you’ll do a little blast of damage in that facing. It’s not going to come back until your shields go back up again. We’ve got a special synergy here as Spirit of Sacrifice, the Trafalgar’s console, burns off all of your shields, therefore making the shield trigger regularly. With both Harmonic Shield Linkage, Energetic Protomatter Consoles, and Shield Absorptive Frequency Generator, we have a ton of healing to get shields back fast. It’s a fun little synergy. Works better in solo content than in premade, but this build isn’t just for ISE anyways.
When it comes to raw damage, it’s Isomags. We’re pretty close on Engineering and Tactical consoles, and in that case, Isomags will beat out Locators and Exploiters. It’s always Isomags, isn’t it? This fills out our Engineering and Universal slots very quickly. This means we have 7 console slots remaining.
Obviously, we should start with the consoles that are restricted to Science or Tactical slots. We’re not picking up any Science exclusives, but we are several Tactical Exclusives. If we fill out the remaining Tactical slots with Energetic Protomatter consoles, with a [Phaser] modifier, that gives us a good baseline to go off of.
Our first replacement is the Lorca’s Custom Fire Controls, a Tactical console. This adds a bunch of CrtH and with the 2pc set, a bunch of CrtD. The shield pen is a nice bonus, but not hugely impactful for energy weapons.
Next, I wanted to utilize the Trafalgar’s console, Spirit of Sacrifice. We can easily slot this in an unfilled Science console slot.
I’m going to take a bit of a diversion here to talk about the Spirit of Sacrifice and its potential as a new, complete cooldown solution. The go-to for cooldowns is Photonic Officer + Boimler Personal Trait, and we use it on a ton of builds. Good coverage, pretty passive, small commitment to the build. Auxiliary to Battery is also a well-known cooldown solution, taking two Engineering bridge officer powers and 3 duty officer slots – a big commitment, but a solid option if you have a ton of Engineering seating. What these don’t mention is Captain power cooldowns, often covered by Intel Agent Attache.
Spirit of Sacrifice dumps your shields and essentially resets the cooldowns on all Captain and Bridge Officer powers, as well as your innate starship Lance. It also has a Photonic-Officer-like power with 25 seconds of cooldown reduction after being triggered. With a one-minute cooldown, it would seem pretty reasonable to get Spirit of Sacrifice to be up every 25 seconds. While not trivial, it’s very doable on paper. The Vovin console, Subspace Fracture Tunneling Field, reduces the cooldown of all other Universal Consoles by 25% every time you trigger it – 15 seconds of the 35 seconds we need to reduce. Unconventional Systems further reduces Universal Console Cooldowns by 7% every time you use a trigger power. Pilot ships can use Clean Getaway every 15 seconds, and we can also slot things like Tractor Beam and Jam Sensors for a few extra triggers. That’s 4.2 seconds per trigger, and we’ll pretty reliably get 2 triggers. The problem is, the faster you want to cycle a console, the faster your triggers have to cycle. If we really want to use Spirit of Sacrifice every 25 seconds, we need the Vovin console to be hitting a shorter cooldown than 25 seconds – and we won’t get more than 2 triggers in 25 seconds reliably. Trouble is, 2 triggers is only 4.2 seconds off of Vovin, so we’re still a bit short and things start to break down. The last piece of our puzzle is the Vok’Tar console: Eye of Gre’thor. This provides a passive 10% cooldown reduction to Universal consoles, so with #CrypticMath that's 30/1.1=27 seconds for cooldown for Vovin. Two Unconventional Systems triggers gets us to ~23 seconds, which just allows us to hit Vovin twice in 25 seconds to cool down Spirit of Sacrifice to minimum cooldown (25 seconds). Additional triggers can get us a little bit lower, but this gets us to a perfect cooldown solution.
Hit all of your BOff powers, except any Unconventional Systems triggers. Hit Captain powers for good measure. Hit Spirit of sacrifice, which resets the cooldown on all Captain and Bridge Officer powers. Now, hit Vovin console to take 15 seconds off of Spirit of Sacrifice, and then hit your Unconventional Systems triggers. As soon as Vovin is up again, use it again and Spirit of Sacrifice should be ready to run once again. Be sure to use your Lance right before hitting Spirit of Sacrifice for best effect. Spirit of Sacrifice then cools down all the Unconventional Systems triggers, and the cycle starts again. The math works, and even if you have a tiny gap in cooldowns, everything should be well handled and you end up with space for some extra personal traits, and you also have really fast Universal Console cooldowns to boot.
Here’s the problem: this cycle can break down very quickly. In static testing, this works great. Once you get into a map with other players and ships going on, it can be easy to miss triggers, or even have powers fail to function. Spirit of Sacrifice would sometimes go on cooldown without actually triggering. Vovin would sometimes fail to reduce the cooldown on Spirit of Sacrifice. Clean Getaway would sometimes fail to reduce the cooldown of Vovin and Spirit of Sacrifice. Lag spikes, triggering powers too quickly, or simply not paying attention to what’s off cooldown to actually maneuver, all would break the chain and you’d have pretty big gaps in cooldowns. I ended up slotting more Unconventional Systems triggers than I really needed as backups. I added Photonic Officer to use if Spirit of Sacrifice just wasn’t ready yet. The build space and micromanagement this all took just for it to simply not work was just not fun. Not to mention, the build was entirely full of universal consoles to utilize all of the cooldown we have – it was just too many buttons to push and there were entire powers that I just never had time to use. It was neat, but it wasn’t fun. Maybe you can get it to work, especially with SS Antares floating around now. I just could never get it to work well enough to use while also making sure I’m flying well.
All of that to say… I went back to the drawing board. I stuck with Photonic Officer + Boimler for Bridge Officer cooldowns. With forced Science seating, I didn’t have a lot I could add in a Lieutenant Science seat that was very impactful. Even without much cycling the Spirit of Sacrifice, it still puts the Lance at up every 60 seconds instead of every 120, and I can even trigger it back to back initially since Spirit of Sacrifice resets its cooldown. I can still drop Intel Agent Attaché as Spirit of Sacrifice does plenty for the impactful Captain powers on my main, setting them to Global cooldown every time. I also get Spirit of Sacrifice’s passives to reduce weapon power drain, and if I wanted to respec, Long Range Targeting points too. From here on out, my piloting was far more important than adding another clicky power, so I was very selective with what things I equipped from here.
Since Spirit of Sacrifice completely strips your shields, I wanted to make sure I had a good way to recover shields. Shield Absorptive Frequency Generator is very strong on energy builds and almost instantly refills my shields after Spirit of Sacrifice use. This gets us our second universal console.
I decided to pick up two more Universal Consoles, though you could certainly pick up more over the Protomatter consoles.
Custom Power Matrix adds haste, CrtH, and CrtD to the build for sacrificing some power levels. This is also here for another reason, and in fact we have enough CrtH we can spambar toggle the Auxiliary setting to trigger Universal Designs! Now, it doesn’t trigger super well with a spambar trigger, but placing it on key 1 means if its not spambaring nicely, I can just tap 1 whenever its up to re-enable Universal Designs. I can use all 3 modes as triggers during a briefing to pre-stack the buff as well, and only trigger the one setting during combat to keep the buffs up. It’s an active console, but it’s really close to a passive console.
My only other active console is Experimental Power Redirection. This is 100% optional to this build, and has no real synergy. This is just a really fun console, and on maps with high enemy density and/or lower difficulty, can get to firing extremely quickly. The passives are nice, and I do get some extra damage overall from the active. I make sure to hit this when there are a lot of ships on the map, but past that, I’m pretty lazy about hitting it.
If you really want to chase the meta, replace Energetic Protomatters with more clickies. Fleet Power Network Array (overused and overpowered… hence its overuse), Dynamic Power Redistributor Module, Adaptive Emergency Systems, etc. You name it, it’s probably better. And you know what, slot Subpsace Fracture Tunneling Field and Unconventional Systems while you are at it. I’m not judging, I’m just tired of trying to use that many buttons at the cost of my piloting. I have plenty of clickies on my Support Jorogumos and Exotic Iktomi. Bio-Electrical Wave, You are Dismissed, Krenim Chronophage are all “click to damage” consoles with no real synergy, but would probably edge out more damage.
Here’s something more. On this build in particular, we’re sitting at the upper threshold of Critical Chance already. This is an endgame build, so no holds barred on Critical Chance. I tabulated how much CrtH I have and even pulled a few pieces off the build simply because of how high my CrtH is already. Primary damage sources are parsing anywhere from 97% to 100% actual crit rate.
Adding all of this together is right at 92.6%, so how are we so high? The Impact Strike Lance adds 25% CrtH to weapons for 20 seconds after firing, and we get to use this lance pretty often. The first 40 seconds of combat will have it up, and then every minute we can reset the Lance with Spirit of Sacrifice. Some extra bonuses to power, hull capacity, etc. from the team will edge the value up another 2% or so in combat. If we turned on Custom Power Matrix and left it on, we’d get another 5% CrtH (assuming Universal Designs is still running). We have more than enough CrtH to skip Locators and even spambar toggle Custom Power Matrix’s Auxiliary setting to keep Universal Designs running.
There is only one set bonus on the build, and it’s the Lorca 2pc. We’ve covered that in the Weapons and Consoles sections. It’s basically 25% CrtD, which is really strong.
I went ahead and splurged for 5 Superior Romulan Operatives. In this case, they are better than Watchers because my CrtH is so high!
Since we are going for raw damage output here, let’s start with the commander seat. Scatter Volley III would make the most sense in the Commander seat, but we’re taking a different option. Call Emergency Artillery III is a really strong general damage dealer. Scatter Volley doesn’t scale great with rank, so we only lose a little bit of damage output going from rank III to rank II. Call Emergency Artillery, however, scales really strong with rank, and starts at Lt. Commander, so we would have to drop to rank I if we kept Scatter Volley III. Vincent Kish, Duty Officer, also exists, and has a chance to increase our Scatter Volley II to rank III to help close the gap.
With the Commander seat used, let’s look at the Lt. Commander seat. Cannon Scatter Volley II is our pick here, but we could also pick Concentrate Firepower III. Lower ranks of Concentrate Firepower are much worse, and also overwrite any higher ranks that teammates might be using. With only one token torpedo, it’s a tough call to drop our primary firing mode all the way down to rank I to pick up Concentrate Firepower. I’m planning for teammates to have it in premade content, and I won’t really miss it that much in general play. As such, I stick with Cannon Scatter Volley II.
Next, we’ll skip down to the Ensign seat. Since we can pick Command powers, I picked up Reroute Power from Life Support for its interaction with Target that Explosion – seemed fitting on an Excelsior-inspired ship. Honestly, I’m not a huge fan of it on this build, but it does utilize the Ensign seat and it gets some mileage. If I had better energy weapon traits, I would absolutely take those over Target that Explosion since I have iffy torpedo firing time and 0 guaranteed pets. I did try running with Reinforcements Squadron for a while to get more out of Target that Explosion, but the pets were too flaky and it didn’t really move the needle. If the Trafalgar had a hangar bay, this would probably do a lot better. Not sure what I’d replace it with, but some seat swaps for Pilot team might shift some other gear around.
I’m going to skip the Lieutenant seat for now because…
...I’m using these two seats as Tactical seats. Starting with the Pilot powers, I simply pick up Fly Her Apart II at Lt. Commander as this is a solid boost to all damage. Clean Getaway would certainly be great if you were using Unconventional Systems, but I chose not to. Pilot Team would also be nice for maneuverability, but I decided I didn’t want to do that either. I went for raw damage output with Attack Pattern Beta I and Torpedo Spread II on the Lieutenant seats. This leaves two Ensign seats to work with.
Since I have two Energetic Protomatter consoles, I picked up Fire at Will as an additional trigger for those and the Competitive Engines. If you drop the consoles and/or the engines, FAW isn’t needed. Best Served Cold as a trigger for Temporal Tunneling would work. Pilot Team for maneuverability would work. I also pick up Kemocite Laced Weaponry for some extra debuff. Since the Ensign is a Universal, you could really pick up any Science or Engineering power, but what remains of those is pretty low impact.
These are simply staples of Energy Weapons builds.
Emergency Power to Weapons is raw damage output as well as triggering Emergency Weapon Cycle. Take it at rank III for the most benefit
Emergency Power to Engines is our trigger for Evasive Maneuvers – you could possibly skip this or the Doff if you had Spirit of Sacrifice running like crazy, but otherwise, its absolutely worth taking.
Finally, Auxiliary Power to SIF is a quick cycling heal for Strategist triggers as well as some solid damage resist. On a forced Lt. Commander Engineering seat, I’m always taking this one. You could take Directed Energy Modulation I, but it’s not a lot added to the build.
Photonic Officer I for cooldowns, Hazard Emitters for heal/cleanse, not much more to say at this point. If you had Unconventional Systems, use Tractor Beam over Hazard Emitters. If you have Spirit of Sacrifice running to the max, drop Photonic Officer for some other Uncon trigger, but I really never got it to work cleanly.
I’m going to start by putting Fire Ball Escape, Terran Targeting, Fleet Coordinator, and Context is for Kings in one pile. These are all solid +Damage traits that could be replaced with what you have as you see fit. Fragment of AI Tech, Cannon Training, Duelist’s Fervor, etc. are all traits that can swap 1 for 1 if you are missing something here.
The Boimler Effect is our primary cooldown method when coupled with Photonic Officer, with Spirit of Sacrifice able to fill in any gaps. I bet with some micromanagement, you could use Unconventional Systems in place of The Boimler Effect and get a perfect cooldown solution that way. I chose not to.
Intel Handler is 4% CrtH, which means it’s an easy replacement if we somehow get more CrtH elsewhere on the build as we are at just about maximum CrtH.
Harmonic Shield Linkage is a really underrated shield heal. You get 2% regen every 2 seconds per ally in 10km. In teamed play, that means you’re at 10% every 2 seconds. Get enough allies out there, and you get 20% every 2 seconds, which is a lot of healing! Since we regularly burn our shields off, this keeps them topped up well.
EPS Manifold Efficiency is free and a solid boost to power levels, its certainly replaceable, especially if you aren’t an Engineering Captain, but +10 all power boosts other things as well.
Deft Cannoneer is a big boost to maneuverability, especially since we have a really low Inertia rating, adding some extra inertia is great. If you feel maneuverable enough, go ahead and swap this for damage output.
Finally, Give Your All is a great defensive trait, and its free! With Aux to SIF cycling every 10 seconds, we get really good uptime on the damage dodge from this.
I’ll start by saying I don’t have a lot of great Energy traits, especially for cannons. The Legendary Battlecruiser Bundle has some solid traits, but I have a ton of the gear/traits already in the Bundle so don’t plan on getting it. Maybe someday I can get some good traits, but for now, I have what I have.
Universal Designs is the most expensive trait on the build. Normally, you’ll see this paired with a Phaser Lance for quick cycling damage. In our case, we take Custom Power Matrix, and use 2 of the toggles 100% of the time and one toggle on the spambar; the Auxiliary toggle. I think we could get a little more CrtH out of leaving the toggle up, but we’re upper 90s for CrtH already, so the Universal Designs uptime is far better.
Withering Barrage just makes sense – it’s Cannon Scatter Volley’s typical duration extension.
Emergency Weapon Cycle is best in slot for all but a few build types. The weapon power cost reduction isn’t huge since we get 50% from Spirit of Sacrifice, but the haste is great. However, we do go from -8 power per DHC to -6 power per DHC when Emergency Weapon Cycle is running.
Strike from Shadows and Super Charged Weapons are solid traits for any energy build. Improved Critical Systems is really our baseline for how good a trait is, so is certainly replaceable, I just don’t really have anything better.
Target that Explosion is my least favorite trait on this build, but I honestly don’t have anything better to use, and this does let me utilize the Ensign Command slot for Reroute Power from Life Support. I’d love to run Ship of the Line here.
I use Precision and Advanced Targeting on every damage dealing build for just raw CrtD/CrtH. Energy Refrequencer is solid passive healing on Energy builds, though we have plenty and could potentially replace it. On my record run, it was my #1 hull heal, so I hesitate to replace it for a little more damage output. In combat, we’re getting the same or more CrtH from Tyler’s Duality as we are from Precision since the Juggernaut has a solid amount of hull capacity. Finally, Magnified Firepower dishes out a little more weapon damage than we get out of Aux Config Offense, though that would be my 6th trait were one to be replaced – the bulk majority of our damage is weapon damage, so the +All vs +Weapon isn’t really a factor.
I use the same 4 on every build basically, I tend to use these pretty rarely. Bio-bubble is a super emergency shield heal. Quantum Singularity Manipulation is not a huge boost to anything on this build, but we can use it with Anti-Time Entanglement Singularity for a little damage boost. Finally, the Asteroid helps move targets around in a pinch.
With only Rank II Scatter Volley, Vincent Kish is the #1 duty officer I would pick up. The chance to get a higher rank power is great! Past that, we always slot the Emergency Conn Hologram for maneuverability.
With all of the Duty Officer giveaways, I managed to pick up a suite of Purple and Blue CrtD and CrtH PWO and EWOs. Statistically these aren’t up all the time, but I can get the full suite of max stats if things roll well.
I really am the only one who uses these, but the Fleet Starbase has Elite Training Skill Boosts (consumable) for +10 to most Engineering, Tactical, and Science skills. These are kind of fun to use, and last for 4 hours. It’s nice to just have a little boost to everything. I also picked up a couple Dewan Herbal Life Additives from the Fleet Embassy’s Chef. These are really optional, but I do pop them when trying to get big number.
I'm certainly not the best pilot, but most of the build is spambar built. This has quite a power slide, but is still pretty maneuverable so it shouldn't be too hard to fly. I made sure to practice a lot. Things to consider:
Reroute Power from Life Support shouldn't be on the spambar, and neither is Fly Her Apart. You have to hit these as often as they are up, but you can't spambar them or they will deactivate.
The Lance is great for big targets, especially at the beginning of an engagement for the 25% CrtH. Be sure to use Spirit of Sacrifice as soon as the Lance goes on cooldown for twice the uptime.
Experimental Power Redirection is great at clearing an area around you. If you are in the middle of the Fray with lots of smaller targets, Experimental Power Redirection will really shine.
Here is the parse breakdown from my record 1.7M run.
While the Pahvan Proton Beam Array appears to be on top, most of the weapons are split between Scatter Volley II and III since Kish will generate a mix of Rank II and Rank III. There's also a few un-buffed firing cycles, though a much smaller portion of the overall damage.
Pahvan Proton Beam Array: 291,540
Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II: 187,257
Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley III: 151,685
Dual Heavy Radiolytic Phaser Cannons - Scatter Volley II: 132,907
Wide Arc Phase Dual Heavy Cannons - Scatter Volley II: 116,468
Dual Heavy Phaser Cannons - Scatter Volley II: 99,672
Target That Explosion: 75,474
Dual Heavy Phaser Cannons - Scatter Volley III: 74,038
Wide Arc Phase Dual Heavy Cannons - Scatter Volley III: 72,100
Dual Heavy Radiolytic Phaser Cannons - Scatter Volley III: 61,703
Heavy Bio-Molecular Phaser Turret - Scatter Volley II: 54,224
Heavy Inhibiting Phaser Turret - Scatter Volley II: 44,142
Heavy Bio-Molecular Phaser Turret - Scatter Volley III: 43,193
Tholian Warp Crystal: 39,787
Call Emergency Artillery III: 36,005
Dark Matter Laced Quantum Torpedo: 31,775
Heavy Inhibiting Phaser Turret - Scatter Volley III: 29,177
Wide Arc Phase Dual Heavy Cannons: 22,245
Dual Heavy Phaser Cannons: 21,405
Impact Strike Lance: 19,675
Experimental Power Redirection: 17,342
Dual Heavy Radiolytic Phaser Cannons: 17,088
Digital Compilation Field: 15,473
Kemocite: 12,484
Dual Heavy Radiolytic Phaser Cannons - Rapid Fire I: 8,846
Concentrate Firepower III: 7,585
Terran Task Force Dual Heavy Phaser Cannons: 6,015
Distributed Targeting: 5,964
Khitomer Alliance Shield: 5,672
Heavy Inhibiting Phaser Turret: 5,374
Heavy Bio-Molecular Phaser Turret: 5,004
Fly Her Apart: 2,087
Counter-Offensive: 1,168
I think you could just about copy-paste this build onto a Shangri-la. With as optional as the Spirit of Sacrifice and Experimental Power Redirection are, I think you could copy this build pretty closely with just one event campaign. This is years of playing all wrapped into one.