BCF Bismarck
Legendary Excelsior
Legendary Excelsior
I have always enjoyed the Excelsior class. When the 11th anniversary pack came out with a Legendary Excelsior, I was equally excited and disappointed - it was an underwhelming and overpriced version of the Excelsior. Nonetheless, I tried many times to grind enough dilithium to pick up the pack. I finally managed to hit my stride, and over the course of 4 months and 9 characters, I did it. What did it cost me? Everything. About 8.5M Refined Dil and a bit of Lifetime Stipend Zen. Is the Legendary Excelsior worth grinding for? No, please don't grind for it. However, you can probably put just about the same build on the other two Excelsiors; Fleet Excelsior and Excelsior II. I also have a Kinetic Fleet Excelsior which is quite effective. The Constitution III is almost a copy-paste of the Legendary Excelsior as well.
Disclaimer: This is an extremely expensive build. If you want DEW on a better budget, check out my Hydra build or my Cyclone build.
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 a bit of an odd one, BCF-Bismarck.
One of my first tactical Star Trek games, and probably a great inspiration for the STO we have today, is Starfleet Command. You pilot ships of different factions through combat missions at a significantly slower pace than STO. One of my favorite ships was the BCF (Battlecruiser F). This was an Excelsior hull and the only Federation ship with a Plasma Torpedo, which at the time was extremely cool. This was also known as the Bismarck Class. Check it out here.
ISA:
ISE: 1015k
HSE: 699k
T6 C-Store Ships
Calm Before the Storm Starship Trait - Ghemor
Strike from Shadows Starship Trait - Shran
Broadside Combat Module Universal Console & Broadside Beam Support Starship Trait - Kerala
Fleet Power Network Array Universal Console - Ahwahnee
Redirecting Arrays Starship Trait - Tucker, et. al.
Legendary Ships
Emergency Weapon Cycle Starship Trait, Ship of the Line Starship Trait, Adaptive Emergency Systems Universal Console - Legendary Battlecruiser Bundle
Event Items/Ships
Custom Power Matrix Universal Console - Eleos
SS Antares Device
Kobyashi Maru Device
Pahvan Proton Omni Beam Array
Tholian Nucleating Warp Core
Lockbox Gear & Duty Officers
Dal R'El (Conn Officer)
29 of 47 (Optional)
Energy Weapons Officer (CrtD/CrtH Variant(s))
Intel Handler Personal Trait
Whole Lotta X's Personal Trait
Aetherian Beam Enhancements Personal Trait
Fireball Escape Personal Trait
Intelligence Agent Attache Personal Trait
Symbiotic Ice Personal Trait
Unconventional Systems Personal Trait
Lockbox Ships
Experimental Power Redirection Universal Console - Excelsior II
Universal Designs Starship Trait - Crossfield Refit
Lobi Gear
The Boimler Effect Personal Trait
Lobi Ships
None
R&D Promo Ships
None
Other
8x Isomag [Phaser] Advanced Console
May 2026 - Broadside Beam Support, Universal Designs, Redirecting Arrays
April 2024 - New build
An energy focused build with no holds barred on budget, I forced the build onto this platform.
Since this skill tree is shared amongst many builds, I made a separate page for it and the discussion of it.
My goal with this build is a solid, hard-hitting Energy build. Since the Excelsior line can't support cannons, we automatically choose beams. With a 4/4 layout, you can choose to broadside, but that makes a Torpedo difficult to use. Thankfully, they've added a lot of support for broadsiding and made Fire at Will much easier to use without a torpedo, so I went the Broadside route.
Side note; I could set up the Legendary Excelsior as a tank, but it's extremely similar to a Lexington in layout so I'm not in a hurry to try it.
With Miracle Worker and Pilot seating, I could also use some specialist firing modes. Exceed Rated Limits 3, on paper, does significantly less damage than Beam Overload + Cannon Scatter Volley, and is a single-target firing mode. Reroute Reserves to Weapons 1 is even less effective, and it's only a Lieutenant Commander Pilot seat, so that's as high of a rank we can use here.
I already have a Beam Overload variant of this build, and wanted to try FAW. Many of my runs are pretty close in DPS to my BO runs, but I did end up hitting everything right in my record run to break 1M on an Excelsior!
There are several flavors of weapons, but the classic Phasers ended up winning out. I wanted to use Plasma, but is a bit lacking in the current state of the game. Phasers have a lot of support for exceptionally strong weapons that are easy to obtain. I won't belabor the options, at the end of the day the flavor doesn't matter. However, the Excelsior II's console is Experimental Power Redirection, which does Phaser damage and is enhanced by choosing Phasers.
Advanced Phasers are great, but out of budget. In Lieu of Advanced Phasers, there's a great selection of Reputation and mission reward phasers. If I wanted to have a forward firing arc, I would have to use a mix of Omni Beams and Turrets in the rear. I ended up with a broadside setup, so mixing beams and omni beams works out well. Do note that some of my weapons are Dual Beam Banks - thankfully Broadside Beam Support doesn't really care, and Fire at Will lets me fire all around anyways.
Of the forward facing weapons that are not DHCs, Wide Angle Dual Heavy Beam Bank is the top of the list. Combined with the 2pc set from the console, this is probably my best weapon.
The next slot is the Teran Phaser Beam, which hits, on average, as hard as a DBB due to its scaling as the target hull drops. Doesn't afford us any set bonuses of note, but is a strong weapon on its own.
The Prolonged Engagement Phaser beam is often the next beam of choice, however when you dig into it, I have the firing arc to go to a Dual Beam Bank. There's nothing special you can slot for a Phaser DBB that we don't already have, so I went with an Agony DBB and a Radiolytic DBB I had lying around. Agony's a small chance for some extra damage, versus the normal phaser's miniscule chance to disable a subsystem. Radiolytic has some extra damage to low health targets.
There's one other weapon we could use here, and that's the Wide Arc Phase Cannons which don't have a ship restriction. However, since we are using a Beam enhancement mode, these cost us some damage overall and cost a steep 200 lobi, not to mention we won't be picking up the 3pc set.
Next, we have 4 rear energy weapons to fill out. Omni beams are the best since they get the best firing arc, so we start with those. "Set" and "Non Set" Omnis each limit you to one choice.
The best phaser "Set" omni is either the Trilithium omni or Gamma Reputation omni. I would choose the Gamma rep since the Trilithium wouldn't be getting a 2pc for the constant 5% haste (an Isomag beats the socks off of a Reinforced Armaments). The Gamma weapons' gimmick is that it applies a -DRR to targets slower than you, which last I checked is everything but a few Hurq ships. It's not a chance roll either. However, the Pahvan Proton omni is very strong on multi-target firing modes since it rolls a 33% chance per shot fired to do damage in a small AoE. This means on a Beam Overload build, we are rolling twice per 5 seconds, but on a FAW build, we are rolling 10 times! This makes it a strong damage source even without +Proton elsewhere in the build. We do have plenty of +Energy and +All, so it works out well.
When we get to non-Set Omnis, we have R&D's vanilla Phaser Omni or outrageously expensive lockbox flavor omni options. Since the only difference between these is the 1 in 40 cycles proc, I went with the R&D flavor.
Sadly, no Breen Omni (it got patched) or Kinetic Cutting Beam (it doesn't use firing modes), but we pick up a couple of fun flavors for rear weapons - nothing really impactful, so feel free to use whatever you already have.
Also as a bonus, all of these reputation weapons that I use come at Ultra Rare Mk XIII and have 2% bonus damage which often edges them out over any lockbox flavors. Set bonuses help many to be even stronger as well.
Deflector is used on just about every damage-dealing build, with maybe the exception of a tank. Since our team composition will more than likely have a tank, we won't take a ton of damage to cut into the CrtH/CrtD bonuses from ColCrit.
The Impulse Engines can be one of several, but I chose the survivability. Romulan engines have a built-in Weapon Amplification bonus, which ends up giving about 12.76% CrtD with weapons. Since I needed more survivability, I chose the Discovery Reputation engines to go with the shield or core for extra Hull Regen. If I needed more maneuverability, I could use the Competitive Reputation engines to get a burst of speed, but with an Emergency Conn Officer, I simply don't need it. A ship this heavy (aka inertia) would also tend to powerslide out of the Competitive engines anyways.
The Shields have a few options, but tend to go for the Tilly's (Discovery Reputation) shields as they increase shield bleedthrough. This works out great to tie in for the 2pc set for some extra Hull Regen.
The warp core generally doesn't add much damage, but the Tholian Nucleating warp core has a chance to add some damaging crystals to the field.
Targeting Lock and Energy Amplifier batteries are fine, but Advanced versions are strictly better and since we run a lot of elites, we get a lot of Loops needed for crafting.
Deuterium Surplus is also a cheap slot, and serves as a backup evasive maneuvers if needed.
Kobyashi Maru is some free buffs, but please don't get this from Mudd's market, its too low-impact. SS Antares is an event reward, and also not required but is a nice buff. This also precludes the use of Delta Reinforcements or Nimbus Distress Call here. While these work from your inventory (so no need to take up a device slot), the shared cooldown means we just use SS Antares. With 5 device slots, what is left that I can slot? Satellite Turrets are awful damage, but there is no opportunity cost here. More batteries would go unused as 2 batteries cycle perfectly for maximum uptime. Red Matter Capacitor just gives a little power every 5 minutes. Consider the 6th slot a filler.
I won't go into the details on why Isomags are better than Locators or Exploiters. This ship is also a Miracle Worker primary ship, so it has three Universal Console slots at T6X2 plus 5 Engineering slots. Due to math that has already been done, we have more Isomag slots than Locator slots, so Isomags win out. We fill out all 8 available slots with them, use [Phaser] mods for the weapons we have.
Adaptive Emergency Systems is a solid console that comes with the Legendary Battlecruiser Bundle (and half a dozen other things), both damage resist and damage boost. While I would love to use the Tactical Maneuvering Matrix, it's just nowhere near as good - half as long, lower damage, and a channel (so you have even lower uptime).
This seems rather excessive, but I wanted to pick up the Excelsior II anyways because reasons. As such, my event campaign reward was already earmarked for an Excelsior II. The console that comes with it has great passives with +Energy and Weapon Amplification. The clicky is harder to evaluate, but does damage on its own as well as a weird mix of FAW and BO for your energy weapons. I did the best I could to evaluate how much this would benefit my build, and it narrowly edged out a Bellum on paper. On my record parse, it contributed about 40k on its own damage! This doesn't even count the passives. I was pleasantly surprised, not to mention it is a fun to use console and comes from an Excelsior.
Lorca's Custom Fire Controls are a solid slot, especially because we can get the 2pc set to go with it. This is restricted to a Tactical console slot, but since we have plenty of those on our build, we are fine to use it here.
We have already used the Broadside Beam Support, so it's almost a no-brainer to pick up Broadside Combat Module. This passively boosts most of our broadsiding damage, but also has a pretty strong active. Just be sure you watch the range and arc and it can put out quite a bit of damage.
Custom Power Matrix is basically passive, but being able to super easily precharge Universal Designs is a huge bonus. While you can toggle modes on and off during combat, we don't have a ton of extra CrtH so you'll be taking a little damage loss.
Finally, we fill out with Fleet Power Network Array. This console is just outrageous at how much haste it gives, especially on an Engineer since we can use EPS Power Transfer before using FPNA for a huge amount of haste.
I am sure I could spring for a pile of Superior Romulan Operatives, but that gets expensive. I went with what I had handy.
Since we have two dedicated Engineering seats, and each shares seats with the specialists, we can go with higher-rank specialist powers and slightly lower rank engineering powers to fill out the seats. Obviously, engineering powers are interchangeable between the two seats. Energy builds and Miracle Worker are known for picking up Mixed Armaments Synergy and Narrow Sensor Bands. Unconventional Systems builds will want Null Pointer Flood. With this being an Engineering seat, Directed Energy Modulation is the best option at Commander. If we wanted to use Mixed Armaments Synergy, we would need to give up one of our beams for a turret. However, this also would drop the firing mode enhancement as well as a beam trigger for Broadside Beam Support. As such, DEM3 is our best option. Emergency Power to Weapons 3 is the best option at LtC, and NSB3 really isn't as strong in general, so we stick with EPTW3. Since our cooldowns are handled, I like to have the quick cycling heal and resist of Aux to SIF at the LtC seat. Finally, the last slot is filler and I went with Null Pointer Flood for console cooldowns, although Endothermic Inhibitor Beam and Let It Go are also good options.
Even before the Pilot Rework, Fly Her Apart was a solid damage bonus. Coupled with Boimler, we can have nearly 100% uptime if you fly right. I take this at the highest rank. Clean Getaway is a quick cycling Unconventional Systems trigger. The last seat is filled out with EPTE1 for the merit it has to maneuverability.
Fire at Will is our firing mode of choice, so we simply start with this at the highest rank we can: Rank 3. Attack Pattern Beta buffs outgoing weapon damage, as well as being a trigger for Dal R'El. If we had a torpedo, the ensign tactical power would be Torpedo Spread as it is higher damage on a non-torper than High Yield. Kemocite Laced Weaponry 1 is often used for its -DRR, damage, and ensign filler, so that's what we will use here.
Photonic Officer 1 is our reliable cooldowns when Boimler just has a bad day, and Hazard Emitters is a reliable Heal over Time to counteract Fly Her Apart, as well as cleanse any hazard debuffs. Tractor Beam is what we ended up with for an Unconventional Systems trigger, but if you need the survivability, stick to Hazard Emitters. Jam Sensors is yet another Unconventional Systems trigger.
The Boimler Effect is paired with Photonic Officer to make sure all of our Bridge Officer cooldowns are handled. Since Boimler is RNG, its risky to take it as your only cooldown method.
Fleet Coordinator, Fire Ball Escape, Terran Targeting, Context is for Kings, Duelist's Fervor, and Intel Handler are all generalist +Damage traits, feel free to mix in what you have already instead of getting specifically what's on this build. Context is for Kings might struggle a bit to be damage output since we have Fly Her Apart damaging ourselves.
Unconventional Systems is a great way to get more uptime on our Universal Consoles. Clean Getaway is a fantastic trigger for the power, often up every 15 seconds. We have some extra slots we don't have a ton of need for, so we can use these for more triggers. In the end, four of our bridge officer powers are Uncon triggers, easily getting 90s cooldowns on consoles, and potentially even closer to 60s. The value of going for faster than that will be pretty low on this build. It's not required, but you'll want to use other powers in place of our Uncon triggers if you don't want to lean into Universal Consoles.
Intelligence Agent Attache is not super required on an Engineer as you have Grace Under Fire for your emergency heal if you need it. However, it's great to have more uptime on some of our powers like EPS Power Transfer.
Give Your All, Whole Lotta X's, Repair Crews, and more are all great defensive traits. Whole Lotta X's is a more recent favorite of the team for its emergency heal properties and can really help out in tough situations.
Symbiotic Ice is a solid boost to damage output since all of our weapons are beams.
Aetherian Beam Enhancements isn't a super strong trait, but if there was a build for it, it's this one. The proc didn't end up triggering for much, but the ramping Cat1 damage averages out to about 5% due to uptime and lockouts. It's certainly replaceable, and I'll continue using it to see how it does over time.
When it comes to starship traits, the first place to start is with your firing mode. In our case, we are going with Fire at Will. Since we can use Fire at Will 3, we can get the direct benefit of Redirecting Arrays to extend Fire at Will 3 instead of Entwined Tactical Matrices' switching between Fire at Will I and Fire at Will III, and this also frees up the requirement for a torpedo. Now, often using a torpedo is to your benefit with traits like Super Charged Weapons. In our case, now that we are all beams, we can even pick up Broadside Beam Support, where each and every beam counts as a trigger. In our current record parse, this is the highest DPS item on our build, mostly because we have 8 different individual beam arrays that split out, but still. It's a lot of damage. If we had a torpedo and two turrets for Mixed Armaments Synergy, we might need to reconsider Broadside Beam Support, but with all 8 beams, it's undoubtedly best in slot.
Calm Before the Storm, Ship of the Line, Emergency Weapon Cycle, and Strike from Shadows are pretty solid general damage traits with no specific synergies on our build. You could use things like Temporal Tunneling or Improved Critical Systems as well, though Ship of the Line and Emergency Weapon Cycle come together.
Universal Designs is alright on this build, it's admittedly a little hard to keep all 5 stacks up, but we do have plenty of clicky consoles, and you could even use Custom Power Matrix to keep cycling the trait. This works much better on my Trafalgar as it doesn't need the CrtH nearly as much as this build does.
Meta-Focused Tweaks:
This is a great place to put in the Tac/Intel "of 47" Duty Officer, but it is hundreds of millions of EC. Dal R'El is great because it can round out our Fire at Will if we aren't taking enough incoming damage to keep Redirecting Arrays going. 29 of 47 is mostly here for the power levels boost since I had it.
This ship is set up to be broadsiding, so you'll want to be in the midst of the fight and hit things on both left and right if you can. Being a cruiser, it handles like a cruiser. However, the Excelsior line is pretty nimble and it handles a bit better than you might expect. I've been flying cruisers for years, so it's not unusual for me to fly this one.
My record ISE is 1,214k. 178k is from Broadside Beam Support, and 100k comes from Resonance Shock (the Pahvan Omni proc). 32k came from Overload at Will, which is the Experimental Power Redirection. Overall, 93% of outgoing damage was the Energy damage. Here's the top parsing abilities:
Broadside Beam Support 177,725
Resonance Shock 99,493
Terran Task Force Phaser Beam Array - Fire at Will III 96,794
Phaser Wide Angle Dual Beam Bank - Fire at Will III 72,407
Phaser Beam Array - Fire at Will III 61,138
Phaser Wide Angle Dual Heavy Beam Bank 57,027
Radiolytic Phaser Dual Beam Bank - Fire at Will III 56,504
Phaser Dual Beam Bank - Fire at Will III 52,002
Pulse Phaser Array - Fire at Will III 44,441
Phaser Dual Beam Bank 42,117
Radiolytic Phaser Dual Beam Bank 40,393
Terran Task Force Phaser Array 37,913
Quantum Phase Beam Array - Fire at Will III 33,799
Pahvan Proton Beam Array - Fire at Will III 32,290
Auxiliary Phaser Beam Array - Overload At Will III 31,553
Symbiotic Ice 25,446
Something that we try to teach is how to read a ship, understand what are the important parts, and then apply it to other ships so you don't need a build for your specific ship. You can either copy or adapt from another ship as needed instead if there’s one that can run the same build or is close enough. In our case, Miracle Worker primary spec and at least Lt. Commander Pilot seating, as well as 5 Engineering consoles aligns closely with our requirements for this build. Consulting Fleffle's Sortable List with those filters, that gives us:
Omega - We can closely replicate the build on an Omega, with the Universal seat taken as Science. Jam Sensors, a Unconventional Systems trigger, can be replaced with Gravity Well I. We do end up having to drop Fire at Will down to rank I on the Lieutenant Tactical seat.
Constitution III - The Universal seat should be taken as Science, and we lose access to Null Pointer Flood (merely a Unconventional Systems trigger), but we can pick something up like Tactical Team on the Ensign Tactical seat.