U.S.S. Cobaltforge
Fleet Advanced Heavy Cruiser
Fleet Advanced Heavy Cruiser
Everyone has a favorite ship, either by stats and playstyle, or by how it looks in the show or game. My favorite ship is the Excelsior class, and I have several physical models of it. I have a little Micromachine one, Hot Wheels, and Heroclix. I have even picked up the XL Eaglemoss version! When STO was still young, and the level cap was 50 to go along with T5 ships and freshly-minted Fleet versions, the "meta" was fleet Tetryon beams on an Excelsior. There weren't any upgrades, cooldown mechanics were unheard of, and Emergency Weapon Cycle was a gleam in its creators' eyes. The Excelsior ruled with its stack of engineering powers to sport builds like Drake. I was flying happy in my fleet Excelsior. The T6 Resolute was one of the first T6 ships out of the gate being only 3 months after the first Fleet T6 and 9 months after Delta Rising when T6 ships came out. It was terrible then with its abundance of Engineering seats and no Pilot powers! Fast forward to 2021 with the 11th anniversary Legendary Bundle, and the Legendary Excelsior came onto the scene. Full Miracle Worker spec, Pilot seating, and Ensign universal; it was a dream loadout. I started saving my Zen & Dil, but 16,250 Zen was a tall order. Even refining dil daily on 3 characters would take a year. I'll admit, I am a Lifetime subscriber so that would reduce the need, but it was going to be 2023 before I could think about a Legendary Excelsior.
But enough nostalgia, T6X2 ships are the way things are. I would occasionally pull out my Excelsior, try out a build or two, and be quickly disappointed. I had a successful build on a Tzentar utilizing Projectiles and Concentrate Firepower. Looking over the seating, a Fleet Excelsior can slot Concentrate Firepower III. I had most of the equipment already on my Tzentar Projectile build, why not see how well it translated? Thus, the Excelsior Torper was born, and I'll spoil it now: I fly it over my Tzentar. Unless I'm trying to break DPS records with a full 5-man team. Then I at least think about the Tzentar.
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/400 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
Cobalt is my favorite metal because it looks really cool, so why not make a forge for it?
Solo ISA: 227k DPS, no deaths!
ISE: 1,081k DPS
HSE: 770k DPS
Each category is sorted by priority of contribution. Something that applies to generally more builds will be rated higher than archetype or build specific contributions.
T6 C-Store Ships
Entwined Tactical Matricies Starship Trait - Gagarin Miracle Worker Battlecruiser
Piercing Projectiles Starship Trait & Tricobalt Tear Universal Console - Appalachia Blockade Runner Escort
Target that Explosion Starship Trait - Earhart or Legendary Excelsior
Micro-Quantum Torpedoes Phalanx Array Universal Console & Angle on the Bow Starship Trait - Achilles Miracle Worker Heavy Destroyer
Legendary Ships
Rapid-Emitting Armaments Starship Traits - Legendary D'deridex Miracle Worker Warbird Battlecruiser
Event Items/Ships
None
Lockbox Gear & Duty Officers
A Good Day to Die Personal Trait
Duelist's Fervor Personal Trait
Intelligence Agent Attache Personal Trait
Resonating Payload Modification Personal Trait
Intel Handler Personal Trait
Krenim Chronophage Universal Console
You are Dismissed Universal Console
Onboard Dilithium Recrystalizer Starship Trait
Lobi Gear (200 lobi each)
The Boimler Effect Personal Trait
Varuvian Explosives Personal Trait
Traits can also be purchased on exchange
Delphic Torpedo
Lobi Ships
Subspatial Warheads Starship Trait - Son'a Intel Battlecruiser
Lockbox Ships - None
R&D Promotional Ships - None
March 2026 - Updated the build and better piloting; Target that Explosion added; Stripped out event gear to further bring build into Midrange
March 2025 - Tweaked the build down to Midrange price point
March 2023 - Added some alternative budget options throughout, removed the Multi-Directional Artillery Barrage for Tachyon Net Drones
November 2022 - Initial Release
The Cobaltforge is a cruiser, and not your typical Torpedo boat. Plenty of Engineering seats to go around, and very short on Science and Tactical seats, it's still a strong Projectile build. The Excelsior is fast for being a cruiser, so it has that going for it.
You'll also discover that the extra engineering seats mean it can fill out some niche debuff powers that you don't normally see, hence the support "sub theme".
Finally, having Subspatial Rifts floating around, anything extra into exotics can help buff them.
Notes
Korvan's focus is damage, through and through. His builds are all Kinetic builds for maximum damage. As such, his skill tree is more "Meta".
However, I do make sure to pick up a point in Hull/Shield Capacity/Restoration. I do have to stay alive, and one point in each adds a hefty amount to each of those skills when they come up.
Advanced Projectile Weapon Training is obvious since my main damage source is, well, projectiles. I did choose Advanced Energy Weapon Training too because I needed the points for the Tac Ultimate as well as I usually have some energy weapon on my ships for various reasons.
I don't use enough energy weapons for EPS to make a difference, so I skip that entirely. I do, however, move around quite a bit, so I feel that Impulse Expertise is needed. I could drop something for Advanced, but using the Competitive engines is plenty of speed usually.
As usual, I pick up Control Expertise and Drain Expertise for their resistances more than anything. Control amp just improves and exotic damage sources I have or that my teammates have. The Improved CtrlX is mostly for my token Gravity Well.
Accuracy is chosen to make sure I hit every time, and extra accuracy over what's needed just turns into more critical damage. Defensive maneuvering is the only "Improved" in the tactical tree simply because of point spend, and it doesn't contribute to damage output.
I picked up Hull Plating, but honestly could see using that point elsewhere in the future due to its low overall contribution to damage. Damage Control is even worse and not worth slotting ever.
Shield Regeneration is special in some way, but you should read Jayiie's work for details on that. I always pick up a point here because its so special.
Criticals are always a crowd pleaser. Since most of my damage output here is based on weapons, I took all 3 points in both skills. I would say if a point is to be skipped, 0.4% CrtH is not much return for a skill point. If I didn't need the spend for the Tactical ultimate, I'd evaluate if the point in Hull Capacity would be worth more (via Tyler's Duality) than the point here. I may drop Hull Plating at some point for that reason.
As far as Power goes, I'll cover all 9 unlocks at once. Subsystem tuning (and power in general) is a tricky subject. Each ship comes with power bonuses, and I am using Emergency Power to Engines as well. I ended up choosing Warp Core Potential to add a flat 3 to each subsystem for a total of 12 (largest single +power per skill point). I don't end up needing a lot of extra power because I don't do most of my damage using abilities that rely on power.
I pick up Advanced Exotic Particle Generator (EPG) because it is damage. Anything that scales with EPG will do more damage, and damage is the goal.
Shield/Hull Pen are both max because it means more damage from my torpedoes gets through.
I use Boimler's now as a "primary" cooldown mechanic, and so don't need any readiness. However, the Tactical Readiness does help fill in the gaps in Boimler's (and fill out the Tac tree).
Shield Mastery is always terrible. Ignoring a random hit once every 20 seconds is terrible, and none of the other points help either.
Coordination is really solid for me solo, but also as part of a team. My build has summon clickies (Delta Reinforcements, etc.). As part of a team, I can't expect anyone to send the buff my way if I don't send it theirs (Do unto others as you would have them do unto you, Matthew 7:12).
Notes:
Most of this comes from my Tzentar build, but you'll notice that the Morphogenic set is missing. I have less Tactical slots for the console, fewer tactical powers for the 3 piece, and it really just didn't fit well. Just about everything in this portion of the build is budget-friendly with the bulk of the items being Fleet or Reputation.
There's more specific details down below, but if you have reputations completed, you can easily pick up the most important parts of this gear.
Notes
This ship has a ton of forced Engineering seating. Thankfully, the Lt. Commander seat is also Command, and we use it entirely as such since we are flush with Engineering seats. There's not a lot of great options, especially for projectiles at Commander, so we take Reverse Shield Polarity for the extra survivability when needed. This is not used constantly, just when we need it.
For Lt. Commander, we could go Aux to Battery and use that as our cooldown method. I chose to save the Duty Officer slots, and just picked up Let it Go 3 here, which is a pretty solid single target debuff and is cheap during the winter event.
At Lieutenant, we pick up Aux to Structural as this is a nice quick cycling power for Boimler and healing.
At Ensign, we always take Emergency Power to Engines for the maneuverability when combined with the duty officer. That leaves our extra Ensign seat, which we shelled out for Structural Integrity Collapse as a debuff. Honestly, you could slot Engineering Team or Emergency Power to Aux or something here and you'd be just fine. Engineering just doesn't have a lot to offer for Projectile builds.
We have pretty limited Tactical seats, and by using Entwined Tactical Matrices, we can take all 3 seats as essentially Torpedo Enhancement powers. Just be sure you clear the ETM torpedo spread before using another FAW or CSV power. We take Torpedo High Yield so as to not interfere with ETM, and it makes the most sense to take that as the highest rank since FAW and CSV both trigger Torpedo Spread 1 regardless of rank. High Yield 3 is a solid power, and we aren't sad for taking it.
We take this entirely as Command as we are plentiful on the Engineering Powers.
Concentrate Firepower 3 is an easy slot since that is one of the best Projectile powers anymore. Rally Point Marker is filler healing, but an extra trigger for Target That Explosion too. Finally, Reroute Power from Life Support is a niche slot that multi-triggers Target that Explosion. Boimler and Photonic Officer do a good job counteracting the anti-cooldown from Reroute Power from Life Support.
This one is quick and easy. Tractor Beam for Rapid-Emitting Armaments, Photonic Officer for cooldowns.
A Good Day to Die is a really strong trait for any DPS build, but only on Tactical Captains. You could easily replace this if you aren't Tactical, but I would replace this last if you are Tactical.
The Boimler Effect is just about essential as well, primarily because we are using Reroute Power from Life Support. This counteracts the negative CDR by instantly resetting cooldowns, but you can absolutely get in a place where Photonic Officer is off, all your powers are on cooldown, and Boimler lets you down during Reroute Power From Life Support. It's a lot of bad things to happen at once, and its a good reason to have a few quick cycling powers.
Duelist's Fervor, Fleet Coordinator, Intel Handler are all generalist +Damage traits. Feel free to replace these if you want with other relevant +Damage traits like Fireball Escape, Terran Targeting, etc.
Kinetic Precision is free, which makes it best in slot for a non-premium projectile build.
Resonating Payload Modification and Varuvian Explosives are solid traits for Projectile builds, but not for use on non-projectile builds. If you have to drop some lobi/EC cost off the build, Varuvian Explosives is the first to go. Resonating Payload Modification is amazing with mines just due to how it stacks.
I know, no Singularity for Singularity Specialist. This is just a slot holder for the fact that we are so close to our Zen budget, we can't afford Elite Captain. Replace this with anything else if you have Elite Captain.
Piercing Projectiles and Angle on the Bow are both great traits for Projectiles at any budget, but also come with solid Projectile consoles effectively giving you a double-dip. These are the last you want to drop from the build simply because of how much the Achilles and Appalachia add to the build.
Entwined Tactical Matrices is pretty important too, as this turns two of your Tactical Powers into Torpedo Spreads. If you do have to drop this, pick up Tactical Team and Attack Pattern Beta or something - far less impactful than two extra Torpedo Spreads.
Rapid-Emitting Armaments and Supspatial Warheads go hand in hand, and if you drop both of these, you are just about at a Economy build. These add a lot of damage output, moreso because Tractor Beam now triggers 3 torpedoes, bonus damage, and therefore also 3 anomalies for more damage.
Target that Explosion on an Excelsior - yeah, it's about time. Absolutely the last trait you want to pick up, but so worth it for thematics alone. Also does decent damage.
Onboard Dilithium Recrystalizer is just bonus damage, very replaceable.
Here's a top-hitters on my 1,081k DPS Run:
Name DPS
Delphic Distortion Torpedo 164,721
Enhanced Bio-Molecular Photon Torpedo 133,737
Micro-Quantum Torpedoes Phalanx Array 114,003
Target That Explosion 105,424
Heavy Plasma Torpedo 83,633
Isolytic Tear 81,679
You Are Dismissed 37,751
Varuvian Explosives 35,204
Sequential Warhead Loader 34,770
Omega Kinetic Shearing (Rank 2) 29,627
Krenim Timebug 25,979
Tetryon Mine 24,645
Blackout Mine – Mine Explosion 21,690
Tricobalt Tear Launcher 10,807
Now, Tricobalt Tear Launcher and Micro-Quantum Torpedoes Phalanx Array are pretty swingy, and we got a pretty high-end number on the Phalanx array this time, and a pretty low number on the Tricobalt Tear Launcher. Don't forget, these consoles also have solid passives and come off of ships that also give us great Starship Traits. You Are Dismissed and Krenim Timebug are both just damage consoles, very replaceable if you have better consoles. Do note that Target That Explosion was a pretty heavy hitter because of all my allies and Concentrate Firepower. Heavy Plasma Torpedo is Rapid-Emitting Armaments.