Obsidian Beacon
Tholian Tarantula Dreadnought Cruiser
Tholian Tarantula Dreadnought Cruiser
In many games that I have played, I've always enjoyed the tanking or support roles. I get a sense of pride knowing I am lifting my teammates to victory. It's also a way I feel I can serve my friends and teammates. It's generally not as flashy as a DPS build, but there is something satisfying about taking tons of damage and just shrugging it off.
I had this as a tank for years, and then relegated it to a support role. It paled in comparison to the Jorogumo and Ahwahnee, and basically went in mothballs... until now. After several months of iterations balancing tanking and damage output, we did something different with the team composition (more on that later). Now, its one of my top-parsing builds and an absolute blast to fly! Now, this is automatically a Premium build due to the platform. Honestly, however, platform aside, it's not the most expensive build out there. The only Legendary trait could easily be replaced and drop this into midrange on a premium platform. I've also taken to porting this build to other similar platforms and damage types as Heavy Tanks make the best content generalist builds.
I hope you are able to enjoy flying this or similar as much as I do!
This is part of a build series (I will finish someday) of thematic but fully functional ships. Tholians use Tetryon weapons, and there are several far more "META" picks that I could use in several locations, but this is sufficiently capable. If you want to see other thematic builds, check this out:
Federation Phaser - Legendary Excelsior, Typhoon
Klingon Disruptor - Coming Soon!
Romulan Plasma - Rallus
Tholian Tetryon - This build!
Jem Hadar Polaron - Coming Soon!
Alliance Antiproton - Fleet Cyclone (Alliance Vessel coming soon!)
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 ship is meant to be a flagship for others to follow, and is there to benefit the team. It has a history of being a guide to fleetmates in other queues... "Follow the big ship". So, covered in a looming, dark skin, we get the Obsidian Beacon
ISA:
ISE: 1,071k DPS; 98% attacks in on another run
HSE:
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
Emergency Weapon Cycle Starship Trait - Arbiter
Entwined Tactical Matricies Starship Trait - Gagarin
Broadside Beam Support Starship Trait - Kerala
Super-Charged Weapons Starship Trait - Endeavour, et. al.
Legendary Ships - 11th Anniversary Set
History Will Remember Starship Trait - Legendary Ambassador
Good Day to Die Starship Trait - Legendary Vor'cha
Event Items/Ships
Interlacing Omni Beam Weapon & Nucleating Warp Core & Tholian Crystaline Interlacer Universal Console - Tholian Crystal Harmonics
Khitomer Alliance Shield - Khitomer Alliance Defender's Gear
Tholian Webspinner Array Universal Console
Lockbox Gear & Duty Officers
Hull-Image Refractors Universal Console
Kemocite-Laced Weaponry I Bridge Officer Training Manual
Fragment of AI Tech Personal Trait
Symbiotic Ice Personal Trait
Intelligence Agent Attache Personal Trait
Whole Lotta X's Personal Trait
Zero Conn Officer Duty Officer
Reverse Shield Polarity variant Fabrication Engineer Duty Officer
Lobi Gear (1 x 200 lobi)
The Boimler Effect Personal Trait
Lobi Ships - None
Lockbox Ships
This ship - Tholian Tarantula Dreadnought Cruiser
R&D Promotional Ships - None
Exchange or C-Store DOFF Pack
Emergency Power to Engines Variant Matter-Antimatter Specialist Duty Officer
June 2025 - Revamp from Support to Heavy Tank
November 2022 - Initial Release
The Obsidian Beacon is a big ship. It's hard to miss. This makes it a great tool to lead others to victory, simply follow the "Giant Drillbit". This also makes it a great tank. As a heavy tank, it also works really well in general content, both being able to dish out damage and take damage on its own.
Obviously, Tetryon and Tholian gear is far from meta. In this case, I make great use of several tetryon sources you won't really find used elsewhere.
Since this skill tree is shared amongst many builds, I made a separate page for it and the discussion of it.
When I set out to revamp the Tarantula, I leaned too heavily into theme and tanking, and the result was terrible. I had made a Tholian Turtle that was impractical for any content. The difference between a turtle and a tank is in how much threat you take. You can make a nigh-unkillable ship, but if you don't take any of the threat off of your teammates, the ship is no good. I ended up going all the way back to square one and working with my friends at STOBETTER and beyond to refocus the build.
Simple & Passive
The META as of the writing of this build is to load up a ship with as many clicky consoles as you can, slap on the Vovin console and Unconventional systems, and push all the buttons. I personally have never been great at managing a ton of powers to click and use, especially across a wide array of builds. As such, a sub-goal with this build was to drop off as much active clicking as possible so I can focus on piloting. Now, I didn't end up dropping every clicky universal console, and we'll cover those more in a moment. However, the consoles that are active are pretty low-click maintenance.
Fleet Power Network Array (FPNA)
This is covered elsewhere on our site, but the long and short of it is that this build would do really well with FPNA slotted. While the budget for this build would certainly allow for it, I chose to leave it off firstly due to the active portion, but also due to the fact that I just don't enjoy using it all the time. That being said, it can also be cast from a teammate's support build and so I do end up benefitting from it. However, this build is capable enough to run without it. It's been out long enough and unmodified, I certainly won't stop you from using it. But just like Vovin, I don't enjoy making a copy-paste build on every ship on every character.
Tholian Tetryon
This is a Tholian ship, and as such I wanted to try and stick to the Tholian theme. There has been an abundance of Tholian gear released from events over the years, but not all of it is worth slotting. I also have all of the Tholian ships.
The best pieces of Tholian gear are the Tholian Crystal Harmonics set. Two pieces benefit all tetryon weapons with some CrtH and CrtD, always welcome. Three pieces add a per-shot proc to all of my weapons that are tetryon, which when I have 7 of them firing, ends up being pretty substantial. Four pieces adds an un-reduceable clicky that makes Warp Crystals chase nearby targets. What do we give up for these 4 pieces, however?
First off, the warp core on its own adds an on-kill proc that generates 1-2 warp crystals. This is a solid warp core for any energy build and even some other types of DPS builds. The Tilly Warp core is great when combined with other pieces of the set for extra regen or the Mycelial Lightning passive. Fleet Plasma-Integrated warp cores are also great for energy builds. We're not trading off substantial stats with the warp core, so this is an easy slot.
Next, the Interlacing Omni Beam is another piece of the set. Like most energy weapons, it comes with a 2.5% chance proc and isn't statistically better than any other tetryon weapon. When we look at omni-beams, we are limited to two: one that is part of a set, and one that is not. When it comes to set omnis for tetryon, there is the Antichroniton Infused which is an unexiting proc, and some cat1 with the 2pc set. The Competitive reputation has one that has an even worse proc, and the set adds a cloak which we will never use and some mines which are way off our build theme. That leaves us with the interlacing and the Pahvan omni. The Pahvan omni will outparse the interlacing omni just on their own simply due to the strength of the Pahvan omni proc. However, the damage from the omni itself will be much higher since we have so many tetryon bonuses, as well as being able to trigger the warp crystal proc we will get on all of our tetryon weapons. You could also just slot a regular Tetryon Beam array and just lose out on some firing arc, but we are already broadsiding so it't not a major loss. Based on what you have available, in this order: Interlacing > Pahvan > Tetryon [Pen] Beam array. Tetryon just doesn't have great toys.
With two pieces slotted with no major losses, there are two pieces left we can slot. The Enhanced EAC shield has a once every 45s proc that is insignificant, and there are better shields for energy builds out there. The Tilly Shield adds some shield penetration based on shield power setting. The Revolutionary Shield adds some energy weapon damage. We ended up with the Khitomer shield simply because it can turn incoming damage into an outgoing damage source. This is more powerful on Antiproton builds, but works well enough here with our damage in as well as the Shield Absorptive Frequency Generator constantly healing us. If you have to drop a piece, which we do here, the shield is the piece to drop.
The final piece of the set is actually a mission reward. While not super strong on its own, it does give us around 30% Cat1 Tetryon damage. It also has a clicky to hold the target. While this doesn't do a lot of damage, the hold that it provides will come up later. Not to mention, its contribution to the nucleating set really helps.
Webspinner & Holds
The Tholian Webspinner was extremely powerful for a time as it provided bonus damage to targets that were held. This meant huge damage for exotic builds, as they were also able to boost the massive damage from the webspinner itself. Since then, the webspinner has been rebalanced several times and no longer does extreme damage, nor does the passive Cat2 help exotic builds. However, since we are using Tetryon, it's on Tholian Theme, and we actually have several holds, the Webspinner is able to provide some large damage support. We also use the Crystal Interlacer as a hold for bonus damage.
When I sit down to build a tank, the first thing I do is pick the big defense BOff power - either Reverse Shield Polarity 3 or Suppression Barrage 3. Reverse Shield Polarity 3 turns just about all incoming damage into shields, and when you also use the Fabrication Engineer to extend the duration, you can count on surviving through some pretty long engagements. With how much damage this ship puts out, the incoming damage should be severely lessened by the time Reverse Shield Polarity runs out. Suppression Barrage 3 is 100% uptime on 50% damage reduction to targets hit. If we are under Fire at Will, that's basically everything doing half as much damage. So while Suppression Barrage 3 may not have the effectiveness that Reverse Shield Polarity does, Suppression Barrage is up all the time and significantly reduces the damage you do take.
All that to say, since we can't take Suppression Barrage 3, we take Reverse Shield Polarity 3. This is not on a spam bar. We need to make sure to use it when things get a bit rough, or even a bit sooner than that before we take too much hull damage as this is still just shields. With sufficient duration, I am usually able to hit it in plenty of time to survive the hardest onslaughts, such as the start of Hive Onslaught Elite where literally 5 cubes are shooting you at once.
Since this is a strictly Engineering seat, it's very easy to pick the next powers. We don't need Aux to Batt as a cooldown scheme here, so that lets us take Aux to SIF and Emergency Power to Weapons - pretty standard stuff for energy builds. Emergency Power to Weapons 3 boosts our weapon power as well as bonus energy weapon damage. Aux to SIF 1 is sufficient for both damage resists and a quick cycling heal. In our case, since we run Strategist secondary specialization, as well as Threatening Stance on, we get some nice cooldown reduction from Aux to SIF. Lastly, Emergency Power to Engines should come as no surprise - this is the number 1 tool we use on our builds for maneuverability, restoring Evasive Maneuvers every time you hit it.
This is our next "forced" seating, meaning no specializations and non-universal.
I like to start with Photonic Officer 1 on just about any build anymore, especially if there is forced Lt. Science seats. Since we have no secondary deflector, or much investment in exotic damage, Photonic Officer doesn't cost a lot of build space for some pretty reliable cooldown reduction. Coupled with Boimler and a few other sources of cooldowns (Attrition Warfare being a big one), cooldowns are not an issue for this build. Fire at Will builds really don't have to chase global cooldown as we only need around 60-70% cooldown instead of 100% for something like Cannon Scatter Volley.
For Lt. Commander, on a tank, it's really hard to beat the utility of Gravity Well. I couldn't tell you the last time I checked how much damage Gravity Well does on my tank - that's not what it is here for. Being able to cluster smaller groups of enemies is really powerful. It can keep targets like Nanite Probes from reaching the Transformers and healing them on ISE, or it can keep Probes from reaching the Temporal Vortex on Khitomer Vortex. There's a decent amount of Control Expertise from both the skill tree and Fragment of AI Tech, amongst other things.
If you have the duty officer that turns Tractor Beam Repulsors into a pull instead of a push, there is certainly utility for taking that over Gravity Well here. I tend to use that on more maneuverable ships to help pull a select few wayward targets if needed. Since the Tarantula is not great at maneuverability, it takes to long to move targets around, especially when turning is involved.
At Ensign, you really can't go wrong with Hazard Emitters. It's debuff cleanse is really nice, healing off Tzenkethi Protomatter burns and Borg Plasma burns, as well as adding damage resistance for the duration.
We're putting the rest of the seats into Tactical - we have everything we need from our Engineering and Science seats already. We also have to weigh Command and Intel seats along the way.
We start with the Lt. Commander Command. Typically, Concentrate Firepower is only taken at Lt. Commander so that lower ranks don't overwrite higher ranks. In our case, we aren't looking for torpedo damage and won't really benefit from slotting it very much. Since we have the option, Suppression Barrage 1 is great for tanking as it will reduce incoming damage. Suppression Barrage 1 is only 20% reduction, but when combined with the rest of our tanking tools, this is really great. It also doesn't force us into using any different seating... this seat is locked to tactical anyways, but sometimes it's an issue.
Next, we take Override Subsystem Safeties at the highest rank we can. The ability for us to have a ton of extra power really boosts outgoing damage, resistance from Hazard Emitters and Aux to SIF, and flight speed. It can shut down a random subsystem, but we have Emergency Power to Engines and Weapons to cleanse those critical systems. We also have at least one Leadership Bridge Officer, which will reduce the time that subsystem is down as well.
This leaves us with a total of 3 Ensign and 1 Lieutenant slots. We can cover Fire at Will and Torpedo Spread (also Fire at Will via Entwined Tactical Matrices) in the Ensign seats, leaving us the option of an attack pattern or cannon power in the Lieutenant slot. Kemocite Laced Weaponry makes a great damage filler in the Ensign slot. We end up picking up Cannon Rapid Fire to trigger our Protomatter consoles' heal and Deft Cannoneer for more Inertia and turn rate on a very sluggish ship. Cannon Scatter Volley would lock out Entwined Tactical Matrices until we fired off two torpedo spreads, and would end up reducing Fire at Will uptime. Even though we don't have any cannons, we can treat Cannon Rapid Fire as a heal.
There are a ton of Personal Traits in the game, and honestly it all depends on what you find you need. I have a good mix of traits, but you could certainly go heavier on the damage traits by dropping some survivability, or vice versa. I'll break them down by category and you pull from the categories you feel you don't need and add to the ones you do.
On a faster ship, you may not even need these. On a big slow ship like the Tarantula, I wanted to dedicate a little space to Maneuverability. Deft Cannoneer is an odd pick, but one of the few sources of Inertia. The Tarantula has a really low Inertia score, which directly impacts your acceleration and turning. Picking up flat turn rate and inertia is pretty impactful. While the description says 0.1 Inertia, it's actually 10 inertia per stack (so 30 total). The wiki says the Tarantula has 35 Inertia, but I have 30 for base inertia. That means we are doubling our inerita for one trait which is really nice. It's really tough to nail down how much inerita actually helps, but it absolutely helps with acceleration.
Thrill-Seeker and Go Fast! are also options if you need some speed, but are honestly very weak. Don't take Terran Targeting if you are worried about maneuverability as you'll go very slow when you take damage... which happens a lot as a tank.
We put a lot of slots into survivability as a tank.
Give Your All should be used on any build unless you literally have no engineering powers. There are no other sources of perfect dodge in the game, so this is a straight 20% damage reduction every time you use an engineering power. It's also free once you get R&D high enough.
Grace Under Fire is locked to Engineering Captains, and honestly is take it or leave it. Intelligence Agent Attache performs a similar function, but with one significant difference. Grace Under Fire will reset Miraculous Repairs when you take a big chunk of damage, even past it's global cooldown. Once that triggers, though, it has its own lockout. Intel Agent Attache will reduce the cooldown of all of your captain powers, but not below the global cooldown. It does do this all the time. In the end, Grace Under Fire is free and has saved me more times than I can count, while Intel Agent Attache is not free and isn't going to get you Miraculous Repairs twice in a short time when you really need it.
Whole Lotta X's is a newer trait, and kicks in right when you need it when your hull is low. It's a huge heal for 50% of your hull capacity. There are several traits that will keep you going for a while, but not used as burst heals. Repair Crews heals over time and adds damage resist, but can't pull up a lot of damage in a short time. Ablative Shell is a burst heal, but has a knack for triggering at the wrong time. It's still a good heal, but is outclassed for healing in a pinch by Whole Lotta X's. Regenerative Control Synergy is solid regen and is free from a mission, so I try to pick it up on lower budget builds.
I can't begin to list all of the damage personal traits that could go here. You could easily fill 11 personal trait slots and still not use all of them. It's why we have a tier list. However, I did pick a few that work well.
Beam Training & Superior Beam Training are essentially free traits. The bonus beam damage is solid since our primary damage is entirely beam damage. The K-13 upgrade is optional, but if you run a lot of beam builds, it's pretty nice since it just increases the effectiveness of the slot without any real drawbacks.
Fleet Coordinator is used on any teamed content damage dealing build. A full team of 5 gives you +10% bonus all damage with no drawback. That's tough to beat on a Personal Trait. If you are flying solo content or premade teams, you may see less performance here, but honestly most players are queuing up for public TFOs and will get all 5 stacks of this.
Symbiotic Ice is also solid, adding an extra Cold damage kicker on to every beam shot. This even works on the extra shots from Fire at Will, but does not work with the extra shots from Broadside Beam Support. Absolutely not required on this build, but is a great place to pick up its utility.
Fragment of AI Tech has been a favorite of mine lately due to both boosting Control Expertise, and turning Control Expertise into damage itself. While it is just Cat1 damage (not bonus), it can be quite a bit of it. I get 21% Cat1 Energy all the time, and max out the 30% when I hit Quantum Singularity Manipulation. The 50 CtrlX also helps boost my Gravity Well pull, so it serves more than one purpose here.
Past that, damage is up to you. Terran Targeting Systems and Context is for Kings are not good choices on a tank due to how much incoming damage we are taking, while Fluidic Cocoon would be a great option since we are taking a lot of incoming damage.
Anymore, it's rare to see a build without The Boimler Initiative on it. It's not exactly accessible on multiple characters, but being able to spend Lobi or Energy Credits feels like it is more accessible. It basically handles all of your cooldowns... until it doesn't. I don't like relying on it as my only source of cooldown reduction because there are certainly times when Boimler lets you down and everything is on cooldown all at once. Photonic Officer makes a solid base for cooldown reduction, and Boimler fills in the gaps. With Custom Power Matrix also on the build, and Attrition Warfare, we do just fine for cooldowns.
Intelligence Agent Attache is a different portion of cooldowns, reducing the cooldown on Captain powers every time we land a critical hit (with a very reasonable lockout). Even on an Engineering captain, this makes a difference. Coupling this with Grace Under Fire, Miraculous Repairs is up about as often as we can get it. EPS Power Transfer is also a really strong power, boosting all of my power levels on top of Isomags and OSS. Evasive Maneuvers, Nadion Bypass are also honorable mentions that certainly benefit from this trait, but aren't the main reasons for it.
Starship traits are wide ranging - from essential to how you build the ship, to extra damage for what you are already doing. I'll cover the essentials, and the rest you can replace with utility or damage traits that you already have access to.
Entwined Tactical Matrices is very key to a Fire at Will build, tank or DPS or otherwise. You have to slot Fire at Will and Torpedo Spread to make this work, but this is essential to the build.
History Will Remember is also a key to Tank builds. This turns incoming damage into threat, hull, and damage - all of which we really want on this build. While not absolutely essential, I'm not sure I'd make a tank without it if budget allows simply because of the extra Threat.
These two are essential to this build, the rest you can swap out with what you have available for damage dealing traits. A couple you don't see often, I'll cover why I picked.
Most of these traits are general +Damage traits, you could swap in what you have. Broadside Beam Support is a little unusual, but since we are broadsiding, have 7 beam arrays, and plenty of weapons power, we get a solid boost to damage just for positioning well on this one. If you use Phasers, this will be even stronger.
Good Day to Die is a rare trait, coming from an expensive and poor anniversary pack. I did a lot of dil grinding to get this bundle since I wanted the Legendary Excelsior. The Legendary Vor'Cha it comes with also has this trait that turns incoming damage into extra damage. Absolutely don't chase this one, it has the lowest cost-benefit out of all these traits and can be replaced by other traits you have available. It is fun to be able to utilize this trait.
If you don't need the healing, Automated Protomatter Conduits could be swapped out.
We've covered Reverse Shield Polarity and Evasive Maneuvers already, but the other 4 duty officers are helpful to cover. The Matter-Antimatter Specialist gives us some extra CtrlX which feeds into Fragment of AI Tech for more damage, and has great uptime. The Projectile Weapons Officers are helpful to clear out the Torpedo Spread we get when using Fire at Will under ETM. Absolutely not essential, and could be replaced if you have some other damage dealing DOffs.
The last one here is the Conn Officer (Zero), which is a little different than a standard Conn Officer in that it has a chance to reduce Evasive Maneuvers by 10 seconds. If you slotted a couple of standard Conn Officers, they would be more effective than this, but for a single slot, we have a chance to save a few seconds on Evasive Maneuvers. My teammates are often too fast for me, so I want a few extra seconds shaved off cooldown for maneuverability.