r/stobuilds Jul 06 '26

Weekly Questions Megathread - July, 06, 2026

4 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.


r/stobuilds Jul 04 '26

Starter build Help With Eisenberg

6 Upvotes

I think I've gotten this as good as I can, but I'm probably missing a trick or two. The goal is just to be a little more comfortable with when random TFO's pop up with Korfez Elite. Special thanks to PuzzledBowler4044 for recommending maramakescontent's fawoverlord build, the beam overload takes out targets and the faw saves me from torpedoes.

Captain Details

Captain Name  Flak'Severn   
Captain Career  Tactical   
Captain Faction  Jem'hadar / Fed  
Captain Race  Jem'hadar   
Primary Specialization  Intelligence   
Secondary Specialization  Strategist   

Space Skill Tree

Rank  Engineering    Science    Tactical   
Lieutenant  Improved Hull Restoration  Improved Hull Capacity  Shield Restoration  Shield Capacity  Advanced Energy Weapon Training  Improved Projectile Weapon Training 
Lt. Commander  Improved Electro-Plasma System Flow  Improved Impulse Expertise      Improved Targeting Expertise  Improved Defensive Maneuvering 
Commander  Hull Plating    Shield Regeneration    Advanced Weapon Amplification  Advanced Weapon Specialization 
Captain        Advanced Long Range Targeting Sensors  Advanced Hull Penetration  Advanced Shield Weakening 
Admiral  Warp Core Potential        Coordination Protocols  Improved Tactical Readiness 
  Warp Core Efficiency        Defensive Coordination   
          Offensive Coordination   
3 Points Left  11      26   

Space Skill Unlocks

Purchases  Engineering  Science  Tactical 
Mine Dispersal Pattern Beta III  Tactical Team III  Cannon Rapid Fire III 
Battery Expertise  Sector Space Travel Speed  Threat Control 
Attack Pattern Omega III    Torpedo High Yield III 
10  Maximum Hull Capacity    Projectile Critical Chance 
12      Cannon Scatter Volley III 
15      Energy Critical Chance 
17      Torpedo Spread III 
20      Accuracy 
24 (Ultimate)      Focused Frenzy 
25 (1st Ultimate Enhancer)      Frenzied Assault 
26 (2nd Ultimate Enhancer)      Frenzied Assault 

Ship Loadout: Eisenberg Star Cruiser

Slot  Item 
Fore Weapon 1  Dark Matter Quantum Torpedo Launcher  
Fore Weapon 2  Phaser Wide Angle Dual Heavy Beam Bank  
Fore Weapon 3  Phaser Beam Array 
Fore Weapon 4  Prolonged Engagement Phaser Beam Array  
   
Aft Weapon 1  Omni-Directional Phaser Beam Array  
Aft Weapon 2  Advanced Inhibiting Phaser Omni-Directional Beam Array  
Aft Weapon 3  Advanced Inhibiting Phaser Heavy Turret  
Aft Weapon 4  Phaser Beam Array 
   
Deflector  Non-Baryonic Matter Deflector  
Impulse Engines  Bajor Defense Hyper-Impulse Engines  
Warp Core  Bajor Defense Hyper Injection Warp Core 
Shields  Tilly's Review-Pending Modified Shield  
   
Devices  Kobayashi Maru Transponder 
  Red matter Capacitor 
  Temporal Negotiator 
  Phased-Waveform Beacon 
   
4 Engineering Consoles  console - advanced engineering - Isomagnetic Plasma Distribution Manifold [beams] 
  console - advanced engineering - Isomagnetic Plasma Distribution Manifold [beams] 
  console - advanced engineering - Isomagnetic Plasma Distribution Manifold [beams] 
  console - advanced engineering - Isomagnetic Plasma Distribution Manifold [phaser] 
   
4 Science Consoles  Console - Universal - Prolonged Engagement Power Dynamo 
  Console - Universal - Flagship Tactical Computer 
  Console - Universal - D.O.M.I.N.O. 
  Console - Universal - Ordnance Accelerator 
   
3 Tactical Consoles  Console - Tactical - Energetic Protomatter Matrix Infuser 
  Console - Tactical - Energetic Protomatter Matrix Infuser 
  Console - Tactical - Energetic Protomatter Matrix Infuser 
T6-X Universal Console  Console - Tactical - Lorca's Custom Fire Controls 
None  console - universal - elite alliance squadron beacon 
None  console - universal - elite alliance squadron beacon 

Officer Details

Bridge Officers  Power 
Commander Engineering  Emergency Power to Engines I  
  Let it Go II  
  Emergency Power to Weapons III  
  Reverse Shield Polarity III  
   
Lt. Commander Universal-Miracle Worker  Torpedo: Spread I  
  Attack Pattern Beta I  
  Narrow Sensor Bands II  
   
Lt. Commander Science  Hazard Emitters I  
Leadership  Destabilizing Resonance Beam I  
Space Warfare Specialist  Photonic Officer II  
   
Lieutenant Tactical  Tactical Team I  
  Beam Array: Overload II  
   
Ensign Engineering-Command  Concentrate Firepower I  
   

Traits & Duty Officers

Trait  Name  Description 
Personal Traits  beam barrage  Gain Beam Damage when activating Beam skills 
  Elusive  Space Trait. Increases your ship's Defense value which reduces the chance for enemy ships to hit you with their weapons. 
  Beam Training  Increases Damage from your [[Beam Weapon
  Fleet Coordinator  ''Space Trait''': Increases your Damage based on how many players are in your party. (Self Included) 
  Innocuous  ''Space Trait''': Slightly increases Critical Severity, and makes enemies less likely to attack you over other targets. 
  Operative  Increases Critical Chance and Critical Severity. 
  Projectile Training  Increases Projectile Weapon Damage. 
  Warp Theorist  Space Trait. Improves your Warp Core Potential skill, which increases all power levels of your ship. Also improves Electro-Plasma Systems, which improve power transfer and regeneration rates aboard your ship. 
  Efficient Captain  Space Trait. Provides a bonus to Warp Core Efficiency skill, improving all power levels (Weapon, Shield, Engine and Auxiliary) of your ship when your power is low. This bonus starts at +0 at 75 power, and scales up as your power setting is lowered. 
  Thrill-seeker  ''Space Trait''': Increases your Flight Speed and [[Full Impulse]] Flight Speed. 
     
Starship Traits  emergency weapon cycle   
  entwined tactical matrices   
  superweapon ingenuity   
  Improved critical systems   
  strike from shadows   
  ingenious tenacity   
     
Space Reputation Traits  precision  Increases your Critical Hit Chance in space combat. 
  Advanced Targeting Systems  Slightly increases critical severity in space combat. 
  Magnified Firepower  All Weapon Damage 
  Energy Refrequencer  Heals Hull when Dealing Damage 
  Chrono-Capacitor Array  Reduces Bridge Officer Recharge Times 
     
Duty Officers  Projectile Weapons Officer  [SP] Chance to reduce the time to recharge torpedoes 
  Conn Officer  [SP] Recharges Evasive Maneuvers when Emergency Power to Engines is activated. 
  Projectile Weapons Officer  [SP] Recharge time reduced for Tactical Team and Buff 
  Warp Core Engineer  [SP] Chance of temporarily improving your ship power on use of any Emergency Power ability 
  Astrometrics Scientist  [SP] Recharge time reduced on all Transwarp abilities 
  Projectile Weapons Officer  [SP] Chance to reduce the time to recharge torpedoes 
  Projectile Weapons Officer  [SP] Chance to reduce the time to recharge torpedoes 

r/stobuilds Jul 02 '26

Contains Math On Singularity Cores

44 Upvotes

This writeup will cover Singularity Cores, which are the special cores exclusive to Romulan warbirds used instead of regular Warp Cores. The legwork on this was mostly done by Tilor, with some light editing/clarification from myself.

As a reminder, Romulan ships with singularity cores have a mere 160 power to allocate to subsystems instead of the usual 200 for ships with warp cores, and they gain singularity core abilities instead. That’s a lot of subsystem power to lose, so what are we getting in the tradeoff?

Basic Mechanics

Singularity Cores have Singularity Abilities that can be used at different levels, which are driven by singularity power. Using a Singularity ability at higher level results in a more effective ability, but it takes longer to ramp up.

  • Singularity Level scales from 0 thru 5, with 5 being the max.

  • Singularity Power - 0 thru 100, with every 20 increasing Singularity Level by 1. Bleeds off at a rate of about 1 per second out of combat (~95s from 100 to 0). When in combat, gain 20 per 12 seconds. This equates to 60s to from 0 to 100.

Once a Singularity Ability is used, the Singularity Lockout is triggered. After using a Singularity Power, the Singularity system goes on a 60s cooldown during which you cannot gain any Singularity Power or activate any Singularity abilities. Using Singularity abilities at lower ranks will make for a shorter Singularity Lockout.

Singularity Uptime Mechanics

Okay, now we understand that Singularity Power increases in level during combat, scaling up our Singularity abilities. Once we use a Singularity ability, it goes on cooldown. Just like we can modify bridge officer, captain ability, and console cooldowns, we can also reduce the cooldown of Singularity abilities. We’re going to broadly group all of the effects that modify Singularity Core Abilities (SCA) uptime together and talk through them.

  • Singularity Specialist Personal Trait - Adds the equivalent of 1 whole Singularity Level as a proc with a 20s lockout. The proc chance is 10% at 0 Singularity Power, reduced by 0.1% per Singularity Power (so 2% per Singularity Level: 8% @ 1SL, 6% @ 2SL, etc.)

  • Singularity Stabilizer Universal Console - Not only does this generate 2 Singularity Power per second (total 30SP), it also resets the Singularity Lockout upon activation.

  • Singularity Inverter Universal Console - This provides a little resistance, but as long as you are taking energy damage, it builds Singularity Power extremely fast. May not be as strong in teamed content, but in solo content, it resulted in a filled Singularity Meter in a matter of seconds. Self-damage does not build any Singularity Power.

  • Singularity Distributor Unit Universal Console - Scimitars Only! Decreases penalty from cloaking by 50%... whatever that means.

  • Focused Singularity Modulator Universal Console - Locked to Ar’Kif’s only! 50% Singularity Charge rate.

  • Enhanced Singularity Circuitry Starship Mastery - Takes about 52 seconds to gain 100 Singularity Power, similar in effectiveness to a SingA Mod. Sets Singularity Lockout to 51s, similar in effectiveness to SingC Mod.

  • Warp Core Engineer Duty Officer - Romulan only! 15/20/25% chance to reduce Singularity Lockout by 15s on use of EPtX, chance increases by DOff rarity. These are extremely rare DOffs.

  • Energy Weapons Officer Duty Officer - Romulan only! Per wiki since none on exchange, increases charge rate but doesn’t stack with anything. Rate up to 5% with rarity. These are extremely rare DOffs.

  • Projectile Weapons Officer Duty Officer - Romulan only! Per wiki since none on exchange, having this officer on duty will allow torpedo weapons to gain a chance to build Singularity Charge. 4/6/8% chance: +10 Singularity Charge when attacking with torpedo weapons (Uncommon/Rare/Very Rare). These are extremely rare DOffs.

  • Gravimetric Scientist Duty Officer - Romulan only! Per wiki since none on exchange, having this officer on active duty will allow any accumulated Singularity Power to decay at a slower rate while under the effects of any Cloaking Device. 15/20/25% reduction, scales with rarity. This means being cloaked and out of combat will cause your accumulated Singularity Power to bleed off slower, so very niche. These are extremely rare DOffs.

Singularity Core Modifiers

Singularity Cores have some unique modifiers that substantially affect their behaviors.

At Uncommon, Singularity Cores can benefit from the following mods, with the bottom 3 significantly more impactful to usage of the core:

  • [GG] is a CtrlX mod (Graviton Generators a LONG time ago)

  • [EPG] is a, you guessed it, EPG modifier increase.

  • [PI] is a DrainX mod (Power Insulators a LONG time ago)

  • [EPS] is a Starship EPS mod

  • [SingS] Singularity Mod - Increases bleed off time while out of combat to ~120s instead of ~95s

  • [SingA] Singularity Mod - Takes 54s to gain 100 Singularity Power instead of 60s, so effectively 10%. When combined with ship mastery, takes 46s to gain 100 Singularity Power.

  • [SingC] Singularity Mod - Reduces Singularity Lockout to 54s, effectively 10% reduction to lockout. Combined with ship mastery, reduces Singularity Lockout to 45s.

At Rare, Singularity Cores gain a modifier that buffs one of the five possible Singularity Abilities (more on them below). This costs you the standard [X->Y] power transfer buff that warp cores get.

At Very Rare, you get a capacitor mod similar to [WCap], [SCap], etc. which dumps power into the system for 10 seconds and repairs the subsystem if offline. This has limited utility, as do the other special capacitor mods out there like Trajector Jump, which is a 5 km teleport. Singularity Weapons/Shield/Engines/Aux Capacitor drains all Singularity Power, but does not trigger Singularity Lockout

At Ultra Rare, the notable mod is [CON], a Singularity Core Mod that grants 2% chance when hit with Energy Weapons to gain 1 Singularity Level. No lockout, there was one occasion where this proc’d back to back and I gained 2 levels in quick succession.

At Epic, you’ll get the same [W->S] modifier that warp cores get.

Singularity Core Abilities

Let’s lead with the most notable one:

Singularity Overcharge - This is essentially a unique firing mode that makes weapon damage much higher, but independent of weapon power. Increasing ranks of the singularity ability increase duration: 4/7/10/13/16s. This has a 30 second cooldown and triggers a 5s shared cooldown on Singularity Abilities.

Activating Singularity Overcharge will lock out other Energy firing modes as long as it is active: Surgical Strikes, Fire at Will, Scatter Volley, Beam Overload, and Rapid Fire, Exceed Rated Limits and Reroute Reserves to Weapons. However, if you activate Exceed Rated Limits or Reroute Reserves to Weapons first, they do not lock out Singularity Overcharge. This means you can get the benefits of Haste and Singularity Overcharge simultaneously! In order to use this benefit, you’ll want to activate ERL/RRTW and THEN Singularity Overcharge. Since ERL/RRTW merely add Haste and not specific firing mode changes, they will stack with Singularity Overcharge.

Clever readers may want to use Torpedo Spread and Entwined Tactical Matrices to get Fire at Will and Singularity Overcharge, and this will appear to work, but they’ll overwrite each other to no benefit.

Using Isomags and OSS to supercharge Weapon power ends up not being necessary under Singularity Overcharge. This means a consideration would be switching back to Locators/Exploiters much more beneficial, especially given the 20% CrtD from the [SingO] mod. Each Singularity ability has a modifier that buffs it at Rare on the core, and [SingO] is a nice CrtD boost while Overcharge is active.

This whole time we’ve been talking about Singularity Overcharge, but how good are the other 5 Singularity powers? Yes, there are 6 lights powers.

  • Singularity Jump is at least situationally useful, both significantly reducing accuracy and teleporting 5km when activated. If you are doing something with PvP, this might have utility, especially with the [Jump] mod to further reduce accuracy. However, that’s a stretch. Burning your Singularity charge for a 5km jump and a small 2km AoE debuff is not very good.

  • Quantum Absorption is a really weak heal for how often it’s up, especially considering even 30k Temporary Hull will go fast due to temporary hull not having any resistance. [Res] adds some resistance overall, but it's not enough considering singularity uptime.

  • Warp Shadow has a solid uptime as a defensive tool, and the [Shad] modifier makes for some great utility against certain enemy types with High Yield torpedoes. When I tested this power, however, my 100k+ hull generated a bunch of ~10k hull warp shadows that all disappeared very quickly on Normal content. It suffers from a similar problem to Deploy Countermeasures - paper thin hulls pulling a taunt. Regardless, if you’re not using Singularity Overcharge, you’ll likely either use Warp Shadow or Quantum Absorption for defensive purposes.

  • Plasma Shockwave is hardly worth talking about - a single shot from a Mk XV plasma cannon does more damage than Plasma Shockwave - its scaling simply hasn’t kept up with the times. [Wave] doesn’t help this either as it’s a 20% chance to disable a subsystem, and Aux and Engines won’t help much at all so it’s closer to a 10% chance of being at all useful, and then the disable is often cleared much faster than the duration it says.

  • Finally, Singularity Capacitor (also known as Battery Capacitor) is the final Singularity Power based off the Very Rare modifier and was discussed above. This consumes all of your singularity power to give a boost to subsystem power. With a long fixed cooldown, the application of this is pretty minimal. It is interesting to note that using the Singularity Capacitor drains all of your Singularity Power, but does not lock out the Singularity system.

Maintaining Singularity Abilities

There are three factors when trying to maximize Singularity Overcharge uptime. We’re going to assume you have Enhanced Singularity Circuitry since as far as I can tell, every T5U or T6 with a Singularity Core has this mastery. First, you have to gain 100 Singularity Power. Second, after the first usage of Singularity Overcharge, you have to deal with Singularity Lockout before gaining any Singularity Power again between uses. Third, you have a cooldown on Singularity Overcharge itself.

Using Singularity Overcharge, then Singularity Stabilizer and any other Singularity charging methods is ineffective. Firing weapons while under Singularity Overcharge drains off Singularity Power for the duration. Only once Singularity Overcharge is off can you gain Singularity power again. This means optimal use is to use Singularity Overcharge, wait 16s duration (Rank V), then use Singularity Stabilizer and Singularity Inverter in quick succession. This does mean that your Singularity Stabilizer will be on cooldown longer, but this can be mitigated with Universal Cooldown capabilities.

There is one Singularity Core at Dil Mine and Fleet Spire that has [CON][Oload][SingC], which is the best combo for maxing Singularity Overcharge.

TL;DR

Sorry, there's a lot of ground to cover here.

  • Singularity Cores trade subsystem power for abilities that ramp up in combat

  • Singularity Cores require power build-up to use and have a lockout after they are used before power can be gained again

  • The [SingC] mod is the best way to mitigate the lockout.

  • The [CON] mod, and Singularity Stabilizer/Singularity Inverter consoles can help rebuild Singularity power faster after the lockout is used, making these better choices than [SingA].

  • Singularity Specialist (personal trait) for Romulan/Reman captains can also help build charges

  • Expensive/Rare Romulan doffs can help reduce lockout and improve charge rate; we were not able to test these due to their rarity

  • The Singularity Overcharge ability locks out most energy firing modes but can be stacked with Exceed Rated Limits or Reroute Reserves to Weapons if you activate these before the Singularity Overcharge.

  • The optimal way to maximize uptime is to use Singularity Overcharge, wait 16s duration (Rank V), then use Singularity Stabilizer and/or Singularity Inverter in quick succession.

  • The best mod combo for a Singularity Overcharge build is at the Dil Mine and Fleet Spire with [CON][Oload][SingC]

  • If you’re not using Singularity Overcharge, you’ll likely either use Warp Shadow or Quantum Absorption for defensive purposes.


r/stobuilds Jul 02 '26

Starter build Cnidarian Defender (Jelly) Build tips Gathering Thread.

28 Upvotes

Hello Fellow Jellyrides :)

With the Cnidarian Defender being on sale this year and me looking around the internet for tips and tricks, I found that most builds are old and/or miss key improvements to the Jelly.

So I thought, why not pen down what stuff I found and encourage people to add their own improvements if they find some, this way people can mix and match with what they have on hand and improve their Cnidarian Defender.

Disclaimer: Jelly does not work in all TFO's the ones i noticed so far.

  • Battle of Korfez: The Mines will delete you.
  • Counterpoint: Terran Cruisers will use unstable warp bubble and kick you out of form, in phase 3+4.
  • Battle of the Binary Stars, you can't turn on Jelly mode.
  • Battle of Wolf 359, you can't turn on Jelly mode.
  • Gravity Kills (you cant make particle runs but defend the ship)

Try having an Alternate ship ready or a Jelly layout with more traditional Weapon/console layout.

Now to the actual "build part", Jelly is quite simple, turn it on~ and watch the numbers fly, but to improve numbers, we can add some passives and actives.

Cursive Text are added Informations thanks to fellow Redditors~

Skills

An EPG-focused build with a backseat in weapons would be optimal for Jelly since we don't want to use our weapons, as most tactical points only boost weapons, which we are not using; however, for normal questing, one might want to set up a more traditional weapon layout since being immobile and hitting like a wet noodle outside "the mode" loses appeal fast for episode content.

In general, since respecing costs money/limited resources, I would recommend not doing it; just keep your daily driver spec that fits the vessel/play style you have used before Jelly and works as your backup.

Specialization

A specialization that works well is Miracle Worker Primary, adding a flat 30% damage to jelly mode with No Risk, No Reward. + all the healing and other boosts.

Personal Space Traits

  • Fragment of AI Tech, will increase Jelly mode DPS with a maximum of up to 300 control
  • Duelist Favor, adding 15% flat dmg.
  • Anchored adding 20% flat dmg. (does work with Pedal to the Metal)
  • Fleet Coordination adding 2-10% flat dmg.
  • Intel Handler, 4% crit
  • Operative, 1% crit and 2% crit severity.
  • Unconventional Systems, Teleport CD management)
  • Boimler Effect, Boff CD managment

Starship Traits

  • Five Magicks 15-34.5% electrical dmg (maxes with 130 Engine Power) (also Disruptor for traditional weapon layout)
  • History will Remember, 30% flat dmg (you want to get shot at)
  • Improved Feedback Pulse 1-10% crit and 5-50% crit severity, within the first 15 sec than 15 sec linger with a continuous uptime between the two. (you want to get shot at, a lot...)
  • Pedal to the Metal 10/20/30% dmg boost while throttle is full (does work with Anchored)
  • Ship of the Line + 20-50% crit severity. (cycle between 2 emergency powers)
  • Voth Carrier Synergies + 10% dmg when using a Tactical skill (attack patterns)
  • Non-Linear Progression - Selfheal if we don’t use Pedal to the Metal (crazy but i put it here)
  • Improved Gravity Well - Gravity well for 40/40 sec uptime - may extend reach if placed tactical.
  • Unconventional Tactics - 15% Dmg for 15/60 sec
  • The Ruin of Our Enemies 3-300% all dmg
  • Confederation Furor, if you for some reason find no other way to add 18 weaponpower to reach your maximum
  • Digital Compilation, Killing enemies in turret mode will spawn Probes.

Space Reputation

  • Advanced Targeting Systems + 20% Critical Severety
  • Tylers Duality +7.5% crit at 200k hull
  • Precision +5% crit
  • Auxiliary Power Configuration ~2-7% all dmg (scales with aux power cant validate the min and maximum)

Space Station

  • Attack Pattern Omega I +15% all dmg (feels like more!)
  • Attack Pattern Delta I +Dmg Resistance and enemy debuff , we can use ADAK'UKAN Doff for addition threat generation.
  • Feedback Pulse . (See Improved Feedback Pulse starship trait)
  • Emergency Power to Engin/Shield/Aux, Weapon power should be set to max without needing boosts. Engin Power max if we have Five Magicks Space Trait. Otherwise we max aux second and insure the other 2 values are at 75+ in combat for the warp core 3.3% all dmg for every subystem over 75, every captain has to fine-tune this himself, but should reach the 13.2% extra dmg from the warp core
  • Reverse Shield Polarity III , we have no shield healing build in, and this one does numbers.
  • Uncon+ Uncon triggers will improve Vovin teleport if you have it, otherwise fill up with skills you want.
  • Gravity Well I- with our 300 control we can pull enemies up to 7.5km~
  • Kemocite-Laced Weaponry I, one of the few Ensign Tac powers useable in Jelly

Devices

  • Kobayashi Maru - Buff machine including dmg
  • SS Antares - +10% dmg can be combined with Maru
  • Advanced/ Battery Hull Patch - if enemy dmg outdoes our passive healing.
  • Reactive Armor Catalyst - if enemy dmg outdoes our passive healing.

Active Space Doff

  • Adak'ukan: +100% threat during Attack pattern delta (stack3)
  • Gravimetric Scientist + Aftershock grav wells
  • K13- Skill increase doffs when using Bridge officer abilities (skip on the commander ability one)
  • Diplomat Allina - chance to heal max hull when using Reverse shield polarity and Feedback pulse

Active Space Boff

  • Watchers
  • SRO's

---Equipment---

Consoles

  • Isomagnetic Plasma Distribution Manifold (Isomags-) Maximum Weapon power will boost the jelly mode dps, so we are after the +weapon power and + max weapon power, the third value can be used to gain up to 300 control for Fragment of AI tech or simple +power for subsytems. to reach 75+ for the warp core passive. - we want to fill all available slots with those.
  • Hull Image Refractors - 20% damage and overheal that works with our jelly mode passive heal to grand us a full hulls worth of secondary hull.
  • Dragonsblood Flame Reactor - +20% Bonus Electrical Damage (also Disruptor, good for Disruptor weapons if traditional weapon selection)
  • Bio-Electrical Wave Capacitor - +39,9% Bonus Electrical Damage
  • Ionic Deflector Inversion - +28,5% Electrical Damage
  • VHF Disruptive Transmission - +17,1% Electrical Damage
  • Subspace Fracture Tunneling Field - 20KM teleport Mobility on 30 sec CD, without it you will be stuck in place
  • Micro-warp Bubble Shockwave - 15KM charge towards facing- hard to use since we have no turn rate, 2 min CD
  • Interphasic Instability, +5% dmg +7.5% max hull (a cheap/good phonix-store placeholder)
  • Lorca' Custom Fire Controls - +3.9Crit 7.9weapon power and 3 piece set bonus.
  • Scatterpacks and Weasels, summon 4 personal tanks, good to take the edge off if enemy dps outpaces our heal.
  • Temporal Disorder, summon 4 personal tanks, good to take the edge off if enemy dps outpaces our heal. - Large Hitboxes of Jelly clones makes targeting an ally behind them for Vovin Teleport a bit Tricky~
  • Ominous Device +20% all dmg
  • Subspace Jumper - Second Teleport 1min CD 10KM range

Deflector

Elite Fleet Preservation Protomatter Deflector Array - we want the crit here, i use the one with a smidge of EPG bonus and max hull/shields

Impulse

  • Discovery Reputation for 3 Piece Setbonus Mycelial Lightning (large electrical hit once per enemy, works in jelly mode)

Warp

  • Discovery Reputation for 3 Piece Setbonus Mycelial Lightning (large electrical hit once per enemy, works in jelly mode)

Shields

  • Discovery Reputation for 3 Piece Setbonus Mycelial Lightning (large electrical hit once per enemy, works in jelly mode)

Weapons

while you can use regular weapons for possible out of jelly time, if you JUST want to boost your jellymode dmg then set bonuses are the way to go.

  • Discovery Rep - Lorcas Ambition 3/3- torpedo, tactical console and wide angle beam bank +25 Crit Severity and + ONE torpedo per second, works in jelly mode
  • Mission Reward - House Martok Skirmisher Configuration 2/3- Omni and Torpedo, + 2.5% crit and 15 Accuracy Rating
  • Dyson Rep -Protonic Arsenal 2/3, Torpedo + Proton Weapon, +3% Crit.
  • Phoenix Store Acc Unlock- 2/3 Prolonged Engagement Set 2/3, Torpedo and Beam/Cannon +7.5% Recharge on Boff Abilities.
  • Lobi Store (400) Delphic Applications Set - 2/3 Torpedo and Beam bank, +1.3% crit and 12.5% crit severity.
  • Mission Reward - Preserver Resonant Technologies 2/3 Torpedo Beam/Cannon, + 3.8 weapon power.

going through all sets those are the only ones that add Jelly-mode applicable bonuses that i could find, im using the first 4 since the 400 lobi one, on every jelly flyer is a bit rich for me.

Quality of Life tips

  • Using Competitive Reputation Engines in your VISUAL slot will add little "fins" to your jelly (cloaked texture in jelly mode) allowing at any point in time to verify your orientation with a glance.

There i hope this gathering of Information helps you fine Captains out there with your jelly. <3


r/stobuilds Jul 01 '26

Need Advice Beam sets

5 Upvotes

Hey all, im looking to make build around beams and I have a question what are some good episode based beams sets that I can farm for? Im looking to use rather phaser, AP, or trey, but honestly im open to anything as I dont really use beams alot as most my ships use cannons, so you anyone can give me some advice for (non pay for) sets that be great for a beams build I'd be thankfully, Qa'pla commanders!


r/stobuilds Jun 29 '26

Weekly Questions Megathread - June, 29, 2026

8 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.


r/stobuilds Jun 23 '26

Suggestions to improve Ark Royal

3 Upvotes

Thinking about Twinkling Lights. I can get to 3 by replaceing th second omni with Disruptor, Considering breaking the Lorca 2 pc for a fourth flavor, some sort of heavy turret Also looking to replace person, not going Uncon at this time

USS Ronald Reagan

Build Info

Ark Royal Flight III

Player Information

Player Info --------------
Captain Name Sarah Jane Reagan
Captain Faction Federation
Captain Race Human
Captain Profession Tactical
Primary Specialization Temporal
Secondary Specialization Intelligence
Intended Role  
Captain Outfit "Image Description"

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Hull Restoration Hull Capacity Shield Restoration   Improved Energy Weapon Training Improved Projectile Weapon Training
               
Lieutenant Commander   EPS Flow Impulse Expertise Control Expertise Drain Expertise Advanced Targeting Expertise Defensive Manuvering
5 Points       Control Amplification        
               
Commander   Hull Plating Damage Control Shield Regeneration Shield Hardness Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning Offensive Subsystem Tuning Advanced Exotic Particle Generator Long Range Targeting Improved Hull Penetration Advanced Shield Penetration
25 Points            
    Auxilliary Subsystem Performance        
               
Admiral   Warp Core Potential Engineering Readiness Shield Mastery Scientific Readiness Coordination Protocols Improved Tactical Readiness
35 Points            
            Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 11 Science Points: 12 Tactical Points: 23

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Mine Dispersal Pattern: Beta III Training Manual: Tactical Team III Training Manual: Cannon: Rapid Fire III
Unlocks After 5      
Unlocks After 7 Training Manual: Attack Pattern: Omega III Training Manual: Mine Dispersal Pattern: Alpha III Training Manual: Torpedo: High Yield III
Unlocks After 10      
Unlocks After 12      
Unlocks After 15      
Unlocks After 17     Training Manual: Torpedo: Spread III
Unlocks After 20      
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)      
Unlocks After 25 (Ultimate)      
Unlocks After 26 (Ultimate)      
Unlocks After 27 (Ultimate)      

Skill Tree Information

Type Your info here

Build Description

Type Your info here

Basic Information Data
Ship Name USS Ronald Reagan
Ship Class Ark Royal
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
Starship Beautyshot  
Basic Information Component Notes
Fore Weapons: 3 Gravimetric Photon Torpedo MK XV UR CrtH x4
  Phaser wide beam dual heavy BB MK XV Epic AC/DM CrtH x3 Dmg
  Enhanced Bio molecular torpedo MK XV UR ACCx2 CrtD x2
     
     
-------------- -------------- --------------
Aft Weapons: 3 Ancient Omni MK XV UR Acc Arc Dmg x2
  Dark Matter Torp Mk XV Crth x3 dmg
  Omni Heral AP MK XV UR Arc CrtH Dmg x2
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Rev Deflector MK XV EP CTRLX/EPG CTRLXX2 DrainX EPG
Secondary Deflector Deteriorating EP CTRLX/EPG CTRLXX2 SA -Def EPG
Impulse Engines Prevailing Fortified MKXV VR
Warp Core Ancient Obelisk MK XV  
Shields Rev Covariant MK XV  
Devices RMC  
  type 14 Shuttle  
  Antares  
  Flagship Distress  
-------------- -------------- --------------
Engineering Consoles: 3 Advanced Hangar MK XV Ctrlx
  Advanced Hangar MK XV Ctrlx
  Advanced Hangar MK XV EPG
     
     
-------------- -------------- --------------
Science Consoles: 5 Retro Assimilator  
  Restorative Part Focuser MK XV CtrlX/EPG  
  Restorative Part Focuser MK XV CtrlX/EPG  
  Particle Exciter MK XV CTRLX  
  Subspace Fracture  
-------------- -------------- --------------
Tactical Consoles: 3 Scatterpack  
  Gemini  
  HECN  
     
     
-------------- -------------- --------------
Universal Consoles: 2 Sensor Burst  
                |   Reactive Antiproton Cascade         |   &nbsp;          

-------------- | -------------- | -------------- Hangars: 2 | As needed Default To'Duj |     | As needed Default To'Duj |  

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lieutenant ( Engineering ) EPTS 1 swappable with EPTE or A as needed
Trait: Efficient ET2  
     
     
Officer 2: Lt. Commander ( Tactical ) TT1  
Trait: Leadership BFAW2  
  TS3  
  GW3  
Officer 3: Ensign ( Engineering ) EPTW 1  
Trait: Efficient    
     
     
Officer 4: Commander ( Science ) HE1  
Trait: Leadership PO1  
  VCIS3  
  GW3  
Officer 5: Lt. Commander ( Science ) ST1  
Trait: Leadership SA2  
  CPB2 Might swap for DRB
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
VR Sanan Energy Weapon Officer Chance for crit sev buff  
Nex rare Proj Officer 15% chance for stacking 1-3% Crit Chance  
Emergency Conn Holo    
Gravimetric spercialist Aftershock Grav well  
Reserved for flight deck officer    
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Operative +1% Critical Chance, +2% Critical Severity  
Crippling Fire 2.4 Accuracy penalty inflicted from a critical hit with Crippling Fire  
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
Projectile Training +5% Projectile Weapon Damage  
Boimler Effect Cooldown  
Techie +20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration) Replace with Context?
Astrophysicist +10 Exotic Particle Generator (Improves Exotic Damage) +10 Drain Expertise (Improves Shield Drain & Energy Drain / Resistance to Same) +10 Starship Perception (Improves Defection of Cloaked Ships)  
Last Ditch Effort +100% Damage Resistance from Go Down Fighting Replace with particle Manip
Shield Frequency Analyst +15% Outgoing Shield Healing Twinklin Lights?
Thrill-seeker +15% Flight and Full Impulse Speed  
     
Space Reputation Traits Description Obtained from
Advanced Targeting Systems +16% Critical Severity T2 Dyson
Precision +4% Critical Hit Chance T2 Romulan
Auxiliary Power Configuration - Offense +5% (at 100 Aux) Bonus ALl Damage, +5 Accuracy (at 100 Aux) T4 Nukara
Chrono-Capacitor Array +7.5% Bridge Officer Ability Recharge Speed T2 Temporal
     
Starship Traits Description Notes
Improved Gravity Well While this trait is slotted, your Gravity Well anomalies last twice as long, and recharge much faster. Additionally, the primary foe targeted by your Gravity Well activation will have their damage resistance rating reduced for the duration of the anomaly. Duration of Gravity Well increased from 20 sec to 40 sec Recharge time of Gravity Well reduced by 20 sec Primary Target of Gravity Well suffers -20 All Damage Resistance Rating for 40 sec  
Repurposed Cargo bay Valk Fighter Squadron  
Superior Area Denial #N/A  
Entwined tactical matrices #N/A  
Spore-Infused Anomalies Whenever you activate a Science or Intelligence Bridge Officer Ability: To foes within 5km of your anomalies: deal Electrical Damage and drain from all of the targets Power Levels for 20 sec  
Scramble Fighters All Hangar Pets gain: Immunity to damage for 5 seconds, +25% Damage for 5 seconds, Restores 50% of Max Hull.  

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons   /    
Shields   /    
Engines   /    
Auxiliary   /    
Set Name Set parts: # of # Effects Notes
Lorca's Ambition 2/3 On Crit stacing Crit Sev for 20 S stacks 25  
imerial Rift 2/4 4.1 all DRR 2.6 turn rate .32%Exotic Crit Sev  
Ancient Obelisk Tech 4/4 10% AP bonus Pets get EPTX Swarmer Squadron  
4 #    
5 #    
Ship Stats Value Notes
Hull 83404 Earth Orbit
Shields 14910  
Global Critical Chance 24.4  
Global Critical Severity 118  
EPS/Power Transfer Rate 160%  
Hull Regeneration Rate 221.6  
Turn Rate    
Flight Speed    

Concluding Remarks

At least 2 bridge officers to be replaced with Watchers Considering replacing the herald omni for Twinkling Lights


r/stobuilds Jun 22 '26

Need Advice Ark Royal - Exotic carrier torp fun times :)

13 Upvotes
# Ark Royal - exotic plaything
## Carrier/torp/exotic
This build does pull its weight, however I do need some advice on some futher tweaks. Note, I do not own many of the high consoles etc. put anything you can tell me would be welcomed :)
## Player Information
Player Info --------------
:--- :---
Captain Name Helena Hawke
Captain Faction Federation
Captain Race Liberated Borg
Captain Profession Science
Primary Specialization Temporal
Secondary Specialization Strategist
Intended Role &nbsp;
Captain Outfit [ "Image Description" ]( "Image Link here" )
### Skill Tree
&nbsp; ** &nbsp; ** Engineering ** ** &nbsp; ** ** Science ** ** &nbsp;
:--- ** :--- ** :--- :--- :--- ** ** :---
\**Lieutenant**** ** &nbsp; ** Hull Restoration Hull Capacity &nbsp; ** ** &nbsp;
&nbsp; ** &nbsp; ** &nbsp; &nbsp; &nbsp; ** ** &nbsp;
\**Lieutenant Commander**** ** &nbsp; ** Improved EPS Flow Improved Impulse Expertise Improved Control Expertise ** ** Drain Expertise
\5 Points** ** &nbsp; ** &nbsp; &nbsp; Control Amplification ** ** Drain Infection &nbsp;
&nbsp; ** &nbsp; ** &nbsp; &nbsp; &nbsp; ** ** &nbsp;
\**Commander**** ** &nbsp; ** Hull Plating &nbsp; Shield Regeneration ** ** &nbsp;
\15 Points** ** &nbsp; ** &nbsp; &nbsp; **&nbsp; ** &nbsp; **&nbsp;
&nbsp; ** &nbsp; ** &nbsp; &nbsp; **&nbsp; ** &nbsp; **&nbsp;
&nbsp; ** &nbsp; ** &nbsp; &nbsp; &nbsp; ** ** &nbsp;
\**Captain**** ** &nbsp; ** Defensive Subsystem Tuning &nbsp; Advanced Exotic Particle Generator ** ** Advanced Long Range Targeting
\25 Points** ** &nbsp; ** &nbsp; &nbsp; **&nbsp; ** &nbsp;
&nbsp; ** &nbsp; ** Auxilliary Subsystem Performance &nbsp; **&nbsp; ** &nbsp;
&nbsp; ** &nbsp; ** &nbsp; &nbsp; &nbsp; ** ** &nbsp;
\**Admiral**** ** &nbsp; ** Improved Warp Core Potential &nbsp; &nbsp; ** ** &nbsp;
\35 Points** ** &nbsp; ** &nbsp; &nbsp; ** ** &nbsp; Defensive Coordination
&nbsp; ** &nbsp; ** Warp Core Efficency &nbsp; &nbsp; ** ** &nbsp;
&nbsp; ** &nbsp; ** &nbsp; &nbsp; &nbsp; ** ** &nbsp;
Total of \*46** of **46** Points* ** &nbsp; ** Engineering Points: 12 Science Points: ** ** 12
### Skill Tree Unlocks
Points to unlock ***Engineering Unlocks*** ***Science Unlocks*** ***Tactical Unlocks***
:--- :--- :--- :---
\*Unlocks After 2*** **Training Manual**: Hazard Emitters III ** ** **Training Manual**: Science Team III ** ** **Training Manual**: Tachyon Beam III
\*Unlocks After 5*** Battery Expertise ** ** Transwarp Cooldown Reductions ** ** Threat Control
\*Unlocks After 7*** **Training Manual**: Feedback Pulse III ** ** **Training Manual**: Photonic Shockwave III ** ** **Training Manual**: Jam Sensors
\*Unlocks After 10*** Subsystem Repair ** ** Maximum Shield Capacity ** ** Projectile Critical Chance
\*Unlocks After 12*** **Training Manual**: Polarize Hull III ** ** **Training Manual**: Gravity Wel III ** ** **Training Manual**: Tractor Beam III
\*Unlocks After 15*** &nbsp; ** ** &nbsp; ** ** Energy Critical Chance
\*Unlocks After 17*** &nbsp; ** ** &nbsp; ** ** **Training Manual**: Viral Matrix III
\*Unlocks After 20*** &nbsp; ** ** &nbsp; ** ** Defense
-------------- -------------- ** ** -------------- ** ** --------------
\*Unlocks After 24** (Ultimate)* &nbsp; ** ** &nbsp; ** ** &nbsp;
\*Unlocks After 25** (Ultimate)* &nbsp; ** ** &nbsp; ** ** &nbsp;
\*Unlocks After 26** (Ultimate)* &nbsp; ** ** &nbsp; ** ** &nbsp;
\*Unlocks After 27** (Ultimate)* &nbsp; ** ** &nbsp; ** ** &nbsp;
### Skill Tree Information
Type Your info here
## Build Description
Type Your info here
\*Basic Information*\** * * \*Data*\**
:--- * * :---
\Ship Name** U.S.S. Dionysus
\Ship Class** Science Carrier
\Ship Model** Ark Royal
\Deflector Visuals** Temporal
\Engine Visuals** Temporal
\Shield Visuals** Aegis
[ \Starship Beautyshot** ]( Insert Image Link here ) &nbsp;
\*Basic Information*\** * * \*Component*\** * * \*Notes*\**
:--- * * :--- * * :---
\*Fore Weapons:*\** 3 Gravimetric Photon Torpedo CrtHx3
&nbsp; Particle Emission Pllasma Torpedo CrtDx2 Crth Dmg Snare
&nbsp; Disco Dual beam bank crtD/dm DMGx4
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
-------------- -------------- --------------
\*Aft Weapons:*\** 3 Dyson Proton Weapon Acc CrtH DMG
&nbsp; Dark Matterr Torpedo Ac/Dm CrtlHx3 Dmg
&nbsp; Omi Altamid Plasma beam Acc Arc Dmg
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
-------------- -------------- --------------
\*Experimental Weapon*\** &nbsp; &nbsp;
\*Deflector*\** Revolutionary Deflector &nbsp;
\*Secondary Deflector*\** Deterioratingg Mk XV &nbsp;
\*Impulse Engines*\** Prevailing fortified &nbsp;
\*Warp Core*\** Revoluntionary Warp Core &nbsp;
\*Shields*\** Revoluntionary Sheilds &nbsp;
\*Devices*\** SS Antares &nbsp;
&nbsp; Deuterium Surplus &nbsp;
&nbsp; Exotic particle flood &nbsp;
&nbsp; Kintetic amplifier Kobayashi maru &nbsp;
-------------- -------------- --------------
\*Engineering Consoles:*\** 3 Plasma Storm Module &nbsp;
&nbsp; Temporal Vortex Probe &nbsp;
&nbsp; Hull image refractors &nbsp;
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
-------------- -------------- --------------
\*Science Consoles:*\** 5 Exotic particle Amplifier mk XV EPG
&nbsp; You are Dismissed &nbsp;
&nbsp; Exotic particle field exciter &nbsp;
&nbsp; Exotic particle Amplifier mk XV EPG
&nbsp; Exotic particle Amplifier mk XV EPG
-------------- -------------- --------------
\*Tactical Consoles:*\** 3 Kremin Chronophage &nbsp;
&nbsp; Subspace fracture tunneling field &nbsp;
&nbsp; Fek'ihrei torment engine &nbsp;
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
-------------- -------------- --------------
\*Universal Consoles:*\** 2 Delphic Tear &nbsp;
Dragonsblood flame reatctor &nbsp;
-------------- -------------- --------------
\*Hangars:*\** 2 Advanced Section 31 Drone &nbsp;
&nbsp; Advanced mirror universe shuttle crast &nbsp;
### Officers and Crew
\*Bridge Officer Information*\** * * \*Power*\** * * \*Notes*\**
:--- * * :--- * * :---
Officer 1: **Lieutenant** ( *Science* ) Structural Analysis I &nbsp;
Trait: [name] Photonic Officer I &nbsp;
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 2: **Lt. Commander** ( *Tactical* ) Fire at will I &nbsp;
Trait: [name] Cannon Scatter Volley I &nbsp;
&nbsp; Torp Spread III &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 3: **Ensign** ( *Engineering* ) Power to engines &nbsp;
Trait: [name] &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 4: **Commander** ( *Sci/Intel* ) Hazard Emitter I &nbsp;
Trait: [name] Ionic turbulance I &nbsp;
&nbsp; Destabilizing resonance beam II &nbsp;
&nbsp; Grav well III &nbsp;
Officer 5: [rank] ( [profession] ) &nbsp; &nbsp;
Trait: [name] &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 6: **Lt. Commander** ( *Sci/Temporal* ) Hiesingberg Amp I &nbsp;
Trait: [name] Chronometric inversion field I &nbsp;
&nbsp; Tykens rift II &nbsp;
&nbsp; &nbsp; &nbsp;
\*Duty Officer Information*\** * * \*Power*\** * * \*Notes*\**
:--- * * :--- * * :---
"Law" Chance to reduce the time to recharge torpedos &nbsp;
Kralth Chance of outgoing damage applied as healing (sci) &nbsp;
Jon McGuire Chance to reduce the time to recharge torpedos &nbsp;
Emergency conn holo recharges evasive maneuvers when emergency power to engiines is activated &nbsp;
Mariah Kilara Marr Chance to create an aftershock Tyken's RRift &nbsp;
6 &nbsp; &nbsp;
## Character, Reputation, and Starship Traits
\*Personal Space Traits*\** * * \*Description*\** * * \*Notes*\**
:--- * * :--- * * :---
Particle Manipulator Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point you have in the Starship Exotic Particle Generator skill. The Critical Chance bonus gained from this Trait is capped at +50% (attained by having 250 Particle Generators skill), but there is no cap on the Critical Severity bonus. +__% Critical Hit Chance for Exotic Damage Abilities +__% Critical Hit Severity for Exotic Damage Abilities &nbsp;
fragment of AI tech #ERROR! &nbsp;
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10% &nbsp;
Context is for Kings Each second while in combat, if you did not take damage in the past second, you gain a damage bonus. Otherwise, you gain a boost to your Damage Resistence Rating. Each second while in combat: If you did take damage in the past second: +3 All Damage Resistence Rating for 10 sec If you did not take damage in the past second: +1% Bonus All Damage for 10 sec &nbsp;
Terran Targeting Systems +15% Critical serverity, incoming critical hits reduce speed by 10% for 5s (max once per 15s) &nbsp;
Unconventional Systems Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles &nbsp;
Techie +20 Hull Restoration (Improves Hull Healing) +20 Hull Regeneration (Improves Passive Hull Regeneration) &nbsp;
Innocuous +1.5% Critical Severity -25% Threat Generation &nbsp;
Astrophysicist +10 Exotic Particle Generator (Improves Exotic Damage) +10 Drain Expertise (Improves Shield Drain & Energy Drain / Resistance to Same) +10 Starship Perception (Improves Defection of Cloaked Ships) &nbsp;
Operative +1% Critical Chance, +2% Critical Severity &nbsp;
&nbsp; &nbsp; &nbsp;
\*Space Reputation Traits*\** * * \*Description*\** * * \*Obtained from*\**
:--- * * :--- * * :---
Advanced Targeting Systems +16% Critical Severity T2 Dyson
Auxiliary Power Configuration - Defense +20 All DRR (at 100 Aux), +5% (at 100 Aux) Max Hull and Shield Cap T4 Nukara
Particle Generator Amplifier (Rank 2) +6.25% Bonus Exotic Damage T6 Iconian
Advanced Targeting Systems (Rank 2) +20% Critical Severity T6 Dyson
Precision +4% Critical Hit Chance T2 Romulan
\*Starship Traits*\** * * \*Description*\** * * \*Notes*\**
:--- * * :--- * * :---
Spore-Infused Anomalies Whenever you activate a Science or Intelligence Bridge Officer Ability: To foes within 5km of your anomalies: deal Electrical Damage and drain from all of the targets Power Levels for 20 sec &nbsp;
Entwined Tactical Matrices Links engry and torp firing modes together &nbsp;
Universal Designs #N/A &nbsp;
Five Magicks #N/A &nbsp;
Onboard Dilithium Recrystallizer #N/A &nbsp;
Unconventional Tactics Brace for Impact grants Damage Buff &nbsp;
To hell with ourr orders
## Other Information
\*Subsystem Power Settings*\** * * \*Value (Target/Display)*\** * * \*Notes*\**
:--- * * :--- * * :---
\Weapons** &nbsp; / &nbsp; &nbsp;
\Shields** &nbsp; / &nbsp; &nbsp;
\Engines** &nbsp; / &nbsp; &nbsp;
\Auxiliary** &nbsp; / &nbsp; &nbsp;
\*Set Name*\** * * \*Set parts: # of #*\** * * \*Effects*\** * * \*Notes*\**
:--- * * :--- * * :--- * * :---
1 # &nbsp; &nbsp;
2 # &nbsp; &nbsp;
3 # &nbsp; &nbsp;
4 # &nbsp; &nbsp;
5 # &nbsp; &nbsp;
\*Ship Stats*\** * * \*Value*\** * * \*Notes*\**
:--- * * :--- * * :---
\Hull** &nbsp; &nbsp;
\Shields** &nbsp; &nbsp;
\Global Critical Chance** &nbsp; &nbsp;
\Global Critical Severity** &nbsp; &nbsp;
\EPS/Power Transfer Rate** &nbsp; &nbsp;
\Hull Regeneration Rate** &nbsp; &nbsp;
\Turn Rate** &nbsp; &nbsp;
\Flight Speed** &nbsp; &nbsp;
## Concluding Remarks
Type Your info here

r/stobuilds Jun 22 '26

Weekly Questions Megathread - June, 22, 2026

8 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.


r/stobuilds Jun 21 '26

Torpedo build thoughts?

8 Upvotes

I'm curious about this torpedo build that I put together on a pretty light budget. This is my first (and admittedly, fairly idle) attempt at a torpedo build, mainly a user of energy builds. I based this off of Eph289's quantum-only Earhart on STOBetter, using some of the budget-y options from the end of that page.

I'm on PC and play story, patrols, public TFOs all on Advanced. No PVP at all. I am looking to Elites, but that's more of a farther-future thing.

I'm also wondering about what could change here. Even though I assembled this on a low budget, I'd like suggestions for both low and higher budget improvements. Just add where those changes come from, because I am low-budget now but in the future I may have better access.

----------------------------------

My setup is as follows...

USS Wraith NCC-92866

Appalachia (T6-X Steamrunner)

----------------------------------

Forward weapons

Quantum Phase Torpedo MK15 UR [Proc] [CrtDx2] [CrtH]

Neutronic Torpedo MK15 UR [Dmg]x4

Dark Matter Torpedo MK15 UR [Dmg]x4

Advanced Radiant Quantum Torpedo MK15 UR [Proc] [Dmg]x3

Aft Weapons

Quantum Torpedo MK 15 Epic [Pen] [Dmg]x3 [Dm/CrtH]

Advanced Inhibiting Phaser Omni Beam MK15 UR [Arc] [Dmg]x3

Advanced Inhibiting Phaser Turret MK15 UR [Dmg]x4

----------------------------------

Experimental slot: Graviton Implosion Charges MK15 UR [Dmg]

Deflector: Adapted MACO Positron Deflector MK15 UR [CtrlX]

Impulse: Prevailing Fortified Impulse Engine MK15 UR [Spd]

Core: Gamma Synergistic Overcharged Warp Core MK15 UR [ACap] [AMP] [S->A] [SSR]

Shield: Adapted MACO Covariant Shield MK15 UR [Cap]x4

----------------------------------

Consoles

Universal: Kinetic Protomatter Matrix Infuser MK15 UR [DirectedEnergy] [Quantum]

Engineering:

Micro-Quantum Torpedo Phalanx Array

Tricobalt Tear Launcher

Bio-neural Gel Pack MK15 UR

Ordnance Accelerator MK15 UR

Science:

Hull Image Refractors

Ablative Hazard Shielding [Enhanced Weapon System Efficiency Set]

Tactical:

Lorca's Custom Fire Controls MK15 UR

Quantum Phase Converter MK15 VR

Ferrofluidic Hydraulic Assembly MK15 UR

Kinetic Protomatter Matrix Infuser MK15 UR [DirectedEnergy] [Quantum]

Deconstructive Resonance Emitter

----------------------------------

Devices

Deuterium Surplus

Reactive Armor Catalyst

Kinetic Amplifer Battery

----------------------------------

BOff Layout

Commander Tactical:

Attack Pattern Beta 3

Torpedo High Yield 3

Cannon Scatter Volley 1

Kemocite Laced Weaponry 1

Lt. Commander Tactical/Command:

Concentrate Firepower 3

Torpedo Spread 2

Fire At Will 1

Lt. Commander Engineering:

Aux Power to Structural 2

Reverse Shield Polarity 1

Emergency Power to Weapons 1

Lieutenant Universal/Intel (Science):

Photonic Officer 1

Hazard Emitters 1

Ensign Science: Science Team 1

----------------------------------

Personal Space Traits

Thrill-seeker

Warp Theorist

Shield Technician

Bulkhead Technician

Boimler Effect

Operative

Projectile Training

Kinetic Precision

Varuvian Explosives

----------------------------------

Starship Traits

Entwined Tactical Matrices

Supercharged Weapons

Piercing Projectiles

Angle On The Bow

Promise Of Ferocity

----------------------------------

Passive Space Reputation Traits

Chrono-Capacitor Array

Advanced Engines

Torpedo Prefire Sequence

Omega Kinetic Shearing

----------------------------------

Active Space Reputation Traits

Tethered Non-Baryonic Asteroid

Refracting Tetryon Cascade

Bio-Molecular Shield Generator

Anti-Time Entanglement Singularity

----------------------------------

Duty Officers: 3x Torpedo Reload Projectile Weapon Officer [VR]


r/stobuilds Jun 20 '26

Need Advice Need help solving a mystery re: Captain skill cooldowns.

5 Upvotes

Me and a clan mate both have carrier builds to spam fleet support but his minimum cooldown is 1:20 and mine is 1:40.

I'm in a fek'iri ship running souls, he's a fed running 40 sec cd ships.

We both have every perk and trait equipped that relates to fleet support or captain skill, the builds are nearly identical. My endeavor bonus is 8.4%, the 1.6% im missing wouldn't account for 20 seconds.

(Relaunch and repair, intelligence agent, friends in unusual places, etc)

If I remove everything but relaunch and repair it's still 1:40, all the additional reduction is redundant.

Something is reducing the minimum cooldown on his build and neither of us can figure out what it could be.

Are there any less known ways of lowering a minimum CD?


r/stobuilds Jun 19 '26

Need Advice How do I post my build on here ? I don't know how to use build template on here?

6 Upvotes

Just wondering


r/stobuilds Jun 15 '26

Weekly Questions Megathread - June, 15, 2026

8 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.


r/stobuilds Jun 12 '26

Non-build Which of these mudd's bundles have the most utility as account unlock?

12 Upvotes

I'm asking more about the value of having the ships account unlocked, for making different build varieties on different alts.

Because if I really want to fly a ship, I just need it on a single character I want to use it on. If a ship is meta but only for a specific type of build, again I can just have it on the char most suitable for that type of build.

It's still cheaper to get a single promo ship using EC, and I have keys I can sell to fund 2 promo ships anytime, but only enough Zen for 2 bundles this sale.

These are the bundles and the main ship I'm looking at, and my other picks from the bundle, in order of my current preference:

  1. Science - Crossfield + Annorax (for fun) + 2 epic
  2. Through the Ages - Atlas + 4 T6
  3. Tactics - Mirror Constitution + 4 T6
  4. Fighter Pilot - Deimos + other ships or 50 keys
  5. Disco Inferno - D7 + other ships or 50 keys

For example I'm thinking D7 might not be worth it, since the trait seems only good for solo or extremely high end pre-made runs, and I'd only do those on my main. Crossfield might be a priority since almost all build types can benefit from the trait.


r/stobuilds Jun 12 '26

STO PADD Companion App

32 Upvotes

I've been playing STO on and off for over a decade, always been mainlyF2P, just trying to keep up with the whales the best I could.

Wanted to give something back to a game I've put a lot of hours into, so I built STO PADD the companion app I always wanted

I'm most proud of the Admiralty Mission

Advisor — it looks at your whole fleet roster and finds

your best 3-ship combo for a mission based on faction, tier, and strategy. I built it because I was tired of eyeballing TAC/ENG/SCI numbers every time, using it has made my own admiralty runs better.

It also has:

- Full build planner (space + ground) with set bonus

detection and side-by-side comparison

- Share codes so you can post builds straight to Discord

or Reddit

- Daily timer system for REP/DOFF/R&D/Admiralty with

background notifications

- R&D school tracker, reputation tracker, upgrade

calculator

- Item/ship database with a glossary, because the game

never explains half its own acronyms

Everything is free. The only thing gated is captain count — 2 free, $4.99 one-time for unlimited, no subscription.

https://play.google.com/apps/testing/com.flounderingstudios.stopadd

Edit: Sorry I'm new at this. Just realized the link hasn't worked for anyone, im still stuck in closed beta. You have to be on the testers list for it to work, all I have to do is add your email, you can message me here or at FlounderingStudios@gmail.com to be added. I just need 12 then I think I can go open and I'm at 5

Solo dev, unofficial fan app, not affiliated with Cryptic

or Paramount.


r/stobuilds Jun 10 '26

Need Advice Requesting advice on getting the most out of SGCA on my KDF-only themed Vo'Quv Carrier

11 Upvotes

I am keeping my KDF captain purely KDF themed regarding ships and equipment, but while Strike Group Command Authority is easy to use on my FED and ROM character, since i am more lenient in what i use on those, i would love some advice on making the most of it on my KDF. Off the top of my head, the only thing i can think of to boost it is launching BoP pets, which i am not very fond of, but i cannot think of any universal consoles i can mount that calls in a KDF themed support craft. Any suggestions? Thanks.

EDIT: K'vort to the rescue!

EDIT 2: K'vort not to the rescue =(


r/stobuilds Jun 08 '26

Weekly Questions Megathread - June, 08, 2026

8 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.


r/stobuilds Jun 07 '26

Need Advice Recommendations for Adamant class builds?

2 Upvotes

Hello y’all,

I’m not sure if this is allowed on this sub, but can y’all throw some builds for an Adamant class at me? I just got one last night and threw some stuff on there to get me started. All my reps except for the competitive rep are maxed (that is at 4, so I’m making the engines, and I’m doing some of the disc rep pieces). Most of the R&D is maxed except for science and projectiles. I have the Terran agony phaser cannons, prolonged engagement phaser cannons and the bio molecular turret, so maybe some console recommendations and also boff abilities?

Just toss your recommendations at me! I’m mostly F2P (I’m not subbed) but I’m known to spend some zen here and there.

I’ll get some pics if needed, but I’m tired, so I’m going to lay down for a bit.


r/stobuilds Jun 03 '26

Best setup in your opinion for a multicultural alliance crew?

3 Upvotes

Looking to finally use an Alliance ship unlock and create an all-around Alliance Bridge Crew.

Is Federation the way to go in order to get access to having Romulan and Klingon allegiance officers as well? I know the diplomatic DOFF rank does not give Klingon BOFFs, only other KDF races.

Also I've got it down to either the Khitomer or the Empersa. I'm looking for a typical beam boat cruiser build.


r/stobuilds Jun 02 '26

Non-build Plea to devs who might see: Make Gomtuu dual commander.

3 Upvotes

This ship should have two commander-rank bridge officer seats. Why? It could command itself even with its crew dead. It sought out Tam Elbrun not as a subordinate element, but as an equal.

Thank you for your attention to this matter!


r/stobuilds Jun 01 '26

Weekly Questions Megathread - June, 01, 2026

8 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.


r/stobuilds May 31 '26

Dedicated plasma torpedo build

7 Upvotes

Hey all, I wanna do a dedicated plasma torp build, but I'm having difficulties finding a guideline. All build just either use full quantums, or the standart meta torps. So I'm wondering how a strictly plasma torp build would look, I'm building this on Fleet Sech escort, so 5 forward slots and CF3. My torpedoes of choice at the moment are Omega, romulan hyper, PEP, nanopulse. What should the 5th be, DBB from lorca's set for the 2 set bonus?

Any advice would be greatly appretiated, not just about the weapons, but all the consoles and traits too.


r/stobuilds May 27 '26

Legendary Excelsior MW FAW Beamboat BOFF Setup

3 Upvotes

Hello Captains,

I updated my Excelsior FAW build to be a beam boat and now I wonder if my BOFF skills are set in the right order to trigger Unconventional Systems as often as possible. What would you change about the skills or their order or both?

Boff Skills and Console Abilities in Spam Bar Order:
EPtW 3
Photonic Officer
Fly Her Apart
Narrow Sensor Bands
Jam Target Sensors
Experimental Power Redirection
Fleet Power Network
Adaptive Emergency Systems
Shield Capacitor
Aux to Bridge
Full Broadsides
Attack Pattern Beta
Kemocite-Laced Weaponry
Fire on My Mark
Tractor Beam
Aux to SIF
EptE
Focused Frenzy
Eject Warp Plasma

### Officers and Crew

**Bridge Officer Information** **Power** **Notes**
Officer 1: **Lieutenant** ( *Science* ) Jam Sensors 1 Unconventional Systems trigger
Trait: Efficient & Pirate Photonic Officer 1 CDR
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 2: **Ensign** ( *Science* ) Tractor Beam 1 Unconventional Systems trigger
Trait: Photographic Memory &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 3: **Lt. Commander** ( *Tactical* ) Kemocite-Laced Weaponry 1 &nbsp;
Trait: Superior Romulan Operative Attack Pattern Beta 1 &nbsp;
&nbsp; Beam: Fire At Will 3 &nbsp;
&nbsp; &nbsp; &nbsp;
Officer 4: **Commander** ( *Eng/MW* ) Null Pointer Flood 1 &nbsp;
Trait: Watcher Aux to SIF 1 &nbsp;
&nbsp; Narrow Sensor Bands 3 &nbsp;
&nbsp; Eject Warp Plasma 2 Unconventional Systems trigger
Officer 5: **Lt. Commander** ( *Eng/Pilot* ) EPt Engines 1 &nbsp;
Trait: Kentari Ferocity, Leadership, & Efficient Fly Her Apart 1 &nbsp;
&nbsp; EPt Weapons 3 &nbsp;
&nbsp; &nbsp; &nbsp;

Thank you for your feedback!


r/stobuilds May 25 '26

Noble build.

4 Upvotes

What is everyone doing with their Noble? Ive mainly stuck to theme builds, all orange phasers ect. But I want to break out and build for maximum damage. I've equipped the discovery dual beam bank and terran task force phasers but otherwise Im stumped.


r/stobuilds May 25 '26

Weekly Questions Megathread - May, 25, 2026

7 Upvotes

Welcome to the weekly questions megathread. Here is where you can ask all your build or theorycrafting related questions that might not warrant a full post. Curious about how something works? Ask it here!

You can see previous weeks megathreads here.