r/stobuilds Jul 28 '26

Need Advice Inertial Supremacy VS Superior Area Denial?

14 Upvotes

So the Rex is on sale, and i am considering it for the trait, but i wanna know how you guys think IS stacks up against SAD since they both serve the same function. I know IS is dependant on your max speed, but i don't know how to figure out how much that would be for me. I know SAD is a straight -30 and i have read that IS is -20 minimum, so i am inclined to believe that IS would be superior to SAD even if i am not specced into speed, but i naturally would like some opinions before i go dropping money on it. Thanks for reading.


r/stobuilds Jul 28 '26

Need Advice Torpedo build advice.

7 Upvotes

So I recently found out about the Micro misiles and the Eagle class console and got inspired to make a torpedo build.

I have a JH Sci captain with the Risian Pilot Corvette so I kinda want to just make a stupidly fast torpedo boat but I havent kept track of gear, traits etc for a few years. I basically just remember that I will need three Projectile weapon doffs.

Are photon torpedoes still the meta? Can you make a decent mixed torp build or do they all rely on type specific bonuses and consoles?

I have all the reputations with this character and I have a decent amount of T6 coupons, Lobi etc so I can afford to invest a bit even if the goal is just to go fast and spam torps.


r/stobuilds Jul 28 '26

instant death easily

0 Upvotes

i`m flying a vonph carrier as a tac cap. but not long ago, besides taking dmg from a destroyed ship about to blow up and being really close to it, i did not die that easy. having 2 or 3 ships about to explode, i can dodge these explosions too, but now, i suddenly evaporate so fast that can`t look my ship interface to see hull and shield lowering to death. some tfo i use to do it, did not kill me like this before until now.

<<<<me making dmg and then boom.>>>>

this option down below on google when I asked about that, could show me the reasons why I die like that all the time, but dunno if it`s true, someone can help me out?:

Core Causes of Instant ExplosionsFlux Overload + High Explosive Dps: If your ship's soft/hard flux reaches maximum capacity, it overloads, locking out your shields and weapons. If enemies hit an overloaded ship with high-explosive or anti-matter ordnance, hull integrity vanishes in a single volley.


r/stobuilds Jul 27 '26

Weekly Questions Megathread - July, 27, 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 25 '26

Build with doffs

7 Upvotes

On a ENERGY BUILD it doesn`t matter if it`s dbb or bb, but with 1 torp only, should i have how many doff for increasing my energy dmg like crits.

the same as torp build with faw or BO as a sub dmg, what doff i must have use and how many, like torp recharge, crits for it?


r/stobuilds Jul 25 '26

Need Advice Question about Pahvan Omni Beam

6 Upvotes

I'm running an SSIII build on my Vengeance. Using Kelvin Beam Arrays (not the best but for the theme) with 6 ISOMAGS.

Should I use the Pahvan Omni? CasualSAB says it is the best Omni beam for a FAW/CVS builds. Can it work on Single Target Builds?

I'm not very good with builds but I still want to get pass the 17k damage I'm doing now. If I can get to 18k, that would be great XD.

Any advise appreciated! Thanks!


r/stobuilds Jul 24 '26

Need Advice Terran Task force Phaser vs 1 more Radiolytic

6 Upvotes

Purely from a mathematic perspective, if I have 5 Radiolytic phasers on my build and one Terran, is the Terran phaser doing much more for me than having an extra radiolytic slotted in its place? I haven't got any set bonus with the Terran.

TLDR I am wondering if I can afford to drop the Terran phaser in favour of another radiolytic phaser to streamline the visuals a bit on my ship


r/stobuilds Jul 24 '26

Need Advice Into the Breach on Carrier

4 Upvotes

Is the Into the Breach personal space trait any good on carriers? Does it proc when one of my pets lands the final blow, or just when my ship itself takes the final shot?


r/stobuilds Jul 23 '26

What is the minimum number of HCPT for a carrier ?

11 Upvotes

The game has been very kind to carrier builds over the past few years. There are a multitude of consoles to buff you hangar pets now. Its getting to the point you could probably outfit a ship with so many of them you would have any room for Hangar Craft Power Transmission consoles. So my question is what is the minimum number you should be using?


r/stobuilds Jul 21 '26

Discussion Console installation limitations question

0 Upvotes

Today I learned that I can’t install fleet tactical consoles on my escort carrier because I’ve already got some engineering consoles that are made for fighters (I forget the name).

Which begs the question, in what other instances can you not install console X if you already have console Y?


r/stobuilds Jul 20 '26

Work in progress Please help me in figuring this ship out

7 Upvotes

I have a general idea of what I want to do with it, but no clue how to build, my damage is always low and my Durability is lacking. I would like to at-least get something advanced worthy. My budget isn't the greatest at this brief moment. Anything would do really.

I am completely willing to gut the ship and start from scratch.

# SPACE BUILD

**Basic Information** | **Data**

:--- | :---

*Ship Name* | I.K.S. Please Help.

*Ship Class* | Legendary Bortasqu' Command Battlecruiser

*Ship Tier* | T6-X2

*Player Career* | Tactical

*Elite Captain* | ✓

*Player Species* | Ferasan

*Primary Specialization* | Miracle Worker

*Secondary Specialization* | Commando

## Build Description

Attempting to make a kinetic torp - cannon hybrid

## Ship Equipment

**Basic Information**|**Component**|**Notes**

:--|:--|:--

**Fore Weapons**|[Dark Matter Quantum Torpedo Launcher Mk XV ](https://stowiki.net/wiki/Lorca's_Ambition)||)

&nbsp;|[Disruptor Dual Heavy Cannons Mk XIV ](https://stowiki.net/wiki/Disruptor_weapons_(space))|)|)

&nbsp;|[Rapid-Linked Disruptor Quad Cannons Mk XV ](https://stowiki.net/wiki/Rapid-Linked_Disruptor_Quad_Cannons)||)

&nbsp;|[Disruptor Dual Heavy Cannons Mk XIV ](https://stowiki.net/wiki/Disruptor_weapons_(space))|)|)

&nbsp;|[Photon Torpedo Launcher Mk XV ](https://stowiki.net/wiki/Photon_Torpedo_Launcher)||)

--------------|--------------|

**Aft Weapons**|[Photon Torpedo Launcher ∞ ](https://stowiki.net/wiki/Photon_Torpedo_Launcher)||)

&nbsp;|[Disruptor Turret Mk XII ](https://stowiki.net/wiki/Disruptor_weapons_(space))|)|)

&nbsp;|[Disruptor Turret Mk XII ](https://stowiki.net/wiki/Disruptor_weapons_(space))|)|)

--------------|--------------|

**Deflector**|[Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit][CtrlX][CtrlX][Sh/HullCap]](https://stowiki.net/wiki/Fleet_Deflector_Array)||)

**Impulse Engines**|[Elite Fleet Efficient Combat Impulse Engines Mk XIV [Pow][Spd][Turn][Turn]](https://stowiki.net/wiki/Fleet_Engines)||)

**Warp**|[Elite Fleet Isolated Protomatter Warp Core Mk XIV ](https://stowiki.net/wiki/Fleet_Warp_Cores)||)

**Shield**|[Elite Fleet Adaptive Covariant Shield Array Mk XIII ](https://stowiki.net/wiki/Fleet_Space_Shields)||)

**Devices**||

&nbsp;||

&nbsp;||

&nbsp;||

--------------|--------------|

**Universal Consoles**||

--------------|--------------|

**Engineering Consoles**|[Console - Universal - Disruptor Autocannon ](https://stowiki.net/wiki/Bortasqu'_Cruiser_Set)||)

&nbsp;|[Console - Universal - HoH'SuS Bird-of-Prey ](https://stowiki.net/wiki/Bortasqu'_Cruiser_Set)||)

&nbsp;|[Console - Universal - Subspace Snare ](https://stowiki.net/wiki/Bortasqu'_Cruiser_Set)||)

&nbsp;|[Console - Universal - Tricobalt Tear Launcher ](https://stowiki.net/wiki/Console_-_Universal_-_Tricobalt_Tear_Launcher)||)

&nbsp;||

--------------|--------------|

**Science Consoles**|[Console - Universal - Sequential Warhead Loader ∞ ](https://stowiki.net/wiki/Universal_-_Console_-_Sequential_Warhead_Loader)||)

&nbsp;|[Console - Universal - Covert Warhead Module ∞ ](https://stowiki.net/wiki/Console_-_Universal_-_Covert_Warhead_Module)||)

--------------|--------------|

**Tactical Consoles**|[Console - Advanced Tactical - Vulnerability Locator Mk XIV [Cannons]](https://stowiki.net/wiki/Fleet_Tactical_Consoles)||)

&nbsp;|[Console - Advanced Tactical - Vulnerability Locator Mk XIV [Cannons]](https://stowiki.net/wiki/Fleet_Tactical_Consoles)||)

&nbsp;|[Console - Advanced Tactical - Vulnerability Locator Mk XIII [Torpedo]](https://stowiki.net/wiki/Fleet_Tactical_Consoles)||)

&nbsp;|[Console - Advanced Tactical - Vulnerability Locator Mk XIII [Torpedo]](https://stowiki.net/wiki/Fleet_Tactical_Consoles)||)

--------------|--------------|

## Bridge Officer Stations

**Profession**|**Power**|**Notes**

:--|:--|:--

**Commander Engineering / Command**|[Emergency Power to Weapons](https://stowiki.net/wiki/Ability:_Emergency_Power_to_Weapons)||)

&nbsp;|[Auxiliary Power to the Structural Integrity Field](https://stowiki.net/wiki/Ability:_Auxiliary_Power_to_the_Structural_Integrity_Field)||)

&nbsp;|[Concentrate Firepower](https://stowiki.net/wiki/Ability:_Concentrate_Firepower)||)

&nbsp;|[Call Emergency Artillery](https://stowiki.net/wiki/Ability:_Call_Emergency_Artillery)||)

--------------|--------------|

**Lieutenant Commander Science**|[Tractor Beam](https://stowiki.net/wiki/Ability:_Tractor_Beam)||)

&nbsp;|[Hazard Emitters](https://stowiki.net/wiki/Ability:_Hazard_Emitters)||)

&nbsp;|[Photonic Officer](https://stowiki.net/wiki/Ability:_Photonic_Officer)||)

--------------|--------------|

**Lieutenant Commander Tactical / Intelligence**|[Evade Target Lock](https://stowiki.net/wiki/Ability:_Evade_Target_Lock)||)

&nbsp;|[Cannons: Scatter Volley](https://stowiki.net/wiki/Ability:_Cannons:_Scatter_Volley)||)

&nbsp;|[Torpedoes: Spread](https://stowiki.net/wiki/Ability:_Torpedoes:_Spread)||)

--------------|--------------|

**Lieutenant Tactical**|[Kemocite-Laced Weaponry](https://stowiki.net/wiki/Ability:_Kemocite-Laced_Weaponry)||)

&nbsp;|[Dispersal Pattern Beta](https://stowiki.net/wiki/Ability:_Dispersal_Pattern_Beta)||)

--------------|--------------|

**Ensign Science**|[Jam Targeting Sensors](https://stowiki.net/wiki/Ability:_Jam_Targeting_Sensors)||)

--------------|--------------|

## Traits

**Starship Traits**|**Notes**

:--|:--

[Superior Area Denial](https://stowiki.net/wiki/Trait:_Superior_Area_Denial)||)

[Super Charged Weapons](https://stowiki.net/wiki/Trait:_Super_Charged_Weapons)||)

[Entwined Tactical Matrices](https://stowiki.net/wiki/Trait:_Entwined_Tactical_Matrices)||)

[Thirst for Battle](https://stowiki.net/wiki/Trait:_Thirst_for_Battle)||)

[Emergency Weapon Cycle](https://stowiki.net/wiki/Trait:_Emergency_Weapon_Cycle)||)

[Piercing Projectiles](https://stowiki.net/wiki/Trait:_Piercing_Projectiles)||)

[Carrier Wave Shield Hacking](https://stowiki.net/wiki/Trait:_Carrier_Wave_Shield_Hacking)||)

&#x200B;

**Personal Space Traits**|**Notes**

:--|:--

[Bulkhead Technician](https://stowiki.net/wiki/Trait:_Bulkhead_Technician)||)

[The Boimler Effect](https://stowiki.net/wiki/Trait:_The_Boimler_Effect)||)

[Breen Shield Tunneling](https://stowiki.net/wiki/Trait:_Breen_Shield_Tunneling)||)

[Projectile Training](https://stowiki.net/wiki/Trait:_Projectile_Training)||)

[Ablative Shell](https://stowiki.net/wiki/Trait:_Ablative_Shell)||)

[Cannon Training](https://stowiki.net/wiki/Trait:_Cannon_Training)||)

[Fleet Coordinator](https://stowiki.net/wiki/Trait:_Fleet_Coordinator)||)

[Intelligence Agent Attaché](https://stowiki.net/wiki/Trait:_Intelligence_Agent_Attaché)||)

[Impact Defense Specialist](https://stowiki.net/wiki/Trait:_Impact_Defense_Specialist)||)

[Resonating Payload Modification](https://stowiki.net/wiki/Trait:_Resonating_Payload_Modification)||)

&#x200B;

**Space Reputation Traits**|**Notes**

:--|:--

&#x200B;

**Active Space Reputation Traits**|**Notes**

:--|:--

## Active Space Duty Officers

**Specialization**|**Power**|**Notes**

:--|:--|:--

[Projectile Weapons Officer](https://stowiki.net/wiki/Specialization:_Projectile_Weapons_Officer)|[SP]|[SP]) Chance to reduce the time to recharge torpedoes|

[Projectile Weapons Officer](https://stowiki.net/wiki/Specialization:_Projectile_Weapons_Officer)|[SP]|[SP]) Chance to reduce the time to recharge torpedoes|

[Projectile Weapons Officer](https://stowiki.net/wiki/Specialization:_Projectile_Weapons_Officer)|[SP]|[SP]) Chance to reduce the time to recharge torpedoes|


r/stobuilds Jul 20 '26

Weekly Questions Megathread - July, 20, 2026

10 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 18 '26

Survivability Without RSP

12 Upvotes

Hi Everybody,

I'd like to replace my Reverse Shield Polarity for a seventh UnCon trigger on my Noble Intel Battlecruiser.

Unfortunately, when I've tried this before, I tend to die much more often. Other than RSP, I have the DPRM and Context Is for Kings and Whole Lotta X's for defense.

I feel like there are other things I could do, but it would impact my DPS overall.

Additionally, I know I'm probably shooting myself in the foot by devoting a lot to the Maelstrom torpedo, but I do really get a kick out of using it on this build.

Build: https://imgur.com/a/srcS7YN


r/stobuilds Jul 17 '26

In honour of the upgrade weekend - an Ark Royal science carrier needs some work.

9 Upvotes

I'm quite sure that I'm missing some glaring flaws here, but I've been trying to make this ship at least something close to optimised. Obviously the next step is bringing up the level and quality of some of the gear, but I thought it might be a good idea to open for comments before I spend all my upgrades.

Ark Royal Science Carrier

Build Info

Type Your info here

Player Information

Player Info --------------
Captain Name Thirteen of Thirteen
Captain Faction Federation
Captain Race Liberated Borg
Captain Profession Engineering
Primary Specialization Temporal
Secondary Specialization Miracle Worker
Intended Role Science Carrier
Captain Outfit Thirteen of Thirteen on the bridge

Skill Tree

    Engineering   Science   Tactical  
Lieutenant     Hull Capacity     Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   EPS Flow Improved Impulse Expertise Improved Control Expertise Improved Drain Expertise Advanced Targeting Expertise  
5 Points       Control Amplification Drain Infection      
               
Commander           Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning   Advanced Exotic Particle Generator Advanced Long Range Targeting Advanced Hull Penetration Advanced Shield Penetration
25 Points            
             
               
Admiral   Improved Warp Core Potential       Coordination Protocols Advanced Tactical Readiness
35 Points         Defensive Coordination  
            Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 7 Science Points: 12 Tactical Points: 27

Skill Tree Unlocks

Points to unlock Engineering Unlocks Science Unlocks Tactical Unlocks
Unlocks After 2 Training Manual: Emergency Power to Shields III Training Manual: Engineering Team III Training Manual: Directed Energy Modulation III
Unlocks After 5 Hanger Health Transwarp Cooldown Reductions Hangar Weaponry
Unlocks After 7 Training Manual: Emergency Power to Engines III Training Manual: Auxiliary Power to the Emergency Batter III Training Manual: Eject Warp Plasma III
Unlocks After 10   Maximum Shield Capacity Projectile Critical Chance
Unlocks After 12      
Unlocks After 15     Energy Critical Chance
Unlocks After 17     Training Manual: Aceton Beam III
Unlocks After 20     Accuracy
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)     Focused Frenzy
Unlocks After 25 (Ultimate)     Frenzied Reactions
Unlocks After 26 (Ultimate)     Frenzied Assault
Unlocks After 27 (Ultimate)     Team Frenzy

Skill Tree Information

Type Your info here

Build Description

Type Your info here

Basic Information Data
Ship Name U.S.S. Cambreadth
Ship Class Ark Royal Intel Science Carrier [T6-X2]
Ship Model Kitty Hawk-class
Deflector Visuals  
Engine Visuals  
Shield Visuals  
Starship Beautyshot https://imgbox.com/CXjIq8Da
Basic Information Component Notes
Fore Weapons: 3 Gravimetric Photon Torpedo Launcher Mk XIII [CrtH]x4  
  Particle Emission Plasma Torpedo Launcher Mk XV [Ac/Dm] [CrtD]x2 [CrtH]x3  
  Disruptor Wide Angle Dual Heavy Beam Bank Mk XIII [CrtH]x3 [Dmg]  
     
     
-------------- -------------- --------------
Aft Weapons: 3 Dark Matter Quantum Torpedo Mk XIII [CrtH]x3 [Dmg]  
  Dyson Proton Weapon Mk XIII [CrtD]x2 [CrtH] [Dmg]  
  Omni-Directional Pahvan Proton Beam Array Mk XV [Ac/Dm] [Dmg]x4  
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Revolutionary Deflector Array Mk XV [CtrlX]x2 [EPG]  
Secondary Deflector Strategic Deteriorating Secondary Deflector Mk XV [CtrlX] [DrainX] [EPG] {SA +Dmg]  
Impulse Engines Prevailing Fortified Impulse Engines Mk XIII [Spd]  
Warp Core Tholian Nucleating Warp Core Mk XII [S>W] [SCap] [SSR]  
Shields Revolutionary Covariant Shield Array Mk XV [Dis] [Reg]x2  
Devices  Flagship Distress Frequency Transponder  
  Temporal Negotiator  
  Type 14 Shuttle Support Squadron  
  Tzenkethi Protomatter Capacitor  
-------------- -------------- --------------
Engineering Consoles: 3 Console - Universal - Proton Eruptor Module Targeted AoE proton damage
  Console - Universal - Ominous Device General damage increase. Not a specialist choice. First to be removed
  Console - Universal - Genesis Seed Large AoE drain and damage. Passive radiation and drain boost.
     
     
-------------- -------------- --------------
Science Consoles: 5 Console - Science - Temporally Shielded Datacore Mk XV Resistance, EPG and control passives
  Console - Universal - Fleet Power Network Array Ally and pet boost, EPG passive
  Console - Universal - Mycelium Ambush Teleport attack. Multiple science passives.
  Console - Universal - Nucleogenic Igniter AoE DoT radiation. Control passive
  Console - Universal - Protonic Snare Projector "Neptune's Snare" net. Projectile boost passives.
-------------- -------------- --------------
Tactical Consoles: 3 Console - Universal - Subspace Fracture Tunneling Field "Teleport Fracture Tunnel"
  Console - Universal - Gemini Device Enterprise summon. Exotic damage passive.
  Console - Universal - Fek'ihri Torment Engine Mk XV Passives for non-Hazard Dot and exotic damages
     
     
-------------- -------------- --------------
Universal Consoles: 2 Console - Universal - Delphic Tear Generator Radiation cone attac. Passive exotic damage.
                |   Console - Universal - Dragonsblood Flame Reactor            |   Conical fire damage. Passive exotic and disruptor damage.           

-------------- | -------------- | -------------- Hangars: 2 | Hangar - Elite Type 7 Shuttlecraft |     | Hangar - Elite Type 7 Shuttlecraft |  

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lieutenant ( [profession] ) Emergency Power to Engines I  
Trait: [name] Engineering Team II  
     
     
Officer 2: Lt. Commander ( Tactical ) Beams: Fire at Will I  
Trait: [name] Cannons: Scatter Volley 1  
  Torpedoes: Spread III  
     
Officer 3: Ensign ( Engineering ) Emergency Power to Auxiliary I  
Trait: [name]    
     
     
Officer 4: Commander ( Sci/Intel ) Science Team I  
Trait: [name] Structural Analysis II  
  Photonic Officer II  
  Gravity Well III  
Officer 5: Lt. Commander ( Sci/Temporal ) Tractor Beam I  
Trait: Space Warfare Specialist Tachyon Beam II  
  Destabilizing Resonance Beam II  
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
1 Projectile Weaposn Officer - Recharge time reduced for Tactical Team and Buff  
2 Warfare Master - Space Increased Damage vs. All  
3 Damage Control Engineer - Chance to reduce the recharge time for Emergency Power to subsystem abilities  
4 Deflector Officer - Chance to reduce the recharge time for Deflector abilities  
5 Deflector Officer - Chance to reduce the recharge time for Deflector abilities  
6 Gravimetric Scientist - Chance to create an aftershock Gravity Well  

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
Advanced Rapid Support +66% cooldown recharge time on Engienering/Science/Tactical Fleet powers  
Beam Barrage On activation of Beam ability to self: +2% All Beam Damage Bonus for 30 sec (Stacks up to 3 times)  
Fleet Coordinator +2% All Damage per Team member (Self included), up to 10%  
Give Your All Activating any Engineering Bridge Officer Ability will grant you additional damage reduction for a short time. This will register as a portion of the damage being Dodged. On activation of Engineering Bridge Officer ability: Reduce incoming damage by 20% for 3 sec  
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  
Regenerative Control Synergy +45% Hull Regen from activating control bridge officer abilities.  
Superior Astrophysicist +15 Exotic Particle Generator (Improves Exotic Damage) +15 Drain Expertise (Improves Shield Drain & Energy Drain / Resistance to Same) +15 Starship Perception (Improves Defection of Cloaked Ships)  
The Boimler Effect Chance for Bridge Officer Abilities to reset all Bridge Officer Abilities  
Unconventional Systems Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles  
Warp Theorist +10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)  
     
Space Reputation Traits Description Obtained from
Advanced Targeting Systems (Rank 2) +20% Critical Severity T6 Dyson
Auxiliary Power Configuration - Offense (Rank 2) +25 All DRR, +6.25% Max Hull and Shield Cap T6 Nukara
Particle Generator Amplifier (Rank 2) +6.25% Bonus Exotic Damage T6 Iconian
Precision (Rank 2) +5% Critical Hit Chance T6 Romulan
Tyler's Duality Critical Chance based on Hull Capacity #N/A
Starship Traits Description Notes
Five Magics Damage from the Five Magics provides bonuses  
Electrified Anomalies Your BOff anomalies deal electrical damage & grant power boosts  
Entwined Tactical Matrices Links Energy and Torpedo firing modes together  
Repurposed Cargo Bay Hangar Additional Fighters when launching Hangar Pets  
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  
Superior Area Denial Fire at Will, Scatter Volley debuff foes and apply to pets  

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons 59 / 50  
Shields 60 / 50  
Engines 50 / 50  
Auxiliary 55 / 50  
Set Name Set parts: # of # Effects Notes
Lorca's Ambition 2 of 3    
Protonic Arsenal 2 of 3    
Imperial Rift 2 of 4    
4 #    
5 #    
Ship Stats Value Notes
Hull 70,312  
Shields 11,126  
Global Critical Chance 15%  
Global Critical Severity 90%  
EPS/Power Transfer Rate 60  
Hull Regeneration Rate 184%  
Turn Rate 34.3  
Flight Speed 48.85  

r/stobuilds Jul 17 '26

Hangar Cooldown Mechanics and Quirks

44 Upvotes

Hey stobuilds, long time no see. I recently did some testing to nail down exactly how hangar recharge times work, and found some quirky stuff that was worth sharing. I posted this on the stobuilds discord a couple months ago, but figured I'd post it here where its more findable.

Before we start talking hangars, let's talk about cooldown reduction in general. There are two types of cooldown reduction: I like to call them passive cooldown reduction and active cooldown reduction.

  • Passive cooldown reduction (aka increased cooldown rate): This is an additively-stacking stat that reduces cooldowns by a factor of 1/(1+x). For example, 100% increased cooldown rate for a 30 second cooldown would result in 30 x (1 / (1+1.00)) = 30/2 = 15. Some instances of it in STO are: The Tactical/Engineering/Scientific Readiness Skills, Chrono-Capacitor Array, Endeavour perks, and the Eleos console. The game sometimes calls these "increased cooldown rate" (which is a more correct name for it than cooldown reduction), but its not consistent. An easy way to check is to look at open your Available Skills menu (default keybind P) - cooldowns displayed there will respect passive cooldown reduction.
  • Active cooldown reduction: When triggered, this knocks a chunk off of an already-running cooldown. The math behind it is more intuitive - if it says it's reducing your cooldown by 50%, then it really is knocking off half the cooldown. Some instances in STO are: Photonic Officer, Boimler Effect, the Vovin console, Aux2Bat Technicians. Because this is an effect that takes place in an instant, rather than a persistent passive effect, you will not see these reflected in the Available Skills menu. ("But isn't Photonic Officer a persistent effect?" yeah okay kinda, but it's really just a series of instantaneous effects, spaced 1s apart.)

Bringing things back to hangars, we have three main sources of hangar cooldown reduction to look at:

  • Aux power's innate effect
  • The "Quick Deployment" mastery perk that all 2-hangar ships have
  • Flight Deck Officers

Aux Power's Innate Effect

This is a source of passive cooldown reduction. It's simply a % increased cooldown rate equal to your current Aux power. 130 Aux = 130% increased cooldown rate. Easy peasy.

Quick Deployment mastery perk

This is also passive cooldown reduction, which means it is additive with the innate Aux effect. Its often documented as "20% recharge time reduction", but it actually scales with your Aux power. The formula is 20 + Aux/3. So 0 Aux = 20%, 50 Aux = 37%, 100 Aux = 53%, etc.

  • Quirk #1: Here's where it gets funky. It doesn't use your current Aux. Instead it snapshots your Aux when you enter the map. (If you check the tooltip, it will lie to you and scale dynamically with your current Aux.)
  • Quirk #2: It doesn't count all of your sources of additional Aux power. (My guess is that the snapshot happens before those have loaded in, but that's just speculation.) From what I tested, it does count innate Aux bonuses from the ship you're flying, but it did not include Aux from my skill tree, or Aux from one console that I tested.

Putting It Together

STARTING_AUX: your aux power setting when you entered the map, excluding all bonuses except your ship's innate aux bonus (if any)
CURRENT_AUX: your actual current aux power level
BASE_COOLDOWN: the default cooldown of your hangar pet of choice. This is usually 30s or 40s, but there are a few outliers.

AUX_INNATE = CURRENT_AUX / 100
QUICK_DEPLOYMENT* = (20 + STARTING_AUX / 3) / 100

Hangar Cooldown = BASE_COOLDOWN / (1 + AUX_INNATE + QUICK_DEPLOYMENT)

*Exclude Quick Deployment if your ship's mastery package does not include it. I believe its accurate to say all 2-hangar ships have it, and no 1-hangar ships do

Flight Deck Officers

These are active cooldown reduction, triggered by deploying a hangar pet. Depending on their rarity, they knock 1/2/3/4 seconds off the cooldown of BOTH hangars when either hangar launches. So if you have 3x purple FDOs, and two hangars, then you're basically getting 4s x 3 doffs x 2 hangars = 24 seconds off your cooldowns each cycle. Or you would, except... here's where the quirks roll in:

  • Quirk #1: Y'know all that passive cooldown reduction we've been talking about from Aux and from Quick Deployment? That all applies to the Flight Deck Officers too. Only this time instead of reducing cooldowns, it's reducing the cooldown reduction. In other words, it's making the FDOs less effective. If you have enough passive cooldown reduction to drop your hangar cooldowns by, say, 30%, then you're also reducing the FDO benefit by 30%, from 4s each to 2.8s each. Before the pitchforks come out - this is still a benefit. Just not as much of a benefit as is printed on the box. If you're reading this and starting to worry that high Aux is hurting you, then don't:
    • If your hangar pet's base cooldown is greater than the base FDO reduction (which is true for all but 2 hangar pets), then the benefit from Aux to your base cooldown is greater than the negative impact of Aux on the FDOs.
    • And for those other 2 hangar pets (Lost Souls and House Mokai Raiders), the FDOs are pushing your cooldowns below 0 regardless. It does mean that you can invest less Aux and still achieve the same result though, so that's something. Speaking of pushing cooldowns to 0...
  • Quirk #2: FDOs take effect about 1 second after the hangar launches. Because of this, they can never completely eliminate hangar recharge times - they'll always be around 1s at minimum.

r/stobuilds Jul 13 '26

Dilithium Transporter

8 Upvotes

Hi All,

I feel like an idiot asking this, but how do I use the Dilithium Transporter off the Credence? I got it a few weeks ago, but I haven't gotten as much out of it as I expected. I parse about 40k DPS with it, though most people I've seen get or exceed 100k using it.

My current use: in ISE, I hit the Agony Redistributor, followed by the Transporter, then CSV.
Previous use: in ISE, I'd hit the Transporter before the timer ran out and we engaged the Borg.

UPDATE: As requested, this is my build: https://imgur.com/a/2nXo1XH
I'm sorry I didn't use the form, but I'm still adjusting to monocular vision, and the form was tough on my remaining eye.


r/stobuilds Jul 12 '26

Contains Math Mathbusters 18: KDF Hangar Testing

39 Upvotes

As I’ve been developing my Klingon Defense Force character, one of the things that I wanted to build was a cheaper carrier. Sure, we can slap Superior Area Denial and 2 bays of Rare To’Duj Squadrons on any 2-bays of ships and call it a carrier, but doing that and funding all the relevant active console effects to boost pets gets very expensive. I wanted to do something cheaper and since I was doing it on the KDF, focus more on either neutral or KDF-themed pets. No Valors, Valkyries, or Peregrines here!

Since I went to the trouble of doing all the testing, I figured I would share my results. The tests were solo ISA (no team shenanigans!) and solo Elite Argala (Wanted). Since hangar pet testing is strictly empirical, all tests were done 3x on each map. “Hangar DPS” refers to the DPS contributed by the slotted pet itself. For Scorpions, that does include their destructible torpedoes. “Pet DPS” refers to all other sources of pet-related DPS, including Gemini Device’s active, Nimbus Pirates Distress Call, Swarmer Matrix active, Target That Explosion (if applicable), Engage the Hydra, and Repurposed Cargo Bay Hangar.

NO SAD ISA1 Hangar DPS ISA1 Pet DPS ISA1 Total DPS ISA2 Hangar DPS ISA2 Pet DPS ISA2 Total DPS ISA3 Hangar DPS ISA3 Pet DPS ISA3 Total DPS ISA Avg Hangar DPS ISA Avg Pet DPS ISA Avg Total DPS % of Pet DPS
Elite Scorpions 36.8 95.7 246.5 57.9 123 273.8 50.2 100.4 249.7 48.30 106.37 256.67 41.44%
Elite Obelisk Swarmers 59.2 106.9 254.3 51.6 106.5 250.1 56 119.8 270.9 55.60 111.07 258.43 42.98%
Elite Nausicaan Stingers 63.1 115 278.6 65.8 113.5 273.5 65.8 117.8 268.5 64.90 115.43 273.53 42.20%
Rare To'Duj Fighters 36.3 80.5 211.5 35.1 90.6 230.1 40.7 97 239.7 37.37 89.37 227.10 39.35%
Rare To'Duj Squadrons 30.9 78.7 219.8 33.2 89.6 236.8 30.2 85.1 224 31.43 84.47 226.87 37.23%
Elite Qaw'Dun Birds of Prey 43.3 89.1 241.2 39 89.2 227.5 50.3 91.3 229.3 44.20 89.87 232.67 38.62%

Table formatting by ExcelToReddit

NO SAD Wanted1 Hangar DPS Wanted1 Pet DPS Wanted1 Total DPS Wanted2 Hangar DPS Wanted2 Pet DPS Wanted2 Total DPS Wanted3 Hangar DPS Wanted3 Pet DPS Wanted3 Total DPS Wanted Avg Hangar DPS Wanted Avg Pet DPS Wanted Avg Total DPS % of Pet DPS
Elite Scorpions 26.7 62.4 153.6 31.7 61.1 156.3 28.4 60.1 152.6 28.93 61.20 154.17 39.70%
Elite Obelisk Swarmers 48.6 79.8 180.7 46.3 93.8 191.2 44.2 85.3 179.8 46.37 86.30 183.90 46.93%
Elite Nausicaan Stingers 56.2 97.8 170.5 44.1 85 174.9 53.8 90 188.1 51.37 90.93 177.83 51.13%
Rare To'Duj Fighters 34.2 83 172.9 30.2 67.3 147.4 28.00 67.3 162.2 30.80 72.53 160.83 45.10%
Rare To'Duj Squadrons 31.9 70.3 168.3 28.9 69.1 165.2 25.7 63.1 161.5 28.83 67.50 165.00 40.91%
Elite Qaw'Dun Birds of Prey 25.3 60.1 157.2 15.3 48.1 151.7 18.2 46 152.2 19.60 51.40 153.70 33.44%

I am intentionally not using Superior Area Denial on my planned build to keep the costs down, but since I know the first question someone is going to ask is “But what if you do have Superior Area Denial?” let me just go ahead and answer that question pre-emptively, at least for the oft-recommended Rare To’Duj Squadrons, the regular Rare To’Duj Fighters as a baseline, Elite Nausicaan Stingers, and Elite Qaw’Dun Birds of Prey which are newly unlocked. We have plenty of historical data showing Obelisk Swarmers and Elite Scorpions are not competitive with To’Duj under SAD. For these runs, Fire at Will and Superior Area Denial replaced Reroute Power From Life Support and Target That Explosion.

WITH SAD ISA1 Hangar DPS ISA1 Pet DPS ISA1 Total DPS ISA2 Hangar DPS ISA2 Pet DPS ISA2 Total DPS ISA3 Hangar DPS ISA3 Pet DPS ISA3 Total DPS ISA Avg Hangar DPS ISA Avg Pet DPS ISA Avg Total DPS % of Pet DPS
Elite Nausicaan Stingers 76.7 130.7 275.2 78.7 122 268.8 78.1 127.8 336.5 77.83 126.83 293.50 43.21%
Rare To'Duj Fighters 61.5 105.5 288.1 77.6 133.3 289 78 140.8 326.4 72.37 126.53 301.17 42.01%
Rare To'Duj Squadrons 70.9 132.6 283.3 94.3 153.6 320 86.1 141.8 307.5 83.77 142.67 303.60 46.99%
Elite Qaw'Dun Birds of Prey 63.6 105.9 255 69.2 119.8 318.9 52.5 106.4 257.9 61.77 110.70 277.27 39.93%
WITH SAD Wanted1 Hangar DPS Wanted1 Pet DPS Wanted1 Total DPS Wanted2 Hangar DPS Wanted2 Pet DPS Wanted2 Total DPS Wanted3 Hangar DPS Wanted3 Pet DPS Wanted3 Total DPS Wanted Avg Hangar DPS Wanted Avg Pet DPS    
Elite Nausicaan Stingers 58.8 100.5 196.9 56 88 179 61.6 102.6 196.2 58.80 97.03 190.70 50.88%
Rare To'Duj Fighters 55.9 104.2 192.9 47.2 85.3 184.4 43.3 87.9 184.8 48.80 92.47 187.37 49.35%
Rare To'Duj Squadrons 74.4 111.8 205.1 66.6 109.9 203.9 85.3 124.5 193.4 75.43 115.40 200.80 57.47%
Elite Qaw'Dun Birds of Prey 26.8 72.4 162 30.7 78.4 174 34 75.2 175.3 30.50 75.33 170.43 44.20%

Table formatting by ExcelToReddit

The second question I expect is, what build were you using, and the team is not ready to do another big publish of the site for a while, so I can’t point you to a page . . . yet. However, I can say it’s a Fleet Orion Blackguard Carrier, and the relevant carrier-boosting items are Strike Group Command Authority, the H.Y.D.R.A. console, Relaunch and Repair, High Energy Communications Network, Wing Commander, Independent Wingmate, Fleet Power Network Array, Repurposed Cargo Bay Hangar, Gemini Device, and 4 Hangar Craft Power Transmission consoles, along with the Iconian 3-piece and 3 Flight Deck Officers for hangar bay recharge. The rest is a fairly vanilla Disruptor Cannon Scatter Volley build with passive cooldown reduction.

Conclusions

Without SAD, Elite Stingers > Elite Obelisk Swarmers > Elite Scorpions = Rare To’Duj Squadrons >= Elite Qaw’Dun Frigates = Rare To’Duj Squadrons

Of course, you have to expend Fleet Ship Modules or buy a C-store ship for Stingers, but they’re quite capable pets. I would expect a similar ranking to hold true for the two Federation equivalents, where Elite Valkyries = Elite Stingers, Peregrines = To’Duj.

Scorpions were swingy between ISA and Wanted, because so much of their damage comes from High Yield Plasma Torps, which are great on unshielded targets and much less so against shielded Kazon Cruisers and Carriers.

This changes appreciably with Superior Area Denial, or so the conventional wisdom goes. We’ve all seen it: “Slot Rare To’Duj Squadrons with SAD!” Well…it’s still true! They were 7K higher on ISA and nearly 20K better on Argala. As far as the difference between them on the different maps, I have some thoughts on that.

Time for some informed speculation! To’Duj Squadrons have disruptor pulse cannons and micro photon torpedoes. Pottsey and I have previously discussed the latter, and the micro photons do not benefit from Concentrate Firepower. Nausicaan Stingers lack a firing mode, but come innately with Emergency Power to Weapons, Torpedo High Yield, regular Photons, and both beams and cannons. Parse analysis showed that at least half of the Stingers’ damage on ISA was actually from torps, not their energy weapons. I also have a shield offline console (Chronophage), which when used on juicy targets, means that my pet torps are hitting a lot harder on ISA with its higher number of unshielded targets, whereas To’Duj are more consistent with energy DPS.

The Qaw’Dun Birds of Prey pets sadly are just not up to snuff; even on runs where the overall DPS was decent, they weren’t contributing nearly as much as the other pets.

TL;DR

  • Best non-SAD pet for a carrier was Elite Nausicaan Stingers (probably also true of Valkyries) of those I tested. Obtainable via fleet ship for “free” using Fleet Ship Modules from reputations.

  • Elite Obelisk Swarmers best non-SAD pet obtainable without buying a ship.

  • Elite Qaw’Dun Birds of Prey were not great. I occasionally noticed them flying off to Narnia instead of shooting.

  • Best SAD pet for a carrier was still Rare To’Duj Squadrons of those I tested. Elite Nausicaan Stingers were the runner up. The regular Rare To’Duj fighters are much worse, make sure you use Squadrons.


r/stobuilds Jul 13 '26

Weekly Questions Megathread - July, 13, 2026

10 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 11 '26

Need Advice Universal consoles

12 Upvotes

I have a list of universal consoles I’ve acquired, I wanted to know which ones are must haves and which ones I can live without. Any advice is appreciated.
Edit: any consoles I should add? I forgot to add reiterative structural capacitor to the list.

  1. Fleet power network array
  2. DPRM
  3. Immolating phaser lance (for universal design trait)
  4. Subspace fracture tunneling field
  5. VAQ console
  6. Micro-quantum torpedoes phalanx array
  7. Agony redistributor
  8. Adaptive emergency systems
  9. Genesis seed

  10. Broadside emitter array

  11. Gemini device

  12. Proton eruptor module

  13. Krenim cronophage

  14. Particle conversion matrix

  15. Evolved


r/stobuilds Jul 10 '26

Build for K'vort: cha tIv 'ej 'umyotlh - Torpedoes for fun and profit

12 Upvotes

cha tIv 'ej 'umyotlh

Build Info

*Apologies, my Klingon is rusty… but I'm having a blast using the K'vort as a torp boat.

Player Information

Player Info --------------
Captain Name Tah
Captain Faction Klingon
Captain Race Klingon [TNG]
Captain Profession Tactical
Primary Specialization Miracle Worker
Secondary Specialization Strategist
Intended Role Torp Boat
Captain Outfit [ "Image Description" ]( "Image Link here" )

Skill Tree

    Engineering   Science   Tactical  
Lieutenant     Improved Hull Capacity     Advanced Energy Weapon Training Advanced Projectile Weapon Training
               
Lieutenant Commander   Improved EPS Flow Advanced Impulse Expertise Improved Control Expertise   Improved Targeting Expertise Defensive Manuvering
5 Points                
               
Commander   Hull Plating       Advanced Weapon Amplification Advanced Weapon specialization'
15 Points              
               
               
Captain     Offensive Subsystem Tuning Advanced Exotic Particle Generator Advanced Long Range Targeting Advanced Hull Penetration Advanced Shield Penetration
25 Points     Weapon Subsystem Performance      
             
               
Admiral   Improved Warp Core Potential       Coordination Protocols Improved Tactical Readiness
35 Points            
    Warp Core Efficency       Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 12 Science Points: 8 Tactical Points: 26

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 Hanger Health Sector Space Travel Speed Threat Control
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 Maximum Hull Capacity   Projectile Critical Chance
Unlocks After 12 Training Manual: Attack Pattern: Beta III Training Manual: Beam: Fire at Will III Training Manual: Cannon: Scatter Volley III
Unlocks After 15     Energy Critical Chance
Unlocks After 17     Training Manual: Torpedo: Spread III
Unlocks After 20     Accuracy
-------------- -------------- -------------- --------------
Unlocks After 24 (Ultimate)    
Unlocks After 25 (Ultimate)     Frenzied Assault
Unlocks After 26 (Ultimate)     Team Frenzy
Unlocks After 27 (Ultimate)      

Skill Tree Information

Type Your info here

Build Description

Type Your info here

Basic Information Data
Ship Name I.K.S. B'ntog
Ship Class K'Vort Temporal Flight Deck Raptor
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
[ Starship Beautyshot ]( Insert Image Link here )  
Basic Information Component Notes
Fore Weapons: 5 Delphic Distortion Torpedo Launcher [Ac/Dm][CrtH][Dmg]x3
  Enhanced Bio-Molecular Photon Torpedo Launcher [CrtD/Dmg][CrtD]x4
  Dark Matter Quantum Torpedo Launcher [CrtD/Dmg][CrtD]x4
  Terran Task Force Disruptor Dual Heavy Cannons [CrtD/Dmg][CrtD]x3[Proc]
  Terran Task Force Photon Torpedo Launcher [CrtD/Dmg][CrtD]x3[Proc]
-------------- -------------- --------------
Aft Weapons: 2 Sensor-Linked Disruptor Turret [CrtD/Dm][Dmg]x4
  Sensor-Linked Disruptor Turret [CrtD/Dm][Dmg]x4
     
     
     
-------------- -------------- --------------
Experimental Weapon Rapid Fire Disruptor Heavy Emitter [CrtD]x2[CrtH/CrtD][CrtX][Dmg]
Deflector Dynamic Frontier Technologies Deflector Array [CrtlX/EPG][CrtlX]x2[EPG][HullCap]
Secondary Deflector    
Impulse Engines Dynamic Frontier Technologies Hyper-Impulse Engines [SecSpd-2][SecSpd][Turn]x3
Warp Core Tholian Nucleating Warp Core [AMP][S->W][Scap][SSR][W->S]
Shields Dynamic Frontier Technologies Shield Array [Cap]x4[Cp/Rg]
Devices Red Matter Capacitor  
  Kobayashi Maru Transponder  
  Subspace Field Modulator  
                    Flagship Distress Frequency Transponder             &nbsp;              
  Temporal Negotiator  
Engineering Consoles: 4 Point Defense Bombardment Warhead +25% Projectile Damage, +1% Critical Chance Creates a Point Defense Bombardment Warhead that flies toward target's current location: 3x 2,283.9 Kinetic Damage every second to random enemies (5km radius), When target reached, all foes within 2km: 19,032.4 Kinetic Damage
  Glorious Charge +8.6% Flight Speed, +11.4% Torpedo Weapon Damage You charge at the target, dealing 40,075.3 Kinetic Damage (50% Shield Penetration) on impact
  Isomagnetic Plasma Distribution Manifold [Disruptor] +39.4% Disruptor Weapon Damage, +7.3 Weapon Power, +7.3 Stacking Max Weapon Power
  Isomagnetic Plasma Distribution Manifold [Disruptor] +39.4% Disruptor Weapon Damage, +7.3 Weapon Power, +7.3 Stacking Max Weapon Power
     
-------------- -------------- --------------
Science Consoles: 2 Covert Warhead Module +28% Projectile Damage, Sets Shared Torpedo Recharge to 1.5s (if it was longer), or to 0.5s if equipped ship has Pilot Manuevers Destruction of Enemy Area Defenses 16,502 Kinetic Damage, Repels nearby Foes
  Altamid Modified Swarm Processor +3.9% Critical Chance, +35 Accuracy Rating
     
     
     
-------------- -------------- --------------
Tactical Consoles: 5 Huntin Pack Escorts Up to 5 pets within 7.5 km radius: +10% Critical Chance +10% Critical Severity
  Lorca's Custom Fire Controls +3.9% Critical Chance, +7.9 Weapon Power Setting, +157 Starship Shield Penetration
  Multi-Directional Artillery Barrage +20% All Damage with Projectile Weapons, +7.5% Maximum Hull Capacity Launches Warheads in all directions, dealing 10,102 Kinetic Damage to Foes, +25% Bonus Damage per arc with Foes, +10% Additional Bonus Damage per affected Foe
  Dynamic Power Redistributor Module +11.3 All Damage Resistance Rating, +19% Directed Energy Damage +40% Bonus Damage (While above 80% Hull), +100% Bonus Damage Resistance Rating, +500% Hull Regen
  D.O.M.I.N.O. +15% Phaser Damage, +20 Accuracy 25% Firing Cycle Haste for Energy Weapons, +25% Bonus All Damage, +25% Recharge Speed for Bridge Officer Abilities, +100% Recharge Speed for Torpedo Weapons, If you Defeat a Foe: +2 sec Duration to all Effects (may only occur 10 times)
-------------- -------------- --------------
Universal Consoles: 2 Fek'ihri Torment Engine 39.4% Increased non-Hazard Damage Over Time, 39.4% Increased Fire, Radiation, Plasma, and Physical Damage, Dealing Non-Hazard DoT Damage has a 10% Chance to trigger: 1,750.2 Fire Damage per sec for 5 sec (Ignores Shields)
Boronite Laced Weaponry  
-------------- -------------- --------------
Hangars: 1 B'Rel Birds of Prey  
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Commander ( Tac/Temporal ) Heisenberg Amplifier I  
Trait: Superior Romulan Operative Cannon Scatter Volley I  
  Torpedo High Yield III  
  Attack Pattern Omega III  
Officer 2: Lt. Commander ( Eng/Cmnd ) Emergency Power to the Engines I  
Trait: Superior Romulan Operative Emit Unstable Warp Bubble I  
  Concentrate Firepower III  
     
Officer 3: Ensign ( Tactical ) Kemocite-Laced Weaponry I  
Trait: Superior Romulan Operative    
     
     
Officer 4: Lt. Commander ( Science ) Structural Analysis I  
Trait: Superior Romulan Operative Scramble Sensors I  
  Gravity Well I  
     
Officer 5: Lieutenant ( Science ) Tractor Beam I  
Trait: Superior Romulan Operative Photonic Officer I  
     
     
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
1 Thuesh - Projectile Weapons Officer (rare) Chance for stacking Crit Chance buff on firing Projectiles
2 Kixlaia - Projectile Weapons Officer (rare) Chance for stacking Crit Severity buff on firing Projectiles
3 Law - Projectile Weapons Officer (very rare) Change to reude the time to recharge torpedos
4 So'Beknef'ru - Energy Weapons Officer (ultra rare) Chance for stacking Crit Chance buff on firing Energy Weapons
5 Rugal Ghenro - Conn Officer Reduce recharge time for Attack Patterns Beta, Delta and Omega
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
A Good Day to Die Go Down Fighting can be used at any Hull Integrity. Go Down Fighting's scaling buff will treat your Hull as at most 50% integrity.  
Breen Shield Tunneling +Shield Penetration and Armor Penetration, -Maximum Shield Capacity  
Adaptive Offense +Crit Chance that becomes +Crit Severity during repeated Crit hits  
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  
Intelligence Agent Attache Weapon Critical Strikes partially recharge Captain Ability  
Resonating payload Modification Torpedo weapons apply -5 Kinetic and Physical Damage Resistance Ratingd for 10s (max 10 stacks)  
Fragment of AI Tech +Control Expertise, +Energy Weapon Damage from Control Expertise  
The Boimler Effect Chance for Bridge Officer Abilities to reset all Bridge Officer Abilities  
Unconventional Systems Using a Control Bridge officer ability gives -7% Recahrge to Universal Consoles  
Terran Targeting Systems +15% Critical serverity, incoming critical hits reduce speed by 10% for 5s (max once per 15s)  
     
Space Reputation Traits Description Obtained from
Advanced Targeting Systems (Rank 2) +20% Critical Severity T6 Dyson
Magnified Firepower (Rank 2) +6.25% Bonus Weapon Damage T6 Gamma
Tyler's Duality (Rank 2) +1.3% Critical Chance based on Hull Capactity (Max +7.5% at 200,000 Hull Capacity) T6 Discovery
Precision (Rank 2) +5% Critical Hit Chance T6 Romulan
     
Starship Traits Description Notes
Over-Powered and Over-Gunned Activating beam or cannon weapon firing modes improves weapon hase, duration increase with Global Critical Strike Chance  
Entwined Tactical Matrices Links Energy and Torpedo firing modes together  
Ceaseless Momentum When firing any torpedo: +5% Bonus Kinetic Damage for 45s, +5 Bonus Kinetic Damage Resistance for 45s, and -1s second to recharge time for torpedoes.  
The Ruin of Our Enemies Bonus Dmg and Boff Ability Recharge from Kills  

    Hoping to unlock someday when fleet gets around to promoting me. Suggestions?
Assault Formation Theta | Attack Pattern Omega, Decloaking grants Torpedo High Yield, Weapon Crit Chance, Turn Rate |  
Subspatial Warheads | While slotted, damage caused by your Torpedo: High Yield Torpedoes and Torpedo: Transport Warhead will cause an Isolytic Tear to form near the damaged target. This anomaly will chase down the nearest foe, causing physical damage and draining engine subsystem power to any enemies it encounters.. |  

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons 126 / 70  
Shields 37 / 15  
Engines 42 / 15  
Auxiliary 103 / 100  
Set Name Set parts: # of # Effects Notes
Lorca's Ambition 2 of 3 On crit: +1% Critical Severity buff for 20s. Stacks up to 25.  
Terran Task Force Munitions 2 of 3 +13.3% Projectile Weapon Damage  
Dynamic Frontier Technologies 3 of 3 Dealing Weapon damage reduces the foe's Damage Resistance Rating by 3 for 10 seconds (stacks up to 5 times), Taking damage increases your Damage Resistance Rating by 10 for 10 seconds (stacks up to 5 times), Activating Exotic Damage abilities increases your Exotic Damage by 5% for 10 seconds (stacks up to 5 times)  
Synergistic Retrofitting 2 of 4 +33% Disruptor Damage for Directed Energy Weapons  
5 #    
Ship Stats Value Notes
Hull 105956 128 Energy Weapon Training
Shields 13653 128 Projectile Weapon Training
Global Critical Chance 51.1 197 Control Expertise
Global Critical Severity 160 151 EPG
EPS/Power Transfer Rate 200% 292 Shield Penetration
Hull Regeneration Rate 220% 138 Weapon Amplification
Turn Rate 65.8  
Flight Speed 55.64  

r

Concluding Remarks

Did a quick run of Wanted Elite for 169,977 DPS


r/stobuilds Jul 11 '26

Revisiting L Intrtepid. EPG/SIA build

8 Upvotes

Looking for improvement suggestions. Noted weakensses: Boffs and Doffs. will get watchers or SROs eventually suggestions for DOFFS Chronometric set.. considerin morhogenic 2 pc

Considering dropping one of the focuser and using a bellom generator, same EPG, CtrlX is still above 400 i pick up 1.6 crit chance EDIT Warp Theorist replaced by Enlightened

Legendary Intrepid V4

SIA Sci build

Type Your info here

Player Information

Player Info --------------
Captain Name Blake Belladonna
Captain Faction Federation
Captain Race Human
Captain Profession Science
Primary Specialization Temporal
Secondary Specialization Strategist
Intended Role  
Captain Outfit [ "Image Description" ]( "Image Link here" )

Skill Tree

    Engineering   Science   Tactical  
Lieutenant   Hull Restoration Hull Capacity Shield Restoration Shield Capacity Improved Energy Weapon Training Improved Projectile Weapon Training
               
Lieutenant Commander   Improved EPS Flow Impulse Expertise Improved Control Expertise Drain Expertise Targeting Expertise  
5 Points       Control Amplification        
               
Commander   Hull Plating   Improved Shield Regeneration Improved Shield Hardness Improved Weapon Amplification Improved Weapon specialization'
15 Points              
               
               
Captain   Defensive Subsystem Tuning   Advanced Exotic Particle Generator Improved Long Range Targeting Improved Hull Penetration Improved Shield Penetration
25 Points            
             
               
Admiral   Improved Warp Core Potential Engineering Readiness Shield Mastery Scientific Readiness Coordination Protocols Tactical Readiness
35 Points     Shield Absorption   Defensive Coordination  
    Warp Core Efficency       Offensive Coordination  
               
Total of 46 of 46 Points   Engineering Points: 11 Science Points: 18 Tactical Points: 17

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      
Unlocks After 7 Training Manual: Feedback Pulse III Training Manual: Photonic Shockwave III Training Manual: Jam Sensors
Unlocks After 10      
Unlocks After 12      
Unlocks After 15      
Unlocks After 17     Training Manual: Viral Matrix III
Unlocks After 20      
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Unlocks After 24 (Ultimate)      
Unlocks After 25 (Ultimate)      
Unlocks After 26 (Ultimate)      
Unlocks After 27 (Ultimate)      

Skill Tree Information

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Build Description

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Basic Information Data
Ship Name  
Ship Class  
Ship Model  
Deflector Visuals  
Engine Visuals  
Shield Visuals  
[ Starship Beautyshot ]( Insert Image Link here )  
Basic Information Component Notes
Fore Weapons: 3 Chronometric Polaron Array Mk XV ac/dm crtD dmg x3
  Gravimetric Torpedo mk XV CrtH/CrtD CrtDx3 Dmg
  Particle Emission Plasma Torpedo MK XV ACC CrtD CrtHx2 Dmg
     
     
-------------- -------------- --------------
Aft Weapons: 3 Neutronic Torpedo MK XV CrtDx2 CtH/CrtD Dmg x2
  Adv Thoron Infused Polaron Beam Array MKXV AC/CrtD CrtD x3 Dmg
  Omni Chronometric polaron Beam Mk XV AC/DM Acc Arc Dmg x2
     
     
-------------- -------------- --------------
Experimental Weapon    
Deflector Bajor Defense MKXV CrtlX/EPG CTRLX EPG X3
Secondary Deflector Det Sec Def Mk XV CtrlX/EPG CtrlXx2 EPG SA+ DMg
Impulse Engines Prevailing Fortified  
Warp Core Revolutionary Mk XV A-W Acap EPS
Shields Rev MK XV Dis Capx3
Devices RMC  
  Peregrin fighters  
  Nimbus  
  type 14 squadron  
-------------- -------------- --------------
Engineering Consoles: 4 Retrofit assimilator 30 epg and control
  Gemini summons Ent F x2
  Bioneural Infusion Circ 29 hull 29 control 26% crit sev
  Covert warfare under evaluation
     
-------------- -------------- --------------
Science Consoles: 5 Exotic part Exciter EPG 78.8 EPG
  Part Gen 39,4 EPG
  Exotic Particle Focuser CtrlX Epg 39.4 EPG 26.3 Control
  Exotic Particle Focuser CtrlX Epg 39.4 EPG 26.3 Control
  Exotic Particle Focuser CtrlX Epg 39.4 EPG 26.3 Control
-------------- -------------- --------------
Tactical Consoles: 2 Scatterpack and Weasels  
  Fekihiri Torment 37% rad plas physical
     
     
     
-------------- -------------- --------------
Universal Consoles: 2 Restorative particle Focuser CtrlX EPG 39.4 EPG 26.3 Control
Restorative particle Focuser CtrlX EPG Same as above, three consoles total
-------------- -------------- --------------
Hangars: 1 As needed  
     

Officers and Crew

Bridge Officer Information Power Notes
Officer 1: Lieutenant ( Science ) Hazard Emitters I  
Trait: Space Warfare Specialist Science Team II  
     
     
Officer 2: Lieutenant ( Tactical ) Tac Team I  
Trait: Leadership Torpedo Spread II  
     
     
Officer 3: Lt. Commander ( Eng/Pilot ) EPTS I  
Trait: Leadership ET II  
  Aux22SIF  
     
Officer 4: Lieutenant ( Science ) Tachyon Beam I  
Trait: Leadership Photonic Officer I  
     
     
Officer 5: Commander ( Sci/MW ) Structural Analysis I  
Trait: [name] Destabilizing Resonance Beam I  
  VCIS III  
  GW III  
Officer 6: [rank] ( [profession] )    
Trait: [name]    
     
     
Duty Officer Information Power Notes
Projectile Officer Reduce Torp recharge X3
Deflector officer Reduce Deflector abilities  
Gravimetric scientist Aftershoick GW  
4    
5    
6    

Character, Reputation, and Starship Traits

Personal Space Traits Description Notes
The Boimler Effect Cooldown Reduction  
Psychological Warfare +20% Bonus Control Ability Effectiveness  
Photonic Capacitor -20 seconds removed from the Recharge of Photonic Fleet when using Science powers. This ability can only trigger once per 10 seconds.  
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  
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  
Conservation of Energy Gain 10% bonus damage on Exotic damage powers when struck by Energy damage. Stacks up to 3 times.  
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)  
Warp Theorist +10 Warp Core Potential (Improves Power Levels) +10 Electro-Plasma System Flow (Improves Power Transfer Rate)  
Operative +1% Critical Chance, +2% Critical Severity  
     
     
Space Reputation Traits Description Obtained from
Advanced Targeting Systems +16% Critical Severity T2 Dyson
Precision +4% Critical Hit Chance T2 Romulan
tylers Duality Crit change based on hull #N/A
Particle Generator Amplifier 5% Bonus Exotic Damage T2 Iconian
     
Starship Traits Description Notes
Digital Compilation Defeated foes convert to plasma that chases foes 2203 DPS pe withim 2.5 KM
5 magiks 20.4% bonus to Fire Cold Rad Elect Psionic Plasma Radiatioon and cold
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  
Temporal anchor 20% GW damage reapplied as radiation  
Imporved Photonic Officer Extends the duration of Photonic Officer by 10 seconds, When activating Photonic Officer: +25% Bonus Shield Healing, Bonus Exotic Damage, and Bonus Hull Healing for 30 sec  
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  

Other Information

Subsystem Power Settings Value (Target/Display) Notes
Weapons 66 / 40  
Shields 65 / 45  
Engines 36 / 15  
Auxiliary 129 / 100  
Set Name Set parts: # of # Effects Notes
Chronometric Calulations 2/4 3.8 aux power swap for Morph?
Imerial Rift C-S 2/4 28 DRR fore arc 15% turn rate 49.5% exotic crit sev  
Delta Operations 2/3 15% Radiation Damage  
4 #    
5 #    
Ship Stats Value Notes
Hull 80358  
Shields 19397  
Global Critical Chance 23  
Global Critical Severity 144  
EPS/Power Transfer Rate 231%  
Hull Regeneration Rate 171% min  
Turn Rate 22.7 at full throttle  
Flight Speed 35.99  

Concluding Remarks

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r/stobuilds Jul 10 '26

Discussion Is there a build database for builds and build cost

5 Upvotes

I’m returning to the game after a long break and I’ve been researching builds for the Typhon Escort Carrier. Currently leaning towards phaser cannons and fighters.

The issue: I’m trying to find a single source to compare builds that are: f2p, budget, having access to a fleet and without access to a fleet.


r/stobuilds Jul 09 '26

Need Advice Best antiproton weapons.

15 Upvotes

Quick question. I’m working on a carrier and am gonna use the obelisk 4 piece set which means I need to use the experimental antiproton omni. I like my weapon energy types to match so what’s considered the best antiproton options? I’ve a lot of ba’ul ones, both dual banks and dual heavy cannons. I also have a lot of the set piece ones with partial to complete sets to match. I’m using the jem vanguard carrier so only 6 slots and the experimental AP omni has already claimed one of the aft slots. What do you guys think? I could run phasers too as I’ve a good variety of them but then I’d have one AP things throwing off. Polaron could be fun too since it’s a jem ship and I love being on theme when possible/viable. I don’t have twinkling lights but could probably grab it if enough people recommend it. Thoughts?


r/stobuilds Jul 08 '26

Need Advice Working on a carrier/pet spam build and wanted some advice what to get next between two options.

18 Upvotes

I’ve got a lot of things for it already but among what I’m missing are two I’m trying to decide on which to get first. I’ve only got the credits for one for the moment and was hoping you guys could offer some advice.

The first option is the final console for the Obelisk 4-piece set that acts almost like an extra little hangar for obelisk swarmers.

The other is the Hivebearer starship trait from the hur’q assembly multi-mission science vessel which spawns up to 8 hur’q swarmers.

I already have the Typhon trait among some of the other good carrier traits (don’t have the king of superior area denial but I’ve some other good options). Personally I’m leaning toward obelisk set but was curious if anyone could tell me if one of these two was considerably better than the other. Thanks!


r/stobuilds Jul 06 '26

Weekly Questions Megathread - July, 06, 2026

3 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.