U.S.S. Roosevelt

Arbiter (Fleet Avenger) Battlecruiser

Build Overview and Focus

Last Updated February 2024

The Arbiter was my first T6 ship and such I built it to be a jack-of-all trade ship, suitable for running any mission or TFO in the game on higher difficulties. The build does significant damage while also being fairly survivable; I do not like building for just one map. At the time I was learning how to build ships, Fire at Will (FAW) was the strongest energy firing mode. While it has since been nerfed, it's still more than viable and has considerable utility on maps with swarming enemies like Azure Nebula Rescue or Swarm. I flew the Arbiter on my main character for several years before eventually upgrading it to an Inquiry-class battlecruiser with an Event campaign reward. However, I keep the build around for players looking for a survivable build with tremendous damage that contains no Lobi, Legendary, or Lockbox/Promo ship items. It's not a starter build and it's not even the best FAW platform in the C-store, but it's still a very capable ship, especially if you're going for a more survivable build than the average DPS boat. Also, it's very self-satisfying to see an "inferior" build with an "inferior" firing mode on a "basic" non-spec ship outparsing lockbox ships with bespoke gear by 100K or more.

Platform Selection

With Commander Engineering and one of the better specialization seats for energy damage (Intelligence), as well as five fore weapons and a must-have starship trait for energy builds, the Arbiter is a great candidate for a ship to make a tough off-tank that still puts out plenty of damage while being maneuverable. While Intel's been overshadowed by Miracle Worker as a spec, #1 those ships didn't exist when I first started building and #2 all paths to high DPS for energy builds go through the Arbiter's trait, so if you're not buying lots of ships or already have a better platform, it's a great ship to start with due to the combination of damage potential, survivability, and relative agility. The console is good defensively in a pinch as well and so the ship provides a lot of account-wide value for captains wanting to leverage the trait or console across multiple builds or characters. 

Flavor/Theme Choices

Namesake

The U.S.S. Roosevelt's namesake, Theodore Roosevelt, was both a fighter and a statesman. He served as both Secretary of the Navy and President of the United States during the early 20th century, building up the navy to help ensure security. Prior to those positions, he personally led troops in battle. Roosevelt was also an advocate of peace, winning the Nobel Peace Prize for his role in arbitrating the end of the Russo-Japanese War. For his contributions to the navy, at least three ocean-going vessels have borne his name. This incarnation of the U.S.S. Roosevelt bears this quote from her eminently quotable namesake on its plaque: "Speak softly and carry a big stick; you will go far."

This is the Big Stick. 

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 312 USD to replicate. That is far more than what I spent on STO to make it. If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.

Change History

Build Focus

This build combines energy DPS with survivability. There are some small contributions from projectiles and other supportive concepts as well, but those are tertiary.

Skills

Skill Unlocks

Notes

This ship is a classic beams + 1 torpedo set up. It has absolutely zero investment into exotic damage, so I am not skilled at all into those.

Intel/Strategist is the best-in-slot choice for non-tank Energy builds. Intel provides substantial damage through flanking and Intel Fleet. Strategist likewise adds damage through Logistical Support, Maneuver Warfare, and Show of Force, as well as some damage reduction through Layered Defenses.

Build

Starship Weapons

Notes

Torpedoes: One, I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Entwined Tactical Matrices and Supercharged Weapons, is NOT a DPS loss compared to beam arrays. I was already going to slot the Quantum Phase Converter console, so adding the torpedo for its two-piece is an excellent DPS boost. It outparses everything else. I could have slotted the Dark Matter torpedo, but I already had the Quantum Phase gilded and it doesn't quite do the same damage. Note that if you don't like the Disco DBB, but you are okay with the Dark Matter torpedo, I would use the DM torpedo in order to keep the 2-piece bonus. 

Mixing in DBBs: Despite "don't mix weapons" being conventional wisdom for good reason, I've chosen to mix in the Wide-Angle DBB. For one, I wanted the two-piece bonus without the torpedo. For two, specifically on a FAW build with a torpedo and 2 Omnis, most of my weapons are hitting my forward arc anyway, with just one beam in the aft that can't fire forward. With 100% FAW uptime and at least 1 target in my side or rear arc, I'm firing that beam pretty much all the time anyway. Suffice to say, with this specific build (FAW) and decent piloting, I'm not really losing uptime on either my torp, my aft non-Omni beam, or my WADBB + Pulse Phaser DBB


Firing Order

Starship Equipment

Notes:

Drive Train: In terms of healing, the Roosevelt is pretty tanky for a DPS ship and it's pretty rare to die in any Advanced TFO that doesn't involve killing yourself (i.e. Feedback Pulse, Voth damage reflection) so the Disco 2-piece regen isn't needed. You could swap in Competitive Engines if desired. The ship is designed to be self-sufficient. It's not a full tank (though I've built one on the same character using most of the same pieces), but that only really matters for Elite runs. 

Starship Consoles

Set Bonuses

Notes: 

No Trilithium Set: The Gamma 2-piece set is slotted over the Trilithium 2-piece set. According to both the Energy Weapon Calculator and several ISA parses, the Gamma set ends up being superior once you adjust the haste for uptime. There are a few reasons for this. 1) The Trilithium-Omni cannot be re-engineered and with FAW, the forced [Acc] and [Ac/Dmg] mods essentially costs me 2 mods since FAW does not benefit from accuracy overflow. It also doesn't have the 2% bonus damage from T6 reputations that the Inhibiting beam does. 2) The 10% weapon haste is great but especially on a FAW build, does not proc often enough, whereas the -10 DRR from the Gamma beam is easily proc'd against big targets as long as you're not sitting completely still. Seriously, the haste proc has 2% uptime on a FAW build. 3) Even as Cat1-saturated as I am, 36.25% Cat1 is still quite good against an uptime-adjusted 6% haste. 

Alternate energy types: Obviously all weapons would need to be replaced. Unless switching to Disruptor with the Wide Angle Heavy Dual Beam Bank, replace the Quantum Phase torpedo with Dark Matter Torpedo. If Disruptor, consider the Nausicaan Energy Torpedo. Quantum Phase Converter and Ordnance Accelerator (unless Polaron) are the two consoles to replace. Keep D.O.M.I.N.O. and replace the fleet consoles with the appropriate flavor.

Meta-Focused Tweaks:

If going full DPS with unlimited budget, you’re not using beams with Fire at Will or flying an Arbiter. That said, for higher damage at higher cost:


Budget Tweaks:

 If low budget:

Bridge Officers

Meta Notes

Traits

Personal Traits

Meta-Focused Tweaks:

If going full DPS, with unlimited budget 

Budget Tweaks:

 If low budget, (try and keep the ones at the bottom) 


Note that we don't slot Operative because your boffs provide a non-stacking copy of it already.

Starship Traits

Meta-Focused Tweaks:

If going full DPS with unlimited budget 


Budget Tweaks:

 If low budget, (try and keep the ones at the bottom) 


Notes:

Promise of Ferocity was better than Improved Critical Systems on this build but just barely so.

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

If going full DPS with unlimited budget, 


Budget Tweaks:

 If low budget

Miscellaneous

Cooldowns

This ship manages cooldowns via Photonic Storm (Photonic Officer I, Calm Before the Storm and a little extra in readiness skills, plus 2 Krenims).

On an Arbiter, I don't really want to dedicate two of my engineering slots to A2B,nor do I wish to give up the universal seat for science to pick up Photonic Officer II . Nor do I want to double abilities or give up the bulk of my duty officer slots in a Drake/Dragon setup. This allows me to maintain high Aux power (for heals, the Temporal Disentanglement Suite, and general defense) while freeing up duty officers to enhance damage. It's also easy to fly--the only things I need to do are constantly cycle my Tactical and Engineering chains, which I should be doing anyway. I could use Attrition Warfare for engineering abilities, but that's less forgiving unless Threatening Stance is on all the time. Despite having more survivability, this build is not a tank; plus Strategist has a number of damage abilities that would be lost if Threatening Stance was used constantly.

The chosen option syncs my tactical chain up with FAW, and since I am using Entwined Tactical Matrices to keep Fire at Will up all the time, I am not as concerned with dropping Kemocite/Attack Pattern Beta/Torpedo Spread to minimum cooldowns, as syncing them with FAW III is sufficient. Note that I do not even need Calm Before the Storm to get the desired cooldown reduction, but when it is active, it will help lower those tactical powers. Even in the worst case scenario where PO starts its 10 second downtime and no Calm Before the Storm right as my tactical chain is fired, I still have plenty of cooldown reduction to support a 20 second tactical chain. Boimler Effect is not needed either. The graph above does not show the effects of Calm Before the Storm.

Link to CDR sheet for this build 

Ship Stats

Keybinds 

With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:

Piloting

I start with basic combos for the first group. In an ISE run, I will use all of my longer cooldown buffs in the first fight, but not ISA. Trigger Evasive Maneuvers to fly over to the left transformer and fire off all major abilities while at 1/4 impulse or stopped within 2 km of the transformer. FAW should take care of most targets. Once 2-3 of the generators are down, target the transformer with Focused Frenzy and Fire On My Mark. I rotate to face inward toward the gate. When the transformer is low health, fly towards the ball of spheres and give them a torpedo spread and cycle or two of firing. Once they start thinning out, Evasive Maneuvers again (reset due to Emergency Power to Engines) and head to the right side. Rinse and repeat, then Evasive Maneuvers to fly between the Tactical Cube and Gateway. Some clever angling will keep the torpedo/DBB firing as well as the aft beams. Make sure to flank the Tactical Cube. Frenzy and Fire On My Mark should be available here again. Lastly, don't forget to summon your Delta Alliance Beacon/Nimbus Pirates/Beacon of Kahless, etc. In an average ISE run, I can get two off: one at left transformer and one at the end. 

The importance of Crit and Flanking cannot be oversold. I saw significant increases in DPS from boosting Crit in doffs and traits. On my record runs, my weapons were parsing between 60-65% with roughly 30% flank percentage. There are players with better gear and piloting skills than I who've achieved much, much higher percentages, but I will say broadly that when in doubt, add crit. Since flanking includes extra crit chance/severity with Intel, you can't go wrong with flanking either! Look for the downward pointing arrow on your target. 

Parse Breakdown

Numbers from record ISE:



Weapon crits were around 70% on average; flank rate between 30 and 40% averaged across weapons. The team composition for this run was this ship, a secondary DPS using CSV, a heavy tank, and 2 supports. 


Portability

Plenty of ships share enough similarities (5/3 weapons with Intel, 5 Tactical, 4 Engineering, 2 science seats) that this build is fairly portable. The Elachi Qulash Frigate could run this build seamlessly as could the Jem'Hadar Light Battlecruiser or the Bozeman Intel Frigate. The Inquiry, Legendary D7, and Vaadwaur Juggernaut would do better to look at my own Inquiry build due to their Miracle Worker seating, but the Legendary Kelvin Constitution and Legendary Galaxy could easily run this setup. Four other expensive ships that are possibilities: the Na'Qjej Intel Battlecruiser, Mirror Constitution (take Attack Pattern Beta III over I), Na'kuhl Acheros, and Son'a Intel Battlecruiser