C.U.V. Lang

Cardassian Damar Intel Science Dreadnought

Build Overview and Focus

Last Updated March 2023

This build takes an Exotic platform and leans more into the tactical side of things, employing Entwined Tactical Matrices, Morphogenic Set, and Superior Area Denial to amplify its hangar. It also leverages Intel seating. There are other ways to deploy space magic and they're all effective to some extent as the full spectrum of my exotic builds demonstrates. 


Platform Selection

With the Intel revamp of 2022, I wanted to leverage a science ship with Intel seating to use Ionic Turbulence Furthermore, I wanted to lean more heavily into tactical seating, meaning at least 3 seats, and preferably a hangar as well. Few ships met that bill and out of all of them, the Damar was the most accessible. 

Why an Engineer?

The short version is that I already had the build set up on an Engineer and the Iktomi and Ceaseless Momentum are expensive. Besides that, as the highest-parsing build even though my other toons are Tacs/Scis, it’s a strong counterargument to the idea that engineers can’t do DPS/can’t do sci builds effectively. (Note that effective is not the same as optimal; Tac Rom Alien still wins that argument). At first it was kind of a happy accident, now it's here to prove a point: Engineers can still do silly-high DPS with Exotics. It's the same reason why I don't fly the Verne/Sui'Mor, which have a theoretically higher ceiling. 

The Engineer is the weakest for exotic builds by about 5-10% final DPS at this level of performance. Tactical captains using exotic builds benefit from Tactical Fleet, Fire On My Mark, and Attack Pattern Alpha, and Go Down Fighting. Science captains benefit from Scattering Field, Science Fleet, and Sensor Scan as well as the utility of Subnucleonic Beam. In contrast, the Engineer has only one useful offensive ability for an exotic build - EPS Power Transfer. Nadion Inversion and Intrusive Energy Redirection are largely wasted on an exotic build (although the latter procs Drain Infection). The Engineering captain’s other abilities are largely focused around durability. 

I have tried to make up for the lack of offensive captain powers by making it a glass cannon, with only two weak bridge officer heals, plus the captain powers and a couple of personal traits for healing/survivability. Thus, all of the console slots are devoted to offensive purposes. Given the results on this ship exceed any other build I've done, I don’t miss the Tac/Sci career powers. If someone wants to expand on this concept using a Tac, be my guest.

Flavor/Theme Choices


Namesake

Natima Lang was a Cardassian political dissident and professor of political ethics during the turmoil leading up to the Dominion War. She and her colleagues were forced to flee the Cardassian Central Command, but escaped pursuit from the Obsidian Order with the aid of the Ferengi Quark and disgraced Cardassian agent Elim Garak. She vowed to continue her work in the Cardassian Underground to bring true reform to Cardassia. Her namesake vessel promises a different approach than standard Cardassian tactics, utilizing a combination of science and tactical abilities to considerable effectiveness.  

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 494 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 Breakdown

This ship is heavy on exotic damage but still ventures into some build spaces with supportive abilities, hangar bays, torpedo damage, as well as concessions to survivability. Since it is so diverse, it also intentionally has a subgoal that leads to it being somewhat themed. 

Skills

Skill Unlocks

Notes


Build

Starship Weapons

Notes

This ship’s primary role is Exotic DPS using bridge officer powers, exotic torpedoes, and other non-weapon effects. The primary offensive statistics for this ship are the Exotic Particle Generators skill (EPG), Critical Chance (CrtH), Critical Severity (CrtD), Auxiliary power (Aux), +Exotic, Damage Resistance Reduction (DRR), and +Bonus Exotic Damage. Secondary offensive statistics are Control Expertise (CtrlX) and +Projectile Damage as well as Weapon Amplification, since that skill boosts Exotic Critical Severity through use of the Imperial Rift 2-piece. 

The Morphogenic weapons, Dual Beam Bank, and Dyson Proton Weapon are purely there for set bonuses and contribute very little meaningful damage. 

Starship Equipment

Notes:

Drive Train: The Imperial Rift 2-piece is best-in-slot for exotic builds. The 4-piece is competitive, but not quite as good IMO unless you can guarantee a good use of the active. If it's not available, use the Temporal 2-piece instead. This ship in particular benefits from having the Prevailing (Competitive) Engines so I'm using the Revolutionary Shield so I can fit the engines. 

Hangar pets: You could swap the Elite Alliance Fighter squadrons out for Normal (Blue) To'Duj Squadrons if you have them. I don't, and I'd prefer torpless fighters that buff me (which the Alliance fighters do) anyway.

Starship Consoles

Set Bonuses

Notes: 

Exotic Subflavors: In my opinion, there are 4 main flavors in the Exotic space right now. All of them are pretty similar overall and all can be combined to a certain extent, but there are subtle differences:

Alternate exotic types: 

Please see my Dranuur for a DSD/SIA-focused ship with a healthy amount of universal consoles. Repeated testing has shown that the DSD/SIA focus is stronger but if you like Tac-Sci, both are very viable up to and above 700K DPS. Alternately, please see Tilor's Iktomi for an example of a clicky-focused ship.

Meta-Focused Tweaks:


Budget Tweaks:


Bridge Officers

Notes

Traits

Personal Traits

Meta-Focused Tweaks:


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

Starship Traits

Meta-Focused Tweaks:

To truly make a meta exotic build with unlimited budget, you'd need the following along with boff/console/trait tweaks above

This would be a fairly large departure from how this build is structured


Budget Tweaks:

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

This build doesn't really work without Entwined Tactical Matrices


Notes:

Strike From Shadows is nice for the placate/universal damage. It's something of a preference if you'd rather have Strike From Shadows to reduce threat and provide some damage or Improved Gravity Well. The Ruin of Our Enemies is an option but can be very fickle to stack up outside of specific maps and team compositions. 


Superior Area Denial is an excellent trait for ships using Fire-at-Will or Scatter Volley that also have a hangar. While it is extremely expensive, captains wishing to use this trait on multiple characters would benefit from saving up and acquiring it via the 12th Anniversary Bundle, which is how I did it. 

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:


Budget Tweaks:

 If low budget

Miscellaneous

Cooldowns

This ship uses Improved Photonic Officer as its primary cooldown mechanism. Don't need Boimler Effect or anything else. If Improved Photonic Officer is too expensive, consider picking up Torpedo Astrometric Synergy and the Chrono Capacitor Array trait, dropping Omega Kinetic Shearing and Particle Generator Amplifier

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:

I also bind "Fire all weapons" to right mouse.

Everything else is manually triggered. 

Piloting

ISA/ISE

Pre-buff the spambar prior to countdown (in PUGs) or prior to launch call (premade). Hit the first group with basic Exotic combo, leading with Chronometric Inversion Field and staggering your cooldowns on anomalies every 2 seconds. On ISE, use EPS Power Transfer -> Genesis Seed, Plasma Storm, and big buffs here as well. Next, hit Evasive Maneuvers and fly to the left side, using any remaining big buffs. Target the generator with Tyken's Rift and whatever other exotic powers are available along with another torpedo spread and the rest of the consoles: Dark Matter Anomaly, Delphic Tear, Neutronic Eddy Generator, along with Relocate Mines. Save GW/SSV. As the generator is about to die, turn and engage the ball of Nanite Spheres with a second Grav Well on a longer run. On a shorter run, simply bypass the spheres and fly to the right side. Can use a Reinforcements cooldown here as well. In general, Delta > Nimbus.

Activate Evasive Maneuvers and Deuterium and fly to the right side, rinse and repeat with as with the left. Save big active heals for this part in iSA because PUG teams don't always fly over to right generator quickly. As it's dying, turn back on the gateway. Evasive Maneuvers might be available here as well to go even faster. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! Close to 5 km and drop the Anti-time bubble and your third GW (second on a fast run) with the boost from Quantum Singularity Manipulation. Another Relocate Mines should be used here to pull in the mines. With any luck, the 400+ CtrlX Grav Well will also suck in the remaining spheres. All the universal console clickies should be available here as well. Finish off the tac cube and that should be it. On a slower run, I can often get a third round of big buffs and console actives on the gate or tac cube if I use them again on right transformer.

HSE

Don't prebuff too much. Drop your opening salvo with every long cooldown buff on one of the first Tac Cubes with the goal being to pull the spheres in as well. Use the 5 minute powers here. Stay close to your tank and be prepared to drop a Bio-Molecular Shield Generator to help them out if needed. Taking down the individual tac cubes farther back in the formation might take a little longer. Another trick to be careful of is to avoid triggering both DRB and Structural Analysis at the same time/target since the Deteriorating Secondary Deflector doesn't stack. The -DRR is good and does stack between them, but the DSD is so powerful that we want to spread that debuff out  further. Once the queen's guards are down move to the large dreadnoughts, focusing fire with your team. Console actives are likely coming back at this time so use as available. Chronometric Inversion Field is best saved in case one of the pickles activates Feedback Pulse; ditto with the queen though a premade team should have a science captain to cleanse it. Since your damage doesn't really fall off with distance, staying more than 6 km from the queen will prevent deaths to Aceton Field. Make sure you're using Relocate Mines on large, healthy targets as it's available as well as your fleet summons and batteries!

Parse Breakdown

Numbers from record ISE. 


Weapon crits were around 50%, exotics were generally higher, up into the 90s. 


Portability

Most science ships with Intel seating could handle a variation on this build, but precious few can do so without picking up an undesirable LtCmdr Engineering along the way. The Vulcan T'Pau Scout Ship, if available, trades the 4th fore weapon and hangar for a better mastery package, raider flanking, and considerable maneuverability. Pick up Lorca's Custom Fire Controls over a Focuser in that case. For more expensive ships, the Daemosh could also run this build, as could the (original) Crossfield. The former would also have to swap a focuser out while the latter would have to drop a Aux2SIF in favor of a temporal ability like Chronometric Inversion Field. Neither has a hangar. Beyond that, you're looking at ships like the Section 31 Intel Science Destroyer, which has everything but the hangar or the Ba'ul Sentry Vessel which would drop Hazard Emitters to pick up Kemocite and also has no hangar. The Son'a Command Science Vessel or the Annorax could use this build as well; the former again is 3/3 with no hangar and needs to swap a Focuser for Lorca's Custom Fire Controls while the latter would drop Auxiliary to Structural in favor of either Kemocite or another science ability like Delayed Overload Cascade.