U.S.S. Mitscher
Constitution Miracle Worker Flight Deck Carrier
Constitution Miracle Worker Flight Deck Carrier
Last Updated September 2026
It's funny: the most iconic ship in Star Trek, the Constitution-class, has never held much appeal for me aesthetically. At the risk of dating myself, I grew up with TNG, DS9, and VOY, so the NCC-1701 wasn't the ship of the shows I watched. The highest ceiling firing mode for energy builds is Cannon: Scatter Volley (though I suspect beams are more popular), and while I've had 3 ships previously that use that power, I only had one that fully built around it. It wasn't my thing, and Jayiie has at least four other high-performing CSV builds that aptly illustrated how to build such a ship.
However, I noticed something about all of those builds: none of them had a hangar. While I originally was holding out for a 5/2/1 Miracle Worker Strike Wing Escort to make a Phaser CSV build on, (and I'm still hopeful for such a ship), after grinding a large amount of energy credits, I came to realize that the Miracle Worker Constitution was a 5/3, had 2 bays, and would make an excellent CSV platform. So, you can say I sort of backed into this ship and thus ended up making one of the more popular platforms with one of the more popular build types.
Now this is the build that hews the closest to conventional meta wisdom for energy builds and having the highest budget, with enough practice, it is my highest-performing energy build, but it took a lot to get there and my FAW Avenger is much easier to fly. Scatter Volley just isn't my favorite or most comfortable build type, and juggling 8 different console actives is more demanding. Much to my chagrin, on a ship that is not my favorite hero ship, on a firing mode that is not favorite, it is my first ship to break 2M DPS. Just like Jay and his apathy towards torpedo builds despite his kinetic Sh'vhal being his first 1M DPS build, the monkey's paw curls.
Platform selection
The goal was five fore weapons, (full) Miracle Worker specialization, and at least one bay. The Miracle Worker Constitution has all of that and adds a second bay. In a perfect world, I'd trade that second hangar for a better secondary specialization like Intel or Pilot, and/or better cruiser commands. The shield/threat ones are not particularly useful here. However, this ship is a tremendous energy weapons platform and the bays don't hurt.
Flavor/Theme Choices
Increased survivability for general Elite TFOs
1 torpedo
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Human captain
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Marc Mitscher was a U.S. Navy Admiral in World War II known for pioneering aircraft carrier tactics. At the height of the war in the Pacific, he led a task force of fast carriers that destroyed much of the opposing navy and liberated numerous islands in an ultimately successful campaign. This ship, bristling with fighters and weapons, bears firepower that the pioneering carrier task force could not dream of. One could say this ship is the Star Trek equivalent of a Fast Carrier Task Force, or at least the core of it.
ISA: 487K (solo, deathless)
ISE: 2160K (premade), 843K (public random)
HSE: 2117K (premade)
Using the EZRA rubric, this build would cost 1,042 USD to replicate, making it my priciest ship. 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.
Elite Captain/T6X upgrade, all fleet unlocks
1 Promo ship (Constitution Miracle Worker Flight Deck Carrier)
2 Lockbox ships (Deimos, Crossfield Refit,)
1 Legendary bundle (Legendary Battlecruiser) with C-store token we'd use on the Ahwahnee
4-5 additional C-store ships (Valiant, Earhart, Kerala Armstrong, Salcombe) or Klingon Recruitment for KDF to get Withering Barrage and skip the Valiant.
4 Event ships (Denorios, Eleos, Vovin, K'Vort), 4 Event items (Kobayashi Maru, Pahvan Omni, Antares Beacon, Temporal Disorder)
1 Lobi personal trait, 1 Lobi weapon
1 lockbox console, 2 lockbox weapons, 7 lockbox traits, 5 lockbox doffs
Reputation + fleet gear; all Mk XV Epic
0 Lobi ships
September 2026: Replaced Valor Fighters with Elite Kelvin Timeline Assault Drones. Replaced 2 Isomags with Hunting Pack Escorts and Shared Targeting Network. Replaced Superior Area Denial with Diametric Focus. Replaced Fire at Will with Attack Pattern Beta. Replaced Warp Core Engineer and Space Warfare Specialist with Dal R'El and 19 of 47. Was at 469K ISA/1756K ISE/1862K HSE.
May 2026: Replaced Elite Type 7 Shuttles with Valor Fighters. Replaced Thirst For Battle and Strike From Shadows with Superior Area Denial and Target That Explosion. Replaced Kemocite-Laced Weaponry with FAW. Replaced Repair Crews with Whole Lotta X's. Replaced Hull Image Refractors and Tachyon Net Drones with Krenim Chronophage and Temporal Disorder. Replaced Discovery Engines and Fleet Core with Discovery Core and Competitive Engines. Replaced Narrow Sensor Bands with Null Pointer Flood, replaced Directed Energy Modulation with Reroute Power from Life Support, upgrading Emergency Power to Engines. Replaced Vincent Kish and Systems Engineer with Space Warfare Specialist and 19 of 47. Was at 435K solo ISA, 1358K ISE/ 1283K HSE
June 2025:
Replaced Valkyries with Elite Type 7 Shuttles.
General shift away from maximum Isomags to active consoles. Replaced 5 Isomags and the colony console with Fleet Power Network Array, Flagship Computer, Adaptive Emergency Systems, Subspace Fracture Tunneling Field, Custom Power Matrix, and Broadside Combat Module.
Replaced Advanced Inhibiting Omni with Pahvan Omni.
Replaced Flight Deck Officer with Warp Core Engineer.
Replaced Romulan Engines with Discovery Engines. Adjusted boff layout to favor Unconventional Systems and Directed Energy Modulation.
Replaced Deft Cannoneer and Terran Targeting Systems with Unconventional Systems and Breen Shield Tunneling.
Replaced Superior Area Denial with Strike From Shadows.
Was at 360K ISA/1015K ISE/1011K HSE.
April 2024: Posted build
Build Focus
This build is mostly about energy DPS with hangars and a little survivability. There are some small contributions from projectiles and other supportive concepts as well, but those are tertiary.
Notes
All weapon-centric builds benefit from the tactical ultimate, as weapon haste and bonus weapon damage from the Focused Frenzy active are appreciable when used on big targets. Applying the bonus to your team is also appreciated. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
Engineering skills
Since I use this skill tree for both tanks and offtanks, taking two points in Hull Restoration/Hull Capacity helps survivability. Increased Hull Capacity boosts Tyler's Duality as well
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Efficiency is particularly good at adding power to subsystems I am not allocating much power to.
Improved EPS Power Transfer is essential for recovering power while firing energy weapons.
Science skills
Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
A single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay
Since this character uses Quantum Phase torpedoes on 2 builds, which scale with Drain Expertise, I take both points in DrainX. A single point in Control Expertise powers the Fragment of AI Trait on builds that use it on this toon.
All energy builds should take maximum points in Long Range Targeting Sensors.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Energy Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost energy weapon damage directly. Since I do have a torpedo and it does decent damage, 2 points in Projectile Weapon Training is a good choice.
I like taking 2 points apiece in accuracy and defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.
Coordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. They also benefit hangar pets on builds that have those. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme.
Unlocks
There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance. I lean a little heavier on Engineering in lieu of stacking more points into the Tac Ultimate.
This ship is a cannons + 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.
Notes
Torpedoes: One, I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Super Charged Weapons, is NOT a DPS loss considering it also brings a very powerful set bonus (25% Critical Damage from War Discretion). In this case, it probably is a DPS loss, but I like having a single torp so I'm keeping it. While I'm more fond of the Quantum Phase Torpedo and it generally outperforms the Dark Matter Torpedo, I couldn't justify its inclusion here without the console.
Radiolytics: Generally procs don't matter, but Radiolytics are one of the better Phaser variants, certainly better than Agony with their paltry chance for a minor DOT. The Pulse Phaser Turret is for flavor.
Pahvan Omni: This functions as a beam, but still benefits from cannon firing modes, allowing for easy triggering of Mixed Armaments Synergy without needing a Beam Omni. It also does a ludicrous amount of damage from its proc under AOE firing modes.
Quad Cannons: I'm not using them because of the Engine power drain.
Notes:
Hangar Bay: Detailed analysis shows that certain pets (like Elite Valors) with Superior Area Denial are equal to Elite Type 7s in solo content and will be better in grouped content due to debuff saturation. Kelvin Drones are even better than Valors and while I'm not using SAD on this ship, they still hit hard.
Notes:
Isomags versus Locators: The Advanced Isomagnetic Plasma Distribution Manifold Engineering consoles have been shown by analysis to be about 7.5% better than Vulnerability Locators for this build. They're either expensive on the Exchange (especially in Phaser flavor) or you'll need to farm them from the appropriate Elite TFOs depending on how good your luck is, then re-engineer to Phaser (not trivial given their large mod pool) and upgrade them. If that's too much effort, slot Locators and play musical chairs with the consoles. That said, the current meta has trended more toward consoles with powerful actives as we have more ways to give them high uptime so this ship leans more into those than isomags.
Custom Power Matrix: If you were going to max out Aux Power for the Fleet Power Network Array, this needs to be in an Engineering slot.
Notes:
Alternate energy types: Obviously all weapons would need to be replaced except the Dark Matter Torpedo. If Disruptor, consider the Nausicaan Energy Torpedo. Keep D.O.M.I.N.O. and replace the Advanced Engineering / Colony consoles with the appropriate flavor.
Budget Tweaks:
If low budget, try Tilor's Cyclone build, but otherwise
Drop Flagship 2-piece (T6X and T6X2 upgrades)
Replace D.O.M.I.N.O. with Quantum Phase Converter
Replace Subspace Fracture Tunneling Field with a Protomatter console
Replace Broadside Combat Module with Temporal Disentanglement Suite
Replace Immolating Phaser Lance with Approaching Agony or shuffle consoles to pick up another Fleet Colony console
Replace Temporal Disorder with Reiterative Structural Capacitor
Drop Kobayashi Maru Transponder if unavailable (T6X2 upgrade and event); if available, drop the Hull Patches instead
Meta Notes
Could replace Mixed Armaments Synergy III with Reverse Shield Polarity if going tankier.
Not all of my bridge officers are SROs/Watchers. Meta preference is to slot boffs with either of those two traits (or Vanguard Engineered Soldier boffs)
Reroute Power from Life Support has a unique interaction with Target That Explosion and the Dark Matter Torpedo that makes it worth bringing.
Meta-Focused Tweaks:
If going full DPS, with unlimited budget
Give Your All -> Duelist’s Fervor or Intel Handler
Repair Crews -> Adaptive Offense or Terran Targeting Systems
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Breen Shield Tunneling (Elite Captain unlock)
Fragment of AI Tech -> Deft Cannoneer
Context Is For Kings -> Operative
Boimler Effect -> Point Blank Shot (this one hurts to lose)
Repair Crews -> Techie
Unconventional Systems -> Cannon Training
A Good Day to Die -> Innocuous
Intelligence Agent Attache -> Accurate
Meta-Focused Tweaks:
If going full DPS with unlimited budget, it's still going to be hard to get better than this. Maybe swap out Super Charged Weapons for Weapon Emitter Overdrive or Terran Goodbye?
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Ship of the Line (T6X2 upgrade) if you're not using the Legendary Inquiry. If you are, drop Universal Designs
Drop Diametric Focus (T6X upgrade)
Universal Designs -> Unconventional Tactics
Notes:
Other good C-store traits to replace Ship of the Line/Thirst for Battle are Calm Before the Storm (Ghemor) or Strike From Shadows (Shran). You could also try Temporal Tunneling (Atlantis) but you'd need a more consistent trigger.
Meta-Focused Tweaks:
If going full DPS with unlimited budget,
Good luck getting one, but 24 of 47 gives you a chance for CrtH on use of Tac Powers and chance for max power on Miracle Worker powers. Would replace 19 of 47.
Budget Tweaks:
If low budget
Replace 19 of 47 with Fabrication Engineer to boost skills from Ensign powers from the K-13 Fleet Holding
Replace the Energy Weapons Officers with a Warp Core Engineer for a little extra power on EPtX and the Exocomp that gives bonuses on Battery use
This ship manages cooldowns via Photonic Officer and Boimler Effect. Photonic Officer I with Boimler Effect is generally enough to cover cooldowns for bridge officer powers with minimal opportunity cost.
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. For this one, I simplified it greatly and only use 1 keybind on a spambar for this ship.
Main spambar: (Spacebar, trays 1 and 3) Immolating Phaser Lance, Emergency Power to Weapons, Attack Pattern Alpha, Go Down Fighting, Photonic Officer, Mixed Armaments Synergy, Torpedo Spread, Attack Pattern Beta, Emergency Power to Engines, Jam Sensors, Scatter Volley, Null Pointer Flood, Vulnerability Assessment Sweep, Tractor Beam, Kobayashi Maru Transponder
Big Buffs: [3] Used in major fights. Flagship Computer, Aux Batteries wrapped around Fleet Power Network Array to ensure it's at high aux when used, DOMINO, SS Antares Distress Protocol, Tactical Fleet, Intel Fleet, Sigma Strategem, Hunting Packing Escorts.
[5] is a special keybind specifically for the Subspace Fracture Tunneling Field off of the Vovin. The specific key sequence I use has that console on a tray by itself, wrapped in a command to deselect the target, as I generally don't want to use the teleport, as it's very disorienting, especially on HSE. Thus, the row for that in the keybind file is "+TrayExecByTray 4 1 $$ target_clear". If I want to use the teleport, I just hit it manually.
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered, especially Auxiliary to Structural as my Competitive Engine trigger.
While this isn't the exact same ship, it is also a Cannon Scatter Volley build and will fly and position basically the same for either ISE or HSE.
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 in the mid-60% with roughly 30-40% 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.
Numbers from record ISE:
Pahvan Proton Beam Array: 268,092
Hunting Pack Escorts: 258,384
Wide Arc Phase Dual Heavy Cannons - Scatter Volley II: 159,552
Broadside Combat Module: 155,508
Dual Heavy Radiolytic Phaser Cannons - Scatter Volley II: 140,213
Elite Kelvin Timeline Assault Drone: 130,896
Dual Radiolytic Phaser Cannons - Scatter Volley II: 128,569
Krenim Chronophage: 111,394
Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II: 98,898
Target That Explosion: 88,088
Heavy Inhibiting Phaser Turret - Scatter Volley II: 86,046
Pulse Phaser Turret - Scatter Volley II: 83,167
Immolating Phaser Lance: 75,313
Dark Matter Laced Quantum Torpedo: 57,671
Digital Compilation Field: 48,017
Dual Radiolytic Phaser Cannons: 42,534
Wide Arc Phase Dual Heavy Cannons: 39,868
Terran Task Force Dual Heavy Phaser Cannons: 30,027
Dual Heavy Radiolytic Phaser Cannons: 24,487
Anti-Time Entanglement Singularity: 20,296
Pulse Phaser Turret: 19,641
Concentrate Firepower III: 18,260
Gravity Well I: 18,094
Refracting Tetryon Cascade: 15,588
Distributed Targeting: 11,025
Heavy Inhibiting Phaser Turret: 10,182
Temporal Disorder: 7,287
Quad Disruptor Cannons: 5,009
Quad Disruptor Cannons - Surgical Strikes III: 3,605
Miracle Worker Ship: 3,140
Tractor Beam I: 2,814
Disruptor Turret: 2,428
Withering Radiation: 272
The team composition for this run was this ship, a support tank, and 3 supports.
Something that we try to teach is how to read a ship, understand what are the important parts, and then apply it to other ships so you don't need a build for your specific ship. You can either copy or adapt from another ship as needed instead if there’s one that can run the same build or is close enough. The important parts of this ship are Full Miracle Worker seating, alongside dual cannons, at least 1 hangar, at least 4 Engineering consoles, the ability to run a Gravity Well, and 5 fore/2-3 aft weapons. Consulting Fleffle's Sortable List with those filters, that gives us a few options:
The D7 Miracle Worker Flight Deck Carrier is the cross-faction equivalent of this ship and so can run this build seamlessly
The Borg Assimilator gives up a singular turret but can otherwise run this build.
The Credence is an interesting case, where Heisenberg Amplifier is a better Uncon trigger than Tractor Beam, so take it at rank 1 on the LtCmdr Sci/Temporal seat, and move Tractor Beam over to the Lt Universal at rank II. Downrank Emergency Power to Engines on the Ensign seat. Since there's no command seating, Reroute Power From Life Support goes away, as does Target That Explosion. Thirst for Battle is an easy substitute. This comes at the cost of a hangar bay. You should also fit in the Credence’s console, displacing Temporal Disorder.
The Voth Stronghold loses RRPFLS and shuffles Auxiliary to Structural over to the Lt seat so that Overwhelm Power Regulators and Narrow Sensor Bands 2 fit on the Commander seat. This is a little awkward, as now we basically can't use the intel seat except for Override Subsystem Safeties at rank 1 to keep Beta/Scatter Volley. The Lt Universal is probably best served as Engineering with Emergency Power to Engines 1 and Aux to Structural 1 on that seat and Jam Sensors is lost, along with a hangar bay.