U.S.S. Mitscher
Constitution Miracle Worker Flight Deck Carrier
Constitution Miracle Worker Flight Deck Carrier
Last Updated June 2025
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.
Despite this being the build that hews the closest to conventional meta wisdom for energy builds and having the highest budget, it's not even my highest-performing energy build, and that's not me sandbagging. There's something to be said about the importance of familiarity with a ship and ease of flying build types, as well as personal preference. I'm glad I built the ship, but while I was a little surprised that it didn't outperform several other builds, I wasn't terribly surprised. Scatter Volley just isn't my favorite or most comfortable build type, and budget/conventional wisdom aren't everything.
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: 435K
ISE: 1358K (premade)
HSE: 1283K (premade)
Using the EZRA rubric, this build would cost 1000 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 a C-store token we'd use on the Bozeman
3-4 additional C-store ships (Valiant, Ahwahnee, Shran, Kerala) or Klingon Recruitment for KDF. I'd rather spend 24 USD on sale than play the KDF.
3 Event ships (Denorios, Eleos, Vovin), 2 Event items (Kobayashi Maru, Pahvan Omni)
1 Lobi doff, 1 Lobi personal trait, 1 Lobi weapon
1 lockbox console, 2 lockbox weapons, 7 lockbox traits, 5 lockbox doffs, 1 lockbox bridge officer power
Reputation + fleet gear; all Mk XV Epic
0 Lobi ships
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). 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: The regular ones are perfectly fine if you don't have the Battlecruiser bundle. I didn't want to spend Dil on a fresh set of Quad Cannons since I had the Overload-Linked ones already.
Notes:
Drive Train: Discovery 3-piece is also an option for some extra damage if you don't want to do the fleet core. I have not messed around with the Khitomer set.
Hangar Bay: Elite Type 7s are the best hangar pets for overall DPS due to the insane amount of debuff they bring.
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 would need to be in an Engineering slot. On this particular ship, without Competitive Engines, my perspective on the matter is that you won't be in position well enough to utilize the 15% extra haste you'd get, if you put that in the Eng slot. The extra engine power is very helpful for maneuverability.
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 Tachyon Net Drones with Assimilated Module
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.
I belatedly realized that not all of my bridge officers are SROs/Watchers. Will fix that for next update; meta preference is to slot boffs with either of those two traits (or Vanguard Engineered Soldier boffs)
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 Thirst For Battle (T6X upgrade)
Superior Area Denial -> Improved Command Frequency
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 Kish.
Budget Tweaks:
If low budget
Replace Systems Engineer 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, Direced Energy Modulation, Kemocite, Emergency Power to Engines, Aux to Structural, Scatter Volley, Narrow Sensor Bands, Torpedo Spread, Vulnerability Assessment Sweep, Tractor Beam, Kobayashi Maru Transponder, Mixed Armaments Synergy, Jam Sensors.
[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. In particular, batteries are manually triggered so I can use a Large Aux Battery right before the aux-scaling Fleet Power Network Array.
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
Resonance Shock: 152526
Full Broadside: 142388
Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II: 124792
Dual Heavy Radiolytic Phaser Cannons - Scatter Volley II: 111050
Wide Arc Phase Dual Heavy Cannons - Scatter Volley II: 102642
Dual Radiolytic Phaser Cannons - Scatter Volley II: 87223
Pahvan Proton Beam Array - Fire at Will II: 62502
Tachyon Net Drones - Vulnerability Exploited: 60098
Elite Type 7 Shuttlecraft: 54553
Immolating Phaser Lance: 53118
Heavy Inhibiting Phaser Turret - Scatter Volley II: 47287
Pulse Phaser Turret - Scatter Volley II: 47179
Digital Compilation Field: 37934
Dark Matter Laced Quantum Torpedo - Spread II: 28629
Dark Matter Laced Quantum Torpedo - Salvo I: 25459
Terran Task Force Dual Heavy Phaser Cannons - Rapid Fire I: 16746
Wide Arc Phase Dual Heavy Cannons: 16233
Kemocite-Laced Weaponry I: 16141
Dual Heavy Radiolytic Phaser Cannons - Rapid Fire I: 14003
Dual Heavy Radiolytic Phaser Cannons: 13802
Pahvan Proton Array - Overload I: 13346
Terran Task Force Dual Heavy Phaser Cannons: 11091
Dual Radiolytic Phaser Cannons: 10288
Nimbus Pirate Distress Call: 9615
Dark Matter Laced Quantum Torpedo: 9412
Wide Arc Phase Dual Heavy Cannons - Rapid Fire I: 8829
Concentrate Firepower III: 8336
Dual Radiolytic Phaser Cannons - Rapid Fire I: 7833
Pulse Phaser Turret: 7380
Heavy Inhibiting Phaser Turret - Rapid Fire I: 7054
Dark Matter Dissolution: 6796
Gravity Well I: 6690
Pulse Phaser Turret - Rapid Fire I: 6387
Refracting Tetryon Cascade (Rank 2): 5464
Distributed Targeting: 5417
Anti-Time Entanglement Singularity (Rank 2): 5257
Heavy Inhibiting Phaser Turret: 4537
Barclay Maneuver: 2591
Phaser Array: 1422
Pahvan Proton Array: 1402
Phaser Beam Array - Fire at Will I: 905
Tractor Beam I: 663
Counter-Offensive: 518
The team composition for this run was this ship, a support tank, and 3 supports.
There are two other full Miracle Worker ships with two hangar bays, 5 fore weapons, and 8 weapons overall: the Tzen-tar and the Borg Assimilator. If you're using the Assimilator, you can basically use this build seamlessly, but swapping Structural Analysis for something else more valuable like a short cooldown heal to fuel Logistical Support would be preferable, and you'd give up a turret. The console layout is similar enough that no changes would need to be made. The Tzen-tar would be trickier and would require significant effort to modify, with heavy changes to boff layout and consoles. You would end up dropping Structural Analysis to pick up Concentrate Firepower, downranking Emergency Power to Weapons, and dropping Kemocite for Deploy Construction Shuttle Wing. You'd also have to substantially overhaul consoles or just replace Isomags and the Colony console with Locators and Shield Absorptive Frequency Generator.
On the cheaper end of things, the Lexington could basically handle this build seamlessly, though not using the Intel seat would be a little sad. You would trade a fore weapon for another turret and lose a hangar to pick up a better cruiser command, so it's a bit of a downgrade. I encourage people interested in a Lexington CSV build to check out Jay's take on it, however, as I prefer to slot mines on my Lexington.