U.S.S. Liam Shaw

Garrett Command Alliance Dreadnought Cruiser

Build Overview and Focus

Last Updated March 2025

It took Cryptic a long time to come out with a ship that could slot Call Emergency Artillery, Recursive Shearing, and Concentrate Firepower III while also packing a hangar and enough tactical seating, and it . . . wasn't this ship. Technically it was the Dauntless II, but of course that is a much more expensive ship. While I was thinking about acquiring one, this ship released instead, and as soon as I saw it, I knew I wanted to run torpedoes on this ship for massive spike damage. So, here it is: my temporal/command torpedo boat and also our site's current record holder on HSE.

Flavor/Theme Choices


Namesake

Captain Rachel Garrett earned fame by dying in the line of duty onboard the Enterprise-C in the Battle of Narendra III in a fight that helped broker a lasting peace between the Federation and the Klingons, thus earning her a place in Starfleet's history books. Centuries later, Captain Liam Shaw commanded what would become the Enterprise-G in a battle against a Changeling-Borg alliance. He was fatally wounded but ultimately the senior officers of the former Enterprise-E escaped through his efforts and were successful in overcoming the incursion.

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 823 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 emphasizes projectile damage and hits a few other areas too. It's not completely squishy.


Skills

Skill Unlocks

Notes


Temporal Operative is useful for Entropic Rider and Atrophied Defenses as well as Phasic Artillery and Continuity. The passive EPG is nice as well for feeding Subspatial Warheads. Intel is an option and I use that on my Kinetic Scimitar, but I like the safety in Temporal as well as the lessened piloting need since flanking is not a consideration with Temporal. 

Build

Starship Weapons

Notes

Starship Equipment

Notes:

The Adapted M.A.C.O set is underrated by many torpedo drivers, but if you don't need/want the Competitive Engines, then it's a solid option. If the Competitive (Prevailing) engines are desired, then I would use the Tilly Shield (Discovery Legends reputation), possibly adding the warp core from that set as well. 

Starship Consoles

Set Bonuses

Notes: 

For beams or cannons, energy type and subtype doesn't matter all that much and an astounding number of keystrokes have been spent asking whether Phaser or Disruptor is better, should I fill up with Spiral Wave Disruptors or Sensor-Linked, etc. when difference between them until one starts hard-core chasing numbers is minimal. That is NOT the case with torpedoes, where I will say that conservatively there's about a dozen usable types of torpedoes for high-level play and the rest of them are basically trash. This is where the torps-are-weak crusaders have a point--the average torp is not strong, and 3 whole subtypes are basically not worth slotting (Transphasic, Chroniton, and Tricobalt). This is my personal list of strong/decent torpedoes. If it's not on this list, I personally wouldn't slot it (though I may have missed one)

Consoles: While it pains me to give up a healing console, the Tachyon Net Drones from the Bozeman are REALLY good and there's an argument to be made for slapping them onto pretty much any kind of build. Support, tank, energy, projectile, maybe even exotic. It's hard to pick apart the active in the parser but if you tally up all the pieces, it hits really hard and also takes enemy shields offline. 


Budget Tweaks:

Bridge Officers

Meta Notes

Traits

Personal Traits

Meta-Focused Tweaks:

If going full glass-cannon with unlimited budget

Budget Tweaks:

Try and keep the ones at the bottom, but the default traits are not very good for torpedoes at all. 

Starship Traits

Meta-Focused Tweaks:


Budget Tweaks:

 Try and keep the ones at the bottom. Torpers really need Entwined Tactical Matrices to function


Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:


Budget Tweaks:

Miscellaneous

Cooldowns

This ship uses Photonic Officer with the Boimler Effect as its primary cooldown mechanism. As evidenced from the chart above, without Boimler Effect triggering, this build will not have most of its powers on global cooldown. Thankfully, with a high number of short rotation powers (10 over a 15-20 second rotation), there's an  91% chance or higher of at least 1 activation of the trait during a rotation. 

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. Torpedo ships, especially fast ones with the Covert Warhead Module, are hard to fly. Make it easy on yourself.

Videos

This one is not this ship, but covers general piloting tips for this build type on ISE

Piloting

ISE Piloting Tips

I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). You'll want to use Form Up about 10 seconds before the count down ends and Emergency Power to Engines typically around 5 seconds out. The first group I hit with Grav Well (GW), and a full rotation of torpedoes. On ISA, I don't bother using Concentrate Firepower here but I might use Tachyon Net Drones to offline the center cube's shields

Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs. I shoot the nearest generator on the way in and try to line up so the 2 far-side generators are hit by torpedo spreads and Fire at Will. I also usually activate my Hur'q Beacon here. I then lock onto the transformer with Concentrate Firepower, and Tractor Beam and destroy it; Tac ult active help a lot. Make sure that the assimilator goes down before leaving. I have enough damage that I can kill it through 1-2 generators still being alive. As the generator is about to die, I turn and leave, shooting probes and spheres along the way. I don't bother killing them all, as they'll be back during the gateway fight.

Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. I try to save my big active heals for this part if I am pugging because pug teams don't always fly over to right generator quickly. On a premade, this is not an issue. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! This is where Agony Redistributor gets used. A second Gravity Well should be available here. Of note, closing to 5 km and dropping the Anti-time bubble is quite good with the boost from Quantum Singularity Manipulation. With any luck, the 300 CtrlX Grav Well will also suck in the remaining spheres for tons of damage. Concentrate Firepower and Tractor Beam on the gateway helps bring it down quickly, then it's rinse and repeat on the cube. Concentrate Firepower and Tractor Beam again on the Tac Cube with Tachyon Net Drones when it's available. If another reinforcements calldown is available, use it here.

Parse Breakdown

Numbers from Record ISE


The team composition for this run was this ship, 2 supports, and a support tank. 


I'll provide the survivability breakdown for this ship on my solo, deathless ISA soon as an indication of how this ship stays alive in heals-per-second (HPS):



Portability

The Garrett is fairly unique as one of only a few ships with at least LtCmdr Temporal and Cmdr Command and has 5 fore weapons. That said, you could do this on the Dauntless II, dropping the Wide Angle Heavy Dual Beam Bank. I'd also drop Kemocite to pick up at least 1 Secondary Deflector Trigger in the form of Structural Analysis.