U.S.S. Perses

Deimos Pilot Destroyer

Build Overview and Focus

Last Updated December 2023

This build was conceptualized after the Pilot overhaul in February 2023 that made Reroute Reserves to Weapons a viable energy weapon mode after being severely lacking compared to the other modes. Since I already had the extension trait for it, I decided it was time to put together a Reroute Reserves to Weapons build to fill out my stable of builds to cover all of the energy modes. I chose to use Disruptor because of certain consoles and set pieces that work well to handle the power needs for this firing mode. Reroute Reserves to Weapons adds an incredible amount of haste but also warps the typical method of building and accounting for power since it 1) drains engine power instead of weapon power, 2) the power drained is NOT returned at the end of the weapon's firing cycle, and 3) weapon power cost reduction has no effect on it. 

With the release of the Hysperian Intel Battlecruiser and its Dragonsblood Flame Reactor console, it became less desirable to use Auxiliary to Battery. Unfortunately, the previous platform for this ship, the Legendary Jem'Hadar Attack Ship, was not suitable for switching to Photonic Officer. However, in the mean time I had also acquired the Deimos Pilot Destroyer account-wide, which had very similar seating. Thus, the build was ported over to the Deimos to better take advantage of that console. 

Platform Selection

If you're using Reroute Reserves to Weapons, you NEED full Pilot (Commander), full stop. Then, since it's still an energy build it's better to have five fore weapons and 4-5 engineering consoles before T6X. Secondary specializations like Intel or Miracle Worker are nice as well. The Legendary Jem'Hadar Attack Ship has all of the above and happens to be the ship that supplies the extension trait for Reroute Reserves to Weapons (Vanguard Specialists).  In all seriousness, that ship is an excellent choice for this type of build but struggled to slot Photonic Officer, which was better for the aux-scaling Dragonsblood Flame Reactor than Auxiliary to Battery.  Since I had the ship already, I switched the build over to the Deimos and have seen excellent results.

Namesake

In Greek mythology, Perses was the god of destruction, and the father of Hecate, the goddess of magic and crossroads. This sleek vessel, armed with fast-firing disruptors and wielding some "magical" abilities of its own, fittingly bears the power of its namesake. 

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 621 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.

This build is reasonably cheap, although the use of a Legendary ship and Event ship does necessarily increase the price. 

Change History

Build Focus

This build leans hard into energy DPS. There are plenty of other secondary build emphases that led to choices for survivability or to benefit the torpedo or to add speed, but it's primarily an energy DPS ship. There is no hangar or exotic components of note in this ship.

Skills

Skill Unlocks

Notes

This ship is a energy weapons + 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.

While Engineering captains can't output the raw DPS of a Tactical Captain, their abilities lend themselves quite well to energy DPS, and you're not really a glass cannon when you have doubled Miraculous Repairs. Since I'm also tanking on this toon, it makes it rather easy mode. Tacticals have more DPS, Engineers survive longer, and I'm not building pure glass cannon

Build

Starship Weapons

Notes

There's lots to discuss here. This one is spicy.

Disruptor: Disruptor has some advantages in that the Nausicaan console gives EPS. Could do similar things with Phaser via Reinforced Armaments. 

Lorca's Ambition 2-piece: The Nausicaan set is non-value-added since it forces a Beam Array and a meh torpedo. Dark Matter ended up getting slotted by default and the console is good on its own with the 2-piece. The Wide Angle Heavy Dual Beam Bank is NOT slotted because it doesn't benefit from Reroute Reserves to Weapons' haste. 

No Quad Cannons: Look, I enjoy Quad Cannons for their damage and visuals but they drain -10 extra engine power while firing on top of the Reroute Reserves to Weapon drain and for that reason they are not my go-to.

Soliton Wave Impeller: Keeping Five Magicks up all the time requires a source of Electrical, Radiation, Fire, Cold, or Psionic damage with high uptime to gain the Disruptor bonus. This does Electrical damage and fires frequently.

Starship Equipment

Notes:

I don't need the Competitive Engines, as this ship has lots of speed. The regen helps counteract taking damage and the Bajor Core is feeding 12 power into all subsystems as long as I'm within 3 km of an enemy, which is very helpful.

Starship Consoles

Set Bonuses

Notes: 

Power Drain:

At the end of the day, Reroute Reserves to Weapons is going to drain a LOT of engine power and since traditional weapon power cost methods like Emergency Weapon Cycle, Marion, or Rhythmic Rumble don't work on it, you have to do something a little bit different to sustain the haste. I've found a winning combination that works for me and my budget level that allows me to sustain RRtW III indefinitely:

I could probably reduce some of the mitigation methods somewhat, especially on an organized run, but for general use, I have 220.63% EPS and have Engine Power set to 75 with 20 (EPtE) + 10 (ship) + 3 (skills) + 10 (EPS Manifold Efficiency) + 13 (Bajor Core) + 10 (Dragonsblood Flame Reactor), plus Five Magics should be supplying some additional power. If you have 250% EPS or more and over 140 Engine Power (so 30 overcap), you're probably capable of sustaining a RRtW build firing 6 energy weapons. I also have EPS Power Transfer and OSS III in the mix, so those add additional power. OSS's chance of Engine Offline does NOT cancel RRtW.


Budget Tweaks:


Bridge Officers

Meta Notes

Traits

Personal Traits

Meta-Focused Tweaks:

Budget Tweaks:

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

Starship Traits

Meta-Focused Tweaks:


Budget Tweaks:


Notes:

If Improved Critical Systems is not available, you might try Synthetic Good Fortune but definitely take Tractor Beam over Hazard Emitters

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:


Budget Tweaks:

 If low budget


Miscellaneous

Cooldowns

This ship uses Photonic Officer with Boimler Effect as its primary cooldown mechanism, as A2B helps with the engine power issues. Boimler can be a little unreliable, but when paired with Photonic Officer it's usually pretty safe. Thankfully, with a high number of short rotation powers (10 over a 15 second rotation), there's an 97% chance or higher of at least 1 activation of the trait during a rotation.

LINK TO CDR SHEET

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 don't map ALL of my abilities. In particular, do NOT map Fly Her Apart to a spambar, as it is a toggle and as such you'll cancel it before it's fully charged. The below image is what abilities I leave on visible trays:

Piloting

I start with basic combos for the first 3 cubes. Usually I attack the center one first. Since it's a single-target build, especially on ISA, you'll want to make sure all the enemies in the first stage are dead before zooming off. 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. If I am soloing a side, target the smaller generators before the transformer. Save Computer Assisted Flight Algorithms for attacking the transformers and gateways. Similarly, only use Dragonsblood Flame Reactor and Intrusive Energy Redirection when attacking groups of enemies. Once 2-3 of the generators and cube are down, target the transformer with Focused Frenzy. As it dies, quickly rotate to face inward toward the gate. When the transformer is low health, fly past the ball of spheres with Evasive Maneuvers again (reset due to Emergency Power to Engines) and head to the right side. Rinse and repeat, then Evasive Maneuvers again to fly between the Tactical Cube and Gateway.. Make sure to flank the Gateway Tactical Cube. Frenzy 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 start 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 runs, my weapons were parsing around 90% CrtH with roughly 60-70% flank percentage. Since flanking includes extra crit chance/severity with Intel and greatly benefits from the Computer Assisted Flight Algorithms console, you can't go wrong with flanking either! Look for the downward pointing arrow on your target. 

Parse Breakdown

Numbers from record ISE: 


The team composition for this run was a tank, and 2 supports. Crits were mid-80% for weapons and ~60% flank. Note: I was running Radiant Detonation Matrix in this run but it didn't parse well so I'm recommending Tyler's Duality. I also misfired the Refracting Tetryon Cascade. 


Portability

To properly port this ship, the best matches will be ships with 5/2 weapons with full Commander Pilot and secondary Intel, of which there are several. The cheapest option would likely be the Miradorn, which could port this build almost entirely, dropping OSS down to 1 and dropping either Let It Go or Hazard Emitters.  It would also pick up another Pilot power. I'd probably choose either Pilot Team or Hold Together. You would also lose the crafted Omni. Similarly, La Sirena would have no issues running this setup but would likely bump Let It Go to 2 and take RSP at 3, ditching the crafted Omni as well. The Mars could also use this build with just dropping OSS to 2. Lastly, the Courier would just need to drop the crafted Omni and Hazard Emitters/Let It Go for another pilot power and switch OSS to Narrow Sensor Bands 1.