U.S.S. Argus
Fleet Theseus Temporal Escort
Fleet Theseus Temporal Escort
In ancient Earth mythology, "Argus” was the builder of the famous ship Argo and subsequently an Argonaut, one of many heroes who traveled in that ship to find the Golden Fleece. A master shipbuilder, Argus was known to have built the ship with the help of the goddess Athena and his creation was known as the best of its lineage. This Theseus-class escort is thus an homage to skilled shipbuilders and its namesake, who built a ship that carried the hero Theseus, among others, to great adventures.
September 2022: Replaced Hazard Emitters with Very Cold In Space. Replaced the Fabrication Engineer with Space Warfare Specialist. Changed all possible mods from [Dmg] to [CrtD].
April 2022: Replaced Inspirational Leader and Galvanized Munitions with Terran Targeting Systems and Intelligence Agent Attache.
November 2021: Migrated to Sites. Swapped Entwined Tactical Matrices for Withering Barrage and added the Boimler Effect (Elite captain unlock). Swapped Matter-Antimatter Specialist for Fabrication Engineer.
ISA: 183K (now 193)
ISE: 372K (now 552)
HSE: 203K (now 244)
Elite Captain/T6X upgrade, all fleet unlocks
5 T6 C-store ships (Arbiter, Shran, Endeavour, Valiant, Ghemor)
1 fleet ship (Fleet Theseus)
3 Event consoles (Protomatter Field Projector, Alliance Tactics, DOMINO, 1 Event weapon (Soliton Wave Impeller), 1 Event device (Kobayashi Maru Transponder)
1 Lockbox console, 7 Lobi/lockbox traits, 4 non-standard doffs, 2 lockbox weapons
Reputation + fleet gear; all Mk XV Epic
0 Lockbox, Legendary, R&D Promotional or Lobi ships
If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
Increased survivability for soloing missions on Elite
Antiproton Cannons of varying types
1 torpedo
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Human captain
Captain Class: Science
Captain Race: Human
Captain Faction: Federation
Primary: Intelligence
Secondary: Strategist
Intended Role: Energy + Science mixed DPS
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
Single points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
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 is using Gravity Well and other control-based abilities, having both points in ControlX boosts those as well as the Fragment of AI Tech trait adds value. I take a single point in DrainX to help resist drains and two points in EPG for boosting the Exotics like Gravity Well on this build.
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.
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. Temporal Operative would be another viable choice for primary.
Notes
This ship’s primary role is Energy DPS. Its primary weapon systems are Antiproton Cannons of various flavors. I went for a variety of cannon subtypes purely for visuals. I love seeing the different red-purple cannon splats of various shapes, frequencies, and sizes. That’s why there’s a Ba’ul and a Delphic cannon in there. The build would function just as well if not better with regular Antiproton for all the slots. I avoided Radiant weapons because they are significantly different in color and they don’t benefit from any other haste except their own. Weapon flavor is Antiproton because they look cool and fit the aesthetic of the ship. Energy type doesn’t matter (much). Could have just as easily been any other type.
Mods: Recent investigations on this particular ship using the energy weapon calculator showed that taking [CrtD] mods wherever possible was a net win. This is not universally true.
Torpedoes: I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Super Charged Weapons, is NOT a DPS loss compared to beam arrays. The Dark Matter torpedo provides a fantastic 2-piece bonus in addition to fueling Super Charged Weapons.
Notes:
This ship is sufficiently nimble that the Prevailing Regalia engines are not worth it. There's plenty of other defensive tools, so the Stamets-Tilly 2-piece is also unneeded. Instead, we'll go for max offensive stats from deflector, engine, and warp core.
Notes:
Not many set bonuses are particularly good for antiproton exclusively (aside from the Ba'ul 2-piece Lobi set, which is more for tanks), so instead this build focuses on generically good bonuses and consoles rather than sets. The only set bonus is the near-ubiquitous Lorca's Ambition 2-piece for 25% Critical Severity.
Alternate Energy types:
Obviously all weapons would need to be replaced except the torpedo. Alliance Tactics is the only console to replace. Keep D.O.M.I.N.O. and replace the fleet consoles with the appropriate flavor.
Regular antiproton cannons are probably a touch better than some of the alternate flavors I have here.
Budget Tweaks:
Regular antiproton cannons are just fine here, don't need the fancy lockbox ones
D.O.M.I.N.O. -> M6 Computer from the T3 Perseus
Protomatter Field Projector -> Ablative Hazard Shielding from the Arbiter is a good choice. If you don't have it, Trellium-D from the "Ragnarok" mission is okay
Alliance Tactics -> Voth Phase Decoy from the Phoenix Box
Drop the Kobayashi Maru for a Red Matter Capacitor from the Phoenix Box
Meta-Focused Tweaks:
If you want to go full glass-cannon with unlimited budget:
Ablative Shell -> Terran Targeting Systems
Give Your All -> Adaptive Offense
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Inspirational Leader (Elite Captain unlock)
Ablative Shell -> Redirected Armor Plating
Context Is For Kings -> Operative
Terran Targeting Systems -> Point-Blank Shot
Fragment of AI Tech -> Innocuous
Intelligence Agent Attache -> Techie
Boimler Effect -> Photonic Capacitor
Self-Modulating Fire -> Accurate
Meta-Focused Tweaks:
These are pretty well the best traits at this price point. If your budget is unlimited
Strike From Shadows -> Terran Goodbye
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Super Charged Weapons (T6X upgrade)
Improved Critical Systems -> Promise of Ferocity at the C-store level, Programmable Matter Enhancements otherwise (Exchange)
Strike From Shadows -> Improved Command Frequency (Command specialization)
Calm Before the Storm -> Unconventional Tactics (Strategist specialization)
Withering Barrage > Improved Predictive Algorithms (Intelligence specialization)
This build basically won't work without Emergency Weapon Cycle but if you really can't swing it, try Arrest from the Constable specialization to help fill cooldowns as presumably you won't have Boimler Effect either.
Notes:
Improved Critical Systems was superior to Promise of Ferocity or Piercing Projectiles, but it was very close. If you don't have ICS, consider one of those at the C-store level. Entwined Tactical Matrices can be used to replace Withering Barrage, just make sure you stagger out your Torp Spread and Cannon Scatter Volley instead of stacking them. I did 358K with ETM before I had Withering Barrage so it's certainly Elite-capable.
Notes
Energy Refrequencer is pretty nice for healing on a glass cannon ship and the rest are generically the best damage traits for escorts. You might try Enhanced Shield Penetration if you don't want Refrequencer.
Recursive Shearing III vs CSV III
Given the seating of the Theseus, you have to choose between Recursive Shearing III and Cannon: Scatter Volley III. Taking Recursive Shearing III results in 15% more stored damage over 5 seconds on a single-target power every 15-20 seconds. This is a “final” damage amp on that ability, not Cat1 and doubles its damage. CSV III gains 5% extra (final) damage and a -10 less accuracy penalty compared to CSV II. Given that choice and given that I’d drop two ranks in Recursive Shearing compared to one for Scatter Volley, I chose Recursive Shearing III. Jayiie has a build on the same ship that uses Scatter Volley III; check that out if you'd like a different take as it also does tons of damage. The Vincent Kish duty officer helps mitigate this loss as well by providing a chance at upgrading the Scatter Volley II to III.
This ship manages cooldowns via Photonic Officer I and The Boimler Effect. Previously I was using Photonic Officer II, the Chrono-Capacitor Array reputation trait, and a Krenim boff to help with the tactical chain cooldowns, but the Boimler Effect allows me to drop the reputation trait and downgrade Photonic Officer. Note that with a good Photonic Officer timing and Calm Before the Storm, as shown here, I barely need the Boimler Effect, but those aren't always on good timing cycles so it's mostly to fill gaps. The tool does not model that trait. Previously, the use of Entwined Tactical Matrices on a 20 second rotation between Scatter Volley and Torpedo Spread made reducing the tactical chain down to 15 seconds less important, but with Withering Barrage, having the more powerful (if unreliable) Boimler Effect was beneficial. That said, I do not recommend slotting the Boimler Effect as your only CDR source.
If you're truly space-rich
Slotting another 21 of 47 would be a reasonable boost to damage, but you could also go for one or more 26 of 47 which is much more expensive.
Trading either the Matter-Antimatter Specialist or the Gravimetric Scientist for another Energy Weapon Officer would be a decent trade
Budget Tweaks:
If low budget
Replace Energy Weapon Officers with a Maintenance Engineer (Exocomp) from the Phoenix Box and the Mirror Hakeev Astrometric Scientist also from the Phoenix Box.
Replace the Security Officer with a Warp Core Engineer (chance of power on Emergency Power ability)
Replace the Matter-Antimatter Specialist and Space Warfare Specialist with Fabrication Engineers from K-13 that gives you a chance of small skill boosts from Lieutenant or Ensign abilities
Keybinds are essential to how I fly this ship. Since my background is in RTS games and MOBAs, I'm very comfortable with using my left hand to both fly and activate keys. If I was more acclimated to a gaming mouse with lots of buttons, I could map activations to that as well.
Tactical chain: (Spacebar) Scatter Volley II, Emergency Power to Weapons III, Auxiliary to Structural I, Emergency Power to Engines I, Tactical Team I, Torpedo Spread I, Energy Amplifiers, Photonic Officer, Attack Pattern Beta, Tactical Team I
Single-target focus: (1 key) Sensor Scan, Recursive Shearing, Gravity Well, Very Cold in Space
Long cooldown buff combo: (2 key) Intelligence Fleet, Scattering Field, Energy Amplifiers, D.O.M.I.N.O., Kobayashi Maru Transponder, Photonic Fleet, Science Fleet
Engineering chain: (3 key) Emergency Power to Engines, Auxiliary to Structural, Tactical Team, Emergency Power to Weapons. This ends up being rather superfluous with the spacebar, but I built it as sort of a habit from other builds that are more desynced.
Heal chain: (4 key) Brace for Impact, Causal Reversion, Hazard Emitters, and Distribute Shields. I don't map ALL of my heals here, preferring to activate Protomatter Field Projector, Bio-Molecular Shield Generator, Sensor Interference Platform, Diversionary Tactics, Co-opt Energy Weapons and Reverse Shield Polarity manually.
Everything else is activated manually.
I don't do much prebuffing on ISE aside from Kobayashi Maru and Emergency Power to Weapons, hitting Energy Amplifiers and [spacebar] as I fly in. I use my big buffs [2] and keep spacebar/[3] cycling as at the big group. Recursive Shearing should be used on the Tactical Cube on Elite. On ISA, I’d save the big buffs until the left generator. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs on [2] and keeping the tactical chain going. Target the generator with Sensor Scan and Recursive Shearing and position to hit the smaller transformers as well. With a cannon build, you often will not be at optimal point-blank range if it helps hit three targets with Scatter Volley instead. This is a trade worth making.
As the generator is about to die, turn and engage the ball of Nanite Spheres, aiming to use Refracting Tetryon Cascade and Diversionary Tactics. I will often use a Reinforcements cooldown here as well if I could not activate Fleet Support earlier. 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. As it's dying, I turn back on the gateway and FIRE EVERYTHING!
I try to stay so that my cannons can hit the gateway and any nearby spheres. Priority targets for Recursive Shearing are initial Tac Cube (ISE only), left generator, right generator, gateway, Tac Cube. Since I am using Intelligence as primary specialization, I want to look for flanking angles on the big targets. These are indicated by a little arrow on the targeted enemy's health graphic. When the arrow points DOWN, you're flanking.
Parse notes from record ISE. It's worth noting that unlike my previous run, where Recursive Shearing was a significant portion of my damage, this run had less-bursty teammates with no single-target builds, reducing the damage from that source. However, it was a very supported run, so weapon DPS was basically doubled from having 3 heavily supportive builds present. My previous record was 372K and with adding Very Cold in Space, changing mods, and adding Vincent Kish, I would have expected performance around 400K. The additional 150K DPS is entirely due to the presence of supports.
Antiproton Cannon Scatter Volley II: 292.9K
Antiproton Cannon Scatter Volley III (from Vincent Kish): 42.3K
Dark Matter Torpedo: 57.1K
Soliton Wave Impeller: 47K - it's worth noting that this outparses a turret if you add up the turret DPS and divide by 3
Recursive Shearing: 37.1K
Antiproton Cannons (regular): 27.5K
Very Cold in Space: 10.7K
Nimbus Pirates: 8.4K
Gravity Well: 6.9K
Concentrate Firepower: 5.5K (from another player)
Molecular Reconstruction Beam: 3.6K DPS
Distributed Targeting: 3.6K (from another player)
Anti-Time Singularity: 3.6K
Photonic Fleet: 2.1K
Refracting Tetryon Cascade: 1.8K
Ba'ul Refraction: 1.5K
Aligned Bombardment active: 0.9K (could have used this better)
Aftershock gravity Well: 0.5K
Weapon crits were between 70 and 80%; flank rate between 35 and 50% averaged across weapons but the beauty of Recursive Shearing is that it does a ton of damage even if you don't fly that well but your teammates are very bursty.
The core of this build is fairly flexible and could apply to a number of ships. The Ouroboros Temporal Raider could run this setup, but loses out on a bridge officer seat. Other options include the Edison Temporal Warship (and its cross-faction equivalents) which would lose an engineering rank on Emergency Power to Weapons but could do Kemocite instead of Causal Reversion. The Legendary Columbia would lose an additional engineering seat, which would probably cost Reverse Shield Polarity, but could bring Causal Reversion back. Jumping up in price, the Xindi-Reptilian Sistruus Escort would be another option with the same changes as the Temporal Warship, while the Klein Temporal Destroyer and its cross-faction equivalents would require the same adaptations as the Legendary Columbia. Lastly, the Mirror Strike Wing Escort would also be a viable platform for this build, again substituting Kemocite for Causal Reversion.