U.S.S. Navigator

Terran Trailblazer Science Warship

Build Overview and Focus

Last Updated April 2024

It's a general given that high-end torpedo boats are have at least LtCmdr Command seating because Concentrate Firepower is just that good. Having a full-spec Command ship also unlocks Call Emergency Artillery III, which is still a powerful DPS source even if it's been nerfed somewhat. I've built torpedo platforms on ships with just Command seating, Command + Intel seating, and Command + Pilot seating. Now it's time to mix in Miracle Worker, and we're going to combine that with two other strong areas of build focus that will separate this ship from my other kinetic builds:

Ultimately this isn't really a full kinetic build. It's hybridized with exotics. Just like how we call a hybrid between an energy and an exotic build "DEWSci", we're going to call this "TorpSci." It's a little bit different. 

P.S. Yes, I will get around to a torpboat with Command + Temporal eventually.

Flavor/Theme Choices


Namesake

A navigator was a specialized role on airplanes or ships with an important purpose. Their role was to help the vessel find its course, especially in uncharted areas. This ship also represents new territory for STOBETTER as our first TorpSci hybrid and such is helping prove out the concepts behind such a build to great success. 

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 814 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, but also has a strong hybridization with exotic damage. Some attention is given to survivability and agility, and has some commonality with support builds due to use of controls and debuffs. 


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

For this particular type of build, having torpedoes that are strong under high yield and spread was important since I'll be utilizing both firing modes courtesy of Entwined Tactical Matrices. The Gravimetric and Particle Emission Plasma torpedoes are thus not slotted since their high yields are comparatively weaker, we're not running enough EPG to really maximize the potential of their hazards and they can be self-destructive under high yield. 

If you wanted to run different aft weapons,  you could put the Dark Matter Torpedo in the back, displacing the Morphogenic set or Mine Launcher. This would also allow you to run the Wide Angle Heavy Dual Beam Bank but I'd be concerned about torpedo reload times if you couldn't consistently get Concentrate Firepower procs. That said, dropping Morphogenic is a very common thing to do in higher-end builds where CritH is less valuable. You'd replace the aft torp with Dark Matter, stick the DBB up front, and then have another aft weapon and a console slot freed up. I'd consider the Altamid Omni and one of the more powerful meta consoles like DPRM if you have the budget. 

Starship Equipment

Notes:

If Imperial Rift is not available to you, consider replacing with the Temporal Defense 2-piece to amplify hazard and DOT damage. 

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 my 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. 

Meta-Focused Tweaks:


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


Notes:

Advanced Precision Guided Munitions is eschewed by higher-end torpboat drivers as only dealing like 40K DPS. I'm not sure what their combat times or tactics are, but I've seen significantly higher damage each time I've tried it or seen it used on ISE, upward of 100K DPS. I believe that's due to a slower combat time, but I also can't deny its effectiveness at my level. 

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, there's a 91% chance or higher of at least 1 activation of the trait during a 15 second 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 to have a single spambar backed up by a number of manual button presses. 

Piloting

ISA/ISE Piloting Tips

I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). I start dropping mines right away; Relocate Mines will be used to move them onto the generator. The first group I hit with Grav Well (GW), and a full rotation of torpedoes. Use DRB here as well after a brief delay if the targets are still alive. On ISE, I will use Tachyon Net Drones on the first cube. On ISA, save it and other consoles. Genesis Seed is part of the opening rotation as well. 

Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs and Dragonsblood Flame Reactor. I shoot the nearest generator on the way in and fire on the Assimilator on the way in. Then I 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, Relocate Mines, and Tractor Beam and destroy it; Tac ult here. I have enough damage that I can kill it through 1-2 generators still being alive. 

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 because PUG teams don't always fly over to right generator quickly. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! 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, Relocate Mines, 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 Relocate Mines and Tachyon Net Drones when it's available. If another reinforcements calldown is available, use it here. Tachyon Net Drones is usually up again for the Tactical Cube.


Parse Breakdown

Numbers from Record ISE


Even with counting the EPG-scaling Subspatial Rifts as Kinetic rather than Exotic damage, the damage spread for this ship is 58.0% kinetic damage, 1.5% energy damage, 19.4% exotic, and 21.1% other damage (i.e. Call Emergency Artillery, Digital Compilation, Kemocite), so I feel confident calling this a hybrid since we usually classify ships as energy, exotic, projectile, etc. if they can deal 66% of their damage in one category.



Portability

Ships with 4 fore weapons, Cmdr Cmd, and a secondary deflector are somewhat rare. Besides the Trailblazer, only the Janeway has the secondary Miracle Worker specification and it could also run this build seamlessly, dropping the mine launcher. But unless you love the Janeway's looks, the Trailblazer is a better ship. Besides that, the Dauntless II could be run in a similar fashion, picking up Recursive Shearing and Chronometric Inversion Field while dropping the Gravity Well and Mixed Armaments Synergy. This build could also be run on the Son'a Command Vessel, but you'd have to drop the Gravity Well and Mixed Armaments for Ionic Turbulence and Auxiliary to Structural. The Courage and Merian would be a similar adaptation, but keeping Gravity Well. 


If you're adapting this build to a ship with a hangar and have the budget, consider dropping Weaponized Exotic Particles or Strike From Shadows for Superior Area Denial.