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:
This is a Science Warship, which means it has a secondary deflector. Definitely won't ignore that.
This ship is full Command spec, which means we can also fit the aforementioned Call Emergency Artillery III.
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
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
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
ISA: 335K
ISE: 1315K
HSE: 1045K
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.
Elite Captain/T6X upgrade, all fleet unlocks
2 Lockbox Ships (Texas, Crossfield Refit)
8 T6 C-store ships (Bozeman, Gagarin, Grissom, Eagle, Cabot, Shran, Trailblazer, Adamant or cross-faction equivalents)
1 Lobi ship (Son'a Intel Battlecruiser)
1 Legendary ship (Legendary D'Deridex)
3 Lobi items (Delphic Distortion Torpedo, The Boimler Effect, Varuvian Explosives)
1 Event hangar (Hysperian Intel Battlecruiser), 1 Event device (Kobayashi Maru Transponder), 1 Event gear item (Imperial Rift set)
2 Lockbox consoles, 7 lockbox traits including Ceaseless Momentum, 4 non-standard doffs, 2 lockbox bridge officer abilities
Reputation + fleet gear; all Mk XV Epic
0 Promotional R&D ships
Change History
April 2024: Swapped 1 Vulnerability Locator for VAQ Launcher. Swapped Weaponized Exotic Particles for Universal Designs. Was at 333K ISA / 1292K ISE / 816K HSE
February 2024: Posted build
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
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
Two points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains.
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.
I take a single point in EPS Power Transfer to recover power levels faster after drains or Full Impulse, but it's low impact on this build.
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.
Since this character is using Gravity Well and Tractor Beam, having both points in ControlX boosts those as well as the Exotic Particle Generator skill adds value. Control Amplification further increases damage dealt by exotics like Isolytic Tears. DrainX helps amp Neutronic and/or Quantum Phase Torpedoes on builds which use them so I take both points on this character
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Projectile 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 some energy weapons that deal decent damage, 2 points in Energy 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.
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)
Photons: Gravimetric (especially with Sci Builds!), Enhanced Bio-Molecular, Adv. Piezo Photon, Terran Task Force
Quantums: Neutronic, Quantum Phase, Delphic Distortion, Dark Matter, Advanced Radiant
Plasma: Particle Emission Plasma (especially with Sci Builds), Romulan Hyper-Plasma (Plasma torp builds only), Omega (Plasma torp builds only), Altamid (Plasma energy builds only), Nanopulse (Plasma torp builds only)
Energy: Morphogenic Polaron, Adv. Diffusive Tetryon (Tetryon builds only with set), Nausicaan Energy (Disruptor builds only with set), Agony Phaser (Phaser builds only)
Other: Temporal Disruption Device (weird Tricobalt/Chroniton hybrid that's somehow good)
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:
See the above notes in weaponry about replacing Morphogenic. Could also try and squeeze the Delphic set's DBB in place of the Dark Matter torp, shifting that to the back.
Budget Tweaks:
VAQ Launcher -> Another [Torpedo] Locator
Covert Warhead Module -> Ferrofluid Hydraulic Assembly
Tachyon Net Drones -> Assimilated Module
If you don't have access to the Hysperian Intel BC, consider slotting the Delphic Tear Generator instead
I would try and hang on to the Genesis Seed and Agony Redistributor if possible. If you can't, slot the Ordnance Accelerator and Temporal Disentanglement Suites at considerable performance cost.
Bridge Officers
Meta Notes
This ship avoids using A2B so that it can take advantage of the Phased Space Membrane, whose duration expires when aux goes down.
The lack of Hazard Emitters is compensated for via the Warp Core Engineer duty officer.
Torpedo High Yield III has a lot more damage potential than Torpedo Spread III if you have Subspatial Warheads. If you don't have that trait, might be better to stick with Spread III, but note that the FAW for ETM will conflict with the FAW from TS and puts them on cooldown.
Traits
Personal Traits
Meta-Focused Tweaks:
If going full glass-cannon with unlimited budget
Ablative Shell -> Terran Targeting Systems
Budget Tweaks:
Try and keep the ones at the bottom, but the default traits are not very good for torpedoes at all.
Drop Boimler Effect (Elite Captain)
Duelist's Fervor -> Innocuous
Ablative Shell -> Redirected Armor Plating
Context Is For Kings -> Projectile Training
Unconventional Systems -> Bulkhead Technician or Point Blank Shot (both minimal value here)
Resonating Payload Modification -> Astrophysicist
A Good Day to Die -> Elusive
Intelligence Agent Attache -> Kinetic Precision
Starship Traits
Meta-Focused Tweaks:
These are pretty well close-to-meta traits at this price point. If your budget is unlimited, replace Advanced Precision Guided Munitions with Universal Designs at the high end. Note this means you'll need to get an Immolating Phaser Lance or V.A.Q. Launcher. Weaponized Exotic Particles could also be replaced with Terran Goodbye.
Budget Tweaks:
Try and keep the ones at the bottom. Torpers really need Entwined Tactical Matrices to function
Drop Universal Designs (T6X2)
Drop Subspatial Warheads (T6X)
Rapid Emitting Armaments -> Sniper if available, Improved Command Frequency if not
Advanced Precision-Guided Munitions -> Unconventional Tactics
Strike From Shadows -> Onboard Dilithium Recrystallizer
Ceaseless Momentum -> This one is very hard to give up, but if it's truly out of your budget, you don't have a lot of good options. Improved Critical Systems would be okay; so would Programmable Matter Enhancements.
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:
The Space Warfare Specialist and Warp Core Engineer help defensively mitigate the low amount of heals and lack of Hazard Emitters
Other options include Gravimetric Scientist for aftershock Gravity Wells or expensive Borg doffs
Budget Tweaks:
The CrtH/CrtD Projectile Weapons Officer can be replaced with another reload PWO that can be obtained cheaply from the Omega Reputation store.
Other options include Gravimetric Scientist for aftershock Gravity Wells or the Maintenance Engineer from the Phoenix Box that gives additional bonuses to batteries
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.
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.
[Spacebar] is my spambar. It includes Photonic Officer, Fire at Will, Attack Pattern Alpha, Torpedo High Yield, Kobayashi Maru Transponder, Kemocite, Mixed Armaments Synergy, Emergency Power to Engines, Go Down Fighting, Cannon: Scatter Volley, Vulnerability Assessment Sweep, Structural Analysis, Against All Odds, and VAQ Launcher.
I leave the Kinetic Amplifiers off the keybinds so I can use the Large Aux Batteries and Phased Space Membrane at the right time.
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
Subspatial Warheads: 167.5K
Enhanced Bio-Molecular Torpedo: 108.9K
Agony Redistributor: 108.6K
Delphic Distortion Torpedo: 105.6K
Dragonsblood Flame Reactor: 104.2K
Call Emergency Artillery III: 101.7K
Heavy Plasma Torpedoes: 96.7K
Neutronic Torpedo Launcher: 82.5K
Deteriorating Secondary Deflector: 79.1K
Concentrate Firepower: 65.3K
Kemocite: 36.7K
Anti-Time Entanglement Singularity: 32.4K
Dark Matter Quantum Torpedo Launcher: 30.4K
Omega Kinetic Shearing: 29.6K
Advanced Precision-Guided Munitions: 22.2K - this was particularly not great this time.
Digital Compilation Field: 16.8K
Blackout Mines: 16.8K
Varuvian Explosives: 15K
Morphogenic Energy Weapon: 15K
VAQ Launcher: 14.4K
Fek'Ihri Torment Engine: 12.4K
Destabilizing Resonance Beam: 9.2K
Gravity Well: 8.2K
Distributed Targeting: 7.2K
Entropic Rider: 6.6K
Hur'q Beacon: 5.5K
Tractor Beam: 4.5K
Genesis Seed: 4.1K - this was disappointing. Have seen it higher.
Refracting Tetryon Cascade: 3K
Bio-Molecular Incubation: 1.2K
Agony Phaser Lance: 1.1K
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.