U.S.S. Proxmia
T5 Long Range Science Vessel Retrofit
Released: 2024 - 01
Build Overview and Focus
Rounding out the starter tier is the exotic line, built on the Free T5 ship acquired on reaching level 61 and getting a Vice Admiral Starship Requisition Token. While the other ships at this rank acquisition are almost unworkable (the Galaxy Retrofit having 8 engineering seats and the Defiant Retrofit having 8 Tactical Seats), the Intrepid with its 8 Science seats is more of a boon to the build type. Exotic builds relish in having as many 'blue buttons' that they can get, and compared to the T5 Level 40 ships Luna and Trident each with 7 seats the Intrepid Retrofit converts the ens seat into a science for an additional scaling button.
The KDF parallel is the Gorn Varanus Support Vessel. This has a slightly higher hull mod than the Intrepid but features the same Bridge Officer layout as the Trident. That is to say the conversion of ensign science to ensign engineering is a huge loss but this platform has a potential for evolution that the 3rd engineering seat limits you on.
On this build I've taken a durability choice in this 8th science seat because exotics can pull high degrees of aggro especially when playing content where other players have lower DPS and no-threat pulling capabilities; the durability of this ship was my #1 concern when fly testing and I think I've done a good job of balancing the damage potential of this build but also blending in a good amount of healing.
Economic Costs
The goal of this ship build is to give you an Advanced-capable ship to finish out story missions, and grind reputations and/or fleet gear. We're going to very strictly limit the budget and make this as accessible as possible as one of our Starter builds:
Nothing from a fleet
Nothing from the C-store. Definitely nothing from the Lobi Store.
No trait unlocks, T5-U, T6X, Elite Captain status, etc.
10 million Energy Credits maximum of Exchange purchases (and we'll talk about to how to get the credits if that seems daunting).
No upgrades - everything on this ship will be Mk XII or Mk XIII
We are going to use reputation gear (including some T6 Reputation items), but we're also going to provide some alternatives for those pieces while you get there.Â
This is not a ship that you'll be able to build on Day 1 of hitting Level 50, this is a ship that you can build toward on Day 1 of hitting Level 50. We'd like to point to the long-standing Baby Steps 1 for a Day 1 build, and Baby Steps 2 for like a Day 10 build, but if you're thinking about Day 30 on this tier of ship and build, this is the ship for you. This is also a useful example of how a coherent, well-thought out build with minimal investment and good piloting can match or out-perform people in expensive ships with no idea what they're doing. And it's not necessarily their fault, because STO is terrible at teaching shipbuilding.Â
Trade-offs
We are not free of making trade offs. If I were to do this as legitimately as I wanted too, I would have made an entire new account to do this. However, I like the rest of the STOBetter team, do have real life obligations that consume our time. For the ease of posting and putting these builds together I've opted to do this on an existing character on my primary account. This means that any unlocks and progression I've made that effects my whole account carries over. This includes C-Store purchases but also Endeavors and event rewards. Notable is the Temporal Recruitment which makes my reputation project rewards Mk XIII ultra rare items and the Gamma Recruitment which improves the standard traits from completing specializations.
However, since neither of these things are huge deal breakers, nor is Endeavor progression un-obtainable with just play time, we've accepted these trade-offs in the hope that we can expedite the build progress and get them into the public faster.
This does mean that on this T5 ship I will have a few Mk XIII ultra rare items, but that's just it; no extra upgrades have been applied
This is a starter build, with no C-store items, no upgrades, and 10M EC limit. There are no Lobi, lockbox ship or promotional ship items, and no gear on this ship has been upgraded or re-engineered. See the build costs page for more detail.
Namesake
Proxima Centati, the smallest star in the trinary system Alpha Centari, and is also the closest star to Sol.
Resource gathering
I'm going to steal some methods from EPHs Sovereign here:
Doing Tour the Galaxy probably around 10-15 times to acquire the needed EC, or else sell a decent amount of loot. A moderately-geared ship can land about 500K from a lousy Tour the Galaxy run. Endeavors can help too.
Admiralty and Doffing: you won't have access to a huge selection of ship cards but you can still do it, and then combine it with DOffing from various places. My favorite place is the Undine space battlezone as these have very profitable repeatable missions that offer a large amount of duty officer commendation as well.
Patrols for Gear to either salvage or sell can supplement your own R&D material stock, get you some experience, and get marks
Meta Analysis
Normally I would just push numbers here, however I feel that would be disingenuous to do so without caveats. I have a combined playtime of 10,000 hours in this game. I would consider myself a remarkable pilot with a long standing understanding of game mechanics, maps, and more importantly the ability to stretch the limits and the knowledge to predict what to do next.
So the numbers:
Tzenkethi Front Advanced:
2 man TFA sub 5 minute Time: ~4:00s
ISA:Â
Pug: SCM - DMG Out: 9,337,555 DPS: 76,162.76 (23.6% of Team)
2man with Tank support: SCM - DMG Out: 14,748,887 DPS: 129,489.79 (42.4% of Team)
This was basically me and the tank
ISE:
Premade: SCM - DMG Out: 37,315,397 DPS: 235,279.93 (18.0% of Team)
HSE:
Premade: SCM - DMG Out: 21,980,151 DPS: 159,507.63 (11.7% of Team)
The ISE / HSE premades resembled what you would expect an average group of players to be, and while in both I was the lowest contributor, these are still very good numbers that will allow you to hold your own in all advanced content and breaking into elite with developed players.
Budget Analysis
T6 C-store ships
None
Lockbox Items
Infinity Prize Pack Starship Trait - Valued at 4mil EC
Salvaged Console - Delphic Tear Generator - Valued at 5mil EC
Event consoles and Traits
None
Reputation Gear, All T6 Reputations (this isn't needed, but is handy for trait unlocks)
Omega Task Force
Discovery Legends
Dyson Joint Command
Temporal Defense Initiative
Lobi Items
None
Promotion Items
None
Other
Intrepid Long Range Science Vessel Retrofit - Free with token
Daedalus Temporal Science Vessel - 75,000 Dilithium, console access
Bajor Defense Hyper Injection Warp Core - Ultra Rare Phoenix Token
Change History
2024 - 01
Released
2024 - 01
Fixed Equipment Descriptions
Fixed Trait descriptoins
Fixed BOff power descriptionsÂ
Mission Replay Requirements
Iconian War:
1x "Blood of Ancients"
1x "Midnight"
New Frontiers:
1x "Scylla and Charybdis"
Gamma Quadrent
3x "Home"
J'Ulas Discovery:
1x "Para Pacem"
Klingon Civil War
1x "Leap Of Faith"
Reputation Item Purchases
Omega Task Force:
Console - Universal - Assimilated Module
Temporal:
Temporal Defense Initiative Combat Impulse Engines
Temporal Defense Initiative Overcharged Warp Core
Dyson
Gravimetric Photon Torpedo Launcher Mk
Discovery
Phaser Wide Angle Dual Heavy Beam Bank
Dark Matter Quantum Torpedo Launcher
Build Breakdown
Middling Exotic build built with enough survivability to keep the ship alive, this is an exotic build and will pull aggro if you don't manage the powers you have correctly (bascially not spamming everything but holding some for when you cast GW).
Skills
Skill Unlocks
Notes
This is an unoptimized skill tree. There's about a dozen nodes I would respec if I wanted too, however I think this is a fair blend between the wants and needs of the build class and what people might want. I have several more optimized skill trees but for people starting off I think this is a fair tree to follow.
If you have a goal in mind of what you want, you can always copy the skill tree of the build type you ultimately want to end up in:
Engineering Profession Laura - Developed for hyper optimized exotic builds
Tactical Profession Korven - Developed for projectile damage builds
Engineering Profession Jayiie - My all around generalist tree optimized for many different build paths, prioritizing tanking first
Science Profession Ayjei - Developed for a combination of directed Energy Weapons and Exotic powers
Tactical Profession Teryh - Developed for directed energy weapons
For people who are just starting their journey, here's some brief overviews of what this skill tree offers:
Engineering Skill Picks
Improved Hull Restoration - +42.5% improved Hull Healing, effects your bridge officers as well as captain abilities, and any consoles you might have that apply direct healing (not regen)
Improved Hull Capacity - +25.5% Hull Capacity, increases your health. Because of how the game can scale, this is often more preferable over restoration, but at low HP ships this won't have as much of an impact as out healing incoming damage will, which is why I've split these two nodes
Improved EPS Flow - +100% power transfer rate; this is a weird quirk of how the game works, but effectively this allows you to use your weapon power more effectively than if you just increased the subsystem
Hull Plating - +15 Damage Resistance Rating for energy and kinetic, this is a sizable passive durability increase that almost all skill trees take
Defensive Subsystem Tuning / Auxiliary Subsystem Performance - +4.8 Shield Power, +8 Aux Power
Improved Warp Core - +5 All subsytem power
Warp Core Efficiency - scaling 0-10 power based on the subsystem setting (10 at 15 setting, 0 at 75 or higher setting)
Science Skill Picks
Improved Control Expertise - This affects not only how much your controls are, but also your resistance too them. This includes holds, stuns, placates and confuses, as well as repels and pulls. This is very good to have when playing solo missions where you will often beÂ
Control Amplification - Applies -25 damage resistance rating to targets affected by controls (read gravity well for this build)
Improved Drain Expertise - Improves the effects of power and shield drains
Drain Infection - Triggers with drain skills, only two power on this build that triggers this are Charged Particle Bust and Tyken's Rift
Advanced Exotic Particle Generators - +100 skill, improves exotic damage
Tactical Skill Picks
Energy Weapon Training - +25% Cat1 Energy Weapon Damage
Advanced Projectile Weapon Training - +50% Cat1 Projectile Weapon Damage
Improved Targeting Expertise - +12.75 Accuracy
Advanced Weapon Amplification - +40% Critical Severity for Weapons
Advanced Weapon Specialization - +4.0% Critical Chance for Weapons
Improved Hull Penetration - Effectively -8.5 Damage resistance rating to targets
Improved Shield Penetration - +4.25% for weapons
Coordination Protocols - For team +5% Hull and Shield Cap for Team
Defensive Coordination - +5% Defense and +5 All Damage Resistance for Team
Offensive Coordination - +5 Accuracy and +5% Cat1 damage for Team
Note: I know running these might seem ineffective, but if everyone on your team is using these, its +20% Damage, +20 Accuracy, +20% Hull Capacity and Shield Capacity, and +20 all DRR to all team members, which is more than you can get with any other 3 skill picks
Improved Tactical Readiness - +17% recharge speed for tactical bridge officer powers
Build
Starship Weapons
Notes
As a starter build we are limited to what we can pull from, and mission and reputation gear offers some of the best synergy available with the set bonuses. The Morphogenic Set is really good at this teir as it can act as if we've been given an extra 12% Critical Chance and 30% Critical Damage. The Gravimetric Torp and Plasma Particle Torp are both end game staples that will serve you well so these are viable investments to make early on, and are very easy to get.
Exotic builds are pretty different in the weapon and gear choices as a majority of damage will come from your bridge officers and consoles, wanting to have consoles with active powers (buttons you can push) and good stats (like Exotic Particle Generators, Control Expertise, Aux power, and damage)
Starship Equipment
Starship Consoles
Set Bonuses
Tweaks and Notes:
Temporal Destabilization Probe is a very...ok console. It offers no passives and active is a 2 minute cooldown single instance of damage to all targets with 3km of affected foe. This pairs well with gravity well on this build but I wouldn't recommend it long term. Its an easy slot and if you would rather a stat stick the Nukara Particle Convertor is a fine use.
Bridge Officers
Notes
I know I spoke about the usefulness of the extra ensign power at the start and once you move onto higher tiers of budgets this slot is easily replaced with something like Subspace Vortex or Structural Analysis. Alternatively you can use Tachyon Beam as a single target application of your secondary deflector
Traits
Personal Traits
Particle Manipulator is an almost mandatory trait to have, and thankfully is only time locked. Engineering Captains are able to run EPS Manifold Efficiency in place of Conservation of Energy, and Tactical captains can run Last Ditch Effort.
** NOTE **: You can run 3 of any schools daily R&D project at any time, do this for fastest progression. I recommend science first, then engineering
Starship Traits
Notes:
Onboard Dilithium Recrystalizer is always going to be up on this build. Using Emergency Power to Engines 1 on cooldown will always net you the buff since at rest this build is at 130 aux power.
Reputation Traits
Active Reputation
Duty Officers
Miscellaneous
Ship Stats
KeybindsÂ
I don't use any keybinds on my exotic builds, everything is done manually:
Top Row:
Quantum Singularity Manipulation
Anti-time Entanglement Singularity
Exotic Flood Battery
Gravity Well 3
Destabilizing Resonance Beam 3
Very Cold in Space 1
Tyken Rift 1
Temporal Destabilization Probe - Active
Sensor Interference Platform
Bio-Molecular Shield Generator
Middle Row
Beam Overload
Cannons Scatter Volley
Charge Particle Burst
Delphic Tear
Subnucleaonic Beam
Science Fleet
Deuterium Burn
Fleet Support
Evasive Maneuvers
Brace For Impact
Bottom Row
Hazard Emitters
Auxiliary Power to Structural
Photonic Hull
None, this is a filler to be used later
Sensor Scan
Sensor Analysis
Subspace Field Modulator
Photonic Fleet
Co-Opt Energy Weapons
Scattering Field
Parse Breakdown
Record Damage Breakdown - ISE
70.3k DPS - Pets
27k DPS - Presidio Class
16.4k DPS - Cryonic Turbulence I
15.4k DPS - Anti-Time Entanglement Singularity (Rank 2)
6k DPS - Federation Frigate
3.1k DPS - Photonic Escort
2.6k DPS - Photonic Cruiser
24.5k DPS - Deteriorating Secondary Deflector
22.8k DPS - High Yield Gravimetric Explosion I - Hvy Gravimetric Device I
14.7k DPS - Gravity Well III - Gravity Well III
14.4k DPS - Plasma Particle Emission - Theta Radiation
12.4k DPS - Gravimetric Rift - Gravimetric Rift I
11.6k DPS - Destabilizing Resonance Beam II
9.9k DPS - Concentrate Firepower III
8.9k DPS - Delphic Tear
7.7k DPS - Particle Emission Plasma Torpedo
4.3k DPS - Phaser Wide Angle Dual Heavy Beam Bank - Overload I
3.9k DPS - Tyken's Rift Power Siphon - Tyken's Rift I
3.8k DPS - Gravimetric Photon Torpedo
3.8k DPS - Gravimetric Rift - Miniature Gravimetric Rift
3.7k DPS - Phaser Wide Angle Dual Heavy Beam Bank
2.7k DPS - Morphogenic Polaron Array - Overload I
2.5k DPS - Drain Infection
2.3k DPS - Particle Emission Plasma Torpedo - Heavy I - Heavy Particle Emission Plasma Torpedo I
1.9k DPS - Digital Compilation Field - Digitizer Probe
1.9k DPS - Fek'ihri Torment
1.8k DPS - Heavy Morphogenic Polaron Turret
1k DPS - Entropic Rider
0.9k DPS - Distributed Targeting I - Kinetic
0.6k DPS - High Yield Gravimetric Explosion I
0.6k DPS - Aftershock Tyken's Rift Power Siphon - Aftershock Tyken's Rift
0.5k DPS - Gravimetric Rift
0.5k DPS - Particle Emission Plasma Torpedo - Heavy I
0.3k DPS - Distributed Targeting I - Phaser
0.2k DPS - Charged Particle Burst I
0.2k DPS - Dark Matter Laced Quantum Torpedo
0.2k DPS - Heavy Morphogenic Polaron Turret - Scatter Volley I
0.1k DPS - Distributed Targeting II - Kinetic
0.1k DPS - Tyken's Rift Power Siphon
0.1k DPS - Distributed Targeting II - Phaser
0.1k DPS - Distributed Targeting I - Polaron
0.1k DPS - Digital Compilation Field
Portability
Like all starter tier builds, these are meant to transition you to the next build, in this case its anything with a secondary deflector.