U.S.S. Constantine
Noble Intel Battlecruiser
Noble Intel Battlecruiser
Released 2026 - 06
The Noble is, oddly, a free ship. Since we implemented our costing system and added the mudds market cost to event ships, I have more or less stayed away from them. Extreme items like the Vovins Console () and the change it’s made to the meta and the custom power matrix being as good as it is make the only real two exceptions I’ve been making. This is more due to the obtainability.
However, the Noble is a sovereign and as a big time Sovereign fan…and with Cmdr Intel so it can use my favorite firing mode (hint its Surgical strikes….gee this is only my 5th variation of it for the site) this had to make an appearance!
Build Purpose and Scope
The Noble is not an uncommon ship in it’s its raw stats. It shares the space with the Legendary Galaxy and Legendary Negh’var, and the Legendary Scimitar for having Cmdr Intel and Lt.C Command seating with a 5 fore 3 aft weapon configuration. However, the Noble is the only one of these 4 with the very minor configuration of the Engineering Seat as the Primary Intel seat with the Lt.C Command seat being on a tactical. This means it gets a free Lt.C Universal Seat for SCIENCE powers (uncon triggers, how original). Unlike the Scimitar where to get EPtW3 you had to trade between Concentrate Firepower 3 (CF3) or a Lt.C universal Seat, the Noble instead gets the Lt.C Engineering Seat for free form its forced commander seat, leaving the Lt.C Tac seat free for CF3. So this platform gets:
SS3
EPtW3
CF3
OSS2
With room enough for 3 unconventional triggers, one of them being gravity well! This is all achievable. The Galaxy and Negh’var have to make the choice on CF3 vs GW as the Command seat is on the universal, if that’s not a deal breaker then those platforms are the most direct comparisons. The Scimitar has the aforementioned EPtW3/CF3 issue that EPH had to build around.
This build is also easily adaptable into a more canon leaning build, adapting the layout from the Beam overload version of this build, trading the torpedo for a Quantum (wide angle or Quantum phase), and some of the cannons for dual beams.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Constantine breaks away from some of my traditional Arthurian Names on Jayiie (the good common well known ones are getting used up, lots of cruisers), but Constantine is a known British King, and has some ties in French and English literature enough for me to christen the name here
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [01:41]: `@alcaatraz` 1,685,899 / 143.3 M
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [01:30]: `@alcaatraz` 1,569,159 / 129.0 M
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Legendary Avenger battlecruiser Needed for Ships of the Line and Emergency Weapon Cycle, and Legendary Bortasqu' Command Battlecruiser
Lockbox Items
Ship - Deimos Pilot Destroyer
Ship - Mirror Constitution Warship
Weapons - Discovery Phaser Weapons
7x Lockbox Personal Traits
Salvaged Console - Krenim Chronophage
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Terran Reputation Items
Gamma Reputation Items
Dranuur Colony Items
Fleet Spire Items
Lobi Items
2026 - 06
Posted Build
I have temporal listed here as I did queue into and set the DPS record with this. However, I really should have had strategist rather than temporal secondary.
Again not much here, its a pretty standard phaser surgical strikes build at this point.
Notes
Jayiie's Skill tree has been optimized to be used on as many build types as possible. As such there are some questions that naturally arise when talking about it. I will try to capture these discussions as succinctly as possible here.
Tactical ultimate and Exotic Builds
The tactical ultimate does basically nothing for the majority of the damage on this build. However this is a skill tree that is still designed to run things like the Inquiry and Verity, so I do still have this. A more optimized tree would look something s. The core skill selections are still there. There is an overlap on looking at torp skills when getting to the 25 Tac ult unlocks.
Hull Restoration vs Hull Capacity
This is very simple, while also not. Given the choice between a Improved Hull Capacity (+25.5%) and Hull restoration (+25%) against Advanced Hull capacity (+30%), I personally prefer to take the former, splitting the point difference. Since my character is an engineer, this 25% Hull restoration actually has some very useful applications through Miraculous repairs.
As well by taking some extra points into engineering, this has allowed me to take the 10th Engineering Unlock skill which adds +10 Hull Capacity, which is comparable to the +15 taken from the last point of Hull restoration. Due to how the skill works this is a +3.3% Max Hull vs 4.95% Max Hull buff respectively.
EPG vs Control Amplification, DrainX and CtrlX
This time around I've opted to put more points into CtrlX and EPG while taking Control Amplification, and instead dropping points from DrainX. If this wasn't on an engineering captain I wouldn't consider this a loss. However both Nadion Inversion and Intrusive Energy Redirection both scale with DrainX and are innate captain abilities, thus wanting for the skill.
Aux Power
Optimizing to hit 130 Aux power has been challenging. To do this I required Defensive Subsystem turning for the +4.8 Power to Aux. Combining this with the passive on most science ships as well as the Neutronic Eddies has allowed 130 to be hit passively. This has then allowed me to drop EPS Manifold Efficiency freeing up a 10th starship trait. On other builds this has the effect of allowing more aux power for more damage / better scaling on various powers.
Shield Regeneration
This is still a tank first skill tree. Shield regeneration is statically anomaly and adds a huge amount to shield regen in just the first point (more Information on shields can be found here). As such, I have taken the single point. with the most recent tree revision I've opted to spec out of DrainX and Drain Infection for that last point in EPG. Should you want to not take shield regeneration I would suggest the next DrainX point.
Notes
The Bio-Mol is super well performing here under HY, and having a CF3 on the build really helps enable it. It won’t achieve Torp boat levels of bonkers but compared to most anything else this is a really good choice. The Quad cannons can also be interchanged for the standard ones from the Dil Ship Sao Paulo Refit. The Lobi Store ones have a unique proc that applies globally buffing all the other weapons, however if you lack this a good option to use is the Terran Task Force Phaser Beam array. It has the same effect of scaling up damage as a targets health decreases so makes it a very good weapon.
The KCB is….really swingy, overperforming in ICE, but I wanted to try it compared to just another turret…and I probably would have done better with another turret.
The Phavan omni however does not perform well under SS and probably should be exchanged for another phaser omni.
Notes
The Iconian Core is hard to pass up on any build that has OSS. The ability to clear weapon offlines without having to react to it is super great for maintaining damage and making it one more thing we as pilots don’t have to think about. Automate the bad stuff away they say. I would say that the Regenerative Crystal Shield Matrix is probably an ok swap here in conjunction with Harmonic Shield Linkage to help automatically spread around the shield healing.
Notes
All Isomags! Lots of power, lots of damage. Agony Redistributor for area nuking around a big target, really enhanced with a personal gravity well in solo / single area engagements. Phaser Lance for point damage (it did as much as the KCB did) and Universal Design triggers. Timebug now that it’s off our no-fly list for being just crazy good is slowly replacing the Tachyon Net Drones on our builds.
For those looking for a more defensive console, consider Reiterative Structural Capacitor now available from the Phoenix Prize Pack store. This scales up healing received in proportion to damage taken.
This is sadly not a thing we get much gear for about anymore, no set bonuses here.
Meta-Focused Tweaks:
Console wise there's not much improvement here.
Something worth noting is that the Vovin Consoles Teleport is only set if the active target when cast is designated as a foe. For most people using this normally will cause you to teleport to the nearest randomlly selected foe in range. However, it is possible to self cast this power, but you need to target self. I use a keybind for this, you can bind inside your file as:
| "target_clear $$ +TrayExecByTray 2 9 $$ target_clear" ""
Here 2 refers to Row #3, and 9 refers to Column 10 (the very last rightmost spot on tray #3). Feel free to modify as needed.
Budget Tweaks:
As always, there's a large portion of replacement consoles available. Only one of the non-tactical consoles I've listed are relatively expensive, but there's always slide grades depending on what you're after. Take a look here for the energy basics guide.
Notes
Superior Romulan Operatives grants +2% critical Chance and +5% Critical Severity globally, this makes them basically the best in slot as surgical strikes gives +30% Critical Chance. Watchers are an option but because they grant 3%/3% respectively.
Notes
I tried something different here and offload healing to personal traits. This time with Harmonic Shield Linkage, which replicates almost entirely the healing of Shield Absorptive Frequency Generators. For hull healing we picked up Whole Lotta X’s for an emergency heal when under 25%. Combined with being an Engineering Captain I don’t need much in the way of healing. Tactical Captains will need to review the above to fit in A Good Day to Die. For the two engineering Specific traits, EPS Manifold Efficiency and Grace Under Fire, Fragment of AI Tech is a good choice here, as is Regenerative Control Synergy, Redirected Armor Plating, or even Give your all.
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used:
Point Blank Shot - Episode Reward from House Pegh - scaling damage based on distance to target from 2km to 6km.
Operative - Innate Trait - +1% CrtH +2% CrtD, this isn't spectacular but if you lack any offensive traits you can use it.
Bulkhead Technician - Innate trait - this provides +10% Maximum Hull capacity and can be used as a stand in for durability consoles
Living Hull - Episode Reward from "Surface Tension" - +15% hull regen in combat
Notes
Temporal Tunneling lines up perfectly with the cooldown and activation from Best Served Cold, 5s every 15s. Some offensive Traits that are worth mentioning for budget options:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
Unconventional Tactics - Strategist Specialization, grants damage on using brace for impact.
Getting into C-store accessible traits:
Promise of Ferocity - Alliance Pilot escorts, +4% bonus weapon damage when using a tactical or pilot bridge officer power (max 5 stacks, one stack every 4s)
Strike from Shadows - Pilot Escorts, Adds a passive -60% threat generation, +5% CrtH, and +5% Cat2, with a very very minor placate
Greater than the Sum can be useful if you want to avoid OSS and it’s shutdowns but also need some power.
Heart of Sol can be a stand in but won’t reach the same performance impact that any of these traits will be able to offer.
Notes
Keel’el is becoming much more rare, but is an incredible power on clearing debuffs. This one duty officer tends to clear more debuffs than a hazard emitters can. Agent Nerul, only obtained from the Delta Alliance Expansion Pack, while not exactly replaced is replicated in effect in Dal R’El. 22 of 47 is not required and can be replaced with another energy weapon officer providing critical chance or critical severity depending on what you need.
Energy builds don't have much in the way of keybinds or layouts, push buttons, get benefits.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle
Best Served Cold
Attack Pattern Beta - prebuff before firing
Surgical Strikes - upgrades weapons, prebuff before firing
Torpedo Spread - upgrades weapons, prebuff before firing
Override Subsystem Safeties - Since this starts ticking down as soon as possible you as much maximum power increase for as long as possible.
Photonic Officer - begins CDR rotation. Since this is not an exotic build using Improved photonic officer, this is fine at the end
Emergency power to Engines - This is here so that every other rotation it can be activated
As mentioned earlier, the Vovin event console, Subspace Fracture Tunneling Field, issues a teleport, not forces one. As such, with carefull keybinding this can be escaped.
| "target_clear $$ +TrayExecByTray 2 9 $$ target_clear" ""
Here 2 refers to Row #3, and 9 refers to Column 10 (the very last rightmost spot on tray #3). Feel free to modify as needed.
I have this mapped to the alt on my mouse with my modified left click (in this case, a mouse keybind to command F12) so that I can use on command easier.
249.2k DPS - Phaser Wide Angle Dual Heavy Beam Bank - Surgical Strikes III
228.7k DPS - Wide Arc Phase Dual Heavy Cannons - Surgical Strikes III
182.2k DPS - Terran Task Force Phaser Dual Heavy Cannons - Surgical Strikes III
178.7k DPS - Quad Phaser Cannons - Surgical Strikes III
164.8k DPS - Phaser Beam Array - Surgical Strikes III
140.4k DPS - Krenim Timebug
107k DPS - Pahvan Proton Beam Array - Surgical Strikes III
76.2k DPS - Kinetic Cutting Beam
71k DPS - Immolating Phaser Lance
70.9k DPS - Nanite Transformer
41.1k DPS - Digitizer Probe – Digital Compilation Field
39.4k DPS - Enhanced Bio-Molecular Photon Torpedo - Spread II
22.2k DPS - Borg Cube
19.7k DPS - Enhanced Bio-Molecular Photon Torpedo - High Yield I
12.3k DPS - Quad Phaser Cannons
10.4k DPS - Gateway
9.3k DPS - Wide Arc Phase Dual Heavy Cannons
9.1k DPS - Phaser Wide Angle Dual Heavy Beam Bank - Overload I
8.5k DPS - Gravity Well I
7.8k DPS - Terran Task Force Dual Heavy Phaser Cannons
7.1k DPS - Resonance Shock
5.6k DPS - Anti-Time Entanglement Singularity (Rank 2)
4.1k DPS - Beam Array
2.9k DPS - Terran Task Force Dual Heavy Phaser Cannons - Rapid Fire I
2.6k DPS - Quad Phaser Cannons - Rapid Fire I
2.3k DPS - Phaser Array - Overload I
2.3k DPS - Pahvan Proton Array - Overload I
1.8k DPS - Digital Compilation Field
1.7k DPS - Phaser Wide Angle Dual Heavy Beam Bank
1.5k DPS - Tractor Beam I
1.5k DPS - Distributed Targeting I - Phaser
0.7k DPS - Distributed Targeting III - Phaser
0.7k DPS - Pahvan Proton Array
0.6k DPS - Distributed Targeting II - Proton
0.4k DPS - Distributed Targeting I - Proton
0.4k DPS - Distributed Targeting II - Phaser
0.3k DPS - Best Served Cold I
0.2k DPS - Distributed Targeting III - Proton
0.1k DPS - Distributed Targeting II - Kinetic
0.1k DPS - Withering Radiation
0.1k DPS - Distributed Targeting I - Kinetic
0.1k DPS - Nanite Sphere – Bio-Molecular Incubation
0.1k DPS - Distributed Targeting III - Kinetic
Something that we try to teach is how to read a ship, understand what are the important parts, and then apply it to other ships so you don't need a build for your specific ship. You can either copy or adapt from another ship as needed instead if there’s one that can run the same build or is close enough. The important parts of this ship are a combination of Cmdr Intelligence Seat and Concentrate Firepower III while also having 5 fore weapons, the ability to run Gravity Well. Consulting Fleffle's Sortable List with those filters, that gives us:
Legendary Scimitar Intel Dreadnought Warbird - Downranking EPtW3 to rank 2 allows for the Lt.C Universal to be slotted as a Science. This build also picks up a hangar-drone ships are a good slot here since they get unlocked with the ship's acquisition.