USS Caesar - Temporal Battlecruiser requires some help

I have been playing STO for little more than four years now but never got really into the details about ship-building; now I'm interested in getting something more from my ships and in polishing her a little bit. As you may notice I never payed that much attention to my BOFFs or DOFFs either but still managed to do pretty well in game. My intention is to get something out of the Rep Projects or the Fleet Vendors since I have a little bit of dilithium stacked but wanted to get some advices as to what I should buy and the like. This build was made pretty much for a phaser approach but I am willing to change that should it prove unsustainable.


Captain Information


CategoryData
Captain NameJames Patrick Knight
Captain CareerTactical
Captain FactionFederation
Captain RaceHuman
[Captain's Outfit]
Primary SpecializationIntelligence
Secondary SpecializationPilot
Intended RoleDPS / Light Tank

Space Node Trees


TreeEngineeringScienceTactical
LieutenantN/AN/AAdvanced Energy Weapon Training
|	Improved Hull Capacity	|	Improved Shield Capacity	|	Advanced Projectile Weapon Training	|
|		|		|		|

Lt. Commander | N/A | N/A | Advanced Targeting Expertise | | N/A | N/A | Improved Defensive Maneuvering | | Impulse Expertise | N/A | | | | N/A | | | | | | Commander | Hull Plating | N/A | Advanced Weapon Amplification | | Energized Hull Plating | N/A | Advanced Weapon Specialization | | Ablative Hull Plating | | | | Damage Control | | | | | | | Captain | N/A | N/A | Advanced Hull Penetration | | N/A | Advanced Long Range Targeting Sensors | Advanced Shield Penetration | | N/A | | | | Offensive Subsystem Tuning | | | | N/A | | | | N/A | | | | | | | Admiral | Warp Core Potential | Shield Mastery | Coordination Protocols | | N/A | Shield Absorption | N/A | | Engineering Readiness | Shield Reflection | N/A | | | Scientific Readiness | Advanced Tactical Readiness | | | | | 46 (Out of 46) | 10 | 9 | 27 |


Space Unlocks


PurchasesEngineeringScienceTactical
2Mine Dispersal Pattern: Beta IIITactical Team IIICannon: Rapid Fire III
5Hangar HealthSector Space Travel SpeedThreat Control
7Attack Pattern: Omega IIIMine Dispersal Pattern: Alpha IIITorpedo: High Yield III
10Maximum Hull CapacityN/AProjectile Critical Chance
12N/AN/ACannon: Scatter Volley III
15N/AN/AEnergy Critical Chance
17N/AN/ATorpedo: Spread III
20N/AN/AAccuracy
24 (Ultimate)N/AN/AFocused Frenzy
25 (1st Ultimate Enhancer)N/AN/AFrenzied Assault
26 (2nd Ultimate Enhancer)N/AN/AFrenzied Reactions
27 (3rd Ultimate Enhancer)N/AN/ATeam Frenzy

"Again was never really interested in the detail and when the skill tree got update I just went fully tac, getting only the sci and eng abilities I felt useful. I realized later than my choice was probably not the best one but would like some opinion from you all. "


Build Description


"This build will mainly be used for solos and PvE queues, I have never used the R&D for upgrade anything but the good news is that I've got a great stack of material sitting there in case I should ever decide to upgrade something. The Iconian Space Set is all to MK XIII Ultra rare thanks to the temporal agent perk. The rest of my equipment is sitting at very rare. "


Ship Information


Basic InformationData
Ship NameUSS Caesar
Ship ClassBattlecruiser
Ship ModelTemporal Battlecruiser T6 (Paladin)
Deflector Visual
Engine Visual
Shield Visual
[Ship beauty shot]

Ship Loadout


SlotComponentNotes
Fore WeaponsKelvin Timeline Phaser Emitter Array MK XIIACC / CTRH / DMG
|	Kelvin Timeline Phaser Emitter Array MK XII			|	ACC / CTRH / DMG	
|	Kelvin Timeline Phaser Emitter Array MK XII			|	CTRH x2 / DMG	
|	Kelvin Timeline Photon Torpedo Launcher MK XII			|	CTRD / DMG / RELOAD	
|	N/A			|		

Aft Weapons | "Kelvin Timeline Phaser Emitter Array MK XII " | CTRH x2 / DMG | Kelvin Timeline Phaser Emitter Array MK XII | CTRH x2 / DMG | House Martok 360 Degree Energy Weapon MK XII | | Piezo-Photon Torpedo Launcher MK XII | ACC / CRTD / CRTH Deflector | Terran Task Force Deflector Array MK XIII | SciCD Secondary Deflector | N/A | Impulse Engines | Terran Task Force Impulse Engine MK XIII | CRES Warp Core | Terran Task Force Quantum Capacitator Warp Core MK XIII | AMP Shields | Terran Task Force Covariant Shield Array MK XIII | CAP Devices | Delta Alliance Reinforcement Beacon | | Nimbus Pirate Distress Call | | "Subspace Field Modulator " | | N/A | | N/A | Engineering Consoles | Universal - Heavy Phaser Assault Platform | | "Neutronium Alloy MK XIII " | | Trellium-D Plating MK XII | | House Martok Defensive Configuration MK XII | | N/A | Science Consoles | Temporal Disentaglement Suite MK XII | | Field Generator MK X | | N/A | | N/A | | N/A | Tactical Consoles | Phaser Relay MK XII | | Phaser Relay MK XII | | Universal - Quantum Phase Converter MK XII | | Universal - Protomatter Field Projector | | N/A | Hangar | N/A | | N/A |

Officers and Crew


Bridge OfficersPowerNotes
Commander Engineering / Temporal OpsEngineering Team I (23rd Century)
|	Emergency Power to Weapons II	|				
|	Boarding Parties II	|				
|	Eject Warp Plasma II	|				

Lt Commander Tactical | Torpedoes High Yield I | | Beam Overload II | | Torpedoes Spread III | | N/A | Lt Tactical / Temporal Ops | Torpedoes Spread III | | Beams Firea at Will II | | 3 | | 4 | Lt Science | Science Team I | | Tractor Beam II | | 3 | | 4 | Lt Universal - Science | Tractor Beam I | | Hazard Emitters II | | 3 | | 4 |

Duty OfficersEffectsNotes
1
2
3
4
5
6

Character, Reputation, and Starship Traits


Personal Space TraitsEffectsNotes
Accurate+10 Accuracy
Elusive+10 Defense
Living Hull+0.05 Hull regeneration in Combat / +0.1 out of Combat
Advanced Rapid SupportReduce cooldown of Tactical Fleet by 67 %
Beam Training+5% Bonus Beam Weapon Damage
Bulkhead Technician+10% Maximum Hull Hit Points
Warp Theorist+10 Starship Warp Core Potential, +10 Starship EPS Flow
Operative+1% Critical Chance, +2% Critical Severity
Thrill Seeker+15% Flight and Full Impulse Speed
10
Space Reputation TraitsEffectsNotes
Energy RefrequencerReceive 2.5% of your outgoing damage as hull heal
Chrono Capacitator7.5% Bridge Officer ability Recharge Speed
Fortified Hull7.5% Hull Capacity
Advanced Hull Reinforcement+10 Bonus all damage resistance rating
5
Active Reputation TraitsEffectsNotes
Bio-molecular Shield Generatorin a 2.5 km radius, 689.1 Shield regeneration/sec, 22% shield resistance to all allies
2
3
4
5
Starship TraitsEffectsNotes
Improved Temporal Insightonce every 45 seconds, activating any hull restarion grants 4 seconds of immunity to all damage
Super Charged WeaponsFiring a torpedo grants 1 stack, stacks up 3 times, per stack all energy weapon gain 10% Damage, 1.5% Critical Chance and 6.6% Critical Severity for 20 secs
Standoff+15% bonus damage when attacking an enemy front arc, once per 10 secs applies weapon offline to the enemy for 2 secs
Improved Pedal to the Metal+2% bonus damage per 2 secs spent at full throttle, up to 20% total, bonus lost if throttle is dropped
5

Other Information


Subsystem Power SettingsTarget/Final BaseModified
Weapons119/100
Shields61/50
Engines47/25
Auxiliary48/25
Set BonusesSetEffects
Precision InstrumentsHouse Martok 2/3+2.5% Critical Chance, +15 Accuracy
Secondary Discharge CapacitorsTerran Task Force Starship Technologies 2/4+17.8 Shield Capacity, +17.8 Drain Expertise and Terran Task Force Shield Discharge deals double damage
Regenerative Weapons FeedbackTerran Task Force Starship Technologies 3/4When firing Energy Weapons, 2.5% chance: ____ Shield Regeneration to All Shields to self, Skills that affect this ability: Shield Restoration (Can't figure how much shield regeneration but restoration is at 17)
Disruptor ShellTerran Task Force Starship Technologies 4/4Targets Self, 2 min recharge: Reduces Damage to Shields by 90% for 7 sec, On Expiration: ____ Disruptor Damage to ships within 5km (5 targets max), Skills that affect this ability: Energy Weapon Training (same problem as above, Energy Weapon is at 100)
5

Ship StatsValueNotes
Bonus ThreatScaleN/A
Hull58,646
Shields15741per face
Crit Chance7.2%
Crit Severity71.9 %
Turn Rate12.7 degrees/sec

Concluding Remarks


Type Additional Build Notes Here


Posted Aug 25, 2017, 4:01 PM UTC · edited

33
DeadQthulhu•

I'm really not sure what the intent is with the Terran ship set and Martok. It's a phaser build with no drain, I'd sooner take the Iconian ship set and Quantum Phase weapon set. I'd remove the Neutronium and Martok consoles for your two Universals from the Tac slots.

In Sci, I'd remove the Field Generator for the Plasmonic Leech, which is pretty affordable. That leaves the Tac slots for Phaser Arrays until you get Vulnerability Locators.

Bridge OfficersPower
Lt. Commander TacticalTorpedo: Spread I
Attack Pattern Beta I
Beam: Fire at Will III
Lieutenant Temporal / TacticalChanneled Deconstruction I / Heisenberg Amplifier I
Attack Pattern Beta I
Commander Temporal / EngineeringEmergency Power to Auxiliary I
Entropic Redistribution II / Causal Reversion II
Emergency Power to Weapons III
Timeline Collapse III / Recursive Shearing III / Gravimetric Conversion III
Lieutenant ScienceScience Team I
Hazard Emitters II
Lieutenant Universal (Tactical)Tactical Team I
Beam: Fire at Will II

This is a little risky, but CD-ER-TC should help keep mobs clumped up, so that you can hit them with EPtW-APB-FAW. You'll need your DCEs. This will work with Pedal to the Metal, since it's basically just orbiting a clump while broadsiding

The alternative version, in italics, is more for survivability. Heisenberg is a fast builder, Causal Reversion turns that into a heal, while Recursive is for piling damage onto heavier targets - or Gravimetric Conversion for more heals. RSP might be a stronger option for heals in that Commander seat, really depends on how you fly.

1
KnightITOP•

As for the set the Terran is the only one I have completed at the moment and I feel it is way better than the Sol Defense I previously used, I was aiming to the Iconian since so many feel that it is worth but it is still a long way down that road. Martok was a quick substitute to the Antiproton 360 array and the second Neutronium console I previously used since I found the bonus to CrtH and Acc to be worth a little less resistance.

I must admit I have absolute no idea on how to approach the all "drain" idea, apart from something I read here and there. Honsetly I never tought I needed more power since even with a full broadside my weapon never drop past 80/100 (even with the FAW). Is Plasmonic Leech such an indispensable console? I saw almost everyone uses it..

The Locators are another item which have been in my sight for sometime but since they're bound the the weapon type I wanted to test a little bit the "final" combination before investing that much dilithium and fleet credits.

On the other hand I must absolutely thank you for the advices on the Boffs since I truly had no idea where to begin with. Only a little doubt: wouldn't something like emergency power to shield be more useful than the auxiliary in the Commander Eng?

In the meantime thanks for everything you said, this is my first serious build and you've been more than helpful and appreciated ^^

1
DeadQthulhu•

Drain is generally restricted to kinetic torpedo builds (which don't bypass shields like Exotics do) or dedicated shield and power strippers. None of those cases really apply to your build, which is why I'd switch Def/Eng/Shields for the Quantum Phase set, which has some nice boosts and a useful 3-piece.

The goal for weapon power is never seeing anything but green in the bar. The Leech helps with that, and it's cheap. It's not as strong as it once was, to be sure, but that's not enough of a reason to stop using it.

Speaking for myself, all my Locators are "agnostic" and tied only to Beams, Cannons, or Torpedoes. It's not that much of DPS hit if you're always using a variety of "flavours", especially when backed by the Terran ewapon - and I usually am.

Going with Phaser Locators is an option for you, if your end goal is Pulse Phasers or crafted [Pen] ones. If neither features in your future, then I'd go with +Beam or +Cannon and add the Terran weapon to make up for any shortfall.

wouldn't something like emergency power to shield be more useful than the auxiliary

Not really. Given the strength of the Nukara traits and the TDS console, all that Aux becomes extra Crit, and you get a little bonus Sci on the side. EPtS' "benefits" are sufficiently covered either by your Skill Tree or your ship gear, one of the few exceptions to this being the use of the Starship Trait "Shield Overload", which turns EPtS into a hell of a resistance buff.

Remember, the more damage you're doing, the less damage you take in return. Those Crit and Science boosts (defense boosts too, if using that Nukara trait) are far more valuable than the alternative.

1