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Specialization: Miracle Worker

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First of the Miracle Worker ships developed by Starfleet, KDF and Romulan Republic.
The Miracle Worker tree.

Miracle Workers are the galaxy's best, using their ingenuity and years of experience to come up with creative solutions to abnormal problems and know the real limitations on their equipment.


The Miracle Worker Specialization is a Primary Captain Specialization released with Season 14. Miracle Workers lean heavily on healing and weapon enhancing abilities, belying their roots as an engineering-heavy specialization.

Specialization Miracle Worker icon.png
Common icon.png

Miracle Worker
Space Skill & Ground Skill

While the Miracle Worker specialization is active, your Hull Regeneration and Health Regeneration will be increased.

This bonus increases by a small amount for each point spent in the Specialization.

(You must have at least 1 point spent in this Specialization to gain this bonus.)

Scaling bonus:

  • QueueSpace.png 5% base +1.5% of Max Hull regenerated per minute
  • QueueGround.png 5% base +1.5% of Hitpoints regenerated per minute

Tiers Overview[edit | edit source]

Available by default.


  Title Details
Miracle Worker t1 Frequency Refocuser icon.png Frequency Refocuser Ground Skill

Activating any Hitpoint Heal will increase your Critical Hit Chance for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.

  • When activating a Heal:
    • to self: +2% Critical Chance for 10 sec
Miracle Worker t1 Cauterize icon.png Cauterize Ground Skill

Once every several seconds, suffering damage from a Damage-over-Time effect will remove all Damage-over-Time effects from you.

  • When affected by any Damage-over-Time effect, remove all Damage-over-Time effects from Self
(Can only occur once per 30 seconds)
Miracle Worker t1 Percussive Maintenance icon.png Percussive Maintenance Ground Skill

Using Melee Attacks will increase your Outgoing Healing and Run Speed for a short duration. This effect cannot stack, but subsequent attacks within its time will refresh its duration.

  • When using a Melee Attack:
    • +25% Run Speed for 10 sec
    • +25% Bonus Healing for 10 sec
Miracle Worker t1 Stable Emitter icon.png Stable Emitter Ground Skill

Once every several seconds, suffering from a Shield Drain will automatically apply Shield Regeneration and Increased Maximum Shield Capacity for a short duration.

  • When affected by a Shield Drain:
    • Restores 400 Shields
    • to self: 10% Maximum Shield Capacity for 10 sec (Can only occur once per 30 seconds)
(Can only occur once per 30 seconds)
Miracle Worker t1 Off and on Again icon.png Off and On Again Ground Skill

Once every several seconds, automatically cleanse Ranged Weapons Offline status.

  • Automatically removes Ranged Weapons Offline effects
(Can only occur once per 60 seconds)
Miracle Worker t1 Embolden icon.png Embolden Space Skill

Activating any Hull Heal will increase your Critical Hit Chance for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.

  • When activating a Hull Heal:
    • to self: +2% Critical Chance for 10 sec
Miracle Worker t1 Automated Leak Detection icon.png Automated Leak Detection I Space Skill

Being affected by a Subsystem Power Drain will automatically remove it. For a short duration after, you become immune to Subsystem Power Drains from foes.

  • When affected by a Subsystem Power Drain:
    • Remove all Subsystem Power Drains
    • Immune to Subsystem Power Drains for 2 sec (Max once per 30 seconds)
(Max once per 30 seconds)
Miracle Worker t1 Automated Leak Detection2 icon.png Automated Leak Detection II Space Skill

Being affected by a Subsystem Power Drain will automatically remove it. For a short duration after, you become immune to Subsystem Power Drains from foes, and your outgoing Subsystem Power Drain effects will be increased in effectiveness.

  • When affected by a Subsystem Power Drain:
    • Remove all Subsystem Power Drains
    • Immune to Subsystem Power Drains for 5 sec
    • +25% to Outgoing Subsytem Power Drains for 10 sec (Max once per 30 seconds)
(Max once per 30 seconds)
Miracle Worker t1 Seal the Deck icon.png Seal the Deck Space Skill

Once every several seconds, suffering damage from a Damage-over-Time effect will remove all Damage-over-Time effects from you.

  • When affected by a Damage-over-Time effect, remove all Dots from yourself
(Can only occur once per 30 seconds)
Miracle Worker t1 Reflexive Emitters icon.png Reflexive Emitters Space Skill

Once every several seconds, suffering from a Shield Drain will automatically apply Shield Regeneration and Increased Maximum Shield Capacity for a short duration.

  • When affected by a Shield Drain
    • 2,000 Shield Regeneration applied once to each facing
    • to self: =10% Maximum Shield Capacity for 10 sec
(Can only occur once per 30 seconds)

Unlocks after choosing 5 abilities from this specialization.


Store Unlock:

Officer Training R&D School Unlock:


  Title Details
Miracle Worker t2 Throw Out the Manual icon.png Throw Out the Manual I Space Skill & Ground Skill

Your outgoing Hull Heals and Hitpoint Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity.
(By default, your Healing Critical Severity is 50% and your Healing Critical Chance is 0%)

  • +10% Heal Critical Chance
Miracle Worker t2 Throw Out the Manual2 icon.png Throw Out the Manual II Space Skill & Ground Skill

Your outgoing Hull Heals and Hitpoint Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity.
(By default, your Healing Critical Severity is 50% and your Healing Critical Chance is 0%)

  • +15% Heal Critical Chance
Miracle Worker t2 Throw Out the Manual3 icon.png Throw Out the Manual III Space Skill & Ground Skill

Your outgoing Hull Heals and Hitpoint Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity.
(By default, your Healing Critical Severity is 50% and your Healing Critical Chance is 0%)

  • +20% Heal Critical Chance
Miracle Worker t2 Fix'Em'Up icon.png Fix'Em'Up I Space Skill & Ground Skill

Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.

  • When using a Heal:
    • +20 All Damage Resistance Rating for 10 sec
Miracle Worker t2 Fix'Em'Up2 icon.png Fix'Em'Up II Space Skill & Ground Skill

Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.

  • When using a Heal:
    • +30 All Damage Resistance Rating for 10 sec

Unlocks after choosing 10 abilities from this specialization.


Store Unlock:

  • 13 points spent - unlock:
    • Ability to purchase Uncommon Miracle Worker Kit Modules II from the Dilithium Store

Starship Trait Unlock:


  Title Details
Miracle Worker t3 Punch It! icon.png Punch It! Ground Skill

After Sprinting, you will gain an increased Control Resistance and Bonus Physical Damage with Melee Attacks for a short duration.

  • After Sprinting:
    • +50% Bonus Melee Physical Damage
    • +100 Control Resistance Rating for 3 sec
(Max once per 10 seconds)
Miracle Worker t3 Shrug it Off icon.png Shrug it Off I Ground Skill

You will gain additional Damage Resistance Rating vs Critical Hits.

  • +35 Damage Resistance Rating vs Critical Hits
Miracle Worker t3 Shrug it Off2 icon.png Shrug it Off II Ground Skill

You will gain additional Damage Resistance Rating vs Critical Hits.

  • +70 Damage Resistance Rating vs Critical Hits
Miracle Worker t3 Push Through 1 icon.png Push Through I Ground Skill

After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.

  • When affected by a Critical Hit or Critical Heal:
    • +5% Incoming Healing for 10 sec
    • +5% Bonus All Damage for 10 sec
(Stacks up to 3 times)
Miracle Worker t3 Push Through 2 icon.png Push Through II Ground Skill

After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.

  • When affected by a Critical Hit or Critical Heal:
    • +10% Incoming Healing for 10 sec
    • +10% Bonus All Damage for 10 sec
(Stacks up to 3 times)
Miracle Worker t3 Simplified Plumbing icon.png Simplified Plumbing Space Skill

After Ramming Speed or Full Impulse, your power levels will be instantly restored to their normal setting

  • At the end of Full Impulse and Ramming Speed, your Subsystem Power Levels are Instantly restored
Miracle Worker t3 Tough Little Ship icon.png Tough Little Ship I Space Skill

You will gain additional Damage Resistance Rating vs Critical Hits.

  • +35 Damage Resistance Rating vs Critical Hits
Miracle Worker t3 Tough Little Ship2 icon.png Tough Little Ship II Space Skill

You will gain additional Damage Resistance Rating vs Critical Hits.

  • +70 Damage Resistance Rating vs Critical Hits
Miracle Worker t3 No Risk, No Reward icon.png No Risk, No Reward I Space Skill

After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.

  • When affected by a Critical Hit or Critical Heal:
    • +5% Incoming Healing for 10 sec
    • +5% Bonus All Damage for 10 sec
(Stacks up to 3 times)
Miracle Worker t3 No Risk, No Reward2 icon.png No Risk, No Reward II Space Skill

After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.

  • When affected by a Critical Hit or Critical Heal:
    • +10% Incoming Healing for 10 sec
    • +10% Bonus All Damage for 10 sec
(Stacks up to 3 times)

Unlocks after choosing 15 abilities from this specialization.


Store Unlock:

  • 18 points spent - unlock:
    • Ability to purchase Rare Miracle Worker Kit Modules III from the Dilithium Store
  • 27 points spent - unlock:
    • Ability to purchase Very Rare Miracle Worker Kit Modules IV from the Dilithium Store

Officer Training R&D School Unlock:

Starship Trait Unlock:


  Title Details
Miracle Worker t4 Over-Estimation icon.png Over-Estimation Space Skill & Ground Skill

Activating a Hull Heal or Hitpoint Heal grants the targeted ally (or self) an amount of Temporary Hitpoints equal to a percentage of the healing they receive.

  • When activating a Heal:
    • 10% of Outgoing Healing applied to target as Temporary Hit Points for 10 sec
(Stacks up to 10 times)
Miracle Worker t4 Back in the Fight 1 icon.png Back in the Fight I
"Active"
Ground Skill

Activate this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs Ranged Offline effects.

  • To team and self for 30 seconds:
    • +10 Resistance Rating to Ranged Weapon Offline Duration
    • +10% Run Speed
    • +10% Incoming Healing
    • +10% Maximum Hit Points
Miracle Worker t4 Back in the Fight 2 icon.png Back in the Fight II
"Active"
Ground Skill

Activate this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs Ranged Offline effects.

  • To team and self for 30 seconds:
    • +20 Resistance Rating to Ranged Weapon Offline Duration
    • +20% Run Speed
    • +20% Incoming Healing
    • +20% Maximum Hit Points
Miracle Worker t4 Give Her All She's Got 1 icon.png Give Her All She's Got I
"Active"
Space Skill

Activate this ability to grant you and your teammates increased Maximum Hull Capacity, Incoming Hull Healing, Turn Rate, and Resistance Rating vs Subsystem Offline effects.

  • To team and self for 30 seconds:
    • +10 Resistance Rating to Subsystem Offline Duration
    • +10% Flight Turn Rate
    • +10% Incoming Hull Healing
    • +10% Maximum Hit Points
Miracle Worker t4 Give Her All She's Got 2 icon.png Give Her All She's Got II
"Active"
Space Skill

Activate this ability to grant you and your teammates increased Maximum Hull Capacity, Incoming Hull Healing, Turn Rate, and Resistance Rating vs Subsystem Offline effects.

  • To team and self for 30 seconds:
    • +20 Resistance Rating to Subsystem Offline Duration
    • +20% Flight Turn Rate
    • +20% Incoming Hull Healing
    • +20% Maximum Hit Points

Miracle Worker Bridge Officers[edit | edit source]

Any Tactical, Engineering or Science Bridge Officer can be trained in Miracle Worker specialization by using the [Specialization Qualification - Miracle Worker]. Said item is unlocked for crafting in the Officer Training R&D School once 10 points have been spent in Intelligence Specialization, or may be purchased from the Exchange.

Common Miracle Worker Specialist Bridge Officers can also be purchased from Bridge Officer Requisition Officer for a modest dilithium fee.

Bridge Officer Abilities[edit | edit source]

See main article: Bridge officer and kit abilities -> Miracle Worker Abilities

While Miracle Worker specialization is very engineering-oriented, available BOff abilities range from defensive to offensive, including a variety of boosts to both healing and tanking, and energy weapons damage. This abilities allow you to push your ship to its very limits, using every last bit of power to find your way out of fight.

Space Abilities[edit | edit source]


Align Shield Frequencies icon (Federation).png Align Shield Frequencies
By aligning shield frequencies with nearby allies, the harmonic resonations increase the resistance and regeneration rates of all of your shields, with an increasing effect for everyone whose shield is harmonized this way.

Deploy Gravitic Induction Platform icon (Federation).png Deploy Gravitic Induction Platform
Deploys a Gravitic Induction Platform that modifies the local gravitational constant to pull in nearby foes, and also dampens their shields, decreasing their ability to stop damage from hitting the hull.

Destabilize Warp Core icon (Federation).png Destabilize Warp Core
You shoot a burst of energy, destabilizing the target's warp core. While in this state, it leaks radiation, continuously damaging them, and making it explode a second time if they die while their warp core is destabilized.

Energy Weapons Exceed Rated Limits icon (Federation).png Energy Weapons: Exceed Rated Limits
Pushes your Energy Weapons well past their rated limits; causing them to fire significantly faster and drain no weapons power while doing so. However, while active, the additional strain on your system continuously damages your hull and bleeds your power levels.

Mixed Armaments Synergy icon (Federation).png Mixed Armaments Synergy
By firing multiple different types of weapons, you lessen the repeated stress on your ship components, channeling this extra bandwidth into increased effectiveness for your weapon types.

Narrow Sensor Bands icon (Federation).png Narrow Sensor Bands
By focusing your ship's sensor bands, you gain immunity to confuse and placate abilities, and also gain Bonus Energy Weapon Damage against targets near to you, as you are more able to locate their weak points.

Null Pointer Flood icon (Federation).png Null Pointer Flood
By flooding the nearby space with garbage data designed to cause receiving systems to suffer null pointers, stack overflows, and other exceptions, you overwhelm the targeting systems of torpedoes, mines, and small pets. Additionally, it has a chance to exploit a vulnerability in even larger foes, confusing and placating them while they recover.

Overwhelm Power Regulators icon (Federation).png Overwhelm Power Regulators
Overwhelms the target's power regulators, causing them to dump a massive amount of power from their subsystems and take electrical damage over time, with a chance of taking entire subsystem offline entirely.

Reroute Shield Power to Hull Containment icon (Federation).png Reroute Shields to Hull Containment
Reroutes all of your power from your Shields subsystem into the Structural Integrity Field; completely depleting your Shield facings and power, but giving you a substantial boost to Hull Capacity, Regeneration, and Damage Resistance Rating. Shield Power will gradually build up after use.

Torpedoes Nanite Repair Payload icon (Federation).png Torpedoes: Nanite Repair Payload
Loads a torpedo infused with Repair Nanites into your torpedo bays. While there, they heal your starship, and when fired, the torpedo will heal the ally it hits.

Ground Abilities[edit | edit source]


Generate Ablative Protection icon (Federation).png Generate Ablative Protection
Temporarily diverts the power from your Personal Shield Generator into an Ablative Protection generator, completely depleting your Shield, but giving you a boost to Maximum Hitpoints, Regeneration, and Damage Resistance Rating. After a short delay, your Shield will come back online and may regenerate if you are not currently taking damage.

Gravitic Induction Field icon (Federation).png Gravitic Induction Field
Modifies the local gravitational constant, forcing most enemies to move slower and completely stopping some for a short duration.

Harmonized Shields icon (Federation).png Harmonized Shields
By synchronizing shields with nearby allies, the harmonic resonations increase the resistance and regeneration rates of all of your shields, with an increasing effect for everyone whose shield is harmonized that way.

Logic Bomb icon (Federation).png Logic Bomb
By flooding the nearby space with garbage data designed to cause receiving systems to suffer null pointers, stack overflows, and other exceptions, you overwhelm the targeting systems of electronic subsystems, confusing and placating them while they recover. Additionally, it has a chance to break the intricate systems on ranged weapons, disabling them.

Overload Power Cells icon (Federation).png Overload Power Cells
You overload your Weapon's Power Cells, causing the extra damage to pour off the main target hit into other nearby targets. However, for the duration, you suffer a continuous Shield Drain and take Electrical Damage over Time.

Technical Mishap icon (Federation).png Technical Mishap
Shorts out the electronic equipment on the targeted foe, causing it to continuously damage them. If they die while their equipment is in this volatile state, that equipment explodes, dealing significant kinetic damage to foes in the surrounding area.

Throw Regenerative Nanite Canister icon (Federation).png Throw Regenerative Nanite Canister
Throws a Canister of Regenerative Nanites that heal all allies for a short duration. The concentration of nanites is highest in the center.

VISOR Emulation Overlay icon (Federation).png VISOR Emulation Overlay
By using the extra data from additional light spectrums to augment your targeting systems, you gain immunity to confuse and placate effects, as well as increasing your Ranged Weapon Damage.


Miracle Worker Starships[edit | edit source]

The following playable starships can be classified as Miracle Worker Starships:

Innovation Effects[edit | edit source]

Miracle Worker vessels have access to the Innovation mechanic, which reflects the ingenious solutions you and your crew can pull out of thin air to aid in difficult situations. The mechanic is comprised of two elements:

  • Ability Sequence Requirements
These requirements represent which type of Bridge Officer abilities - Tactical, Engineering or Science - player has to use in order to trigger the Innovation Effect. Player has to activate three BOff abilities, and can activate them in any order. Ability Sequence Requirements are randomized each time the mechanic refreshes.
  • Innovation Effect
One of six possible Innovation Effects will be randomly selected each time the Innovation Mechanic refreshes:
Instinctive Rerouting icon.png Instinctive Rerouting (Bonus to All Subsystem Power)
Containment Layering icon.png Containment Layering (Temporary Hull based on Max Hull)
Heisenberg Decoupling icon.png Heisenberg Decoupling (Secondary Shields based on Max Shields)
Plasma Conduit Purge icon.png Plasma Conduit Purge (Self-Targeted AOE Plasma Damage-over-Time)
Ingenious Solutions icon.png Ingenious Solutions (Bonus to Recharge Speeds for Bridge Officer and Captain Abilities)
Barclay Maneuver icon (Federation).png Barclay Maneuver (Photonic Copy of your starship which uses Ramming Speed on a nearby foe)

Improved Sector Space Travel[edit | edit source]

All Miracle Worker Starships come with a built-in Cyclical Quantum Slipstream Drive which improves Sector Space travel speed of 107.8 (approx Warp 23) for 90 seconds instead of normal 30 seconds. Re-initializing it takes 30 seconds instead of normal 120 seconds.

Universal Console Slot[edit | edit source]

All Miracle Worker Starships are fitted with a versatile Universal Console equipment slot which can hold any Engineering, Science, Tactical, or Universal console. This is an additional Console slot, above and beyond the standard allotment for ships of the same Tier.

Hybrid Seating[edit | edit source]

All Miracle Worker Starships feature a Commander Miracle Worker Bridge Officer seat. Some of these ships feature an additional, lower ranking Miracle Worker BOff seating.

Other playable ships with Miracle Worker BOff seat[edit | edit source]

See main article: List of starships with Miracle Worker seating

A large number of playable Tier 6 starships come with either an Ensign, Lieutenant or Lieutenant Commander Miracle Worker BOff seating. However, these ships lack the built-in Innovation Effects and Universal Console Slot, and are thus not considered to be Miracle Worker Starships.


Captain Specializations
Primary & Secondary Secondary
Command OfficerIntelligence OfficerMiracle WorkerPilotTemporal Operative ConstableCommandoStrategist