I.S.S. Bedivere
Terran Lexington Dreadnought Cruiser
Terran Lexington Dreadnought Cruiser
Updated: 2026 - 08
When we first started out I had posted the Lexington as a phaser cannon DPS build with all the bells and whistles…which also inside its post had the ‘budget’ build which pre-dated our modern system.
As part of the post rework the Lexington build has dropped a budget level (leaving the premium spot for the inquiry). Ultimately the Lexington is still a very very very good ship, but the point of having out build tiers is to make it so that we can develop costing models for the people who do not have all the toys.
The Lexington has earned a well deserved reputation as being a staple platform, and to support that I’ve moved it down to Midrange. Theoretically, with only a single C-store purchase and 1 event campaign you can outfit this whole build, its just a hair over out Economy costing at 13200 zen, 8400 for the Legendary bundle + 2 C-store ships. As with most Midrange / Economy DEW builds recently it really is just how much of the Battlecruiser bundle can you use…which evidently is all of it.
Envisioned as a mirror parity of the U.S.S. Bedivere, The I.S.S. Bedivere is a self centered DPS build. Where the U.S.S. Bedivere is a heavy tank, the I.S.S. Bedivere is pure DPS, This also is a complement to the U.S.S. Bedivere in weapon choice; picking phasers and cannons as opposed to beam arrays. The
When it was released the Lexington was in a league of its three, and because of its ease of accessibility in the C-store it has become very popular ship. The very bundle bought to make this build has a platform that almost surpasses it. And while the Legendary Avenger is incredibly competent, it has one small tiny minor thing missing compared to the Lexigton…A hangar! This single hangar dreadnought cruiser helps fill a niche in our build listing of having now a midrange phaser build with a hangar.
Thats hard a unique thing. In opposition to the competing views of carrier builds in this game, this is a hangar pet assisted build where the main ship (you the player character) still deal a significant amount of the builds damage, however in this case I got 6% of the parsed damage from my one hangar bay, which isn’t anything to scoff at but I would wager that most new players would not be able to easily match my parsed number…not an insult just the reality…I have over 10,000 hours playing this game. Hangar bays therefore take the element of player skill and turn it into damage that you just get. In several solo ISAs the hangar pets did closer to 10% final, which while still not amazing is still better than another console.
Miracle Worker and Intel Seating:
MIracle worker and Intel are the two powers which really help DEW builds push damage. Command is excellent for tanking and temporal can be excellent for single target and exotic, and while Pilot has some excellent mobility and damage enforcement options Miracle Worker and Intel take the top, and while this isn’t exhausting we’re going to look at some examples here of the ‘creme de la creme’:
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/400 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
Miracle Worker:
Narrow Sensor Bands: Distance Scaling Bonus Energy Weapon Damage (10%-20% for Rank 1, 15%-35% for Rank 2, and 50%-20% for Rank 3). Also makes you immune to placates and confuses which is super great for fighting enemies which can cause you to team kill by being confused
Mixed Armaments Synergy: Grants you damage to core weapon types for mixing and matching. This is ideal to use when combined with the ultimate skill of the group Exceed Rated limits (and subsequently Intels Surgical Strikes) which works on any energy weapon. MAS gives 30%/40%/50% bonus damage respectively based on weapon firing. For example, firing a Beam, Torpedo, and Cannon will give +100% damage to all of these weapons. Using only a Torpedo and Beam will still be +50% damage to each other.
Intelligence:
Override Subsystem Safeties: The ‘big power’ button from basically the start of its introduction has always been well sought. This grants you 0-30/40/50 max power which bleeds off over time. At rank 3 for example, you get an average of 29.52 power over 20s (its weird, the first tick counts against it and lasts for 2 intervals), which at 100 weapon power is a +14% final damage boost. This falls off as you scale up but at 175 power this is still a +10% final boost. It is very hard to find one button that just by pushing it gives you a 10% final damage increase for 20s anywhere.
Intelligence Team: While not a strictly raw damage ability, being not seen and therefore not rapidly approaching destroyed and therefore dead is the best way to do damage. Afterall, dead dps is no dps.
Ionic Turbulence: its a control, it makes enemies slower, its a large AOE debuff, it triggers about a two dozen traits
The U.S.S. Bedivere was originally named after Bedivere of King Aurthurs Court. Since this is the mirror parity of the U.S.S. Bedivere, this inherents the name.
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [01:28]: `@alcaatraz` 1,376,408 / 106.5 M
HSE:
SCM - DMG Out: 110,210,087 DPS: 928,475.88 (63.5% of Team)
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 Legendary Battlecruiser Bundle
Legendary Avenger battlecruiser Needed for Ships of the Line and Emergency Weapon Cycle
Any ship which grants Withering Barrage
Sao Paulo Tactical Escort Refit (also available for dil per character) or Terran Adamant Heavy Raider (Quad Cannon access)
Lockbox Items
Event consoles and Traits
None
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Terran Reputation Items
Iconian Reputation Items
Dranuur Colony Items
Fleet Spire Items
Lobi Items
2022 - 12
Updated to new Platform template
Updated ship records
Added notes on keybinds and attack rotation
Added Budget Options
Updated to reflect new testing with TS1 becoming OSS1, and the inclusion of the Dual Heavy Beam Bank
2023 -12
Updated to include new advanced consoles, updated weapon layout.
Added T6x2 Console and Trait
Updated Records
As an energy weapon primary boat, there are a few subelement to that. Here we have survivabilty, some attempts at agility, and minor exotic, hangar, and projectile elements.
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
The Tactical Ultimate is still taken. Because of the skill investment for energy weapons in the skill tree, this only takes a small amount of investment. Even with the intent of going full min-max, if everyone takes the coordination protocols this is comparable to getting a Mk12 damage console which effects everything, as well as a hull plating node. These are worthwhile investements, and given how flexible Jayiies skill tree is designed to be very good at covering multiple roles such as support, tanks, and energy kinetic and exotic dps builds.
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.
Weapon Notes
There are a host of phaser weapon options that can be substituted for the standard or unique items on this build:
Pulsed Phaser Weapons have a proc which reduces target DRR by 10 and increases self DRR by 10
Advanced Phaser weapons come only in beam flavor but it can be used if converting the ship to BO or FAW setups.
Covert Phasers can help reduce threat output
Agony Phasers can apply a dot, which can help trigger atrophied defenses from temporal for support builds (or just builds running temporal)
Prolonged Phaser
Theoretically, the prolonged phaser is break even at around 60s. However at that it's only a very very small amount and is easily thrown out due to naturalized run variation. it stays under the +/-5% damage variation up to 100s in combat, where it then starts to ramp up to an 8% increase at 120s. This does mean that for combat times up to and around 120s the prolonged phaser is better, which is why I've been retrofitting my builds with it. This easily replaces the Quad cannons if you don't want to buy a T4 ship.
Equipment Notes
Nothing shocking here. The only really noteworthy item I think is the Iconian warp core. Here it grants “Hot Restart” which will clear an engines offline effect if you get one. While having a weapons offline is hard on DPS, having an engines offline makes you a target, and being a target in space is not a good thing. Don’t be a target in space.
Additionally because the Ahwahnee Command Carrier is part of the builds budget, for no cost you can grab Type 7 Shuttles for the debuff at no cost.
Personal Traits Notes
Being as I've built this on an engineering captain, the most obvious build focused tweak would be to do this on a tactical captain for access to the various captain powers. Doing such a replacement would warrant the use of A Good Day to Die.
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
Redacted Armor Plating - Episode Reward from “The Renegade's Regret” - +30 all DRR when hit from behind or sides
Regenerative Control Synergy - Episode Reward from “Of Signs and Portents” - Grants +45% hull regen when using a control power for 10 seconds
Meta-Focused Tweaks:
Since this is a ship that has both intel and miracle worker powers, the two meta driven choices to put on this ship would be the two Strength Through Unity liberated Borg duty officers 24 of 47 and 27 of 47. However, these are ridiculously expansive at upwards of 1 billion EC. This is in my opinion too much for a small improvement. CrtH / CrtD energy weapon officers are good enough for me. I did get a gift of one and its been rather hit and miss when using, likely because it's an engineering variant on a ship with only 2 engineering powers.
As an player who's been doing this for some time, I have very few keybinds as I use most of my powers manually. As such I have only 1 "spam" button, which consists of the offensive rotation.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle
Torpedo Spread - prebuff before firing
Narrow Sensor Bands - prebuff for cannons
Mixed Armament Synergy - prebuff for cannons; this has a delayed in activation similar to tactical team so putting it first and separating it from other things helps keep it from misfiring.
Overrise Subsystem Safeties: starts the clock on weapon power as soon as possible, the power lasts longer than the firing mode so having it up for overlap
Beam Overload - prebuff for cannons
Cannon Scatter Volley - prebuff for cannons, upgrades cannons
Attack Pattern Beta - prebuff before firing
Nadion Inversion: spamming to help weapon power costs
Emergency power to Engines - This is here so that every other rotation it can be activated
ISE Record Damage Breakdown
196.7k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II
190.8k DPS - Wide Arc Phase Dual Heavy Cannons - Scatter Volley II
144.4k DPS - Quad Phaser Cannons - Scatter Volley II
106k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley II
77.4k DPS - Heavy Bio-Molecular Phaser Turret - Scatter Volley II
75.6k DPS - Trilithium-Enhanced Phaser Turret - Scatter Volley II
72.7k DPS - Krenim Timebug
68.8k DPS - Terran Task Force Dual Heavy Phaser Cannons
54.3k DPS - Elite Mirror Universe Shuttlecraft
45.6k DPS - Wide Arc Phase Dual Heavy Cannons
42.4k DPS - Quad Phaser Cannons
37.9k DPS - Phaser Array - Overload I
34.7k DPS - Beam Array
32.4k DPS - Digital Compilation Field
30.5k DPS - Engage the H.Y.D.R.A.
26.1k DPS - Anti-Time Entanglement Singularity (Rank 2)
22.7k DPS - Heavy Inhibiting Phaser Turret
21.1k DPS - Dark Matter Laced Quantum Torpedo - Spread I
17.7k DPS - Heavy Bio-Molecular Phaser Turret
17.6k DPS - Trilithium-Enhanced Phaser Turret
13.8k DPS - Agony Phaser Spinal Lance
10k DPS - Gravity Well I
7.8k DPS - Wide Arc Phase Dual Heavy Cannons - Rapid Fire I
5.5k DPS - Dark Matter Laced Quantum Torpedo
5.2k DPS - Phaser Beam Array - Fire at Will I
3.1k DPS - Borg Cube
2.5k DPS - Dark Matter Dissolution
2.5k DPS - Heavy Inhibiting Phaser Turret - Rapid Fire I
1.6k DPS - Nimbus Pirate Distress Call
1.5k DPS - Nanite Transformer – Concentrate Firepower III
1.5k DPS - Gateway
1.1k DPS - Terran Task Force Dual Heavy Phaser Cannons - Rapid Fire I
1k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.9k DPS - Nimbus Pirate Distress Call – Photon Torpedo - Salvo II
0.8k DPS - Borg Cube – Concentrate Firepower III
0.6k DPS - Withering Radiation
0.6k DPS - Quad Phaser Cannons - Rapid Fire I
0.5k DPS - Counter-Offensive
0.3k DPS - Distributed Targeting II - Phaser
0.1k DPS - Distributed Targeting I - Phaser
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. In this case, we’re looking for a ship with Full Miracle Worker, at least some Intel seating, and a hangar . Consulting Fleffle's Sortable List with those parameters entered, you get this:
The Voth Stronghold Miracle Worker Dreadnought Cruiser is the only other ship with a hangar, Cmdr MW, and secondary intel seating. For bridge officer layout take the two universals as tactical seats, taking KLW1 APB1 / Intel Team 1 (to replace the lost science team) OSS1 and CSV2 / FAW1