U.S.S. Bedivere
Legendary Verity Command Dreadnought Cruiser
Legendary Verity Command Dreadnought Cruiser
Updated: 2025 - 10
The U.S.S. Bedivere is the canonical Flagship of my fleet. Being a mainstay in some form in my fleet since the Flagships were launched in 2017, the Bedivere underwent refit to the Verity Class during the 10th Anniversary and has stayed as such since then.
The Bedivere sits inside the Heavy Tank class of builds. Heavy tanks are an adaptation of a more classical form of tanking; using damage and threatscale to draw aggro off teammates rather than AI tricks and team wide damage mitigation and migration of damage to the tank without need for aggro or threat. While it has become clear that having support tanks are needed in high parse records, Heavy tanks are more comfortable in the hands of regular everyday use, and for experiencing new content on elite difficulties. Virtually every player in every situation will benefit from having a DPS build that also soaks all of the map damage, either as themselves or
In this sense, the Verity excels at the role of Heavy Tank, getting access to the cream of the crop in tanking tools but also offering huge damage potential along the way.
On October 1st 2025, Fire at wills cooldown was changed from 20s to 15s, making it now inline with all other firing modes. While this didn't really change much in the way of how standard DPS builds handled extending FAW, Tanks now had the decision on Entwined Tactical Matrices or Redirecting Arrays from C-Store purchases. On this iteration I've elected to move back to Redirecting arrays, for the benefit of not having to worry about the overlap on FAW anymore that ETM now causes, and simplifies my stations to allow me to take advantage of unconventional systems better for increase damage and durability.
Command seating was revamped in 2021, and with it came a change to Suppression barrage. Since then, Suppression Barrage primarily grants an outgoing damage debuff to targets, as well as minor speed and turn debuffs as well as a target accuracy debuff. This is the new primary method of damage mitigation for modern tanks. The Verity being a command specialization ship, has access to Suppression Barrage 3, which offers a -50% outgoing weapon damage to targets afflicted with the debuff. This works to be a 33% damage reduction [1 - (1 / (1+0.5))].
The tradeoff here is that since Suppression Barrage 3 takes the commander engineering slot, this displaces Reverse Shield Polarity 3.
Command Specialization Mechanic Inspiration:
Command ships are my personal favorite specialization archetype, as they offer some rather impressive team wide effects:
Turn The Tide: +100 All Damage Resistance Rating (DRR), and +300% Hull Regen for 15s
Against All Odds: +33% Cat2 Damage buff and -100% Weapon Power cost (Note this does not reduce weapon power cost entirely. Combined with EWC, this will move the weapon power cost from 0.66x to 0.4x)
Battle Preparation: Reduces all bridge officer abilities for the entire team to minimum cooldown instantly.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Named after Bedivere of Arthurian Legend; As is tradition for my Engineer, all ships are named from Arthurian Legend. This is the parity to my previous flagship the U.S.S. Gwenevere, which was similar a heavy tank on the Guardian Cruiser Platform. This name is currently open in my fleet and may be reused in the future.
ISE:
{ OSCR }: [DPS] 747,905.68 [Attacks-in Share] 88.99%
HSE:
{ OSCR }: [DPS] 624,680.35 [Attacks-in Share] 97.90%
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Legendary Avenger battlecruiser grants two traits for this build.
Mirror Strike Wing Escort (12th Anniversary)
Lockbox Items
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Fleet Spire Items
Dranuur Colony Items
Lobi Items
2022 - 09
Updated to include new discussions on Ba'ul weapons, Fek'ihri Torment Engine
Updated to include Superior Area Denial from the C-store 12th Anniversary Bundle
2022 - 12
Updated to new Platform template
Added notes on keybinds and attack rotation
Added notes on usage of Cannon Rapid Fire
Added Budget Options
2023 - 02
Updated Skill Tree
Updated BOff Powers
Added Diagram for CRF vs CSV, and notes on SAD
2023 - 05
Corrected inconsistencies within notes across page
2023 - 12
Added T6x2 Console and Trait
Added Ship of the Line
Rebuilt for the inclusion of Isomag Consoles
2024 - 10
Updated build for FAW cooldown changes
Built as a heavy tank, the Bedivere focus is on durability and damage. With the inclusion of SAD it gets both points into support (being a tank it gets another) and hanger.
Agility is lower but with the focus on being maneuverable from competitive engines I've elected to assign a point there as well to round out the final numbers.
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.
Notes
Introduced with the Angel's Wake Lockbox, Ba'ul Weapons offer in place of antiproton weapons inherent 20% Critical Severity a reflection mechanic that deals 5% of the dealt damage. When combined with the Linked Sentry Set 2 piece, these weapons gain an additional reflection as well as increasing the reflection damage from 5% to 10%.
Additionally, Ba'ul reflections are unlike other reflection procs, such as the Refracting Tetryon weapon effect. Ba'ul carries with it other on hit procs and status afflictions. This includes:
Kemocite Laced Weapons (when triggers on source triggers on reflections)
Suppression Barrage
Entropic Rider, and by extension Atrophied Defenses, from temporal specialization
Radiant Detonation Matrix reputation trait
Energy Refrequencer reputation trait
Meta-Focused Tweaks:
Heavy tanks fill a role in the game, albeit not one which is focused on assisting other players setting personal DPS records. Heavy tanks are by purpose designed to be very durable DPS builds. Able to act independent of the team, much of the games elite content often requires this solo action. To better fill the role of a more support oriented tank, there are many consoles that could be used in place of the damage increasing ones. See the support version of this ship for details.
Notes on the Fek'ihri Torment Engine
The Fek'ihri torment engine inclusion is not mine, nor do I claim to have discovered it. In my original post however it was merely a footnote and has incurred great questions.
The Torment engine is placed here specifically to take advantage of the Ba'ul reflections proving Entropic Rider. This console provides a 50% damage buff to this DOT, as well as providing additional sources for Atrophied Defenses from Temporal specialization. This damage buff is significant and important, and with both the increased proc chances as well as increased damage Entropic Rider can in come cases out damaging a ship born weapon. Recent HSE Parses have Entropic Rider doing 50k DPS, with FAW1 consuming only 36k DPS comparative. This is a huge source of damage, and aids to help generate aggro as DOT damage tends to generate more aggro than simply doing more weapon damage.
Budget Tweaks:
This ship is incredibly expensive. As such there is a multitude of budget oriented options to take.
Damage Consoles
Isomagnetic Plasma Distribution Manifold - Previous iterations of this ship had a few lobi consoles and some event consoles as filler for damage buffs, and used only one locator. With the introduction of the Advanced consoles, Isomags have replaced all of these for filler.
With changing BOff layouts for the FAW change, this build now runs 3 Energetic protomatter consoles, which are obtained from the fleet starbase.
Subspace tunneling field is not directly a damage console but given it reduces the cooldown on all other consoles it drives the influence of the others for damage contribution. For those without this just slot another Isomag
Durability Consoles
Dynamic Power Redistributor Module - I put this under a durability console since this does fill the role of the durability solution on this ship. Obvious best replacements would be the Protomatter Field Projector from the Event Lukari Ho'kuun. Should this be unacquirable the next option would be the Reiterative Structural Capacitor, being a durability only option but amazing for healing. This is from a previous event, and was available in the Phoenix store for a time before being placed into the Mudds Market for an exorbitant price not fitting its utility. Final option to put here would be Shared Processing Integration which provides a fraction of the healing potential but doesn't come at the extreme cost of the other options.
A console I haven't used much on this build (as I don't need it) is the use of Hull Image Refractors. With this ship reaching its maximum hull capacity at 200k, this means you can get to 200k temp HP on this ship. Noting that temporary HP carry's no resistances, to those on a budget it can be a very good source of inflating potential HP pools without huge cost expenditures.
Meta-Focused Tweaks:
The easiest change to bring this ship into a more supporting role would be moving from Auxiliary Power to Structural Integrity to Auxiliary power to Emergency Batteries (Aux2Bat). This would allow the use of Cold Hearted Starship Trait to further reduce targets damage resistances. You can find a varient of this ship for a supporting role found here.
Otherwise, unconventional system is the now meta way to build nearly any ship
Meta-Focused Tweaks:
There isn't much to change here in terms of utility. Obviously if playing on a tactical or science captain Grace Under Fire isn't available. As such these would be best swapped to A Good Day to Die (not confusing at all there's a starship trait, mission, and personal trait with the same name) for tactical captains and potential something like Bio-tech Patch or Conservation of Energy for science captains.
Budget Tweaks:
For budget players who want to save some EC, there's a few standard traits that could be used:
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 is equivalent to 3 stacks of repair crews
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
Give Your All - Engineering RnD level 15 - grants a dodge (flat 20% reduction)
Meta-Focused Tweaks:
To better fill the role of a heavy tank, there are options to improve it in this role. The inclusion of a A Good Day to Die, a starship trait that increases both healing and damage, would grant the ship more damage as well as increase healing; as an interesting note, the increased healing form this trait also improves the effects of the protomatter consoles.
With the pets from the Ahwahnee having FAW and APB3 means that Superior Area Denial is less needed nowadays than in the past, which means this trait is a flex slot. Phaser Lance and Universal Designs would be the more modern meta slot here for the CrtX buffs and console damage but I'm keeping SAD more for sustainability of the debuffs than the damage.
Budget Tweaks:
Defensive Traits:
The Best Defense - +25% Healing when using APB, APO, and APD - not hugely relevant on a build which heals via regen or incoming classes healing (protomatter consoles) but its free from the episode "House Pegh".
Going the Extra Mile - +Hull cap and +healing - free from completing Miracle Worker Specialization
Offensive Traits:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
Notes on Tethered Non-Baryonic Asteroid:
Something that I've noticed since the implementation of the Intel reworks and the recently buffed Surgical Strikes builds is how some people fly these types of builds. While not wanting to correct people, during ISx runs some individuals will leave stragglers at one transformer or the other. This can in some cases ruin runs; often making people very angry and upset at anyone and everyone.
In order to preemptively prevent this, the asteroid can be used to drag the remaining stragglers into the middle, usually to the existing gravity well.
Normally the Bedivere has enough damage to clear up stragglers and move at the same time as these types of builds but there is the average occasion I'm put onto a team where this happens. After many runs with it the asteroid has finally filled the 5th trait slot here.
Meta-Focused Tweaks:
Support wise there's not many things that can be done to limit or change here. The most notable would be the Liberated Borg Specialist 23 of 47 which would increase team wide hull capacity by 10% and grant 2.5% Critical Chance. This is however very expensive. 18 of 47 is also useful but offers only a very minor -5 DRR to targets (since this is 50 Starship Weapon Armor penetration skill) for 18 million.
Budget Tweaks:
Agent Nerul unfortunately has no equivalents. As such and durability driven duty officer would be best to put here. Dal R'el is a close equivalent, but this is a chance at an effect rather than guaranteed like Nerul.
Adak'Ukan is useful somewhat (I still don't see a noticeable impact from using him, but its an option)
Gravimetric officers for duplicate gravity wells can also be used but this can have the effect of reducing the performance of exotic based ships
I was informed by my associate here (*cough EPH cough*) that Keel'el is 250mil ec....DO NOT BUY THIS! THIS IS SUCH A BAD ROI! Get a Rare, its a 30% chance. In the event you can't get one of any kind, just throw on another EWO for +Crt of either chance or severity.
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
Attack Pattern Beta - prebuff before firing
Fire At Will - prebuff before firing, upgrades beams
Kemocite Laced Weapons - prebuff before firing
Suppression Barrage - prebuff before firing
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
ISE Record Damage Breakdown
139.1k DPS - Ba'ul Antiproton Beam Array - Fire at Will III
128.5k DPS - Ba'ul Antiproton Beam Array - Fire at Will I
98.1k DPS - Broadside Beam Support
87.2k DPS - Entropic Rider
35.4k DPS - Ba'ul Refraction
32.9k DPS - Ba'ul Antiproton Array
17.5k DPS - Radiant Detonation
15.3k DPS - Elite Type 7 Shuttlecraft
15k DPS - Gravity Well I
14.2k DPS - Fek'ihri Torment
10.3k DPS - Digitizer Probe – Digital Compilation Field
6.5k DPS - Borg Cube
6.4k DPS - Symbiotic Ice
5.4k DPS - Borg Queen Octahedron
2.9k DPS - Sphere – Radiant Detonation
2.1k DPS - Vessel One of Two Unimatrix 01
1.6k DPS - Ba'ul Antiproton Array - Overload I
1.2k DPS - Tractor Beam I
1k DPS - Assimilator – Radiant Detonation
0.9k DPS - Vessel Two of Two Unimatrix 01
0.8k DPS - Blade Mine – Tachyon Net Drones - Vulnerability Exploited
0.6k DPS - mickster – Tachyon Net Drones - Vulnerability Exploited
0.5k DPS - Tachyon Net Drones - Vulnerability Exploited
0.5k DPS - Joshua Jardinero
0.3k DPS - Distributed Targeting I - Antiproton
0.3k DPS - Grimpork – Tachyon Net Drones - Vulnerability Exploited
0.1k DPS - Distributed Targeting I - Kinetic
ISE Healing breakdown
2.6k DPS - Restorative Protomatter Matrix
0.9k DPS - Bio-Molecular Shield Generator (Rank 2)
0.6k DPS - Shield Distribution Officer
0.5k DPS - Energy Refrequencer (Rank 2)
0.3k DPS - Hazard Emitters I
0.2k DPS - Auxiliary Power to the Structural Integrity Field I
0.2k DPS - Rotate Shield Frequency III
Any ship with commander command seating will work here. Obviously the higher the hull mod the better. The problem with porting 1:1 will have less to do with the ship bridge officer layouts and more with the unique consoles now-unlocked to the Odyssey and Flagship lines.
In order of highest to lowest hull mods from a non-inclusive list:
Hur'q Vedcrid Hive Dreadnought Carrier - 4/3 but with 2 hanger bays and a 1.7 hull mod this could be an incredible platform for tanking.
Legendary Ross Command Exploration Cruiser - From the same pack this 1.55 hull mod ship is better suited to a support role than heavy tank (damage) role, mostly due to the Cmdr/Lt.C engineering seat. Its also a Galaxy so it gets some style points.
Fleet Cardenas Command Dreadnought Cruiser - 1.54 hull mod so very beefy, and gets access to a decent seating layout. No lt.C tactical means it wont be able to get FAW3 for the role of a super heavy tank but it is very possible to do it on this, but is also better suited to support tanks. The KDF counterpart is a duplicate of its stats if you wanted to try something non-fed.
Legendary Bortasqu' Command Battlecruiser - 1.5 hull mod, as a battlecruiser this lacks the attract fire aura but also picks up a Lt.C Tactical / Intel. This also has the added benefit of being 5/3, and is arguably a better platform than the Verity.
Fleet Justiciar Command Star Cruiser - 1.5 Hull mod, very similar in layout to the verity but lacks the hanger bay
Voth Rampart Command Flight Deck Carrier - 1.47 hull mod and probably the closest to the Verity in terms of boff seating. Access to MW and very flexible seating would definitely make this a contender for the heavy tank role.
Kelvin Constitution Heavy Command Cruiser - 1.45 hull mod, access to both command and temporal as well as versatile seating (lt.C uni) means this is flexible in both support and heavy tank roles.
Merian Command Science Dreadnought - 1.45 Cmdr Science ship with a hanger bay. This platform is more suited for support tanking but it could be very potent with the access to a secondary deflector for the purposes of heavy tanking.
Legendary Vor'cha Command Support Battlecruiser - 1.45 hull mod, very very very good ship, many roles this can fill from DEW DPS to tanking to torps.
Styx Terran Dreadnought Cruiser - 1.45 hull mod, More than capable of being both a heavy and support tank, and possible attempt to fill both roles at once with access to APB3 hanger pets.
Friendship Command Flight Deck Carrier - 1.4 hull mod is the same as the Hull mod on the verity, but this ship has the same Lt.C Intel that the Styx has and also has two hanger bays.
Trafalgar Command Juggernaut - Access to pilot would be really interesting with FlyFasdwads ads awith Fly Her Apart / Hold her together as self damage / heal versions of powers.