U.S.S. Penumbra - DEWSci
Fleet Nova Pilot Scout ShipÂ
Updated: 2023 - 12
Build Overview and Focus
Available in the agile classics bundle, this is the first science ship with pilot seating available to us in the C-store. Pilot bridge officer powers inherently has no innate benefit to science, but as a pilot primary specialized ship it gains access to movement tech that regular ships don't have. This opens up a build space not necessarily possible on standard escorts.
My original intent when looking at this ship when it came out was to ignore the science buttons the ships can come with and instead build it at a cannon scatter volley build ignoring the science aspects of the ship but taking advantage of the secondary deflector. You can see that version of the build here.
Build Purpose and Scope
DEWSci is a rather interesting build space; and in my opinion has lots of different categories available within it. However the most popular definition is blending exotic damage from science abilities and consoles with the rather traditional aspects of damage with Directed Energy Weapons.
Normally science (and by extension) exotics lend themselves to more focused on torpedo's due to the applications with aux power. DEWSci defies this and uses power hungry energy weapons which requires power management outside of the traditional scope. I tried to blend a balanced mix of DEW and Science and I think I've succeeded very well here with a near 50%/50% split on damage contribution between exotics and weapons. It sometimes will become more biased one way or the other, but usally no more than 60%/40%.
Phasers and Exotics
Over the last few years there's been an explosion of phaser leaning exotic powers available to us. While I use only a few of them, two that stand out is the Weaponized Helical Torsion and Approaching Agony. Both of these have phaser passives and actives which benefit from exotic damage increases.
A few others I don't use here but are worth noting are the Entangled Quantum Bombardment (phaser passive for Fed captains only), the Quantum Field Focus Controller, Deconstructive Resonance Emitter, and some sets like the Quantum Phaser Catalysts.
As such leaning into phasers is a natural choice for DEWSci builds but isn't strictly necessary. With the Hysperian Intel Battlecruiser launch including the Five Magicks starship trait and Dragonsblood Flame Reactor console the future of DEWSci is likely pointing in the direction of disruptors. However, I don't yet have any plans on doing a full type swap...maybe next upgrade weekend.
Pilot Powers
This ship historically used two pilot powers. With the rework and some fine tuning I've reduced that down to just a single power:
Fly Her Apart: This is a rather interesting ability. Made of two parts, the first is a self damage and speed buff for a duration as long as the power is active (up to 15s) then afterwards grants scaling bonus damage to all sources for the same duration the ability is active for, up to +60% for rank 2. This also has an interesting combination with the Boimler effect in that it has no minimum cooldown. With enough triggers this ability can be maintained at close to 66% uptime with enough cooldown triggers.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Namesake
Penumbra marks the transition zone between the shadow of a body and the light source. Like a Penumbra, this build attempts to take advantage of both energy weapons and science, where the pilot seat makes great effect as a movement tool and a trigger for some various things.
Meta Analysis
ISE:
SCM - DMG Out: 116,152,420 DPS: 886,659.70 (55.5% of Team)
HSE:Â
SCM - DMG Out: 92,211,678 DPS: 700,164.60 (57.8% of Team)
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
T6 battlecruisers (Arbiter / Kurak / Morrigu / Legendary Valdore
Any ship which grants Withering Barrage
Glenn - 10th Anniversary Bundle or Mirror Crossfield Science Destroyer - 12th Anniversary
Lockbox Items
Salvaged Console - Delphic Tear Generator
Salvaged Console - Micro Dark Matter Anomaly
6x Lockbox Personal Traits
Event consoles and Traits and gear
Imperial Rift Set (now available in Mudd's)
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Terran reputation Items
Discovery Reputation Items
Fleet Research Lab Items
Fleet Colony Items
Lobi Items
Change History
2022 - 09
Posted Build
2022 - 12
Fixed console layout errors
Updated to new site standard, Added keybind, piloting section, and parse breakdown
Updated console arrangements, traits, BOff powers
2023 - 08
Updated with Advanced Science consoles
Updated Records
Build Breakdown
I tried to make trades between Energy and Exotic that fueled each other on this build. Options like Cold Hearted offer some decent -DRR effects traditional science ships might lack, activated through pilot team for some extra maneuverability.
This allowed me to take the Revolutionary Engine as this ship is plenty fast enough with Pilot Team 2, as well as the warp core and shield for some extra damage. Overall I think there's a very good blend here between science and energy weapons.
Skills
Skill Unlocks
Notes
Ayjei's tree is aimed towards DEWSci and the builds that come along with it, support included. He takes only a few points into engineering for power management and then the rest into damage. Of all my currently posted characters his is the most offensively tuned for the greatest flexibility, at the cost of personal durability which usually needs to be solved through consoles or bridge officer powers or even traits.
DrainX
Long ago I set out to craft a drain build...then some history happened and drains on targets in PvE broke and hasn't yet returned. I could very well respec but this is a part of the character's storied past I want to keep (also it is a very fun build to fly, even if its not super useful).
Build
Starship Weapons
Notes
As mentioned, phaser isn't strictly necessary for DEWSci it just blends nicely together. Pick the flavor you want to use and go nuts. With the addition of Five Magicks and Dragonsblood flame reactor this would likely be a better build if you focused on distruptor instead of phaser. For now I'm staying with phaser
Starship Equipment
Notes
Should you lack the Imperial Rift set (either missed the event or don't want to buy it from mudd's—which is totally understandable for being $80 without a sale), there's a few options available to you. The Temporal Defense Initiative Starship Technologies 2pc with the shield and core is a valid choice for the DOT damage increase. A crafted [damp] engine would get +33 Drainx. The Gamma Reputation Engines would allow you to move at full impulse without draining Aux power and grant a small CtrlX buff. The Romulus Advanced Prototype Engines would grant some more weapon amplification. The Delta Alliance engines also grant a substantial passive to CtrlX.
Starship Consoles
Set Bonuses
Meta-Focused Tweaks:
A few consoles are missing from here that would really make this build flourish as a science ship. I just don't have access to them.
Plasma Storm - From the Marquis Raider - this has been a science staple since it came out, I just don't have one here.
As mentioned, running this as a disruptor build with Dragonsblood Flame Reactor is likely the future of DEWSci mixed with disruptor.
Budget Tweaks:
Weaponized Helical Torsion and the D.O.M.I.N.O. are going to be the two of the tree hard consoles to obtain here. As such Approaching Agony from a salvage console choice pack and the new Ionic Deflector Inversion make really good substitutions here. If Ionic Deflector is also a no-joy console then the Ordinance Accelerator would be fine, as would the Quantum Phase Convertor depending on which way you want to swing for damage.
Bridge Officers
Notes
Lack of healing is where most people would need help. I have Agent Nerul which is kindly referred to as a cheat code. To remedy for healing Id recommend dropping the structural analysis for an engineering seat and going with Emergency Power to Weapons 1, with the lt. seat being Emergency Power to Engines 1 and Auxiliary Power to Structural Integrity 1.
Meta-Focused Tweaks:
To improve this to conform more to the meta, the two pilot powers would probably drop for additional anomalies like Subspace Vortex and Tykens rift. I think the pilot powers are really fun to use however so I've kept them.
Traits
Personal Traits
Meta-Focused Tweaks:
6 Lockbox traits with a 200 lobi trait is pretty expensive, and that's why these traits follow the meta. For tactical captains a Good Day to Die is the best replacement for Conservation of Energy with nothing really paralleled for engineers save Enlighted.
Budget Tweaks:
For engineering captains the most obvious budget replacement would be EPS Manifold Efficiency and if you needed more durability Grace Under Fire. Cannon Training is also a decent slot on this build for the cannon damage. For budget players who want to save some EC, there's a traits that can increase durability.
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
If your after more damage instead:
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.
Starship Traits
Meta-Focused Tweaks:
Universal Designs would fit on this but would need some more universal consoles for triggers and an Immolating Phaser Lance. Something like Time to Kill would also be good here. Exitus Acta Probat would also be decent but would need some boff station reworks to fir the powers.
Budget Tweaks:
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
Calm Before the Storm - also C-store its almost always recommended so its likely people have it.
Reputation Traits
Active Reputation
5th Slot here would ideally be the Tethered Non-Baryonic Asteroid to help clean up. This can be used in lieu of a gravity well on left and right in ISE. More Discussion on my tank build here.
Duty Officers
Meta-Focused Tweaks:
Thanks to EPH I was able to get ahold of what is probably the best Borg doff for this build in the form of 25 of 47, which works of pilot and tactical abilities for CrtH and accuracy. Not carrying any other specializations there's not much in the way of better doffs here. Some EWOs which grant CrtH or CrtD would also be good here.
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. Energy weapon officers that increase critical chance or critical damage would be great here as well.
Miscellaneous
Ship Stats
Keybinds and Piloting
Fly her Apart
Something interesting about Fly her Apart is that it doesn't drop you zero out impulse/throttle. Therefore you can use the power before engagements begin. For ISE I've found 13s timer countdown and for HSE 10s timer countdown to be the best times to use this. For combat to reapply the buff I'll go full impulse and pilot roll backwards, allowing the power to be activated. Then when coming back to the same position shutting throttle off, which doesn't end the channel on the power.
Hotbar
I don't use many keybinds but the one I use to rotate my weapon buffs.
Emergency Power to Weapons - Initial power buff and triggers Emergency Weapons Cycle\
Photonic Officer - Now that I have IPO, I want this to be running first and often
Attack Pattern Beta - prebuff before firing
Cannon Scatter Volley - prebuff for cannons, upgrades cannons
Torpedo Spread - prebuff for torpedo, upgrades the Dark Matter Quantum.
Emergency power to Engines - This is here so that every other rotation it can be activated
Parse Breakdown
164.9k DPS - Deteriorating Secondary Deflector
161k DPS - Pets
52.3k DPS - Anti-Time Entanglement Singularity (Rank 2)
45.8k DPS - Cryonic Turbulence III
21.2k DPS - Elite Alliance Fighter Squadron - Picked up from Tachyon Net Drones
12k DPS - Genesis Seed
6k DPS - Approaching Agony
5.7k DPS - Elite Jem'Hadar Support Frigate - Picked up from Tachyon Net Drones
5.3k DPS - Concorde Class - Picked up from Tachyon Net Drones
3.3k DPS - Player 1 - Picked up from Tachyon Net Drones
3.2k DPS - Player 2 - Picked up from Tachyon Net Drones
2.5k DPS - Player 3 - Picked up from Tachyon Net Drones
1.4k DPS - Ionic Turbulence I - Picked up from Tachyon Net Drones
1.4k DPS - Photonic Escort - Picked up from Tachyon Net Drones
0.5k DPS - Icarus Class Escort - Picked up from Tachyon Net Drones
0.5k DPS - Geneva Class - Picked up from Tachyon Net Drones
48.9k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II
40.1k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
36.7k DPS - Gravity Well III - Gravity Well III
32.5k DPS - Quad Phaser Cannons - Scatter Volley II
29.7k DPS - Kemocite-Laced Weaponry I
27.4k DPS - Entropic Rider
27.2k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley II
26.1k DPS - Digital Compilation Field - Digitizer Probe
25.4k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley III
21.7k DPS - Dark Matter Laced Quantum Torpedo - Spread I
21.7k DPS - Quad Phaser Cannons - Scatter Volley III
21.2k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley III
19.1k DPS - Destabilizing Resonance Beam I
19.1k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley II
17.1k DPS - Phaser Turret - Scatter Volley II
17k DPS - Delphic Tear
13.6k DPS - Fek'ihri Torment
11.8k DPS - Tachyon Net Drones - Vulnerability Exploited
11.5k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley III
11.4k DPS - Concentrate Firepower III
10.3k DPS - Phaser Turret - Scatter Volley III
8.6k DPS - Dark Matter Dissolution
7.6k DPS - Tractor Beam I
6.3k DPS - Quad Phaser Cannons
6.1k DPS - Dark Matter Laced Quantum Torpedo
5.4k DPS - Tachyon Net Drones - Vulnerability Exploited - Gravity Well III
5.2k DPS - Tachyon Net Drones - Vulnerability Exploited - Digitizer Probe
5k DPS - Terran Task Force Dual Heavy Phaser Cannons
4.3k DPS - Tachyon Net Drones - Vulnerability Exploited - Gravity Well I
3k DPS - Prolonged Engagement Dual Phaser Cannons
3k DPS - Phaser Turret
2.9k DPS - Weaponized Helical Torsion
2.6k DPS - Distributed Targeting I - Phaser
2k DPS - Drain Infection
1.7k DPS - Heavy Inhibiting Phaser Turret
1.7k DPS - Distributed Targeting II - Phaser
1.6k DPS - Tachyon Net Drones - Vulnerability Exploited - Aftershock Gravity Well
1.4k DPS - Digital Compilation Field
1k DPS - Distributed Targeting II - Kinetic
0.8k DPS - Anti-Time Entanglement Singularity (Rank 2)
0.8k DPS - Distributed Targeting I - Kinetic
0.4k DPS - Withering Radiation
Portability
Under a very strict ruleset, only one other ship meets the requirements for this build on a 1:1 basis: the Vulcan Experimental Scout Vessel. This and the Nova are the only science ship with flanking and pilot power accessibility.
Opening up to science ships with pilot power access:
Legendary Intrepid Miracle Worker Multi-Mission Science Vessel - This is an odd platform that I'm glad I can put into some box. The seating is a little odd for this build but it could fit. Access to MW specialization for another universal console at T6X would be really good for DEWSci builds as you can slot more phaser damage or exotic consoles. It also has access to DHC placements but lacks flanking and access to tactical powers.
Risian Weather Control Vessel - Also able to equip DHCs and having pilot powers, it lacks pilot rolls and would need great piloting to make work. That said it can basically copy the boff layout here with the Lt.C uni / pilot seat.
Mirror Crossfield Science Destroyer - picking up temporal powers as well would make this a great platform for DEWSci stuff.
Saturn Intel Science Spearhead - only one pilot power restricts to Pilot team but picking up intel primary opens some interesting build space with Spore Infused anomalies. This could also potentially run some interesting this with surgical strikes adapting the other equinox build I have here.
Na'kuhl Daemosh Science Vessel - another ship with temporal and pilot, this could be really interesting.
Opening up to other science ships in general is more difficult as it needs more changes to traits as well as BOff seating.
Lukari Dranuur Scout Ship - Arguably the better platform for DEWSci with access to temporal, it lacks the fun aspect of pilot on a science ship. It does have flanking like the Nova and the Vulcan Experimental and is available for 5 FSM without needing a C-store ship
Vulcan T'Pau Scout Ship - A platform better suited to standard science with the intel seating; it also can equip DHCs with inherent flanking.
The list explodes from here, and it starts to fray a little from the core aspects of this build. For a more generalized DEWSci application I'd recommend reading EPHs Eternal DEWSci.