I.K.S. Pendragon
Durgath Temporal Heavy Dreadnought Battlecruiser
Released 2024-10
Made possible by reader donation; thank you Sagyz!
Build Overview and Focus
The Heavy Dreanought Carriers, that is the Universe, Durgath, and Valkis (Fed, KDF, and ROM versions respectively) have near enough been ubiquitous within the game, for most because of one major appeal....Big. I mean really big, these things break the way the game calculates distance big.
Since their release in 2017, I have seen so many people ask what to put on these, and it wasn't until recently that I was given an opportunity to build one due to a very nice gift. All three are functionally the same, with some minor exceptions on the Valkis being a proper warbird and equipping a singularity and having access to the drone pets, these ships are effectively identical.
As such there was no real reason to go with the Durgath over any other variant, I find this to be the most appealing and least obstructing of the heavy dreads.
A Cranky Torpedo Player
As many might know, I'm not a huge fan of torpedo builds; theres something about the way they fly that doesn't stick well in my brain. Maybe its the decade+ of flying energy weapon and the breaking of the habits those builds have given me, or maybe I just don't like how it looks. In any event, I walked into this build fully expecting to do something like beam overload or make this into a tank...and then we got the Advanced Hangar consoles and I changed how I would have approached this build.
As many might be aware, this is one of the few ships with dual hangar bays and a Lt.C command seat. For the most part however, these ships are forced with a non-specialized command seat (such as the Sarcophagus Dreadnought Carrier, or Suliban Silik Flight Deck Assault Carrier) and usually a plethora of forced engineering seats, or are science carriers with only 3 fore weapons. By all rights, the Vedcrid and Vonph are both ships that would excel in this configuration, being faster ships, and the recently released Typhon 'escort carrier' is likely the best bet for torpedo based carrier platforms.
However, the Durgath and its cousins have one advantage over all these platform; it has a Commander Temporal seat. By no means is this a build breaking trait, but having access to temporal grants recursive shearing, a huge benifit to the single target damage nature of torpedo builds.
With the addition of two hangers, and access to 6 hangar power craft transmitters for the scaling pet damage, this ship halfway solves my theoretically problem with torpedo builds and that comes from its lack of AOE damage. This build is about as close as you can probably come then to the idea of a single main ship that does focused target damage with sings of support ships.
Hangar Pet AI: As a huge part of the discussion, equally important is the pet you've chosen. Some pets appear to be far better at being a damage dealer than other pets. We have an exhaustive suite of test data from many members of the community, which you can find here under hangar pets. Pets basically rank based on how well they interact with the abilities they have, or are given, and this is the important part.
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
King Arthur Himself, I don't really know of a ship better for this one. Odd for me to have put it on a KDF ship but it is fitting.
Meta Analysis
ISE:
{ OSCR } Infected Space (Elite) - DPS / DMG [02:28]: `@alcaatraz` 1,027,351 / 126.5 M
HSE:
{ OSCR } Hive Space (Elite) - DPS / DMG [02:26]: `@alcaatraz` 732,017 / 103.0 M
Budget Analysis
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Promotion Items
Lockbox Items
Ship - Na'Qjej Intel Battlecruiser (we're after the trait so if you find a cross faction box even better)
Salvaged Console - Swarmer Matrix
6x Lockbox Personal Traits
Event consoles and Traits
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Fleet Spire Items
Lobi Items
Change History
2024 - 10
Released
Build Breakdown
Torp Carriers are weird maaaannn.
Skills
Skill Unlocks
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.
Build
Starship Weapons
Starship Equipment
Starship Consoles
Set Bonuses
Notes on the Power Transfer Emitters Console:
This active can only be used on a non-self entity. I use a macro that targets the focused target then uses the power on Bar 5 Slot 1.
0x1b " focustargetselect$$+TrayExecByTray 5 0$$+TrayExecByTray 5 1$$+TrayExecByTray 5 2" ""
Replace 0x1b with whatever key you want to use, for me this is the " ] " key. I then focus target the pet with Independent Wingmate on it, and this will then cast the console active on the pet with independent wingmate. It's a rather handy little thing to help lower the macro needed for this console.
Bridge Officers
Notes
As stated, it will be a wiser man than me to make a decleration between a 3rd TS and a HY for this layout.
Traits
Personal Traits
Meta-Focused Tweaks:
There isn't much to change here in terms of utility. Obviously if playing on a tactical or science captain EPS manifold Efficiency 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)
Starship Traits
Meta-Focused Tweaks:
Scramble Fighters is the go to carrier trait after SAD or CA when people talk about carriers. It could use a slot here, but I prefer SAD for the debuff to targets
Reputation Traits
Active Reputation
Duty Officers
Miscellaneous
Ship Stats
Keybinds
From the Sh'val, I've learned the best way for me to get damage from torp builds is to ignore keybindings and just click/push buttons when I need too. This is the layout I use. Quick single targets on 1-4, rotables on Shift 1-4, and all special actions elsewhere.
Parse Breakdown
ISE Record Damage Breakdown
169k DPS - Borg Cube
125.1k DPS - To'Duj Fighter Squadron - You can see here that I had 13 instances of damage, this means that I had one pet die and get replaces
20k DPS - To'Duj Fighter Squadron 1
13.8k DPS - To'Duj Fighter Squadron 2
11.8k DPS - To'Duj Fighter Squadron 3
10.2k DPS - To'Duj Fighter Squadron 4
9.9k DPS - To'Duj Fighter Squadron 5
9.7k DPS - To'Duj Fighter Squadron 6
9.3k DPS - To'Duj Fighter Squadron 7
9k DPS - To'Duj Fighter Squadron 8
8.3k DPS - To'Duj Fighter Squadron 9
7.8k DPS - To'Duj Fighter Squadron 10
7.4k DPS - To'Duj Fighter Squadron 11
4.4k DPS - To'Duj Fighter Squadron 12
3.5k DPS - To'Duj Fighter Squadron 13
87.3k DPS - Isolytic Tear
64.2k DPS - Resonance Shock
43.2k DPS - Enhanced Bio-Molecular Photon Torpedo - High Yield I
40.8k DPS - Neutronic Torpedo - Heavy I
38.1k DPS - Gravimetric Rift I – Gravimetric Rift
35.2k DPS - Hvy Gravimetric Device I – High Yield Gravimetric Explosion I
30.7k DPS - Nanite Transformer
28.4k DPS - Sympathetic Detonation (2x)
28.3k DPS - Anti-Time Entanglement Singularity (Rank 2)
22.4k DPS - Immolating Phaser Lance
21.6k DPS - Delphic Distortion Torpedo - Salvo I
18.7k DPS - Delphic Distortion Torpedo
17k DPS - Enhanced Bio-Molecular Photon Torpedo
16.9k DPS - Gateway
15.1k DPS - Entropic Rider
15k DPS - Gravimetric Photon Torpedo - Spread I
14.3k DPS - Mercury Class Escort
14.3k DPS - Gravimetric Photon Torpedo
13.8k DPS - Ajax Class Escort
13.4k DPS - Delphic Distortion Torpedo - Spread I
11.9k DPS - Delphic Distortion Torpedo - Spread II
10.8k DPS - Digitizer Probe – Digital Compilation Field
10.8k DPS - Miniature Gravimetric Rift – Gravimetric Rift
10k DPS - Gravimetric Photon Torpedo - Spread II
9.7k DPS - Enhanced Bio-Molecular Photon Torpedo - Spread I
9.3k DPS - Neutronic Torpedo
8.1k DPS - Icarus Class Escort
7.6k DPS - Quantum Mine – Thoron Infused Quantum Mines
7.4k DPS - Pahvan Proton Beam Array - Fire at Will I
7.1k DPS - Neutronic Torpedo - Spread I
6.8k DPS - Hvy Gravimetric Device I
6.8k DPS - Bio-Molecular Photon Mine – Mine Explosion
6.2k DPS - Quantum Mine
5.9k DPS - Kemocite-Laced Weaponry I
4.5k DPS - Bio-Molecular Photon Mine
3.3k DPS - Digital Compilation Field
3.1k DPS - Overcharged Gravitic Lance
3k DPS - Molecular Deconstruction Beam
2.7k DPS - High Yield Gravimetric Explosion I
2.4k DPS - Enhanced Bio-Molecular Photon Torpedo - Spread II
2.4k DPS - Rapid Decay II
1.9k DPS - Refracting Tetryon Cascade (Rank 2)
1.7k DPS - Sphere – Concentrate Firepower III
1.7k DPS - Pahvan Proton Beam Array - Fire at Will II
1.4k DPS - Pahvan Proton Array
1.3k DPS - Isolytic Tear
1.1k DPS - Shared Fate I
1k DPS - Assimilator – Concentrate Firepower III
0.9k DPS - Thoron Infused Quantum Mines
0.8k DPS - Sympathetic Detonation
0.7k DPS - Gravity Well I
0.7k DPS - Sphere – Bio-Molecular Incubation
0.5k DPS - Mine Explosion
0.3k DPS - Distributed Targeting I - Kinetic
0.3k DPS - Counter-Offensive
0.3k DPS - Distributed Targeting II - Kinetic
0.2k DPS - Neutronic Torpedo - Spread Radiation Burst
0.1k DPS - Nanite Sphere – Bio-Molecular Incubation
0.1k DPS - Sphere – Refracting Tetryon Cascade (Rank 2)
Portability
As mentioned in the intro, the Heavy Dreanought Carriers, that is the Universe, Durgath, and Valkis, don't really have any direct analogs yet for the tools of this build. The best is to take a 2 hangar ship and try and fit in without the Recursive Shearing. However, this isn't a necessary thing, so some easy choices are:
Typhon 'escort carrier' - Relatively new, very fast, very nimble, lots of command and tactical seating makes this an ideal choice for a hanger enhanced torpedo build
Hur'q Vedcrid Hive Dreadnought Carrier - Not a very amazing platform but it would have the requisite command powers and plenty of tactical powers avalible too it.
Herald Vonph Dreadnought Carrier - Gets intel as a secondary seat
Jem'Hadar Dreadnought Carrier - An older unit but checks out, lots of engineering consoles available. Limit specialization seating with the Lt. Command but this could be a good port
Basically...any 2 hanger ship with a Lt.C. Command and lots of tactical seating.