U.S.S. Benjamin Davis
Fleet Malachowski Multi-Mission Command Cruiser
Fleet Malachowski Multi-Mission Command Cruiser
Last Updated December 2022
Support builds in STO are not generally healers but rather buff/debuff ships designed to help teammates reach new DPS thresholds. Support builds by their very nature are not intended to be DPS machines in their own right and are typically geared for Elite content only; Advanced is too easy/fast for a support build to really shine. Supports and tanks have this in common; it's not that they can't function on Normal or Advanced, but they only truly serve a needed purpose on Elite.
In combination with a tank (often with supportive aspects of the build), supports are often what allows the super high-end DPSers to achieve new heights, as once you get above 300K DPS, team composition really starts mattering, and having a good support will frequently make the difference between an average DPS parse and a record-breaking one. This particular ship is geared towards buffing allied projectile/kinetic and EPG builds as both types have a fair amount of common aspects that are influenced by the ally buffs and enemy debuffs that this ship brings to the table.
Some would contend that support DPS needs to be much lower for a true high-end support. That statement is correct, but should be qualified. Since "DPS" stands for damage per second, the support build's own preferred DPS will depend on how strong are the DPS builds it's supporting. If you're supporting players less than 400K or 500K, then it's to their benefit to bring enough DPS to accelerate the parsed run. Bringing a 75K or 100K support build to a run filled with 150-300K players will not increase their DPS substantially, despite the buffs and debuffs offered because the map simply takes too long to complete. To that end, my support builds are designed to be:
Elite-capable in their own right, which means 200K DPS. It's easier to bring DPS down than to pull it up. I'll talk more about how to do that in each section if you're trying to support higher-end players.
Versatile as opposed to highly-specialized for specific builds. The Benjamin Davis is designed to help EPG or Projectile builds more, but is NOT designed around the super high-end meta that currently has only 1 DPS player using projectiles and mines and thus doesn't accommodate other players using hangar pets or torpedoes. I'm not willing to constrain myself that much. There is a guide covering such builds in depth here.
These are support DPS builds; they are NOT tanks. Please see my Presidio or Styx for supportive tank builds.
Lastly, supports cannot salvage poor builds or poor piloting. Support builds make good builds and good pilots look great. The record-breaking builds at the highest levels of the DPS League are made possible by having really strong support builds amplifying their performance further. Support is a selfless, team-centric build type that succeeds from carrying others to new heights, but they still have to put in the work to make a competent build and fly it well. Rejoice when your teammates achieve even greater success and celebrate having a part in it.
We measure supports in two other methods besides DPS: the maximum percentage of debuff (% DB), where the parse measures how much an enemy's resistance was reduced based on the initial hit, and the number of personal bests assisted with for allies (PBA).
Platform Selection
I wanted a full Command ship to give allies buffs with Inspiration abilities. I also sought a hangar for ally-buffing pets as well as enough science seating to support at least Gravity Well I. Having enough Engineering seating to also support 2x Emergency Power abilities (Weapons, Engines) as well as Auxiliary to Battery for Cold-hearted was critical as well. Lastly, I wanted a healthy dose of tactical seating. Out of those selection criteria, the Clarke/Malachowski fit the bill the best, and also provided a useful console for my torpedo builds on this same character while ALSO providing a supportive starship trait. Yay, synergy!
General Benjamin O. Davis, Jr. was the commander of the famed Tuskeegee Airmen of the 332nd Fighter Group, African-American pilots who broke racial barriers and excelled in combat during World War II. Flying red-tailed fighters on a variety of missions, they tallied an impressive combat record, particularly on bomber escort missions. Davis himself flew sixty-seven missions and continued to serve in the Air Force after the war with a long and distinguished career, which included helping to racially integrate the Air Force and flying jet fighters in the Korean War. The U.S.S. Benjamin Davis honors his legacy by providing a potent support for allied ships, particularly torpedo "bombers" while maintaining self-sufficiency and combat capability even against considerable odds, as well as paint scheme that matches the red-tailed fighters of the 332nd Fighter Group.
ISA: 253K / 199% DB
ISE: 287K / 275% DB, 28 PBA
HSE: 233K / 274% DB, 10 PBA
Elite Captain/T6X upgrade, all fleet unlocks
1 Lockbox ship (Mirror Engle)
6 T6 C-store ships (Arbiter, Shran, Gagarin, Bozeman, Ra'nodaire, Clarke)
1 Lobi trait (Boimler Effect), 2 Lobi weapons (Altamid Omni, Delphic Distortion Torpedo)
1 Event console (Protomatter Field Projector), 1 Event device (Kobayashi Maru Transponder), 1 Event ship trait (Cold-hearted)
3 Lockbox consoles, 8 lockbox traits, 2 lockbox doffs, 3 lockbox weapons, 1 lockbox bridge officer ability
Reputation + fleet gear; all Mk XV Epic
0 Legendary, Promo R&D or Lobi ships
If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
December 2022: Replaced Calm Before the Storm with Superior Area Denial. Replaced Webspinner with Cascading Subatomic Disruptions. Replaced Piezo-Electric Focuser with Tachyon Net Drones. Was at 129K ISA / 323K ISE / 190K HSE.
April 2022: Added High Energy Communication Network console, updated results.
March 2022: Posted build
Build Focus
This build emphasizes supportive concepts, but also splashes into a variety of other spaces. It was hard for me to consider it having that much energy DPS but it is a pretty capable ship in its own right and I can't claim that a 287K DPS ship only has a small allocation in energy DPS.
Notes
All weapon-centric builds benefit from the tactical ultimate with Team Frenzy. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
Engineering skills
Two points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains.
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Efficiency is particularly good at adding power to subsystems I am not allocating much power to.
I take a single point in EPS Power Transfer to recover power levels faster after drains or Full Impulse. If I was purpose-building this character for this build, I might take 2 points here, but this character also flies projectile builds with little-to-no benefit from EPS.
Science skills
Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
Since this character is using Gravity Well, having both points in ControlX boosts those as well as the Exotic Particle Generator skill adds value. Control Amplification further increases damage dealt by allied exotics. DrainX helps amp Neutronic and/or Quantum Phase Torpedoes on builds which use them so I take both points on this character; it has little value on this particular build and would be put into EPS and Energy Weapon Training othewrise.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Projectile Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost weapon damage directly. This toon mostly flies torpedo boats, so 2 points in Energy Weapon Training is a good choice. We're not trying to maximize selfish DPS anyway.
I like taking 2 points apiece in accuracy and defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.
Coordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. They also benefit hangar pets on builds that have those. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme.
Unlocks
There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance.
Temporal Operative is useful for Entropic Rider and Atrophied Defenses as well as Phasic Artillery and Continuity. The passive EPG is nice as well. Intelligence primary allows the team-wide Intelligence Fleet active ability.
Notes
Torpedoes: Might as well start with the controversial one. "No torpedoes on nannies!!11" If we had a comments section, this would be likely the first one. Let's talk about why that's the conventional wisdom. The highest-end ISE runs want to feed a single DPS player all the Concentrate Firepower procs possible to maximize DPS from torpedoes, so nobody else will run torpedoes (or hangar pets) in a truly-coordinated run. That's the prevailing wisdom.
I'm not building around super-high-end players. I don't build around the assumption that everyone is trying to funnel DPS into a single projectile user. I've supported players up to 780K but we're not hitting the top of the leaderboards nor is that level of coordinated build efficiency and minmaxing something I'm trying to achieve. A more uncoordinated environment dilutes the effectiveness of Concentrate Firepower donation if others are summoning beacons, fighters, firing torpedoes, etc.
The Benjamin Davis is designed to help not just projectile builds but also exotic builds which benefit less from grabbing every single Concentrate Firepower proc. Certainly they're nice to have, but also carry the risk of helping your allies blow themselves up with Heavy Gravimetric Torpedoes. To that end, slotting a torpedo has other benefits for such builds, namely...
Between the Delphic Torpedo (up to -30 All DRR with Spread I), the Gamma Deflector (-15 kinetic DRR), Resonating Payload Modifications (up to -25 physical/kinetic DRR), guaranteed Kemocite procs (-12.5 at rank II) there's a considerable amount of additional debuff being spread around by me using this particular torpedo. Omega Kinetic Shearing is a guaranteed proc of Atrophied Defenses for a further -10 DRR.
Without a torpedo and a spread and also not tanking, it's hard to maintain reasonable uptime for Fire at Will. A torpedo solves that problem by allowing me to use Entwined Tactical Matrices for 100% uptime on FAW, spreading debuffs like Cold-Hearted (-50) and Attack Pattern Beta II (-40 DRR) with greater uptime.
Torpedoes are fun and immersive.
That said, if you would rather build a support without a torpedo so as to better donate Concentrate Firepower, unslot the torpedo, Resonating Payload Modification (use Into the Breach instead), Omega Kinetic Shearing (Magnified Firepower is probably the replacement), and Entwined Tactical Matrices (Improved Critical Systems, Unconventional Tactics, or Electrified Anomalies on the cheap, Superior Area Denial/Jubilant Cadence on the expensive), and deal with the loss of uptime on Fire at Will. The torpedo spread could be replaced with a second copy of it to handle that problem.
Plasma: If I didn't have the Altamid Omni, Polaron or Phaser would be an easy replacement, with using both the Advanced Gamma Inhibiting Turret / Omni since they stack. Pulse Phasers serve a similar role as the Altamid beams and would also benefit more from the Deconstructive Resonance Emitter I'm using. If Phaser, adjust tactical consoles to the appropriate flavor.
Notes:
Drive Train: The Gamma 4-piece is nothing special, but the 3-piece gives team-wide 10% Kinetic damage while retaining the Tilly Shield for its damage to shields.
If you can't get Elite Alliance Fighter Squadrons, Elite Class C Shuttles unlocked via C-store ships like the Earhart or Buran work just fine, as do the Mirror Shuttles from the Lexington.
Notes:
Alternate energy types: See the weapons section.
If only supporting kinetic/projectile builds: Go for something like Delphic Tear Generator (Stacking -DRR effect, Exchange) or Temporal Destabilization Matrix (25% increase to damage to shields, T4 fed ship and -25 Energy DRR) instead.
Consoles: The Tachyon Net Drones from the Bozeman are REALLY good and there's an argument to be made for slapping them onto pretty much any kind of build. Support, tank, energy, projectile, maybe even exotic. It's hard to pick apart the active in the parser but if you tally up all the pieces, it hits really hard and also takes enemy shields offline.
Meta-Focused Tweaks:
See the weapons section for commentary on dropping torpedoes
It's entirely possible to further lower selfish DPS by NOT slotting any fleet tactical consoles and instead looking for more universal consoles like Opening Salvo (T6 Titan) or Hyper-Focusing Trinary Arrays (T6 Recon Destroyers) that do things like dropping enemy shields or even more debuffs. In the spirit of affordability and keeping the ship Elite-capable in its own right, I've opted not to do that.
There are lots of other console options. Our support guide has a table full of them. I've used the ones that I could afford that I feel bring the most utility.
If you really want to spend dilithium, you can be team-wide engines and aux batteries. In practice, players should have their important power levels pretty well maxed so I don't consider this worthwhile especially when we're using team-wide starship traits
If you don't want to use hangar pets at all out of fear of despawning the map or of taking DPS, just...don't slot a hangar. Easy enough.
Budget Tweaks:
If low budget,
Drop the Altamid Omni. Switch weapons to either Phaser or Polaron with Advanced Inhibiting Turret / Advanced Inhibiting Omni and regular Polaron/Phaser weapons.
Swap out the Cascading Subatomic Disruptions for Cutting Tractor Beam
Swap the Delphic Torpedo for Dark Matter to benefit from the DoT or Advanced Piezo-Photon to reduce shield hardness or Resonant to reduce enemy DRR.
Drop Kobayashi Maru Transponder if unavailable (T6X upgrade and event); if available, use the Hull Patches instead
Protomatter is hard to give up but could be replaced by Ablative Hazard Shielding from the Arbiter at a loss of teamwide heals
Drop the High Energy Communications Network in favor of a cheaper alternative like Hostile Acquisition or Polymorphic Probe Array which should be fairly cheap on the exchange.
Tachyon Net Drones can be dropped if not T6X or replaced by Delphic Tear Generator, but be aware that it doesn't stack with other Delphic Tear Generators.
Meta Notes
Full meta involves the Unconventional Systems trait and another control (likely replacing Hazard Emitters for Tractor Beam). This makes you significantly squishier and lacking an on-demand cleanse which can be rough on non-tank maps
If you want to go torpless, drop Torpedo Spread. You could consider cycling 2 copies of Fire at Will in that case. Alternately, downgrade FAW to rank I and slot Focused Assault. I'd rather have 2 FAW copies for more spreading of on-hit debuffs.
Do not use Best Served Cold. It is irredeemably terrible.
The lack of Aux power from A2B will lower Gravity Well's and the Webspinner's damage considerably. If you want them to do damage to speed up the run, use a Large Auxiliary Battery first. If you're trying to keep damage low for the rest of the team, this is a feature, not a bug.
Meta-Focused Tweaks:
If you really want to pick up Into the Breach, you could drop Resonating Payload Modification if going torpless, or the selfish Self-Modulating Fire otherwise. I don't like how unreliable it is.
Invasive Control Programming or Psychological Warfare could replace other selfish traits like Context Is For Kings or A Good Day to Die.
Unconventional Systems is an option if you want to drop Hazard Emitters to pick up Tractor Beam.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Self-Modulating Fire (Elite Captain unlock)
Context Is For Kings -> Operative
Ablative Shell -> Techie
Fragment of AI Tech -> Beam Training
Boimler Effect -> Point-Blank Shot
A Good Day to Die -> Innocuous
Feel the Weight of Our Presence -> Crippling Fire
Intelligence Agent Attache -> Beam Barrage
Meta-Focused Tweaks:
Most of the traits here are generically good energy weapon (DEW) traits. If you wanted to go all-in on support, you'd need to replace EWC and Strike From Shadows with other traits that tend to be marginal.
You could drop Strike From Shadows for Unified Engineering which is another modest team-wide boost. I'd use that over Cold-hearted if I didn't have Cold-hearted and take Auxiliary to Structural over Auxiliary to Battery.
If you're going torpless, drop Entwined Tactical Matrices. Fire at Will uptime will suffer accordingly. One Impossible Thing at a Time or Jubilant Cadence is more supportive.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Superior Area Denial (T6X upgrade)
Strike From Shadows -> Programmable Matter Enhancements
Cold-hearted -> Carrier Wave Shield Hacking (will need to replace Hazard Emitters with Tractor Beam)
Greater than the Sum -> Electrified Anomalies if available. One Impossible Thing at a Time if not.
I don't think you can make this work without Entwined Tactical Matrices
Notes:
Electrified Anomalies at ~100 DrainX gives about 10-11 power at 50% uptime to allies within 5 km of Gravity Well. Greater than the Sum gives up to +20 power for 10 seconds depending on how many allies are within 5 km on using a Command ability. If we use Concentrate Firepower every 20 seconds, that means we're giving more power (14) as long as our hangar pets are alive and within 5 km, and with higher maxes depending on other allies. This means more power at greater uptime. The math looks different if you don't use a hangar pet.
Superior Area Denial is an excellent trait for ships using Fire-at-Will or Scatter Volley that also have a hangar. While it is extremely expensive, captains wishing to use this trait on multiple characters would benefit from saving up and acquiring it via the 12th Anniversary Bundle, which is how I did it.
Meta-Focused Tweaks:
Honestly these seem pretty good. You could run a Command-boosting Liberated Borg Strength Through Unity doff to help improve team's max hull, but it's 10% hull capacity which is very marginal.
Budget Tweaks:
If low budget
Skip the Energy Weapons duty officer as that can be pricey. I'd probably slot a Research Lab Scientist that gives extra skills from Lieutenant or Ensign abilities
This ship uses Auxiliary to Battery with 2 Technicians and Boimler Effect as its primary cooldown mechanism. As evidenced from the chart above, without Boimler Effect triggering, this build will not have most of its powers on global cooldown. Thankfully, with a high number of short rotation powers (7 over a 10-15 second rotation), there's an 92% chance or higher of at least 1 activation of the trait during a rotation when using all of the bridge officer powers initially.
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential.
[Spacebar] is my spambar. It includes Fire at Will, Go Down Fighting, Vulnerability Assessment Sweep, Attack Pattern Alpha, Aux to Battery, Emergency Power to Engines, Energy Amplifier, Kemocite-Laced Weaponry, Attack Pattern Beta, Emergency Power to Weapons
[1] is my off-cycle key. It's mostly here for firing Torpedo Spread, but also has some other miscellaneous things - Launch Fighters, and Energy Amplifiers,
[2] is my big buff key/single target debuff. Cascading Subatomic Disruptions, Intelligence Fleet, Let It Go, Fire On My Mark, Distributed Targeting, Focused Frenzy, Tactical Fleet, Concentrate Firepower, and Against All Odds
I also bind "Fire all weapons" to right mouse.
Everything else is activated manually. Frequently I will activate the various debuff consoles and exotics manually.
ISA Piloting Tips
I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). There's a couple of differences based on whether or not you have an Exotic build on the run. If not, I hit the first group with Grav Well (GW) and most debuff consoles. I save the High Energy Communications Network since all pets likely aren't out yet. I might save Interphasic or Approaching Agony if everything is dying too quickly. If there is an Exotic build, then save your GW for left transformer. On ISA, I don't bother using Concentrate Firepower or your debuff consoles here here. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs. I shoot the nearest generator on the way in and try to line up so the 2 far-side generators are hit by torpedo spreads and Fire at Will. I also usually activate my Delta Reinforcements beacon here. I then lock onto the transformer with Concentrate Firepower and the rest of the debuff consoles; Tac ult here. Then I turn onto the sphere/probe cloud. As the generator is about to die, I turn and engage the ball of Nanite Spheres with a quick Gravity Well on a slow run with an Exotic build and otherwise ignore them if it's a fast run or if there's no Exotic build. I don't bother fighting them, it's more important to I zip over to the other side. Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. If no EPG build, don't use Gravity Well here. If you do have one, use your smaller Gravity Well here. I try to save my big active heals for this part because PUG teams don't always fly over to right generator quickly. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! A second (or third) Gravity Well should be available here and drop any debuff consoles remaining. Of note, closing to 5 km and dropping the Anti-time bubble is quite good with the boost from Quantum Singularity Manipulation. With any luck, the 400 CtrlX Grav Well will also suck in the remaining spheres for tons of damage. Concentrate Firepower on the gateway helps bring it down quickly, then it's rinse and repeat on the cube. Be ready to drop any defensive cooldowns like Protomatter or Bio-molecular Shield Generator if your team needs help. Concentrate Firepower and debuff consoles again on the Tac Cube when available. If another reinforcements calldown is available, use it here.
ISE Piloting Tips
Essentially the same as ISA, with a couple of modifications. Concentrate Firepower should be used on the first Tac cube along with most Tactical captain powers since the initial encounter can make or break the run. Since we're playing for the team, it's a balance between firing on peripheral structures and ships to clean them up versus targeting the big structures for debuffs. I tend to target the big stuff like transformers first, dump consoles/debuff powers, and then switch to secondary smaller targets and trust that the AOE from Scatter Volley splashes on-hit debuffs on the transformer. Toss in all console actives too to help debuff the team. Jump across to the right side; again fire a Gravity Well to pin them there and cross over to the right transformer. It's important to have your Gravity Well available for Gateway so don't fire it at right side. Ideally you chain that with DRB as well. Typical Frenzy targets are either Tac Cube or else Left Generator if the tac cube goes down too quickly and either Gateway or Tac Cube depending on speed of the run.
Numbers are from record ISE.
Plasma Beam Arrays: 98.7K
Delphic Torpedo: 38.2K
Elite Alliance Fighter Squadrons: 28K (these doubled in DPS with SAD)
Tachyon Net Drones: 27.2K - this is really hard to read in the parser as allies who damage a target made vulnerable by the drones show up by name in the parse
Radiant Detonation: 13.6K
Entropic Rider: 12.4K
Cascading Subatomic Disruptions: 9.3K
Fek'Ihri Torment: 8.8K
Gravity Well I: 6.6K
Deconstructive Resonance: 5.8K
Concentrate Firepower: 5.8K
Destabilizing Resonance Beam: 5.5K
Delta Beacon: 5K
Kemocite: 4.7K
Omega Kinetic Shearing: 4.2K
Approaching Agony: 3.9K
Anti-Time Entanglement Singularity: 2.2K
Interphasic Instability: 1.8K
Distributed Targeting: 1.4K
Refracting Tetryon Cascade: 0.9K
Let It Go: 0.8K
You might think that 287K is a little high for a support and you'd probably be correct for a truly high-end build. That said, I still supported an ally from 494K to 571K on that run, so if you're boosting players below 500K, the extra DPS speeding up the run can be helpful. Also, that run was pretty fluky in that usually I parse between 200 and 250K. However, to better support for a high-end DPS run, it's relatively easy to lower your DPS without changing the build to handle other maps on Elite.
Reduce weapon power and increase shield power. You'll want to keep at least 50 weapon power setting to avoid knocking your weapons offline. Shield power amplifies the Tilly Shield. If the above represents firing weapons with average weapon power around 106 per the weapon calculator, firing with weapons power around 50 yields a 75/103% = .728 or a 27% reduction in energy weapon damage, taking us from 98.7K to 72.1K.
Don't summon ANY distress beacons like Nimbus/Delta. They use up Concentrate Firepower procs anyway (drops 5K DPS)
Don't use the Anti-Time singularity or Refracting Tetryon Cascade (drops another 3.1K)
Without touching the build aside from the power levels, we've dropped 35K to get to 250K, but if that's still too much selfish DPS, consider 1) not upgrading your weapons to Epic and 2) replacing the remaining tactical consoles with universal debuff-oriented consoles before really taking it apart.
My criteria for this ship was it was to be a full command ship (for Inspiration abilities) with a hangar and LtCmdr Science to support Gravity Well. While conventional wisdom for min-maxed support builds is that Gravity Well III is essential for maximum radius/pull, recent research has shown that at 332 CtrlX, the difference between a Gravity Well I and a Gravity Well III is 7.98 vs 10.64km. That's significant, but only truly matters if you're supporting projectile builds using small AOE torpedoes and Isolytic Tears. The Fleet Hiawatha would be a substitute, but you will have to give up Emergency Power to Weapons or Let It Go in favor of another science ability instead and of course drop some weapons to pick up another bay of Elite Alliance Fighter Squadrons.
If you're okay with those relaxed criteria, here are some other options: the Geneva Science Command Battlecruiser or its cross-faction equivalents fit the bill but has more forced Engineering seating. You'd have to give up Distributed Targeting for a weaker ability like Endothermic Inhibitor Beam or Overwhelm Emitters. It also lacks Weapon System Efficiency, though that's less important if not supporting energy builds. The Legendary Verity Command Dreadnought Cruiser is a 1-to-1 match for this build. The Fleet Cardenas/Buran or cross-faction equivalents would run into the same problem as the Geneva but otherwise matches closely. On the more expensive end, the Dhailkhina Command Strike Wing Warbird trades a pair of weapons for an experimental weapon and moves the Attack Pattern Beta to III while A2B goes down to II. Lastly, the Voth Rampart could be used for this build with little change.