Terran Lexington Dreadnought Cruiser
Build Overview and Focus
Last Updated July 2023
This build started out as a joke. Among the players I regularly fly with, everyone either pretty much had a Lexington or was acquiring one. I had the ship courtesy of the 12th anniversary bundle and was growing tired of answering Lexington build questions since many people in the group had already been given the same advice. I looked at the ship's layout and gave it some consideration on how I would do something extremely different. Given its 4 aft weapon slots, Commander Miracle Worker, and Lieutenant Intel, I saw some potential to do some shenanigans with mines. Initially, I was going to spend the 100K dilithium for mines and consoles, have some fun, maybe kill a teammate with Kinetic Magnet, and otherwise just troll my friends with a silly build, admittedly with some thought put into it. To my surprise, the ship did 500K on ISE even with 7 weapons and consoles at Mk XII. Further refinements and upgrades with optimized team comps have led to it doing nearly 700K DPS without many of the usual torpedo boat bag-of-tricks and I was encouraged to post this to demonstrate how you can push the limits of off-meta shenanigans if you know how the game works and how its systems interact. How could I not when it outparses all of my energy builds? I have flown this ship on a variety of Advanced and Elite TFOs, including Storming the Spire, Gravity Kills, Azure Nebula, and Tzenkethi Front, and it does pretty well as long as the enemies aren't too fast. As with many projectile builds, it is somewhat less effective on Advanced due to enemies dying too fast when you have otherwise capable teammates, but it will certainly crush them if given the chance.
Thus, I give you my most thematic, off-meta build yet: a Lexington minelayer
Mine ships need lots of aft weapon slots. I chose to use this ship due to its Commander Miracle Worker seating (for Mixed Armaments Synergy III), secondary Intel seating (Kinetic Magnet). The 3/5 Vorgon ship was considered, but its Commander Engineering seating is basically useless for mines and I'd either have to choose between a LtCommander-ranked dispersal pattern and Recursive Shearing, so I went with the Lexington.
In the prime universe, Captain Taggart was a heroic Denobulan officer on a ship of recently-graduated cadets on a training cruise. He was assimilated by the Borg briefly before being rescued by his cadets. In the mirror universe, however, Captain Taggart was a swashbuckling pretender who tricked his friends and lied his way into command only to eventually finding redemption through defeating a renegade Xindi-Reptilian pirate with the clever and unorthodox usage of mines while on a quest across the galaxy . . . or something like that.
"And what you fail to realize is my ship is dragging MINES!"
Using the EZRA rubric, this build would cost 694.70 USD to replicate. That is far more than what I spent on STO to make it. If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
Elite Captain/T6X upgrade, all fleet unlocks
1 Lockbox ship (Mirror Engle)
1 Legendary ship (Legendary D'Deridex)
0 Lockbox or Promotional R&D ships
July 2023: Added a 3rd Mine PWO, swapped Bio-Molecular Photon Mines for Black Ops Mines, swapped Deconstructive Resonance Emitter for Covert Warhead Module. Replaced Multi-Directional Artillery Barrage with External Massive Munitions Hardpoints. Replaced Superior Projectile Training with Pike Maneuver. Uses Advanced Batteries now. Was at 263K ISA/693K ISE/489K HSE.
December 2022: Posted build
This ship emphasizes projectile damage through mines and destructible torpedoes, but has aspects of it that touch pretty much all of the others as well. This is very much a themed build, but it still does Elite-capable damage.
The Thoron-Infused Mine Launcher is a staple in the current kinetic meta while the Black Ops Mines have an unusual interaction with Resonating Payload Modification where you can get 12 stacks per set of mines launched. I don't take max [Radius] mods even on launchers that support them (Tricobalt) as testing has shown only 1 Radius mod applies. Full write-up on mine mechanics here. The Advanced Chroniton mines are something of a theme choice. You want to diversify mine types as there are limits to how many mines of each type (e.g. Photon) you can have deployed at once. The Lorca's Ambition 3-piece does okay damage but is hardly essential. The Romulan torpedo launcher only stacks Ceaseless Momentum up once per salvo of 3 torpedoes; however each torpedo has a chance to trigger the reload Projectile Weapons Officer duty officer and it will stack Resonating Payload Modification faster.
The argument for not going full torpedoes in the front is #1) I wanted the Lorca's Ambition 3-piece, #2) I wanted the Dual Beam Bank specifically since its 20% bonus damage spooled-up passive applies to your entire build, and #3) the Gamma Omni completes the 3-piece for thematic reasons. I intentionally avoided some of the more powerful meta-friendly torpedoes to prove a point and build around destructibles, so if you want to use Neutronic, or Enhanced Bio-Molecular, dropping the Omni is your best choice. Keep the DBB for the passive and triggering MAS; the DM torp could be dropped if you want all 3 of the other meta torps.
There are no DPS calculators that support mines so I am not making one for this build.
The Gamma set provides decent damage through its 3-piece whereas AMACO only benefits torpedoes. If the Competitive (Prevailing) engines are desired, then I would use the Tilly Shield (Discovery Legends reputation), possibly adding the warp core from that set as well for survivability. It's arguable that Tilly Shield/Revolutionary Core/Romulan Engines would provide more damage due to more Cat2 damage increase, but it wasn't enough for me to make that jump and our tools don't support mines yet for me to mathematically verify that. Do not skip the Colony deflector.