Legendary Verity Command Dreadnought Cruiser
Updated: 2023 - 02
Build Overview and Focus
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.
Build Purpose and Scope
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 mitigation/migration tanks are useful in very very very high end record setting, Heavy tanks are more comfortable in the hands of regular everyday use. Virtually every player will benefit from having a DPS build that also soaks all of the map damage.
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.
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.
Flagship Set Consoles:
The Verity is a revision to the Federation Flagships, and therefore gains access to the Flagship Technologies set. Of relevance is the Adaptive Emergency Systems, Flagship Technology Computer, and Timeline Stabilizer.
Adaptive Emergency Systems: Provides a 30% Cat2 Damage buff (50% under 50% Hull) and +50 Bonus Damage Resistance Rating (for those who are unaware Bonus Damage Resistance applies outside of the normal Damage Resistance Rating Formula), and passively provides 3.3% Maximum Hull Capacity and +19 all DRR
Flagship Tactical Computer: Grants a team wide 33% firing haste and 50% Turn and speed buff, while passively giving 19% Cat1 directed energy weapon damage.
Timeline Stabilizer: Provides a large scaling haste and Boff/Captain power recharge increase depending on the number of foes nearby, as well as slowing all foes in the are, and will additionally trigger control amplification. Additionally the console provides a passive 15% recharge on all science bridge officer abilities.
These three set pieces are very powerful bonuses on their own, granting durability and damage on all aspects. However, these three consoles form a set bonus, which further elevates the consoles utility.
2pc: +2% Critical Chance and +3 (base) flight turn rate
3pc: When a shield facing is depleted, 10% chance to apply Deadly Response: each stack giving +10% Cat2 all damage and +2,500 Hit Points. Consecutive procs refresh all stacks. This means that by having low shields at all times you can maintain this buff constantly
Obviously this is a rather risky method, but as you come to fly this ship and get to know it this is much easier to rely on.
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.
SCM ATKS In: 1,219 ATPS: 8.25 (94.9% of Team)
SCM DMG Out: 63,328,842 DPS: 434,950.84 (28.1% of Team)
SCM ATKS In: 1,216 ATPS: 7.12 (91.2% of Team)
SCM DMG Out: 54,579,189 DPS: 330,182.63 (27.5% of Team)
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Mirror Strike Wing Escort (12th Anniversary)
Ship - Mirror Warship
Weapons - Ba'ul Weapon Packs
6x Lockbox Personal Traits
Event consoles and Traits
Krenim Science Vessel - Console
Jarok Alliance Carrier - Hangar Pets
Reputation + Fleet Gear; All Mk XV Epic, All T6 Reputations
Discovery Reputation Items
Competitive Reputation Items
Fleet Spire Items
Dranuur Colony 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
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.
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.
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.
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.
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.
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)
Entropic Rider, and by extension Atrophied Defenses, from temporal specialization
Radiant Detonation Matrix reputation trait
Energy Refrequencer reputation trait
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.
Fleet Locators, Bioneural Infusion Circuits, Aligned Antiproton Shielding, and to an extent the Fek'ihri Torment Engine are all viable candidates for removal and replacement. See this list here for options.
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.
This ship is incredibly expensive. As such there is a multitude of budget oriented options to take.
Bioneural Infusion Circuits - As a stat stick console, there's a few free options available for use. Assimilated Module from Omega Reputation is a good choice here for weapon power, some control expertise, and CrtX.
Aligned Antiproton Shielding - As an event console this is currently impossible to acquire if you don't have the ship already. Easiest complement to this console would be the Temporal Anomaly Projector from the Angels Wake Lockbox.
Timeline Stabilizer - I regret to suggest people use the Dampening Wave Emitter, but if you don't have access to the TLS there is no other way to get the 3pc. The DWE does apply some large damage reductions to things caught by the active and has an....acceptable passive it's still a bad console, but it does fill the 3pc on a whim
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. 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. A recent change to this console increases the utility as instead of stacking based on the healing received it stacks up to a certain value. This does mean that the console doesn't get to the crazy 500k temp HP numbers we've seen, but it does become more forgiving in allowing more heals to be present. 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.
I recently swapped away from tactical team for the use of unconventional systems along with tractor beam. My personal requirement for using the trait is 3 triggers to make it beneficial, however I've been experimenting. Im not super comfortable on the idea of not having tactical team for hive but it has shown as a nice QOL improvement for other maps such as Korfez Elite. This has also helped get the various universal consoles, of which there are many, reduced just a bit faster.
Cannon Rapid Fire: two points to make here for this power:
I see most people recommending Cannon Scatter Volley in place of this to get another torpedo spread proc. However, because of how the S13 changes to torpedo powers was implemented, you have to clear the existing torpedo spread before another can be used. This means that if you use both FAW and CSV together, you will only have one torpedo spread to get rid of. However, since the minimum cooldowns on FAW and CSV are different, these will eventually fall out of sync. As such it is possible to gain a TS from CSV, fire the torpedo, and then gain another from FAW while the torpedo is on cooldown. It is possible to once again clear this TS before the FAW ends. The effect however is a very tight timing that slipping just once results a total shutdown of the FAW / TS rotation for 100% uptime on FAW.
The second firing mode power here is to double stack the amount of protomatter triggers you get. 2 powers with 2 consoles is 4 triggers, equivalent to 1 power with 4 triggers. The upside of doing it this way is that the protomatter rolls are spaced out (or become spaced out due to the nature of the minimum cooldowns of CRF and FAW), so the healing doesn't just appear
I've made a timing / Gantt-esk chart to demonstrate how CSV/CRF FAW and TS align. Obviously perfect play isn't always an option due to lag and misfires and such, but due to the timing the powers will overlap at some point with this method.
Often Superior Area Denial gets brought up into these discussions. However the buff to self lasts 20s with a 5s lingering debuff, which can give a total debuff time on target of 25s, which is more than enough to overlap betwen FAW activations, so having a CSV to trigger the trait doesn't seem needed. Eventually you will either need to drift CSV to have it line up with FAW and have a dead power for 5s, or you use it and have the torp unable to get rid of the TS granted by CSV and throw off FAW cycling. In the end I decided to use CRF since this was an easier power to use ans spam (and also allows colony console activations and heals to become spread out rather than lumped together improving the potential healing capabilities).
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.
For a layout utilizing Unconventional Systems, it is possible to adapt the bridge officer layout to include this but will come at the cost of triggers for 8 of 27 or some other aspect, such as protomatter triggers. With increased console cooldowns this might not be an issue but having attempted to tank HSE at the same speed as I do it isn't possible without protomatter consoles (without relying on healing from other players).
At best two more triggers can be picked up at the cost of lowering durability and maneuverability. These would be:
Tactical Team -> Science Officer slotting Tractor beam
Auxiliary Power to Structural to Emit Unstable Warp Bubble (mission reward from "Broken Circle")
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.
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
EPS Manifold Efficiency - Engineering Captain innate trait - this provides +10 all subsystem power for 30s when using EPtX or batteries. A useful filler.
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)
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.
To fill the role of a more support orientated tank, obvious changes would be diluting the builds damage potential for group effects. As previously mentioned Cold Hearted is the easiest inclusion, but is limited to a previous event ship. Unified Engineering is a decent replacement for more team support
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
Improved Critical Systems - Temporal Agent Recruit Reward, grants CrtX on use of EptX abilities.
Most tanks nowadays use Entwined Tactical Matrices for 100% uptime on FAW. However this requires the use of a torpedo. It is possible to forgo the torpedo to open up another fore weapon slot and not take other players Concentrate fire procs but comes at the cost of 100% uptime, instead lowering to only 75% with Redirecting Arrays. This would also help free up BOff stations for more support or unconventional systems triggers. In the future I plan to implement these support changes to the platforms but that will be another post itself.
Now that I have the Phaser Lance and Universal Designs I did attempt to use it here but I wasn't satisfied with how it played. That is an option if you choose but I prefered the setup here without it.
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.
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 (currently 100 mil ec). 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.
Agent Nerul unfortunately has no equivalents. As such and durability driven duty officer would be best to put here
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
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
Suppression Barrage - prebuff before firing
Kemocite Laced Weapons - prebuff before firing
Fire At Will - prebuff before firing, upgrades beams
Cannon rapid Fire - additionally colony console triggers
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
Tactical Team - since Tactical Team has a 1s activation period, having this at the end allows all weapons to have been fired by the time this is used.
ISE Record Damage Breakdown
93.1k DPS - Ba'ul Antiproton Beam Array - Fire at Will III
57.6k DPS - Entropic Rider - Very good damage out of this, only possible with the torment engine and temporal specialization equipped
57k DPS - Ba'ul Antiproton Beam Array - Fire at Will I
42.3k DPS - Ba'ul Antiproton Array
41.5k DPS - Pets - Hanger Bay 20.3k DPS, Fleet Support 3 (Geneva) 16k, Anti-Time Entanglement Singularity (Rank 2) 5.1k
27.4k DPS - Ba'ul Refraction - These are the reflections from Ba'ul weapons and the 2pc together
24.4k DPS - Dark Matter Laced Quantum Torpedo - Spread I
23.4k DPS - Radiant Detonation - I was kinda surprised by how much this can do, but the Ba'ul reflections can be a bit strange on what transfers proc wise
20.6k DPS - Kemocite-Laced Weaponry I
13.6k DPS - Fek'ihri Torment
9.5k DPS - Dark Matter Dissolution
7.4k DPS - Tractor Beam Repulsor II
7.1k DPS - Alliance Lance
3.8k DPS - Concentrate Firepower III - Picked up from another player
3.4k DPS - Dark Matter Laced Quantum Torpedo - Salvo I
1.1k DPS - Distributed Targeting I - Antiproton - Picked up from another player
1k DPS - Counter-Offensive
0.4k DPS - Distributed Targeting I - Kinetic - Picked up from another player
0.2k DPS - Drain Infection
0.1k DPS - Anti-Time Entanglement Singularity (Rank 2)
ISE Healing breakdown
1.8k HPS - Restorative Protomatter Matrix - 85 Heal Ticks in 145s averages 1 triggers every 2 seconds.
1k HPS - Shield Distribution Officer - As mentioned, this is very good, but it does carry a large price tag
762 HPS - Miraculous Repairs III - Engineering Captain specific power, maximum heal of 44k
630.6 HPS - Energy Refrequencer (Rank 2) - 429 heal ticks brings this to about 3x per second
568.3 HPS - Continuity - Only happened once, max heal of 36k hull
223.3 HPS - Rotate Shield Frequency III
138.1 HPS - Auxiliary Power to the Structural Integrity Field I
124.9 HPS - Hazard Emitters I
39.2 HPS - Pets - Pet rank ups
19.8 HPS - Brace for Impact 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 locked to the Odyssey and Flagship lines.
In order of highest to lowest hull mods:
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.
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.
Presidio / Ty'Gokor / Vastam Tactical Command Battlecruisers - Lower hull (1.375 Hull mod) but not as expensive as a platform as a the others on this list, can fill both heavy and support roles as seen here.
Endeavour / Martok / Khopesh Tactical Flagships - Any of them will work as they share the set powers and roughly the same layout, but will suffer having access to only Lt.C command powers.
Q: Why Ba'ul Weapons?
A: Ba'ul weapons, simply, are one of the few weapons that can hit more than one target at every single shot. With the 2pc, each weapon can hit 3 targets, and under FAW that makes a total of 6 targets hit each shot. This also allows the tanks sphere of influence to extend beyond 20km in diameter. I've seen targets upwards of 15km away get hit. Additionally, Ba'ul weapon reflections act as roles of their own, adding more procs to weapons.
Q: Why don't you use an Antiproton Torpedo?
A: I have found the Antiproton torpedo to be relatively underwhelming in comparison to the Dark matter Quantum. As such, I use the DMQ, and this also allows you to use Lorca's Custom Fire Controls. While the Ba'ul Linked Sentry Anti-Proton Torpedo only has a 6s cooldown, the clicky from the 3pc isn't as good as the 25% CrtD from the War Desecration 2pc with the Dark Matter Quantum and the Lorca's Custom Fire Controls
Q: Attack Pattern Delta Prime without using Attack Pattern Delta, how does that work?
A: The Fabrication Duty officer 8 of 47 grants a normal Attack Pattern Delta 1 by chance when using tactical (5%) or command (10%) bridge officer abilities. This is also subject to the internal lockout of 30s. As such, with 6 tactical powers and 1 command bridge officer power there is a 34% cumulative probability of each cycle having APD trigger. In practice this is about half the time. As such, this is the same rate as if you were to slot APD in the bridge officer stations itself. This means that you can also have APB up each cycle as well, in addition to APD. Since I now have SAD I have been using that in place of APDP but that doesn't mean its no longer an option.
Q: Why does it have so much damage?
A: As stated, very few people will actually benefit from having the tank do lower damage. As such, having a tank which can deal 300k DPS or more in a run means that people will 1) be less vulnerable if they themselves have less threat mitigation 2) won't have to have an absurd amount of damage to clear content.
It is worth noting that the game is more than just ISE. We at STOBetter don't build just for ISE, and our builds reflect this.
Q: How do you make this thing live?
A: I have heard many people say they have copied this build and have been unable to make it perform similarly. The trick is to use defensive buffs as you need them. Ships have a relatively small amount of initial soak damage they can take. Each build will have their own amount here but you don't need to enter combat with all durability buffs flying. As well, be sure to space them out, don't pop all the durability buffs at the same time.
Generally, use DPRM, then Turn the Tide, then Adaptive Emergency Systems. You should constantly be using Suppression barrage, and filling gaps with bridge officer heals. Engineers can also soak extra initial damage, or pop back up to full after going to under 50% for Adaptive with Miraculous Repairs.