U.S.S. Penumbra - CSV
Fleet Nova Pilot Scout Ship
Released: 2022 - 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.
This platform is super versatile and has a wide array of build spaces available. While this build ignores the science aspect of the ship, the first post of the ship can be found here where I lean more into the science.
Build Purpose and Scope
Being a full pilot ship, this makes it one of two science ships with access to full pilot maneuvers and a commander pilot power while also having a secondary deflector.
Like my DEWSci version, I am also running Fly her Apart, however on this build its rank 3 which allows the power to scale up to +45% instead of +30%. As well, I'm taking full advantage of the innate flanking to stack with it intelligence specialization and Computer Assisted Flight Algorithms.
Computer Assisted Flight Algorithms is a new console for me; while I've seen it recommend around here I had yet to use it for myself until this build. This is a rather interesting console that provides a passive +10% flanking damage with a active that lasts 30s and grants different buffs depending on if flanking damage is dealt or not.
When not Flanking: +40 Flat speed and +100% turn rate. This is a huge movement buff that allows you to get to a flanking position quite fast
When Flanking: +30% damage and every flanking attack reduces the console cooldown by 30%.
This console is also not a channel, and just grants the buff. This means that in some cases when combined with the one unconventional systems trigger this build can reapply this consoles damage buff within the 30s period where the console is active.
Temporal Trajectory Shifter is another console on this I don't use much. Since this console is a channel, it needs to be applied to a target for the duration of its active to get good uptime. However when its up you get 50% haste and 20% boff power cooldown recharge.
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.
SCM DMG Out: 91,070,568 DPS: 449,287.46 (39.5% of Team)
SCM DMG Out: 39,358,938 DPS: 283,975.02 (21.2% of Team)
Elite Captain/T6X upgrade, all fleet unlocks
T6 C-store ships
Any ship which grants Withering Barrage
Salvaged Console - Computer Assisted Flight Algorithms
Salvaged Console - Hull Image Refractors
Salvaged Console - Approaching Agony
8x 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
Gamma Reputation Items
Discovery Reputation Items
Fleet Research Lab Items
2022 - 12
Very similar to the DEWSci version, this build is more weapon focused. While it still maintains some exotic damage, the build is much more weapon focused.
I think its a lot more fun too. This build is wicked fast and piloting it is a bit of a learning experience.
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.
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).
27 vs 26 Point Tactical ultimate
Since this is a support build it is once again reasonable to assume that 27 is the way to go. If I was to build this character as a totally dedicated support build and have them only do that, I would concede that 27 points into the tactical ultimate is useful. However that point has been allocated elsewhere, and I still believe that outside of super planned runs a person's cooldown reduction scheme is still important to focus on and should not be dependent on others to provide it for them.
Outside of the Quantum Phaser Cannons, nothing too different here than most CSV phaser builds.
Revolutionary set here is just for some extra CrtD for the secondary deflector and a few exotics on this ship, and the shield fits with the high aux setting; this is still on a science captain which does benefit from having high aux for Sensor Scan and Scattering Field. If you don't have it the Discovery Reputation Shield and Core work fine.
This is so not meta. But it could be adapted to be so. See my Lexington or Saber for more traditional phaser console layouts.
Weaponized Helical Torsion is going to be hard to replace so I'd swap in the Quantum Phase Convertor. D.O.M.I.N.O. is also going to be hard to replace. The M6 is a fine alternative here.
If you wanted to run the Wide Angle Dual Heavy Beam Bank, that is possible on this. I don't currently have it upgraded on this character to do that. I have seen really good results just dry firing the beam without any enhancements.
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.
Terran Goodbye would fit really nicely here for more CrtH for the secondary deflector as would Universal Designs since the Computer Assisted Flight Algorithms. I know I mention UD a lot but don't feel pressured. Its a huge amount of CrtD and CrtH and while every build would benefit from it and the Phaser Lance, its a really heft price tag to justify something like that. This is a fun build that shouldn't really work on this ship yet it does great without any super expensive tools!
This ship in the current configuration is also easily converted to run Cannon Rapid Fire, Beam Overload, or even Fire at will using the respective extension traits Go For the Kill, Superweapon Ingenuity (with Preferential Targeting thrown in for more damage for either of these two), and Entwined Tactical Matrices.
Everything here is available in the C-store so its obtainable with time. Some good things to replace if you're strapped:
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.
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.
Agent Nerul unfortunately has no equivalents. As such any durability driven duty officer would be best to put here. Energy weapon officers that increase critical chance or critical damage would be great here as well.
Additionally, some CrtH/CrtD energy weapon officers would be a good stand in here for the expensive duty officers.
Keybinds and Piloting
Fly her Apart
Something interesting about Fly her Apart is that it doesn't drop you out of full impulse. 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.
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
Pilot Team - this will grant cold hearted to the weapons
Kemocite Laced Weapons - prebuff before firing
Attack Pattern Beta - prebuff before firing
Cannon Scatter Volley - prebuff for cannons, upgrades cannons
Photonic Officer - begins CDR rotation. Since this is not an exotic build using Improved photonic officer, this is fine at the end
Science Team - spam for boimler triggers to get faster CDs
Aux2Sif - spam for boimler triggers to get faster CDs
Emergency power to Engines - This is here so that every other rotation it can be activated
ISE Record Damage Breakdown
54k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley III
50.2k DPS - Deteriorating Secondary Deflector
41.8k DPS - Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley II
35.6k DPS - Quad Phaser Cannons - Scatter Volley II
29.8k DPS - Dual Heavy Quantum Phase Cannons - Scatter Volley II
29.3k DPS - Quad Phaser Cannons - Scatter Volley III
28.9k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley II
26.8k DPS - Dual Heavy Quantum Phase Cannons - Scatter Volley III
21.9k DPS - Prolonged Engagement Dual Phaser Cannons - Scatter Volley III
21.4k DPS - Pets
16.1k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley III
15.6k DPS - Heavy Inhibiting Phaser Turret - Scatter Volley II
14.9k DPS - Trilithium-Enhanced Phaser Turret - Scatter Volley II
14.4k DPS - Trilithium-Enhanced Phaser Turret - Scatter Volley III
8.8k DPS - Destabilizing Resonance Beam II
5.9k DPS - Kemocite-Laced Weaponry I
5.9k DPS - Terran Task Force Dual Heavy Phaser Cannons
4.7k DPS - Distributed Targeting II - Phaser
4.7k DPS - Quad Phaser Cannons
2.8k DPS - Drain Infection
2.7k DPS - Tractor Beam I
2.3k DPS - Trilithium-Enhanced Phaser Turret
1.9k DPS - Concentrate Firepower III
1.7k DPS - Dual Heavy Quantum Phase Cannons
1.3k DPS - Prolonged Engagement Dual Phaser Cannons
1.3k DPS - Borrowed Time
1.1k DPS - Approaching Agony
1k DPS - Heavy Inhibiting Phaser Turret
1k DPS - Distributed Targeting I - Phaser
0.7k DPS - Tachyon Beam I
0.3k DPS - Weaponized Helical Torsion
0.2k DPS - Counter-Offensive
0.1k DPS - Withering Radiation
0.1k DPS - Quantum Phase Transfer
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:
Mirror Crossfield Science Destroyer - picking up temporal powers as well would make this a great platform for this. Sticking all the science powers into the commander would be the best option. Only a Lt. Pilot limits to Fly her Apart 1 and Pilot Team 1, but I think this could be a good potential platform.
Saturn Intel Science Spearhead - only one pilot power restricts to Pilot team but picking up intel primary opens some interesting build space with some intel powers. This could also potentially run some interesting this with surgical strikes.
Na'kuhl Daemosh Science Vessel - another ship with temporal and pilot, this could be really flexible with the Lt.C universal.
This can also migrate to any pilot ship. Unfortunatly these will lack the secondary deflector so a small aspect of the build is lost, instead shifting to be more useful with more unconventional systems triggers. The best ones would be the ones with flanking for leaning into the Computer Flight Assisted Algorithms:
Shran or M'Chla: both C-store capable raiders with lots of universal seating. Same weapons layout and lacks access to the secondary deflector.
La Sirena Heavy Raider: with Dual Commander seats and a lt.C intel and 5/1 weapon layout this could be quite potent.
Miradorn Theta Heavy Raider: Like the La Sirena this has Pilot and Intel.
Kwejian Pilot Frigate: 5/3 with flanking. I'm not a fan of it but I could this build working on the platform.
Courier Pilot Raider: Pilot and Miracle Worker. Common story, 5/1, no sec def, but has flanking.
Regular pilot ships can also run this build but lack of a secondary deflector means there's a little bit less focus on exotic triggers and more on just weapon damage. This starts to bleed outside of the scope of this build and some things tend to start breaking down. For a more in line pilot build I recommend looking at EPHs Chimesh.