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T3F (Clarion/Imperium)

2 replies
Level 6
Fleet Captain
Using the format introduced by Ianir, this is a general guide to the T3 strike. The T3 strike is a support ship at heart. It's not very mobile compared to other strikes or scouts and it lacks offensive capability due to primary and secondary options. However, it is the tankiest strike (and arguably the tankiest ship) in the game both passively and actively, it has great team support options with repairs and combat command, and it offers powerful debuffs with EMP missiles or remote slicing. It's a great support ship that shines in domination and can also work in team deathmatch.

Major Components
Primary Weapons
Light Laser Cannon
Upgrades (DOM & TDM): T4R (Improved Firing Arc and Tracking) & T5R (Shield Damage).
Comments: LLC are better than RFLC in every way except AP. That can be dealt with by using EMP missiles in Dom, and doesn't really matter in TDM. Other than that, they boast excellent DPS, decent damage per shot at close ranges, very high accuracy and very low deflection.
Rapid-fire Laser Cannon
Upgrades (DOM & TDM): T4R (Improved Firing Arc and Tracking) & T5R (Shield Damage).
Comments: AP is important for Dom mainly, and in the close ranges of node fighting RFLC can be quite good. They'll lose to BLC or LLC, but they're a very good option if you think there will be CP bombers/strikes around, as well as for dealing with turrets.
Quad Laser Cannon
Upgrades (DOM & TDM): T4 Preference & T5 Preference
Comments: Quads are weaker in Dom than the other options, lacking AP compared to RFLC and being much worse at deflection shots than the other options. However, in TDM they're better than both LLC and RFLC due to their longer range, which is especially important on a ship as immobile as this one. They can work in Dom too, but turrets and CP ships might prove hard to deal with. For charged plating, EMP missiles can provide a partial solution as long as you disable shields.

Secondary Weapons
EMP missiles
Upgrades (DOM & TDM): T4 Preference & T5 Preference.
Comments: EMP missiles are one of the best utilities this ship can offer. AoE systems disable as well as shields or engines, direct hull damage ignoring damage reduction and the ability to destroy an unlimited number of mines and drones (or disable drones/turrets if they won't die) all make this missile an excellent choice for Dom and solid for TDM. With RFLC you can take either shield or engine disable on your T5 upgrade, but if you intend to fly in Dom without RFLC you will probably need the shield disable.
Proton Torpedoes
Upgrades (DOM & TDM): T4 Preference & T5 Preference.
Comments: Protons are a defining missile in the current meta, and they can be the main killing power on this ship if equipped. With remote slicing they can be an almost guaranteed land. With remote slicing, you might want the larger arc instead of speed, as well as ammo over range. With other options, opt for speed and range.
Ion missile
Upgrades (DOM & TDM): T4 Preference & T5 Preference
Comments: Ion missiles are solid DPS missiles with good control. They have a longer range than EMP or concussion missiles while dealing an enormous amount of shield damage and draining power. They lack killing power against targets with charged plating, but against anything else they're quite strong even without shields. The slow effect is generally more useful on this ship in order to keep targets within blaster range, but the regen slow is quite strong too in conjunction with the drain.
Thermite Torpedoes
Upgrades (DOM & TDM): T4 Preference & T5 Preference.
Comments: Thermites are the lesser brothers of protons. They respect shields to an extent, they have a shorter range and they deal their damage over time instead of in one hit. The debuff they provide is quite powerful, but unnecessary with RFLC or EMP.

Remote Slicing
Upgrades (DOM & TDM): T4R (Weapon Power Reduction) & T5 Preference.
Comments: Remote Slicing is devastating against scouts especially, but every ship hit by it is effectively taken out of combat for its duration at the very least -- and is likely to die. It can combine with torps for a powerful scout killing build, or with EMP in order to completely lock an enemy down.
Repair Probes
Upgrades (DOM & TDM): T4L (Improved Repair) & T5L (Refill Ammo).
Comments: These repairs do less per tick than repair drones and also work slower, but they have a huge range, a short cooldown, aren't tied to a location and cleanse ion debuffs upon activation. This ability makes the T3 strike even tanker, and is a big team utility in Dom especially (where by using them on a node you can guarantee helping one or two teammates out).
Combat Command
Upgrades (DOM & TDM): T4R (Increased Critical Chance) & T5R (Improved Targeting)
Comments: CC is underused, but it's a valuable team buff in both game modes. While it doesn't benefit gunships or bombers as much as it does scouts and strikes, the extra power regen and the ion cleanse it offers makes it quite useful even for them. For strikes and scouts, it allows a powerful version of Wingman on a short cooldown, and is very powerful on nodes for negating deflection shots.

Directional Shield
Upgrade (DOM & TDM): T3L (Reduced Regen Delay).
Comments: The best general purpose shields on this ship, directionals are very tanky even passively, and offer 10% DR. With deflection armor, the T3 strike can stack up to 49% DR at all times, making it a beast against anything that doesn't ignore armor -- a strong counter to mines and drones as well as any weapon without AP.
Charged Plating
Upgrade (DOM): T3R (Engine Power Shunt).
Comments: If you're looking for immunity against mines, CP is your answer. It also allows you to bounce off walls, albeit with the slight risk of instadying. CP is in general way weaker than the other shield options because AP is so abundant, and because it has passive bleed through. It can work in Dom, but is too punishing to be reliably used in TDM.
Shield Projector
Upgrade (DOM & TDM): T3L (Increased Duration).
Comments: SP has a way lower capacity than either other option, and because of this is a riskier choice.
It used to grant evasion for its active duration, but since it has been removed there is no reason to take it really. It does cleanse ion effects, but that alone doesn't make it worthwhile.

Power Dive
Upgrade (DOM & TDM): T3 Preference
Comments: The most popular choice on this ship, PD has a short cooldown and costs nothing to use.
This makes it both a powerful ion counter and a solid missile counter. It also works reasonably well for mobility. Take turning for Dom, or speed for TDM mobility.
Koiogran Turn
Upgrade (DOM & TDM): T3 Preference
Comments: The reason to use this maneuver, as on other ships, is the long missile immunity. In addition,
stacking KT with CC stacks accuracy to insanely high amounts for a short duration, allowing to ignore evasion almost completely.
Shield Power Converter
Upgrade (DOM & TDM): T3R (Breaks Missile Locks)
Comments: While EtS offers no mobility or missile immunity, it excels on nodes -- where breaking a missile without moving is invaluable. It also functions similar to retros, only it recharges shields instead of breaking granting evasion.
Interdiction Drive
Upgrade (DOM & TDM): T3R (Increased Duration)
Comments: Long cooldown, hefty cost, no missile break, small AoE... don't use this.

Minor Components
Large reactor
Comments: In general, stacking shields still seems like a good way to mitigate burst damage. Large reactor is solid shields on a strike, and allows you more time in the fray before you need to break off for regeneration.
Turbo reactor
Comments: Turbo reactor is good for fairly low damage that comes in intervals -- a couple of blaster shots or a low-charged railgun. It's less effective against high burst damage or sustained damage such as continuous fire (as you might see in a dogfight) or BLC shots.It's a valid option, but it means changing your playstyle to suit it.
Regeneration reactor
Comments: You won't regenerate a lot with regen reactor. It won't beat large reactor in mitigating straight damage, and when you're not taking damage it doesn't really matter.

Range Capacitor
Comments: Longer range means more shots and lower risk. You probably won't be gaining a lot of DPS from this capacitor, but it's still a solid option.
Damage Capacitor
Comments: For high damage without increased power cost, take this. It's especially good on nodes where you won't land more than a shot or two at a time.
Frequency Capacitor
Comments: With CC this capacitor works well, but without it you might find yourself short on weapon power, especially with Quads.

Comments: Reinforced armor works especially well with directionals due to a very high amount of HP. With Hydro Spanner or Repair Probes, you can replenish it constantly and be a real space tank.
Comments: Alternatively to reinforced, you can stack evasion with LW RI. You can be quite hard to hit with all of them up, and if you manage to pick up an engine overcharge you'll be very frustrating to enemy gunships. This works better in TDM than Dom.
Comments: For damage reduction, deflection is great with either CP or directionals. This can work quite well as a bomber counter in Dom, but is pretty useless in TDM.

Range sensors
Comments: Detecting enemy ships is always useful. You might spot an enemy gunship before they see you, and that can save you more often than not.[/color][/b]
Communication sensors
Comments: In Dom, you'll probably be fighting on nodes. As such, letting your allies know what's going on is crucial for reinforcements to arrive.
Dampening sensors
Comments: The T3 strike can't really sneak around. You don't have the speed to approach in a surprise attack, and you lack the ability to finish off a target quickly before vanishing.

For crew, I will be evaluating active and passive crew abilities rather than specific crew members.

Hydro Spanner
Comments: A tanky ship like the T3 strike can use Hydro Spanner many more times than any other ship,
and can even remain in combat while repairing. Hydro Spanner can work together with Repair Probes to make it near unkillable.
Comments: Bypass is a strong option, especially on Republic ships when you don't want to run B3G9 as your Offensive crew member. Lasts 15 seconds and synergizes well with Quads.
Comments: Wingman is a strong option with 20% extra accuracy, but Hydro Spanner's survival potential is generally more attractive, and evasion is not as prevalent as it once was. CC offers the same thing only with more benefits and a shorter cooldown
Concentrated Fire
Comments: Only 6 seconds of uptime every 60 seconds makes this a poor choice, but it can work well with Quads, especially with CC.
In Your Sights
Comments: If you really need more accuracy, Wingman is probably more useful in most situations.
Comments: Decent utility at suppressing a particularly good player, and can work with LW armor to stack evasion against one player.
Running Interference
Comments: This ship can stack evasion to decent levels, and the AoE team utility is quite good.
Slicer's Loop
Comments: Improved to halt energy regeneration for 8 seconds, but it still suffers from a long cooldown of 60 seconds and many other options which are better than it.
Servo Jammer
Comments: Its slow will stack with ion missiles, but that's not good enough to move it out of the red.
Comments: Damage Reduction is next to useless in the current AP-heavy metagame.
Comments: Its removal of 40 engine power every 40 seconds may have a niche (trolling) use, but it's not good enough to consider over the options.
Lingering Effect
Comments: A little extra hull damage doesn't make lingering effect worth taking over the other, much better, options.

Comments: This ship relies on blasters for damage more than anything else, so 6% accuracy is essential.[/color][/b]
Rapid Reload
Comments: The only direct DPS increase other than pinpointing, this is generally the other best option. You need to take it on pubside to get Hydro Spanner, too.
Spare Ammo
Comments: Since you can refill ammo with your repairs, taking more of it is mostly useless.
Improved Kill Zone
Comments: You don't want to be firing your blasters at high deflection in general, so only your secondaries really benefit from the increased arc.

Power to Shields
Comments: Shields are very important, and having extra shield power helps to mitigate burst damage.
Quick Recharge
Comments: Very useful with Shield Projector or Directional Shields. Increases regeneration rate and also reduces time until shield regeneration begins.
Response Tuning
Comments: This ship can actually beneft of evasion, so 5% are not to be scoffed at if you're stacking it.
Structural Support
Comments: Essential with Directionals or CP and deflection armor, but otherwise useless. Only take it if you're stacking DR for Dom.

Depth of Field
Comments: Tactical choices are not as important, but more senor range never hurts. It's nice to know what's coming at you.
Comm Boost
Comments: It's also nice to let your teammates know what's coming at you.
Peripheral Vision
Comments: Knowing who's sneaking up on you is always nice.
Silent Running
Comments: Since you're probably not going to sneak up on anyone, you can't really hide. More dampening isn't very helpful.

Efficient Maneuvers
Comments: Strike Fighters benefit from a great engine pool, and this makes your movements more efficient. Definitely a good choice.
Power to Engines
Comments: This makes your big engine pool even bigger.
Efficient Blasters
Comments: Power to engines may be more beneficial, but it's useful if you want to swap capacitors to more power-hungry versions.
Power to Blasters
Comments: If you want your blasters to last longer, Efficient Blasters is a better choice, and you need Efficient Engines. Don't use this; it's a waste.

Team Deathmatch Optimization
Quads/EMP/CC -- good for high damage and team support with control:

Quads/EMP/repairs/evasion -- good for tanking enemy gunships and repairing teammates:

Quads/Prorps/RS -- excellent for peeling off a single target:

Domination Optimization
RFLC/EMP/repairs -- a node tank that specializes in killing enemy bombers and turrets while being unshakeable:
Posted Jan 9, 18 · OP · Last edited Oct 27, 18
Level 6
Fleet Admiral
Nice guide! IMO there are 4 unique T3 Strike builds. Some components may be personal preference, but here are what I think are the best builds:

- Fully utilizes the critical hit synergy between Combat Command and Quads, with an EMP missile as utility and hydrospanner to increase survivability

TDM Tank
-Repair Probes and evasion stacking to tank enemy gunship railgun fire

TDM Peeling
-Remote Slicing and protons to peel strikes and scouts away from your friendly gunships
NOTE: On Imperial side you would take Hydrospanner instead of Lockdown Co-pilot

Node Enforcer
-RFL and EMP to clear nodes and kill enemy bombers
-Repair probes to heal teammates and hydrospanner to heal self
Posted Jan 9, 18 · Last edited Jan 9, 18
Level 6
Fleet Captain
Edited to include SP as a junk component and the builds (slightly modified).
Posted Jan 13, 18 · OP