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Siraka's Ship Builds

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Level 6
LEVEL 6
Fleet Admiral
Listed in order of how often I use the ship. Tactical Crew not included because it's nearly insignificant.


Flashfire/Sting Build 1
Primary: Burst Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Rocket Pods (Ammo/Range)
System: Targeting Telemetry (Evasion/Crit Magnitude)
Shield: Distortion Field (Missile break)
Engine: Power dive (Turn)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Thruster: Turning Thrusters
Reactor: Large Reactor
Copilot Ability: Running Interference
Flashfire Crew: Offense Kira Carsen, Defense Nadia Grell, Engineering Yuun
Sting Crew: Offense Lt. Pierce, Defense Vector, Engineering 2V-R8
Explanation:
This is my primary Domination ship. This ship is better than T2S build 2 when fighting on nodes in domination, especially in 12v12 games or in situations where you are fighting from behind and/or playing on a weak team. This is because it tends to survive longer when there are extra ships targeting you. Stacking evasion means that you can focus on killing targets without having to worry too much about who is attacking you. Powerdive provides just enough mobility to get you where you need to go and allows you to keep Turning Thrusters to optimize your BLC. However, your ability to stick to targets is much lower than builds with QCS. In TDM this ship tends to run out of engines too quickly. It can be a decent option if you're against a Gunship heavy team (the evasion stacking means their railguns will often miss), but it gets shut down really hard by Remote Slicing builds. You'd think that DF would be an asset against those builds due to the extra missile break, but it often just slightly delays the inevitable Protorp kill. You simply don't have enough engines to apply strong pressure on the enemy without exposing yourself to death by missiles.


Quell/Pike
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: EMP Missile (Range/Engine lockout)
Secondary: Proton Torpedos (Arc/Range)
Shield: Quick Charge Shield (Reduced Cooldown)
Engine: Barrel Roll (Speed)
Thrusters: Regeneration Thrusters
Capacitor: Damage Capacitor
Magazine: Efficient Targetting
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Pike Crew: Offensive B-3G9, Defensive Nadia Grell, Engineering C2-N2
Quell Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz
Explanation:
This is my primary TDM ship. It's strong against Gunships, Strikes, Scouts, and Bombers. It is very useful for making attack runs against enemy gunships; it has strong shield piercing damage with HLC and it has the shield, hull, and engine durability to escape alive. Even if it is hit by remote slicing or ion railgun during an attack run, it has enough engine energy regeneration to run back to the friendly side. Hydrospanner + reinforced armor allows you to eat proton torpedos. The EMP + Proton combination means this ship is very good at peeling for teammates. The shield piercing synergy of HLC, EMP, and Protorps is great against Strikes and the missile spam is great for setting up Protorp kills against scouts.
You can build this ship specifically for Domination by swapping Barrel Roll for Engine to Shield Converter (allows you to break missiles while allowing you to finish your lock-on) and switching Proton Torpedos for another missile (usually Concussion Missiles). Double turning barrel roll can also be strong in domination.


Imperium/Clarion
Primary: Light Laser Cannon (Tracking/Shield Damage)
Secondary: EMP Missile (Damage/Engine Suppression)
System: Remote Slicing (Choice/Engine lockout)
Shield: Directional Shields (Reduced Delay)
Engine: Power Dive (Turning)
Sensor: Communication Sensor
Capacitor: Frequency
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Clarion Crew: Offensive B-3G9 6%, Defensive Nadia Grell, Engineering C2-N2
Imperium Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz
Explanation:
This is a Domination ship. The TDM build would swap EMP missile for Proton Torpedos.

This build is strong because it is a very good generalist build. It has incredible survivability due to high HP and power dive. It provides team utility via EMP missile. Frequency capacitor LLCs and Directional shields give it terrific jousting ability and decent on-node DPS. All three systems options are viable but remote slicing is actually the best systems option here because it allows you to do a few things. Most importantly, it allows you to focus a particularly strong ace. If he is low enough on engines, you can kill him with LLC. But even if you can't kill him, you can really slow him down by zapping his engines and putting him into hiding. Secondly, it allows you to guarantee landing an EMP AoE shot on a node when there are no easy target available (i.e. a turret, a repair drone, mine, interdiction drone).


Starguard/Rycer
Primary: Heavy Laser Cannon (Ignore Armor/Shield Piercing)
Secondary: Quad Laser Cannon (Efficiency/Hull Damage)
Secondary: Proton Torpedo (Arc/Range)
Shield: Quick Charge Shield (Reduced Cooldown)
Engine: Retro Thrusters (Turning)
Thrusters: Regeneration Thrusters
Capacitor: Damage Capacitor
Magazine: Regeneration Extender
Reactor: Large Reactor
Copilot Ability: Hydrospanner
Starguard Crew: Offensive B-3G9, Defensive Nadia Grell, Engineering Yuun
Rycer Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz
Explanation:
This ship is a monster against Gunships. If you catch a Gunship off guard, you can quickly kill it by using the HLC+Quad "Piledriver' trick first developed by Audson (I think it was him). Essentially what you do is tap the 1 button while holding down fire and you will release both HLC and Quad blaster shots simultaneously. This can nearly double your DPS but it also drains your blaster power quickly. With Republic I choose Yuun to offset this drain. Unfortunately Imperial needs to take Blizz for Hydrospanner which means that it won't be able to perform this Piledriver move as often. However, Imperial side gets a wider firing arc for the Proton Torpedos. The Proton Torpedos actually synergize really well with Retro Thrusters once you get used to the combo. You can really catch ships off guard by flying past them, hitting Retro, and then charging a Proton that essentially launches nearly point blank. Additionally, it can be used opportunistically throughout the game to rack up a few extra kills. Happen to see someone use an engine maneuver? Free kill. The Torps are also a great team utility as they offer long distance peels. Defensively this ship is incredibly tanky. Not only does it have very strong shields but the QCS + Regeneration Thruster recently consumed engine bonuses mean that this ship can easily recover from engine drains from Ion Railgun and Remote Slicing. It is very rare for this ship to be dead in the water. Some pilots prefer to use Speed Thrusters -- while this is a great component just realize that you'll need to take a lot more time throughout the game to pause and regenerate engines. More pausing means less DPS, and if you're carrying a game, sometimes you can't afford to pause so often. You also won't be able to counter Ion Railgun and Remote Slicing as effectively which means that you have less ability to put yourself into risky situations and escape without dying.


Flashfire/Sting Build 2
Primary: Burst Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Rocket Pods (Ammo/Range)
System: Targeting Telemetry (Target Prediction/Crit Magnitude)
Shield: Quick Charge Shields (Reduced Cooldown)
Engine: Barrel Roll (Turning)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor (Republic) or Damage Capacitor (Imperial)
Thruster: Turning Thrusters
Reactor: Large Reactor
Copilot Ability: Hydrospanner
Flashfire Crew: Offense B3G9, Defense Nadia Grell, Engineering Yuun
Sting crew: Offense Lt. Pierce, Defense Vector, Engineering Blizz
Explanation:
This ship is better than T2S Build 1 in only a few situations. In domination, it is better against bomber spam and EMP spam. It is also much better than T2S Build 1 in TDM. Quick Charge Shields provide even more efficient energy regeneration than Regeneration Thrusters, plus they are a very strong pairing with Hydrospanner (as seen in Strikefighter builds). The lack of Wingman is mitigated by choosing the Target Prediction upgrade on Targeting Telemetry. Since you aren't stacking evasion, the Targeting Telemetry evasion upgrade is no longer an auto include. This is very strong in Domination but also likely the best TDM Scout build since you have sufficient engines and turning to stick closely to your targets. As a bonus, the QCS fast recently consumed engine regen allows you to somewhat counter Remote Slicing builds. In the event that you are hit by a Proton Torpedo, Hydrospanner will save you from dying to the DoT. Hydrospanner is also a good counter against EMP spam on a node. Beware that you need to play this build a lot differently than evasion stacking Scout builds. You should usually avoid jousting and instead take a flanking approach to enemies. If you want to counter the Remote Slicing drain better, choose Regeneration Thrusters over Turning Thrusters. Just realize that this will hurt your DPS because you won't be able to land as many BLC snap shots. Barrel roll is chosen because it allows you to quickly get out of bad situations in TDM and because it allows you to provide nearly instant node support in Domination. Although this build is a very strong generalist build, it is inferior to T2S Distortion Field builds when fighting on nodes in Domination.


Condor/Jurgoran
Primary: Burst Laser Cannon (Arc+Tracking/Shield Damage)
Secondary: Slug Railgun (Hull Damage/Extra Damage)
Secondary: EMP Missile (Range/Engine lockout)
Shield: Directional Shields (Reduced Regen Delay)
Engine: Power Dive (Turning)
Thruster: Regen Thrusters
Magazine: Regeneration Extender
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Wingman
Condor Crew: Offensive B-3G9, Defensive Doc, Engineering Yuun
Jurgoran Crew: Offensive Gault, 6% Defensive Writch Hurley, Engineering 2V-R8
Explanation:
This ship has a very strong weakness to Remote Slicing. I used to play it a lot before Remote Slicing became prevalent. The following text applies only if there are no remote slicing ships on the enemy team:
This is a great ship to fly if you want to play Gunship but you find yourself spending more time running than shooting. Directional Shields provide better sustained tankiness than Distortion Field. While Distortion Field is stronger for 6-9 seconds, the ship is vulnerable in between cooldowns. With Directional Shields you can quickly regenerate your shields by briefly putting them to the rear, hitting F2, and then swapping them back to the front. Unlike Scouts and Strikes, Gunships are often able to control their battles and easily control all incoming damage to the front of their ship (or rear while running away). This means that the Condor/Jurgoran can draw aggression away from the main battle and fight ships in 1v1 situations. One advantage of Gunship melee is that you can use the right click button to quickly get the ship into optimal BLC ranges. You can often surprise enemy ships by flanking them, right clicking, and hitting them with a few frequency capacitor BLC shots. EMP missile is a good weapon against fleeing Strikes and Scouts because it has great synergy with the Slug Railgun shield penetration. Even if you can't land the kill, your teammates can take advantage of the engine lockout. Although not as useful as Ion Railgun, EMP missile does give the Condor some great team utility that it had been lacking before the 5.5 patch. If you are getting swarmed by Scouts, Cluster Missiles are a good tech option. Regeneration Thrusters have good synergy with Powerdive due to the recently consumed engine regeneration. However, Turning Thrusters are also a strong option because they improve your ability to quickly center targets with Slug Railgun as well as melee with BLC snap shots on fast moving targets. If you are going to take Speed Thrusters make sure you pair it with Powerdive Speed upgrade. However, IMO it's not worth using these speed upgrades because you'll never be able to out run a Strike or Scout anyways. You're better off making your enemy chase you through structures or around LoS objects. It should be noted that although this ship is typically better than the Quarrel/Mangler when under heavy pressure, it is very weak against Remote Slicing builds. The T1G is better against Remote Slicing since it can at least slow down the T3F with Ion Railgun.


Mangler/Quarrel
Primary: Burst Laser Cannon (Armor Ignore/Hull damage)
Secondary: Slug Railgun (Hull Damage/Extra damage)
Secondary: Ion Railgun (AoE Drain/Either Choice)
Shield: Distortion Field (Missile Break)
Engine: Barrel Roll (Turn)
Sensor: Dampening Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Lightweight Armor
Copilot Ability: Wingman
Quarrel Crew: Offensive B-G39, Defensive Nadia Grell, Engineering C2-N2
Mangler Crew: Offensive Gault, Defensive Vector, Engineering Blizz
Explanation:
Ion Railgun is incredibly powerful and makes this ship stronger than the Condor/Jurgoran unless you have so much pressure that you find yourself running more than firing. Evasion stacking makes this ship incredibly slippery. However, attempting to melee good Scout and Strikefighter pilots is not advisable.


Novadive/Blackbolt
Primary: Light Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Rocket Pods (Ammo/Range)
System: EMP (Missile Break/Shield Lockout)
Shield: Distortion Field (Missile break)
Engine: Power dive (Turning)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Thruster: Turning Thrusters
Reactor: Large Reactor
Copilot Ability: Wingman
Novadive Crew: Offense Kira Carsen, Defense Nadia Grell, Engineering Yuun
Blackbolt Crew: Offense Lt. Pierce, Defense Vector, Engineering 2V-R8
Explanation:
Primarily a Domination ship. This Scout acts as a solid counter to Bombers but it is also surprisingly good at jousting. You approach your enemy head-on, pop EMP+DF at around 4000m and simultaneously pop Wingman while unloading LLC+pods. EMP gives you a small evasion boost but more importantly it suppresses your enemy's accuracy by 20% and prevents him from using DF or QCS. Similar to Remote Slicing, this trick can work really well on unsuspecting enemies, but once they pay attention and adapt, you may find less success. Still, the ship has incredible EMP utility with solid on-node DPS thanks to Turning Thrusters and improved LLC.


Flashfire/Sting Build 3
Primary: Burst Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Rocket Pods (Ammo/Range)
System: Targeting Telemetry (Evasion/Crit Magnitude)
Shield: Distortion Field (Missile break)
Engine: Retro Thrusters (Turning)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Thruster: Regeneration Thrusters
Reactor: Large Reactor
Copilot Ability: Wingman
Flashfire Crew: Offense Kira Carsen, Defense Nadia Grell, Engineering Yuun
Sting Crew: Offense Lt. Pierce, Defense Vector, Engineering 2V-R8
Explanation:
This is the optimal jousting Flashfire/Sting build. I use this build if I find myself flying against a lot of good Scout pilots. A lot of top scout pilots on Darth Malgus use a build similar to this one.


Razorwire/Rampart
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Seeker Mine (Increased Radius/High Explosives)
System: Interdiction Mine (Extra Mine/Improved Interdiction)
Shield: Overcharged Shield (Increased Overcharge)
Engine: Shield Power Converter (Breaks Missile Locks)
Sensor: Communication Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Rampart Crew: Offensive B-3G9, Defensive M1-4X, Engineering C2-N2
Razorwire Crew: Offensive Jaesa Willsam, Defensive Xalek, Engineering Blizz
Explanation:
This ship's survivability with the old Hyperspace Beacon + Charged Plating is now very poor in the new meta due to armor piercing weapons like EMP missile, RFL, HLC, and Proton Torpedos becoming stronger and more popular. So while the Beacon team element is missing, the ship can still offer incredible team utility via Interdiction Mine. Getting hit by an Interdiction Mine is essentially a death sentence since you move and turn at less than half speed for a whopping 20 seconds. Seismic Mines were once incredibly powerful because they countered Scouts so well, but they are very weak against Strikes. Therefore, Seeker Mines have been swapped in with the hopes that they can both draw enemy missile breaks as well as mask friendly missile locks. The seeker mine's increased speed upgrade used to be an auto-include but it is now not chosen -- the longer it takes the mine to reach the enemy, the longer the enemy hears the annoying missile tones, and the greater the possibility that a friendly missile's tones have been masked. Overcharge Shield's super slow shield recharge weakness is nicely covered by the Shield to Engine component's instant shield regeneration. As a bonus, this ship can sometimes break locks on EMP Missiles and Proton Torpedos. Although EMP missile and to a lesser extend EMP field are more popular, Ion Railgun is actually a lot less popular in Domination since Quarrels/Manglers have a difficult time surviving. Overall it is a bit harder to keep mines on a node than it was before patch 5.5, but it's not an impossible task.


Bloodmark/Spearpoint
Primary: Light Laser Cannons (Arc+Tracking/Shield Damage)
Secondary: EMP Missile (Damage/Engine lockout)
System: Tensor Field (Evasion/Engine regen)
Shield: Distortion Field (Break)
Engine: Power Dive (Turn)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Sensor: Communication Sensor
Reactor: Large Reactor
Copilot Ability: Wingman
Spearpoint Crew: Offensive Qyzen Fess, Defensive Nadia Grell, Engineering Yuun
Bloodmark Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering 2V-R8
Explanation:
Unless you are flying with a strong team, it's often not worth gimping yourself just to give your team a speed boost at the start of the game. Although it is stronger than ever due to LLC and EMP missile buffs, the ship still lacks teeth compared to other options. Still, the ship can be very useful as a kite ship in a team setting. Some pilots use Repair Drone but I feel like this is a poor choice as it is an easy target for enemy EMP missiles. If kiting on a node is the goal then Hydrospanner, Running Interference, or Suppression should be swapped in to replace Wingman. LLC can be swapped for RFL if you are encountering Charged Plating. Otherwise the only reason to choose RFL over LLC would be to kill turrets quickly, but EMP missile is great for disabling turrets and making them easy kills.


Dustmaker/Comet Breaker
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Slug Railgun (Hull Damage/Extra Damage)
Secondary: Proton Torpedo (Arc/Range)
Shield: Directional Shields (Reduced Recharge Time)
Engine: Barrel Roll (Turn)
Sensor: Dampening Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Wingman
Dustmaker Crew: Offensive Qyzen Fess, Defensive Nadia Grell, Engineering C2-N2
Comet Breaker Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz
Explanation:
The standard Gunship Rapid Reload crew passive is substituted for Firing Arc in order to improve Proton Torpedos. This ship is very similar to the Condor/Jurgoran build except for one very important feature -- it isn't able to defend itself with BLC melee ability. The Protons can be very useful as a peeling tool for ships in enemy territory as well as distant Gunships, but overall it's more worthwhile having the self sustainability of the Condor/Jurgoran or the Ion Railgun utility of Quarrel/Mangler.


Legion/Warcarrier
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Seeker Mine (Increased Radius/Extra mine)
System: Railgun Sentry Drone (Shield Piercing/Charge time)
Shield: Repair Drone (Ammo)
Engine: Shield Power Converter (Max Engine and Shield pool)
Sensor: Communication Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Suppression
Warcarrier Crew: Offensive Qyzen Fess, Defensive Nadia Grell, Engineering C2-N2
Legion Crew Jaesa Willsam, Defensive Vector, Engineering: Blizz 13%
Explanation:
Railgun Sentry Drone is better against Scouts and Interdiction Drone is a better choice against Strikes. This ship is still very important in a large team setting as it gives friendly Gunships peels and heals. But in most games it isn't worth using unless you are a novice pilot. In most games the Clarion/Imperium Remote Slicing build is a better ship for defending your team.


Decimus/Sledgehammer
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Proton Torpedo (Arc/Range)
System: EMP Field (Range/Engine Lockout)
Shield: Directional Shield (Reduced Regen Delay)
Engine: Power Dive (Turn)
Thruster: Turning Thrusters
Magazine: Efficient Targetting
Reactor: Large Reactor
Capacitor: Range Capacitor
Copilot Ability: Lockdown
Sledgehammer Crew: Offensive Qyzen Fess, Defensive M1-4X, Engineering C2-N2
Decimus Crew: Offensive Jaesa Willsam, Xalek, Engineering Blizz
Explanation:
This build is a poor man's version of the Clarion/Imperium's Remote Slicing build. You get the engine lockout from EMP field and some of the engine drain from co-pilot Lockdown. While this combo can work, it is still quite a bit weaker than Remote Slicing and you give up the Hydrospanner co-pilot. Furthermore, it's on a slower and less maneuverable Bomber frame which means it's harder to keep your target in your sights long enough to pull off the combo. Efficient Targeting does help here a bit (Clarion/Imperium doesn't get that upgrade). Any Sledgehammer/Decimus build is essentially just a slow, weak Strikefighter. But IMO this build comes closest to bridging that gap.
Posted May 1, 18 · OP · Last edited Jun 1, 18
Posts:
1,646
Votes:
+223
Level 6
LEVEL 6
Fleet Admiral
Build update. Most of the changes are due to the increased prevalence of two things: 12v12s and Remote Slicing T3 Strikes. For example, I think the QCS T2 scout is now much weaker than the DF T2 scout because you have to worry about an extra 4 players shooting protons and railguns at you. Also, the Directional Shields T3G is no longer viable because it is so weak against Remote Slicing. Additionally, the importance of some of the crew members has become more evident to me. Imperial side's increased firing arc is really important for launching protorps at unexpected angles. Hydrospanner is actually quite great on a T2 DF scout (especially in TDM and against Remote Slicing), but it's not worth giving up BLC blaster efficiency+frequency capacitor to get it. Bypass is quite good on Republic gunships, particularly on the Cometbreaker since all three of its weapons (Heavy Lasers, Plasma Railgun, Slug Railgun) benefit from it. Because of this, I'm now going to list some of the different faction ships separately. I'll keep my original post up because it's still useful information and it's interesting to see how my builds have evolved.


Flashfire (Domination and some TDM)
Primary: Burst Laser Cannon (Arc+Tracking/Shield Damage)
Secondary: Rocket Pods (Ammo/Range)
System: Targeting Telemetry (Evasion/Crit Magnitude)
Shield: Distortion Field (Missile break)
Engine: Power dive (Turn)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Thruster: Turning Thrusters
Reactor: Large Reactor
Copilot Ability: Hydrospanner (or Wingman if there are a lot of scout pilots flying)
Crew: Offensive B-3G9, Defensive Nadia Grell, Engineering Yuun


Sting (Domination)
Primary: Burst Laser Cannon (Arc+Tracking/Shield Damage)
Secondary: Rocket Pods (Ammo/Range)
System: Targeting Telemetry (Evasion/Crit Magnitude)
Shield: Distortion Field (Missile break)
Engine: Power dive (Turn)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Thruster: Turning Thrusters
Reactor: Large Reactor
Copilot Ability: Running Interference (or Wingman if there are a lot of scout pilots flying)
Crew: Offense Lt. Pierce, Defense Vector, Engineering 2V-R8


Imperium (Domination and TDM)
Primary: Light Laser Cannon (Tracking/Shield Damage)
Secondary: Proton Torpedos (Arc/Ammo)
System: Remote Slicing (Blaster Drain/Engine lockout)
Shield: Directional Shields (Reduced Delay)
Engine: Power Dive (Turning)
Sensor: Communication Sensor
Capacitor: Frequency
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz


Pike/Quell (TDM)
Primary: Heavy Laser Cannon (Improved Tracking/Shield Pen)
Secondary: EMP Missile (Range/Engine lockout)
Secondary: Proton Torpedos (Arc/Range)
Shield: Quick Charge Shield (Reduced Cooldown)
Engine: Barrel Roll (Speed)
Thrusters: Regeneration Thrusters
Capacitor: Damage Capacitor
Magazine: Efficient Targetting
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Pike Crew: Offensive B-3G9, Defensive Nadia Grell, Engineering Yuun
Quell Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz


Clarion (Domination)
Primary: Light Laser Cannon (Tracking/Shield Damage)
Secondary: EMP Missile (Damage/Engine Suppression)
System: Remote Slicing (Blaster Drain/Engine lockout)
Shield: Directional Shields (Reduced Delay)
Engine: Power Dive (Turning)
Sensor: Communication Sensor
Capacitor: Frequency
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Crew: Offensive B-3G9 6%, Defensive Nadia Grell, Engineering C2-N2


Mangler/Quarrel (TDM and some Domination)
Primary: Burst Laser Cannon (Armor Ignore/Hull damage)
Secondary: Ion Railgun (AoE Drain/Either Choice)
Secondary: Slug Railgun (Hull Damage/Extra damage)
Shield: Distortion Field (Missile Break)
Engine: Barrel Roll (Turn)
Sensor: Dampening Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Lightweight Armor
Copilot Ability: Wingman
Quarrel Crew: Offensive B-G39, Defensive Nadia Grell, Engineering C2-N2
Mangler Crew: Offensive Gault, Defensive Vector, Engineering Blizz


Starguard (TDM and Domination)
Primary: Heavy Laser Cannon (Ignore Armor/Shield Damage)
Secondary: Quad Laser Cannon (Efficiency/Hull Damage)
Secondary: Cluster Missiles (Increased Range/Plasma Warheads)
Shield: Quick Charge Shield (Reduced Cooldown)
Engine: Retro Thrusters (Turning)
Thrusters: Regeneration Thrusters
Capacitor: Damage Capacitor
Magazine: Regeneration Extender
Reactor: Large Reactor
Copilot Ability: Hydrospanner
Crew: Offensive B-3G9 6%, Defensive Nadia Grell, Engineering Yuun


Rycer (TDM and Domination)
Primary: Heavy Laser Cannon (Ignore Armor/Shield Damage)
Secondary: Quad Laser Cannon (Efficiency/Hull Damage)
Secondary: Proton Torpedo (Speed/Range)
Shield: Quick Charge Shield (Reduced Cooldown)
Engine: Retro Thrusters (Increased Engine Power)
Thrusters: Regeneration Thrusters
Capacitor: Damage Capacitor
Magazine: Regeneration Extender
Reactor: Large Reactor
Copilot Ability: Hydrospanner
Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz


Novadive/Blackbolt (Domination)
Primary: Light Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Rocket Pods (Ammo/Range)
System: EMP (Missile Break/Shield Lockout)
Shield: Distortion Field (Missile break)
Engine: Power dive (Turning)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Thruster: Turning Thrusters
Reactor: Large Reactor
Copilot Ability: Wingman
Novadive Crew: Offense Kira Carsen, Defense Nadia Grell, Engineering Yuun
Blackbolt Crew: Offense Lt. Pierce, Defense Vector, Engineering 2V-R8


Decimus (Domination)
Primary: Light Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Proton Torpedo (Arc/Range)
System: EMP Field (Break/Engine Lockout)
Shield: Directional Shield (Reduced Regen Delay)
Engine: Power Dive (Turn)
Thruster: Turning Thrusters
Magazine: Efficient Targetting
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Hydrospanner
Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz


Comet Breaker (TDM)
Primary: Heavy Laser Cannon (Tracking/Shield Pen)
Secondary: Plasma Railgun (Accuracy/Shield Pen)
Secondary: Slug Railgun (Hull Damage/Extra Damage)
Shield: Directional Shields (Reduced Regen Delay)
Engine: Barrel Roll (Turn)
Sensor: Dampening Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Capacitor: Damage Capacitor
Copilot Ability: Bypass
Dustmaker Crew: Offensive B-3G9, Defensive M1-4X, Engineering C2-N2


Condor (TDM)
Primary: Burst Laser Cannon (Shield Pen/Hull Damage)
Secondary: Slug Railgun (Hull Damage/Extra Damage)
Secondary: EMP Missile (Range/Engine lockout)
Shield: Distortion Field (Missile Break)
Engine: Power Dive (Turning)
Thruster: Regen Thrusters
Magazine: Regeneration Extender
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Bypass
Condor Crew: Offensive B-3G9, Defensive Nadia Grell, Engineering Yuun


Jurgoran (TDM)
Primary: Burst Laser Cannon (Arc+Tracking/Shield Damage)
Secondary: Slug Railgun (Hull Damage/Extra Damage)
Secondary: EMP Missile (Range/Engine lockout)
Shield: Distortion Field (Missile Break)
Engine: Power Dive (Turning)
Thruster: Regen Thrusters
Magazine: Regeneration Extender
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Wingman
Crew: Offensive Gault, 6% Defensive Vector, Engineering 2V-R8


Dustmaker (TDM)
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Slug Railgun (Hull Damage/Extra Damage)
Secondary: Proton Torpedo (Speed/Range)
Shield: Directional Shields (Reduced Recharge Time)
Engine: Barrel Roll (Turn)
Sensor: Dampening Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Hydrospanner
Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering Blizz


Bloodmark/Spearpoint (Domination)
Primary: Light Laser Cannons (Arc+Tracking/Shield Damage)
Secondary: EMP Missile (Damage/Engine lockout)
System: Tensor Field (Evasion/Engine Regen)
Shield: Distortion Field (Break)
Engine: Power Dive (Turn)
Armor: Lightweight Armor
Capacitor: Frequency Capacitor
Sensor: Communication Sensor
Reactor: Large Reactor
Copilot Ability: Wingman
Spearpoint Crew: Offensive Qyzen Fess, Defensive Nadia Grell, Engineering Yuun
Bloodmark Crew: Offensive Jaesa Willsam, Defensive Vector, Engineering 2V-R8


Sledgehammer (Domination)
Primary: Light Laser Cannon (Arc+Tracking/Shield damage)
Secondary: Proton Torpedo (Arc/Range)
System: EMP Field (Break/Engine Lockout)
Shield: Directional Shield (Reduced Regen Delay)
Engine: Power Dive (Turn)
Thruster: Turning Thrusters
Magazine: Efficient Targetting
Reactor: Large Reactor
Capacitor: Frequency Capacitor
Copilot Ability: Lockdown
Crew: Offensive Qyzen Fess, Defensive Nadia Grell, Engineering C2-N2


Razorwire/Rampart (Domination)
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Seeker Mine (Increased Radius/High Explosives)
System: Interdiction Mine (Extra Mine/Improved Interdiction)
Shield: Overcharged Shield (Increased Overcharge)
Engine: Shield Power Converter (Breaks Missile Locks)
Sensor: Communication Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Hydrospanner
Rampart Crew: Offensive B-3G9, Defensive M1-4X, Engineering C2-N2
Razorwire Crew: Offensive Jaesa Willsam, Defensive Xalek, Engineering Blizz


Legion/Warcarrier (TDM)
Primary: Heavy Laser Cannon (Armor Ignore/Shield Pen)
Secondary: Seeker Mine (Increased Radius/Extra mine)
System: Railgun Sentry Drone (Shield Piercing/Charge time)
Shield: Repair Drone (Ammo)
Engine: Shield Power Converter (Max Engine and Shield pool)
Sensor: Communication Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability: Suppression
Warcarrier Crew: Offensive Qyzen Fess, Defensive Nadia Grell, Engineering C2-N2
Legion Crew Jaesa Willsam, Defensive Vector, Engineering Blizz
Posted Oct 6, 18 · OP · Last edited Oct 27, 18
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