I am about to be collecting all resources required for rank11 destroyers, still considering Antares or Sibyl (I haven’t got enough ships to reach brave…).Which one is better?And how do I manage modifier slots? Where to collect beryllium or neodium?
1 hour ago, barrylv said:
I am about to be collecting all resources required for rank11 destroyers, still considering Antares or Sibyl (I haven’t got enough ships to reach brave…).Which one is better?And how do I manage modifier slots? Where to collect beryllium or neodium?
Sibyl is way easier to play at start, but antares has higer potential that requires more effort to out put.
5 hours ago, xKostyan said:
Sibyl is way easier to play at start, but antares has higer potential that requires more effort to out put.
how I equip antares? How I master its skill?Could you tell me please?
It’s complicated mate, but kosty can explain it if u pm him. ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)
5 hours ago, barrylv said:
how I equip antares? How I master its skill?Could you tell me please?
Speed. Speed again. And speed.
Might feels a bit weird to equip speed items on a destroyer to begin with. But in the ends it’s worth because : The speed special module increase the final stats, not the base stats.
So a base 164 increased to 200 will be in the end 200*1.6=320 instead of 200+164*0.6=298
And, best of all : The speed special module increase rotation speed too !
Basically, you’re as mobile as a fighter, and tankier than 4 frigates.
And take repair drone. Thanks to your high mobility, you can easily survive even when 6 players focus you. What you need is some regen, and having 3 drones (because fed) give a 900/s hull regen. Which is awesome.
For build, you can give up your shield. Take submater shield x2. It will never regen anyway, and you have drones for hull.
Add a rotation for motor, a crystal plates for hull if you can, one or two energy regen capacitor, and a speed capacitor. And here you go.
Finally don’t forget to take afterburner reduction cost as r7 implant instead of shield to energy implant. Your shield will never regen, and the afterburner reduction is cool.
Then for mods, it’s up to you but photon emiter is GREAT even with the recent nerf.
In the end, you’re fast enough to easily dodge a desintegrator, of photons, and black holes will never be a problem for you.
On 12.12.2016 at 3:52 PM, Swifter43021 said:
And take repair drone. Thanks to your high mobility, you can easily survive even when 6 players focus you. What you need is some regen, and having 3 drones (because fed) give a 900/s hull regen. Which is awesome.
If I am not mistaken, as of December 2016, 3 "Heavy Repair Drone 12"s in the Missile slot of the Federation destroyer Antares (rank11) will give you 3* 215 hull points per second = 675 hull pts/s
On 12.12.2016 at 3:52 PM, Swifter43021 said:
For build, you can give up your shield. Take submater shield x2. It will never regen anyway, and you have drones for hull.
Again, if I am not mistaken, the Shield module “Submatter Shield” is available only to ships of ranks 12-15, and the Antares is a rank 11 destroyer.
On 12.12.2016 at 3:52 PM, Swifter43021 said:
In the end, you’re fast enough to easily dodge a desintegrator, of photons, and black holes will never be a problem for you.
Against black holes one can also equip the Active module “Wormehole projector”.
Drones heals more then displayed. 296/s if I’m correct.
So 900/s if you take 3.
Yeah true for submatter, my bad.
But light hull and alimentation canal are available.
Finally there’s a huge difference between using wormhole and a permanent 350m/s
On the first case, it has a cooldown, a travel time, can be disabled or even destroyed and take the place of another.
On the latter, you have it always active. Since the game is heavily based on beacon capture, you can use your speed to travel without having to worry about having no escape.
And like I said, 350m/s is more then enough to dodge LRF special (both torps and disintegrator), photon, halo, gravi, and a big party of the overall damage.
And if you want to, you can still play your Antares as a slow tank.
But you can’t really play a Sybil as a fighter.
I have seen only one person really mastering the jericho destro side as fighters successfully, everything else was a nice try lol.
Orca, by happenstance,
On 1.1.2017 at 0:52 PM, ORCA1911 said:
I have seen only one person really mastering the jericho destro side as fighters successfully, everything else was a nice try lol.
do you mean Omar??
I am unsure about:
On 1.1.2017 at 9:40 AM, Swifter43021 said:
Drones heals more then displayed. 296/s if I’m correct.
So 900/s if you take 3.
But still is only ~300 hull pts/s for c. 25s (activation time) each making up to ~6500hull points … one temporal shield has 40000 durability for 20s …
I do not like your build, because it is inferior to a shield focussed speed-build of Antares. But I must confess that I do not understand the game-mechanics on these extra shields exactly.
3 hours ago, avarshina said:
Orca, by happenstance,
do you mean Omar??
Nah Shapeshifter
@avarshina: If you get raped by ops/j torps, then you feel the difference of ‘shield’ and drones. Drones don’t help you against anything non-explosive, but they give you regen out of combat. Something you don’t get with your shield antares. Shield dessy are mayflies, only build for destruction until they are destroyed, while drones are like aggro guards.
11 hours ago, avarshina said:
I am unsure about:
But still is only ~300 hull pts/s for c. 25s (activation time) each making up to ~6500hull points … one temporal shield has 40000 durability for 20s …
I do not like your build, because it is inferior to a shield focussed speed-build of Antares. But I must confess that I do not understand the game-mechanics on these extra shields exactly.
Shield focused Antares ? ._.
You have 36k shield, and 90k hull. Why focus on shield tanking when you have 3 times more hull ?
Yeah, you have a base 215/s shield regen, but you can’t increase it (and no, don’t play like wolfkan, it s*cks) and the special gives you a bonus 250 shield regen.
But you loose speed, and it doesn’t even comes close to having 900/s hull regen.
As for drones vs static, you’re considering that 1 hull is equal to 1 damage, which is false. With resistances, crystal plates and stuff, you get can get easily 2.5 (even 3) damage per hull.
296/s for 25 seconds means 7400 hull heals, which means 18500 effective survavibility per drone (and its’s 330 for sirius, which is even better).
Half the value of static shield, true. BUT, the heal is permanent, works even when you don’t receive damage, works even against AOE and isn’t “static”.
And the biggest reason of why drone > You’re speed focused. You don’t need raw tank, you can escape. But if you can’t regen, you’ll still die.
17 hours ago, Swifter43021 said:
As for drones vs static, you’re considering that 1 hull is equal to 1 damage, which is false. With resistances, crystal plates and stuff, you get can get easily 2.5 (even 3) damage per hull.
296/s for 25 seconds means 7400 hull heals, which means 18500 effective survavibility per drone (and its’s 330 for sirius, which is even better).
Half the value of static shield, true. BUT, the heal is permanent, works even when you don’t receive damage, works even against AOE and isn’t “static”.
And the biggest reason of why drone > You’re speed focused. You don’t need raw tank, you can escape. But if you can’t regen, you’ll still die.
Granted, you guys are recommending a speed build, meaning it’s going to be hard to build up respectable resistances.
Of course, the main reason Antares is difficult to fly in the first place is that properly taking advantage of its speed is a challenge. For someone who still needs to learn the ropes, I guess a tanky setup with few speed boosts, playing a bit like a Brave with less total HP, but better regen and energy management, should be reasonably viable, especially for PvE where staying power usually matters more and mobility less, than in PvP.
At any rate, I’m advising against a Sybil as the OP’s first r11 destro. The main benefit of Jericho destroyers should be their ability to heal without relying on drones by taking advantage of high natural shield regen and being able to spam cheap static shields, but their total hp is still sitting at around the same as an Antares and since focusing on shield resistance and regen requires both shield and capacitor slots, a pure shield build is liable to be starved for other passives. All in all, you generally end up with a choice of 2 out of 3 of a paper hull (even though your hull makes up for a vast majority of your hp, meaning most Antares setups will do better against focused fire), not enough CPU slots (halo and the alien gun thrive on range boosts, making Horizons very valuable, mesons can’t hit xxxx without guidance and coilgun has a strong bias towards crit builds because of the inbuilt 20% critrate) or poor mobility, meaning you’ll need to rely on wormholes to disengage, which is not a reliable strategy when your ship is designed for hit’n’run attacks, like the regen focus would indicate. All in all, there’s a lot that can go wrong there and while I’ve seen people do well in Sybils on some occasions, I’d say it was either done despite their ship choice rather than thanks to it, or that they have managed to develop a powerful, yet highly specialized skillset that would be very difficult to replicate for the uninitiated.
3 hours ago, Ugicywapih said:
Granted, you guys are recommending a speed build, meaning it’s going to be hard to build up respectable resistances.
That used to be true.
Until crystal plates came out.
You can easily reach 110-120 base hull resistance in everything.
Which means much more once you add command buff, crystal plates buff, and giga2
It’s not really hard to reach 200 resistance everywhere.
So 75% damage reduction and 3 damage per one hull point.
3 hours ago, Ugicywapih said:
At any rate, I’m advising against a Sybil as the OP’s first r11 destro. The main benefit of Jericho destroyers should be their ability to heal without relying on drones by taking advantage of high natural shield regen and being able to spam cheap static shields, but their total hp is still sitting at around the same as an Antares and since focusing on shield resistance and regen requires both shield and capacitor slots, a pure shield build is liable to be starved for other passives. All in all, you generally end up with a choice of 2 out of 3 of a paper hull (even though your hull makes up for a vast majority of your hp, meaning most Antares setups will do better against focused fire), not enough CPU slots (halo and the alien gun thrive on range boosts, making Horizons very valuable, mesons can’t hit xxxx without guidance and coilgun has a strong bias towards crit builds because of the inbuilt 20% critrate) or poor mobility, meaning you’ll need to rely on wormholes to disengage, which is not a reliable strategy when your ship is designed for hit’n’run attacks, like the regen focus would indicate. All in all, there’s a lot that can go wrong there and while I’ve seen people do well in Sybils on some occasions, I’d say it was either done despite their ship choice rather than thanks to it, or that they have managed to develop a powerful, yet highly specialized skillset that would be very difficult to replicate for the uninitiated.
Ok, but… How much cap slots are needed to build a proper sybil regen build? Because with one cap slot and the proper implant it’s hard to run out of energy. I’m talking of rank7 Jericho implant, Beta-accelerator
“CU - Type B” .
@Swifter:
>>So 75% damage reduction and 3 damage per one hull point. <<
If I got my math right, it’s 4 damage points.
Just an example:
0% resistance → 4000 incoming damage = 4000 damage received
75% resistance → only 1000 received
This translate to 400% needed incoming damage for the 75% to receive 100% damage at 0%.
Wasn’t crystal plates nerfed to 64 max(+base stats)?
Do this even stack? How will you achieve 200 allround?
26 minutes ago, Lord_Xenon said:
@Swifter:
>>So 75% damage reduction and 3 damage per one hull point. <<
If I got my math right, it’s 4 damage points.
Just an example:
0% resistance → 4000 incoming damage = 4000 damage received
75% resistance → only 1000 received
This translate to 400% needed incoming damage for the 75% to receive 100% damage at 0%.Wasn’t crystal plates nerfed to 64 max(+base stats)?
Do this even stack? How will you achieve 200 allround?
Nope they don’t stack but the rank 9 top implant will give you a reasonable amount of resistances, too.
1 hour ago, Lord_Xenon said:
@Swifter:
>>So 75% damage reduction and 3 damage per one hull point. <<
If I got my math right, it’s 4 damage points.
Just an example:
0% resistance → 4000 incoming damage = 4000 damage received
75% resistance → only 1000 received
This translate to 400% needed incoming damage for the 75% to receive 100% damage at 0%.Wasn’t crystal plates nerfed to 64 max(+base stats)?
Do this even stack? How will you achieve 200 allround?
66.66% my bad, 75% is 300 resist.
The resistance reduction is linear.
0 resist : 1 damage = 1 hull
100 resist : 2 damage = 1 hull
200 resist : 3 damage = 1 hull
…
120 base resist
2 ennemies shooting at you with crystal plates and giga 2 -> 11 * 2 + 8 *2 = 38
Which means 158 resist when 2 enemies are shooting at you.
So 2.58 damage per hull like I said above.
Then add a command hull aura :
-
passive aura -> 19 resist. So a total 2.77 damage per hull
-
active aura -> 60. So a total of 3.18 damage per hull.
Alternatively you can reach the 200 when 4 ennemies are shooting at you without command aura.
Giga 2 and crystal plates is quite OP.
As a destroyer you usually have at least 2 enemies targeting you (or you’re doing something wrong). As a federation frigate you can even afford to jump in the middle of the team, and get easily 5-6 locks.
I’m playing speed + hull tanking + drone for this purpose : Go in. get everyone to lock on you. Tank for a minute, then get out and regen in 30 seconds (yup, you need 30 seconds to regen).
That’s something that only federation can do, because Jericho and Empire can’t possibly escape.
And the benefit is HUGE. When 6 peoples lock on you, that means that 6 peoples from your team are free to do whatever they want to.