[GUARD] Crus S - Fortress Tank Bomber Build

When i first started Star Conflict back in the Beta i loved Guards but they lacked something, they were slow, bulky, felt really hard to control in comparison so pretty much any other frigate with the recent buffs to the Guard resistances and buffs i started playing them again almost exclusively for a simple reason, Guards are a very versatile, extremely tanky, yet extremely dangerous ship class capable of fighting for long periods of time due to their unique ability of attuning to the three damage types and making any damage of that type rather negligible and more important, sustainable.

 

Without further ado i’d like to present you my current Crus S Guard build. It’s versatile and offers options.

 

  • - Stats
  • - Weapons
  • - Equipment
  • - - Ammo
  • - - Missiles
  • - - Modules
  • - - Modifications
  • - Crew
  • - Ups
  • - Downs
  • - Game Types
  • - Game Modes
  • - How To

 

Why the Crus S rather than the Blood Tormentor? I don’t have a Blood Tormentor and i don’t like it either, it’s mod slots disgust me although the seemingly bigger shield capacity and the 10% damage boost is nice.

 

screenshot-180101-130934.jpg.3222a8137d3f6b45cbbb23c96f450ae4.jpg

 

Stats:

hp.jpg.8508d5cea46072bd77c4054885331869.jpg 20331 Hull Points  @  hpregen.jpg.c803595331ccb5194cf83911f7aa05d8.jpg200/s Passive Guard Regeneration (after 5s) - Enough to withstand quite some punishment should your shields fail.

shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpg 35969 Shield Points  @ shieldregen.jpg.9f067edd398ef08a35f0bd3c4ee1fcc3.jpg 103/s Shield Regeneration - This is your actual life, treat it as such. Is your shield down you’re technically dead.

energy.jpg.b896a28d74c2b99a9d9484878849f383.jpg 1064 Energy  @ enregen.jpg.005a6fb2c9935fd1408f13056e53016d.jpg  212/s Energy Regeneration - A decent energy pool with enough regen to keep you boosting forever out of combat should you choose to do it rather than attunement switch-buffing.

kinhp.jpg.ab1077e4ce7fc43aec62767e6f9a1370.jpg emhp.jpg.2d0721a30e75bd95c6d5e9adb6756652.jpg thermhp.jpg.02ee6e1ff9acd4cfaa0c2069adedc470.jpg Hull Resistances - Slightly boosted hull resistances, not that they will help you much but all negative ones are eliminated.

kinshield.jpg.ef7d02ee3a188af6fee0f363fddd4e48.jpg emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpg Shield Resistances - They are set to be balanced around negating any negative resistances ( emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpgEM) and covering the most common damage type used for most high-damage weapons and missiles.

speed.jpg.dc4beb52cef7ea51d6c531a3d74101c1.jpg 183 ~ 350m /s Speed - Slightly improved speed due to the level 8 boost allowing us to go up to 350+ m/s with the shield attunement speed buff.

roll.jpg.83f448dff828e7e7fff2a783431bf8b6.jpg pitch.jpg.4123afce6c08236776a7419e53a8b2e4.jpg Rotation Speeds - Massively improved because otherwise your guard is really just a flying fortress and can’t turn, this is important to keep up with faster ships, though won’t be too effective on close range.

 

Weapon:

Option A: kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpgVulcan - My personal new favorite. Meet the Vulcan. You’ll be a rusher, a close-mid range gunner and you’ll deal massive damage to anything not fast enough to dodge bullets or outright outtank it like you do. Anything that can’t dodge it and has less than 50% kinetic resistance will be in big trouble.

 

vulcan.jpg.6b93f69e1e681127fe32b63db930f68a.jpg

 

Option B: kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpgMass Driver - My previous favorite before i had the luck to get a Vulcan together. Deals decent, mostly constant damage and gets harder to dodge the longer you hold the trigger. Quickly becomes ineffective with higher resistances due to the lack of crit chance.

 

driver.jpg.c2c12e4e22dde17b70e09ce6f6ee148d.jpg

 

Option C: kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpgCoil Mortar - I love this thing. It makes pew pew, boom boom, and everything explodes and it does deal quite some damage quite fast… although not on the guard. In fact, in my opinion this thing is a full frontal crash against a wall on anything but a Long Range Frigate due to its slow fire rate, not even the explosion range and proximity detonation makes up for it. You can use it if you want more range and AOE booms but i do not recommend it unless you can stand slow fire rate and being practically unable to fire at anything at a slight angle due to the weapon firing in cycles per turret, wasting 3 heat cycles and firing once every 4 times you’d normally shoot… or you use one of those hardcore coil mortar crit builds which again would probably be better on a LRF because 50% more firerate at the cost of survivability.

 

coil.jpg.3eba56629d1cbef48e4e235c9f7df115.jpg

 

Equipment:

 

CrusSEquip.jpg.99e7dfeea9bfff4cdeb060b3c3d1eb24.jpg

 

Ammo:

_ Option A: _ Vanadium Shells - Pretty obvious why. Straight up making our Vulcan fire even faster, giving it negligible more spread and making it overheat faster which is exactly what we want, the weapon gains crit chance with increased heating, faster overheating means getting your high crit chance fast and keeping it there a lot easier. The Vulcan has extremely fast cooldown, letting go for a moment when reaching maximum heat to reduce spread but keeping roughly 50-60% heat is what you’re going to do for 2000-3000m distance and smaller targets.

_ Option B: _ Shaped Charge Shells - While i’d not necessarily recommend it as the Vulcan has already high crit chance to begin with it is still a small damage boost although not as solid as Vanadium Shells due to 14% more firerate. RNG is not good. At 40% crit chance weapons start to crit a lot, especially fast hitting weapons. This however is a better suited option for Coil Mortar crit builds

_ Option C: _ Uranium Shells - If you have problems hitting dodging targets, you could use these at the cost of 10% of your damage. By default the Vulcan has decently fast bullets with 5000m/s.

 

Missiles:

Ultimately these come done to personal preference but…

_ Option A: _ kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpgOctopus - 5 Missiles fired in succession each hitting with roughly 2000 Kinetic Damage, decent burst damage against frigates and unaware fighters/interceptors and quite heavy damage on destroyers.

_ Option B: _ thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgCruise Missile - Plain simple old thermal missiles, EXTREME range, good for annoying and sniping open targets but its range is also highly useless unless you can target someone over 6k range which in most cases you can’t.

_ Option C: _ emwep.jpg.e787d730391ef2db1a95d13403898319.jpgAnomaly Generator - Everyone’s best friend. Hit-scan with a wind-up, massive EM damage, extremely dangerous for destroyers, unaware LRF and a nice surprise for other Guards.

I’d recommend Octopus if you want hard-to-avoid volleys of missiles like me, Cruise Missile if you simply want long range non-kinetic damage for Guards especially and Anomaly Generator for those mid-long range quick-succession MLG 360 noscope snipe surprises.

_ Option D: _ (_terrorblade’s suggestion): emwep.jpg.e787d730391ef2db1a95d13403898319.jpgTorpedo - Some people might prefer the Torpedo over the Anomaly Generator for close range bombing, it has the added bonus of not locking your movement in place to fire it and doesn’t have a windup but is unguided. Would not recommend unless you are a skilled player. Note that unguided missiles still come out from below your ship and fly towards where you aimed at, this can be used for trickshots around corners.

 

Modules:

_ Actives: _

Slot 1 

Option A:thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgEnergy Converter 10 - This thing is your first and your last word. Destroyer giving you a broadside? Answer with Energy Converter, let him eat his own broadside. Multiple people shooting at you while you’re battling it out with another Guard? Energy Converter! Pesky little interceptor or Tharga deadzoning you? Energy Converter! Energy Converter is unbelievably strong and unbelievably unreliable and random at times. This thing makes or breaks your everything. You either hit or you die in vein, make it count. Make sure to mount it on slot 1, don’t make the same mistake i did and mount it on 3/4 (your wings) and suffer an ugly offset aiming bug. Use rank 10 if you can’t get the 13, its strength is the same, 8 points more resistances baseline is not going to help you, the only reason you want 13 is for that sweet 2 second reduced baseline cooldown.

Option B: USE ENERGY CONVERTER, ITS WHAT MAKES THIS BUILD … WELL THIS - But seriously, if you don’t have the energy converter you can use the afterburner.jpg.a0d5bfb34fd82842600fea9678fa6426.jpgMass Propulsion Inhibitor 12 or  kinshield.jpg.ef7d02ee3a188af6fee0f363fddd4e48.jpg emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgSignature Masking 13, depending on if you want to slow enemies down or weaken them. Personally i’d recommend kinshield.jpg.ef7d02ee3a188af6fee0f363fddd4e48.jpg emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgSignature Masking 13 because slowing a 500-700m/s interceptor or Tharga by 20% is not going to save you but then again 13% less damage in 2000m range isn’t either against those but it is a nice buff regardless and can be activated to increase it to 56% which on top of your massive shield and shield resistances is a big buff.

_ Option C: _ hpregen.jpg.c803595331ccb5194cf83911f7aa05d8.jpgHull Restoration System 12 - This is a new addition since 1.5.1 and is a nice backup for when you don’t have an energy converter or if you’re playing open space or PvE missions. It can provide a massive tank bonus too in PvP Team Deathmatches if you can get a few seconds out of fire which shouldn’t be hard there. Get 10 seconds and you’re topped up on hull again and you can use your Shield Booster too to recharge some shields while you recover.

Slot 2

shieldregen.jpg.9f067edd398ef08a35f0bd3c4ee1fcc3.jpgShield Booster L 12 - This is your bones (without meat), without it you are nothing, less than nothing, you’ll have a hard time recovering from any damage effectively. This thing alone will keep you alive for another 8 seconds while being fired at by 3-5 people. Can be mounted on any slot.

Slot 3 

Option A:thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgPulsar 12 - Your second line of offensive defense, mostly used for eager-to-die interceptors and fighters, make em pay getting into 2000m range of you (besides shooting at them of course).

Option B:thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgA1MA 13 - I heard it’s nice, another (permanent) way of punishing foes for coming close. I’d probably use it, if i had it.

Slot 4

shieldregen.jpg.9f067edd398ef08a35f0bd3c4ee1fcc3.jpgEmergency Shield Booster 12 - This thing is absolutely rads, with the massively decreased cooldown being almost as fast as the Shield Booster its a substantial survivability boost and basically the meat on your bones. This thing can keep you alive for 20 seconds while being actively fired at by multiple people. I can’t count the times i was sitting in an enemy spawn surrounded by the entire enemy team and i was melting through that destroyer while everyone was shooting me, trying to prevent the inevitable death of said destroyer. Sure, it won’t save you in this case but at least you got that destroyer down. Sacrificing yourself to kill off a destroyer is still better than dying for nothing, he’ll have a harsh 40 second respawn time and you’ll be back in no time, this reduces the enemy team size for a good amount of time and adding additional pressure on it especially when you’re back for more shooting shortly after dying.

 

Modifications:

_ Engine: _

Slot 1

roll.jpg.83f448dff828e7e7fff2a783431bf8b6.jpg pitch.jpg.4123afce6c08236776a7419e53a8b2e4.jpgVernier Engines 13 - You’re bulky and you turn like an Anaconda in Elite Dangerous, you’ll need this to offset your slow rotation speeds, this also makes navigating and turning to any threat quickly much easier without bumping into everything.

Note: Everything else is wasted, you don’t need cooling speed, you don’t need even more speed either and you don’t need the collision dampener too as it only lowers instead of fully negating collision damage.

 

_ Capacitor: _

Slot 1

Iridium Heatsink 13 - More firerate, faster overheat. Both you want. More firerate = more damage per second and more overheat = more potential crits = more potential damage.

Slot 2

enregen.jpg.005a6fb2c9935fd1408f13056e53016d.jpgVoltage Regulator 12 - Increased energy regeneration because we can need it, we can sustain the emergency shield booster easier and longer out of range and we can boost infinitely.

Note: Emergency Barrier is trash, energy.jpg.b896a28d74c2b99a9d9484878849f383.jpgLeak Stabilizer won’t help you as you have enough max energy, kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpg emwep.jpg.e787d730391ef2db1a95d13403898319.jpg thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgPulse Discharger reduces energy regeneration, Acceleration Coils is unneeded as the Vulcan fires fast enough (might be useful on Coil Mortar though) and the speed.jpg.dc4beb52cef7ea51d6c531a3d74101c1.jpgPower Unit Conduit increases speed minimally at the cost of max energy. All of which we really don’t want.

 

_ Shield: _

Slot 1

shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpgShield Splitter 13 - Obvious isn’t it? You are a guard, you are Jericho, of course you want more shields. Your shield is your life, your shield is love, show em Federation freaks that you can’t be a proper guard without massive amounts of them!

Slot 2

thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgThermal Modulator 11 - Plain and simple thermal resistance because most hard hitting weapons such as lasers and missiles (also guided torpedoes and snipers) deal thermal damage and you can’t have your shield attuned to it all day, your priority will be blocking hard hitting EM damage.

Slot 3

emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpgEM-diffuser 12 - Which brings us to the emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpgEM-diffuser, even with the recent resistances buff Jericho Guards still have negative EM resistances, we need to fix this or we’re toast.

Note: You could switch in kinshield.jpg.ef7d02ee3a188af6fee0f363fddd4e48.jpgVariative Shield Projector for some kinetic resistance depending on what you do though kinetic is the least dangerous damage type you’ll encounter. shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpgMultipurpose Shields would be another honorable mention as it blocks collisions with your shields and prevents shield penetrating weapons from circumventing your entire class, on top it increases your shield volume by an additional 17%, but… we got the crew for that. Shield regen is worthless as your baseline regen is way too low to begin with and the only other interesting mod would be the kinshield.jpg.ef7d02ee3a188af6fee0f363fddd4e48.jpg emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgAdaptive Shield, although at the cost of one of your slots, most likely emshield.jpg.301853fbc0d127b7df16563699c3b3cc.jpgEM-diffuser though since you can offset it with your special ability and gain resistances on all types.

 

_ Hull: _

Slot 1

hpregen.jpg.c803595331ccb5194cf83911f7aa05d8.jpgRegenerative Coating 11 - Honestly, this slot is pretty useless. Although per xKostyan’s suggestion you can swap in hp.jpg.8508d5cea46072bd77c4054885331869.jpgReinforced Beams here for any non PvE  game mode and switch the first Crew to get resistances rather than extra hull. You could also use  kinhp.jpg.ab1077e4ce7fc43aec62767e6f9a1370.jpg emhp.jpg.2d0721a30e75bd95c6d5e9adb6756652.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgCrystal Plates because the Guard can repair itself after 5 seconds of not using a module with whopping 200 hull/s. I don’t have kinhp.jpg.ab1077e4ce7fc43aec62767e6f9a1370.jpg emhp.jpg.2d0721a30e75bd95c6d5e9adb6756652.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgCrystal Plates so i’m not using it but i found the latter being pretty okay for PvP and Coop, although i still prefer hpregen.jpg.c803595331ccb5194cf83911f7aa05d8.jpgRegenerative Coating for PvE.

 

_ CPU: _

Slot 1

‘Horizon’ Module 13 - We all know why this newly added slow needs this module, our weapon is deadly but has a less deadly range, with this we’re making it much more dangerous. This boosts our range to roughly 3.7km, that’s a decent range for the Vulcan. Note this reduces your damage by 5%.

Slot 2

Option A:  ‘Proton Wall’ System 11 - I chose this module mainly for PvP as you’re going to get disabled a lot, this module reduces CC times by 40% that is a lot. A disabled guard is a dead guard. You could exchange this for another ‘Horizon’ Module 13 if you need more range or for Electronic Guidance 13 if you need spread reduction for Mass Driver for example.

Option B:  ‘Horizon’ Module 13 - As said above this would be another option if you play PvE or Coop or Spec Ops since there isn’t much CC going on.

Option C:  Electronic Guidance 13 - Another option for weapons with a lot of spread, Coil Mortar and Mass Driver especially would gain a lot from this.

 

Crew:

 

screenshot-180101-131358.jpg.c57b42c1aefaa57e97e1a4cb38774776.jpg

 

1 - kinhp.jpg.ab1077e4ce7fc43aec62767e6f9a1370.jpg emhp.jpg.2d0721a30e75bd95c6d5e9adb6756652.jpg thermshield.jpg.1623dc9cc9e382623fb19b4c03446ea1.jpgNeurocontroller ‘HR1 - SE’ - 20 points resistances to all damage types, with the reinforced hull beams slotted in Hull we can negate the loss for not taking 25% more hull, we even gain 3% and get some resistances, not that they will help us much. Remember, shieldless guard is a dead guard literally and figuratively.

2 - kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpg emwep.jpg.e787d730391ef2db1a95d13403898319.jpg thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgNeurocontroller “Occulus” - 10% Crit chance flat on top. Nice damage boost. This is the part-crit-build approach. You can use “Albatross” if you want a bit more range although 20% is not going to cut it or much better.

3 - shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpgNeurocontroller “Owl” - 35% shield volume because Jericho. We can’t have enough of that sweet regenerating blue life force. This makes smart shield attunement play absolutely essential. DONT use regen, its not worth it. “SR Mark 2” is nice though if you want to stack more resistances for a “safer” less skilled approach, do not recommend.

4 - Alpha-Inhibitor “RR-25” - 75% more flight range for all missiles, including Anomaly Generator. Perfect for beginning a fight before beginning a fight.

5 - roll.jpg.83f448dff828e7e7fff2a783431bf8b6.jpg pitch.jpg.4123afce6c08236776a7419e53a8b2e4.jpgAlpha-Inhibitor “Velox” - 30% turn rate on all axes, this is super important to make your Guard less of a flying brick and more of a deadly guided torpedo. Sure you can throw a brick straight at a glass window but what if that brick could fly around the corner and hit that glass wall? “Cheetah” is a worthwhile alternative if you’re less turning and more strafing, 75% increased strafe speed is really good.  107m/s strafe speed. Makes dodging without turning easier. If you played Elite Dangerous you might also know the up/down + turn thing to increase or decrease rotations circles around a fixed point such as an enemy.

6 - kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpg emwep.jpg.e787d730391ef2db1a95d13403898319.jpg thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpgAlpha-Inhibitor “Ox” - 30% extra crit damage. This fairs extremely well with our Vulcan since Vulcan has a huge crit chance this will significantly increase its damage output across the board.

7 - enregen.jpg.005a6fb2c9935fd1408f13056e53016d.jpgBeta-Accelerator “CU - Type B” - This once again is basically the meat and bone of staying alive and being able to use all your modules at any given moment. 15% of all damage against your shields goes straight to your energy pool, this is huge, this is why we don’t need more max energy beyond what is useful to use both shield boosters and energy converter and why we don’t need more regen than we use up for boosting. You’ll get hit, a lot and you’ll have infinite amounts of energy as long as at least one enemy is looking grumpy at you making the Emergency Shield Booster usable over the full period of 20 seconds easily and thus keeping you alive and healthy.

8 - Beta-Accelerator “Rapidus” - 17% less recharge time on multipurpose modules. Both your Shield Booster and your Energy Converter are multipurpose modules, both of them will be ready faster making it easier for you to stay alive, allowing you to recover much faster from heavy damage and have your trump card Energy Converter ready in the right moment. Both other options are useless to you, getting disabled essentially means losing any ability to defend yourself which results in a quick death.

9 - Beta-Accelerator “SR-Mark 3” - Why take this instead of “Gigas II”? 5 points resistance less but the free addition of having all hull penetrating effects redirected to shields and absorbing all collision damage too. No ramming you to death, no alien interceptor shield penetration weapon. Show em that their pitiful damage is nothing when its redirected to your shields. Now that Shield Splitter 13 has been massively boosted to 57% more shield this is your only option. You do not want to take the shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpgMultipurpose Shields 12, you lose too much shields. Taking shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpgMultipurpose Shields 12 will make you lose 8000 shields.

 

Ups:

+ Lots of shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpghull, you can withstand quite some punishment even with your pants shields down.

+ Lots and lots of shield.jpg.b11bcb84773040e0f5c440f7de5262d7.jpgshield, unless you have massive amounts of raw firepower you’ll want to avoid… yourself because killing you takes a lot of time, you could rather just go kill that engie over there in the same time… and the other one and that one too.

+ Good roll.jpg.83f448dff828e7e7fff2a783431bf8b6.jpg pitch.jpg.4123afce6c08236776a7419e53a8b2e4.jpgmaneuverability for a frigate, you don’t turn like a Tai`kin but you’ll still make all the other frigates wet unless you play Ira Deus which makes Crus S wetter than wet.

+ Incredibly fast for a frigate, 220 in combat with speed.jpg.dc4beb52cef7ea51d6c531a3d74101c1.jpg afterburner.jpg.a0d5bfb34fd82842600fea9678fa6426.jpgboost, 350+ out of combat makes even a fighter jealous.

+ Extreme sustained survivability. Heck have you ever gotten hit by a full broadside Halo Launcher? I did…hit someone with it, 10k damage. You’ll never going to see these values on this thing nor will any damage you do mean anything the next 20 seconds. Getting shot at from multiple angles is your specialty, its your daily breakfast, you live in pain. You ARE the embodiment of pain.

+ Can play any coop and pvp game mode pretty effectively. Hell this thing is even good for bomb runs. Hit that booster, toggle that emergency shield booster and cruise in style introducing yourself to the enemy station with a stylish boom boom in background from all those coil mortars pearling off of your shields.

+ Very good sustained damage output, best used against destroyers and frigates.

+ Potential to one-shot anyone, including destroyers up to 2 in a row. (been there, done that). With your ungodly amount of bearable punishment you can dish out ungodly amounts of damage with your energy converter, make em pay for touching you.

+ Very versatile build allows switching up main weapons and missiles as well as some modules depending on game type without compromising the core of what makes this guard so good.

 

Downs:

- Requires a lot of skill both aiming and the usage of the special ability as well as a good feeling when to use your shield boosters and estimation if you can take on those enemies you’re eyeballing right now.

- High risk but high reward, this thing is a “destroy or die trying”, there’s no in between.

- Weakness against full speed built destroyers with a emwep.jpg.e787d730391ef2db1a95d13403898319.jpgG’Thar’Du Cannon + Static Shield. It wont stop you but it will slow you down so hard making it increasingly more dangerous to get to the destroyer in time, approach with caution or sneak up on it. Try to get in front of it and aim the Energy Converter right at them while getting closer, this forces them to play russian roulette, either you hit and they take massive damage or they stop fighting and give you time to close in.

- Weakness against super fast, skilled interceptors. They will disable you the moment you turn on pulsar or energy converter, they will circle you harder than anyone fishing for backstabs in Dark Souls 1 and they will backflip while frontflipping while backflipfrontflipping flipping barrel rolls. DON’T ENGAGE unless you have ungodly aim and tracking skills. The only chance of winning against these is ignoring them hoping for help from others or baiting their disables with Pulsar and then using Emergency Shield Booster to survive long enough for help to arrive or Energy Converter to start a last ditch attempt at killing them. Don’t focus on them, their incredible maneuverability comes at the cost of damage (unless Tai’Kin, in that case abandon mission, abandon life)

- Requires Energy Converter to be anywhere as close to a bomber as it is supposed to be.

- You will get people telling you that Guard is OP and record videos of you one-shotting their team with the energy converter because they just can’t help themselves but shooting you even when they clearly see the red beam of insta-death and sending those to the devs who prompt it with buffing Guards even further with more resistances. No seriously, someone did it and they buffed them, thanks devs.

 

Game Types:

It’s great in everything except Spec Ops. Don’t use it in Spec Ops please. Sure you’ll hardly ever die but you’ll hardly be useful either, use a destroyer instead.

 

Game Modes:

Detonation: Play as aggressively as possible, you have hardly anything to lose. If you see a clear window, get the bomb and abuse the speed buff to no end.

Capture the Beacons: Not available.

Domination: Play aggressively when attacking points go in hard, start the battle with Energy Converter. Play extremely defensively when guarding a captured point, you alone can easily take on 2-4 in a row before needing a bit of time for shield recharge.

Team Battle: Stay with your team, try to bomb big targets, frigates and especially destroyers whenever you get the chance. Dying with a destroyer casualty on the enemy side puts more pressure on the remaining players until that player can respawn, use this to your advantage.

Beacon Hunt: Boost boost boost, be fast, be the first on a point, you are quick, abuse the speed boost and fight without mercy to your bitter end, the more people you can keep busy the easier for your team to pick off people or snack that next beacon. This is a team game after all, if you can hold your own against a group of enemies your teammates should realize that they are supposed to go snack the next beacon rather than die trying to prevent the inevitable fate that is yours.

Combat Recon: If you’re not the commander go in first, boost past all defenses, try to immediately bomb the enemy commander if you can get close enough to him. Everyone will try to stop you, you’re a big target and you want them to shoot you as soon as you are in range of the Energy Converter, wait for people to shoot at you then use the Energy Converter and nuke the commander. If you’re the commander stay behind, get cover, you are tanky and you can take incredible amounts of punishment and you can dish out much more than that but you are not invincible. Make sure at least 1-2 people have your back in case interceptor/fighter combos try to gank up on you, a good interceptor will make quick process of you if he gets to disable you for 10-20 seconds if 1-2 other people are shooting at you.

Survival: Stay behind cover, 3 times damage is super risky even for you, don’t let anyone faster than you get close to you. Make hard punishing use of the Energy Converter, keep it on cooldown, target frigates and destroyers first, they MUST die. Don’t rush in trying to bomb unless you’re very close already.

 

How To:

Fight with:  Beyond the basics for every game type mentioned above, it is absolutely paramount that you keep track of your Shield Booster and Emergency Shield Booster cooldowns, they decide whether you can live through the battle or die. As guard it is also extremely important to know common damage types and react to incoming damage quickly or even better have your shield attuned to the correct damage type before anything can hit you. It is important to know common weapons enemies are going to use against you and it is just as much important to know the weaknesses of your own ship and skills. Any fight can turn around instantly, react fast, just because guards are slow doesn’t mean you are too.If you need repairs you can fall back a bit and recover, make sure your Shield Booster is on cooldown, then wait a few seconds and automatic hull repair will kick in. DON’T use your special ability if you don’t absolutely have to it will stop the repairs. Swapping shield attunement (using your special) will grant you a roughly 12 second speed boost that will gradually dissipate over time. One effective way to use this is boost to max speed, use your special, continue boosting until you hit 300m/s, hit special and let go of boost for a few seconds until you hit roughly under 300m/s at which point you should have regenerated enough energy to start boosting again and use your special again when hitting 300m/s with boost without loosing energy. This way you can keep cruising at 300m/s minimum all the time. Your teammates in fighters will have a stupid look on their face when they see you cruising past them in a Guard. Here’s a list of common damage types you’ll see pop up most, use these to prepare before engaging your target and if you are attuned wrong let the first hit without attunement be the last one they get on you, immediately switch shield attunements the moment you see shots coming your way that are of a different damage type.  

One super essential tip : Enable damage values in your HUD options, this is the single biggest, most important thing to do, it helps you easily distinguish damage types you are receiving as they are all colored according to the damage type.

Common Damage Types

emwep.jpg.e787d730391ef2db1a95d13403898319.jpg EM - Is most commonly found on Destroyers, Interceptors, Thar’ga and Tai’Kin. If you see them, assume the worst. Swap to EM, if they surprise you with something else its not as bad as if they hit you with EM because EM is your worst enemy and by far the most dangerous damage type to shields, most EM weapons possess immense raw fire power.

thermwep.jpg.dcb65aead7830a0b5439e1d7eb7606a8.jpg Thermal - Is most commonly found on Frigates, especially Long Range Frigates as well as most hard hitting guided missiles on Frigates. If you hear a missile lock in open, swap to Thermal, its most likely a Long Range Torpedo or Cruise Missile. If not, it’s not the end of the world, if you got time, check if you can see the incoming missile, the way it looks and moves can help you identify what it is. Small and fast? Most likely fighter/interceptor missile -> Kinetic. Slow and big? Most likely a cruise missile or torpedo -> Thermal. And if you get a 5 missile alert you’ll know its Kinetic.

kinwep.jpg.6379b8cb3d2e597aca69ea7b7bff76ff.jpg Kinetic - Most commonly found on non-alien Fighters and Interceptors. Kinetic is one of the worst damage types as it is dished out in rather mediocre amounts but its a very sustained damage. Most Kinetic weapons can dish out solid damage over extended periods of time. 

Fight against:

I’d highly recommend calling out this guard immediately if there isn’t any more important goal on the field. Stay together but not too close, don’t hug. Try to spread out around him. Stay out of his sight and behind him as all big ships his backside is its weakness. Try to be as close as possible without sacrificing your own weapon aiming. Weapon aiming in Star Conflict is really weird, “broken” how some people would call it but it’s actually a very realistic aim and shoot model, bullets come out of your weapon turrets, not your ship this makes a huge difference when shooting, this is especially important with the Energy Converter, you can neutralize it easily by coming down to 500m and less and staying at an angle to the guard, it makes hitting the Energy Converter come down to pure luck. Watch the guard closely. Everything he does has tells. Pulsar makes a loud hissing sound, Shield Booster makes a loud sound and covers the entire shield bubble making it glow for a couple seconds, Energy Converter is kinda hard to tell as it doesn’t make any distinct sound, hence why you should keep an eye on the guard, the moment a red beam comes out of him having red particles circling around him like a shield you absolutely MUST stop firing unless you want to press your luck and risk getting one-shot. Your teammates must do the same otherwise your fate is death. You can try countering the Energy Converter with your own if you are a guard and attuned to thermal damage but beware, the enemy guard will most likely have a big hull/shield advantage by now making it extremely risky to try and bounce Energy Converter back and forth. If you are a guard swap to thermal immediately when he activates the Energy Converter and hope that he doesn’t accumulate enough damage to outright kill you or take your shields down, do some maneuvers to make it harder to hit you, again Energy Converter aiming is weird and sometimes random, no matter how perfectly you aim, sometimes it simply won’t hit but don’t rely on that. If you are a destroyer, run. RUN. Put up static shields, fire at him with everything you got until he gets close to ~3k and prepare for him to activate his Energy Converter on you the moment you fire at him, if you got warp, use it, shoot it off into the distance, angled behind him is the best as he’ll quickly loose track of the warp bubble and where it goes giving you a very short moment of surprise. While waiting for your warp to trigger, angle your camera roughly into the direction you’ll be shooting shortly after you warp. Fight as dirty as you have to and run as much as you can, this guard will kill you as destroyer without any means of preventing him from coming closer quickly ( emwep.jpg.e787d730391ef2db1a95d13403898319.jpgG’Thar’Du Cannon).

Fight alongside:

Besides the above mentioned example of him taking all the big ouchies to his face FOR YOU, you should stay near him, help him with interceptors, he can take much more punishment than you ever will be, the longer he can take punishment rather than you the more you can do while still alive such as capturing a beacon or killing off swarming enemies. He doesn’t need particularly much help but again just for interceptors it is worth staying near him, protect him, position yourself in such a way that he takes the beating while still being able to dish out damage yourself. If you are an engineer, even better a Waz’Got and you got that magnificent WL-13 Emitter, jesus christ keep this thing on him all the time until the end of time, it is pretty self explanatory that with 1-2 WL-13 Emitters in his back and 1-2 passive hull/shield regen auras he can tank until the end of time, every missile shot at him is a wasted missile and YOU as engineer make sure that the missile damage is quickly repaired. Beware though keeping such a pesky Guard alive like this will surely anger many evil tacklers and interceptors, be prepared to defend yourself against them, let the Guard and others know that you can’t help him as you need help yourself, staying alive is just as vital as keeping him alive because if you stay alive he’ll stay alive longer too.

 

 

 

Anything i forgot? My conclusion: I love this build it has only 2 real weaknesses and those are extremely specific. Everything needs a counter after all, otherwise it would be truly OP right? I’ve had anything with this Guard Build, from 2 destroyer one-shots in in 4 seconds to annihilation of the entire enemy team and besides a circling, disabling interceptor and a full speed G’Thar’Du Cannon destroyer + static shields i haven’t had any ship so far that could win a 1 on 1 well… except that one guy who penetrated my shields and prompted me to switch out the extra resistance for the hull to shield damage crew which ultimately made the build even better. Thanks dude, you’ll always be in my ENERGY CONVERTER.

nice work ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

1 hour ago, avarshina said:

nice work ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

 

Thanks, added a How To section for tactics and tips for and against this ship.

Good build. 

I personally still prefer rank 9 gigas implant. If you stay with team you can generally avoid getting attacked by intys. Destroyers can be a big problem though.

 

On hull you might want to try passive armor. More energy is important given the lack of r12 energy implant. It’ll allow you to use that capacitor slot for increasing energy pool which I believe helps with energy convertor.

 

Also if you like guards and have GS lying around, try blood tormentor (r9) or patriarch (r15). Both have amazing damage capability specially with positron

 

Oh and try em torps. Octopus is alright but the range is not good at all. With em torps you can deal massive damage to enemy frigs and destroyers. Sometimes even attacking interceptors if you hit a wall with it at the right time. Will also help greatly when facing enemy guards because you’ll deal two types of damage instead of just kinetic

4 hours ago, _terrorblade said:

Good build. 

I personally still prefer rank 9 gigas implant. If you stay with team you can generally avoid getting attacked by intys. Destroyers can be a big problem though.

 

On hull you might want to try passive armor. More energy is important given the lack of r12 energy implant. It’ll allow you to use that capacitor slot for increasing energy pool which I believe helps with energy convertor.

 

Also if you like guards and have GS lying around, try blood tormentor (r9) or patriarch (r15). Both have amazing damage capability specially with positron

 

Oh and try em torps. Octopus is alright but the range is not good at all. With em torps you can deal massive damage to enemy frigs and destroyers. Sometimes even attacking interceptors if you hit a wall with it at the right time. Will also help greatly when facing enemy guards because you’ll deal two types of damage instead of just kinetic

 

I had the Gigas before but as explained in the guide it caused me to have a huge weakness against shield penetrating weapon and against decent interceptors it can take quite some time even for a team to help you out with it, having it eat away at your hull even with very little damage is extremely dangerous. Hence why i took SR3 as it stops shield penetrating weapons from going through and basically making anyone using them completely useless against you since their base damage is laughable. But sure, if you know you’re not playing against these kind of enemies, such as PvE or Coop you can switch it out.

 

I took the regen armor because you are literally full of energy at almost all times. Having 15% of your incoming damage going straight to energy is like having infinite amounts of energy as long as you’re being shot at. Energy Converter uses almost no energy unless there is a hidden mechanic i don’t know of.

 

R15 i don’t play (i hate anything higher than R10 as it quickly becomes a complete mess and feels extremely unbalanced, yes yes i know the entire game is but R15 is like playing unbalanced on drugs). The blood tormentor is DLC only, you can’t buy it with GS. Also as described in the build i don’t like its slots, without the one engine slot the guard is simply too bulky and extensive sniping is reserved for my Ira Deus, it can do that much better especially in Survival (one shot anything without some kind of invulnerability, high shield volumes or not a destroyer, like myself, my Ira Deus can survive its own torp, very useful for suicide bombing interceptors/fighters)

 

I didn’t list the EM Torps because a skilled played is most likely better off with the Anomaly Generator and would prefer it. Personally i hate both the EM Torp and the Anomaly Generator. Sadly whenever i’ve had an interceptor problem i had no wall nearby but i guess i’m sure the Anomaly Generator is just as good at getting rid of it as the EM Torp and is ready faster too. As unguided missile it is extremely hard to hit with it and basically impossible unless the enemy is totally lacking positioning and just standing there in the open (think of a Long Range or unaware Destroyer) or simply very close and the self damage, while possibly your own option of survival is extremely dangerous, i’ve only ever had the pleasure of eating my own missiles very rarely and by accident but i think you take double damage from them, 30k EM damage is no joke, make sure you’re attuned to EM when you try that. I also listed the Cruise Missile for just that reason too, it’s thermal, thus different damage type if you want that, and its really easy to hit and does lots of damage too but i guess i could add the EM Torp, this is a very modular bomber build after all. The main reason i don’t use the Cruise missile for instance and its extreme range is i’ve hardly ever seen me capable of locking a target anywhere close to even just my 6k range for my Octopus and 6k range on Octopus i quite nice and more than sufficient, you’ll hardly ever find you in a spot further than that since you are a mid-close range bomber.

 

I’m not exactly sure how sensor range works as i haven’t had a clear testing bed for it yet but my guess is its ship, ship type, mod, enemy ship, game type and main weapon dependent. Currently i can hardly ever see the target lock above 4k range which i assume is due to the Vulcan since sensor range is the same on pretty much most of the leveled frigates and i’ve had my Ira Deus being able to see people across the entire map, not even with their hidden sensor range bonus they should be capable of doing that with just 2800m sensor range. Would be nice if anyone could clearly elaborate how sensor range really works.

So now I know to use full kinetic resists when fighting you. XD

  1. Energy converter has 2 parts
  • DMG output - works from incoming dmg taken by your shields, duh

  • Increases shield resistances - this scales with the amount of energy you have, ifrc it consumes all energy up to 50% and then scales energy points to resistances, so the more energy you let it consume, the more dmg reduction it provides.

 

  1. Regenerative coating is literally useless, it is even useless on interceptors that only have 3-4k hull points, and it is infinitely useless on a guard with 19 000 HP, what you can do to noticeably increased your survivability is to put +hull volume into your hull, probably reinforced beams to not reduce your speed, but instead of 1-1 implant switch it to 1-3, so you get volume AND resistances.

Quote

1  - Neurocontroller “Gigas” - 25% hull strength is really good, optionally 20 points resistances isn’t bad either but you have so terrible resistances to begin with its not worth it, i’d recommend using it if you have Crystal Plates.

This is actually why you should be stackinng resistances, because “+volume” is pointless unless you have resistances to cover it up. Well technically you could use +volume from implant and +volume from a hull slot, but that is more effective only if you have pulsar active after you lost your shields and getting hull damaged, problem is that most of the times, you get your shields lost after all of your modules went into CD so +volume hull slot + resistances implant is a safer and more reliable choice.

 

  1. You could increase your effective dps by a lot by swapping Vernier engine to shared cooled engine, this way you can keep your guns at maximum crit chance for considerably more time.

 

  1. In low ranks i prefer 9-1, because it is obviously much tankier implant - it increases Shield and Hull resistances and in low ranks, the only shield bypassing effect is a recon gun, that hardly does any dmg if you have any resistances on hull

1 hour ago, TheDarkRedFox said:

So now I know to use full kinetic resists when fighting you. XD

 

And then get blown up by Pulsar and Energy Converter. Mission accomplished. You ran right into my bait.

Ohnoe, you found my secret weakness. I’m absolutely useless now. It’s not like i could swap in Cruise Missile or Anomaly Generator. Octopus all the way!

 

1 hour ago, xKostyan said:

  1. Energy converter has 2 parts
  • DMG output - works from incoming dmg taken by your shields, duh

  • Increases shield resistances - this scales with the amount of energy you have, ifrc it consumes all energy up to 50% and then scales energy points to resistances, so the more energy you let it consume, the more dmg reduction it provides.

 

  1. Regenerative coating is literally useless, it is even useless on interceptors that only have 3-4k hull points, and it is infinitely useless on a guard with 19 000 HP, what you can do to noticeably increased your survivability is to put +hull volume into your hull, probably reinforced beams to not reduce your speed, but instead of 1-1 implant switch it to 1-3, so you get volume AND resistances.

This is actually why you should be stackinng resistances, because “+volume” is pointless unless you have resistances to cover it up. Well technically you could use +volume from implant and +volume from a hull slot, but that is more effective only if you have pulsar active after you lost your shields and getting hull damaged, problem is that most of the times, you get your shields lost after all of your modules went into CD so +volume + resistances implant is a safer and more reliable choice

 

  1. You could increase your effective dps by a lot by swapping Vernier engine to shared cooled engine, this way you can keep your guns at maximum crit chance for considerably more time.

 

 

 

  1. Oh… right i forgot about the resistances part. Though i was under the impression that it uses a bit of energy and gives you resistances based on the remaining energy which on this guard would be close to 1000 energy resulting in roughly 100 resistance points, you sure you phrased that correctly? The Energy Converter says it uses 60 energy and if the capacitor is above 50% it will increase resistances by 0.1 per 1 point energy. This would mean as long as i have over 50% energy it would net me 100 points resistances at full energy, which is usually why i begin the fight with it.

 

  1. The entire hull slot is kinda useless to be honest. I use regenerative coating mainly to have at least some sort of hull repair at all times, mostly for PvE though and i don’t care enough switching it out for PvP. I simply like having some constant repair outside of the Guard self repair which only kicks in after 5 seconds of not using any module or missile. Though the crew switch together with a reinforced hull beams sounds like a good alternative. I might just try that for a bit, see how it goes.

 

  1. It’s kind of a very iffy thing. Vulcan cools down extremely fast, letting go for a slight moment gives you enough heat discharge to continue firing for a few more seconds and reduces your spread again so you’ll be letting go of it from time to time anyway which is why i chose not to increase overheat limits, we want to go full heat fast and keep letting go for a moment for precision. Vernier Engines is chosen because it makes the Guard handle much less like a flying brick, though if you can bear the horrible turn rates go ahead and use the Shared Cooler. Vernier Engines is easily the reason i’d always prefer the Crus S over the Blood Tormentor ~ i don’t like flying bricks although we all know if you throw one hard enough…

 

I’ll add them as options.

 

This is a pretty interesting build, my advice would be to pair the Energy Converter with a hitscan weapon, like the beam cannon, if you want long range or the breach laser, if you want higher damage and cooldown increase to the enemy, the multipurpose shield is a must on any Jericho ship build, you get the hull to shield damage and some volume, which is going to make the 9c implant useless, if you can sacrifice some speed you can go for 9a instead of 9b, its not like that 75% increase is not enough, also, 7c, you really need that one, 15% of damage is converted into energy, less than half as effective as the Energy Recuperation System, but its a fighter only module so yeah, this build works best when the attention is drawn towards you, the more locks, damage sources and enemies nearby the better, a build that is truly effective against multiple enemies.

screenshot-171110-165735.png

screenshot-171110-165738.png

This is my take on the build, you might have some questions regarding some modules and implants, which I’m going to answer right away:

The 2b is meant to give some extra range without sacrificing weapon damage, this is not a crit build since the ship has no CPU slots, resistance implants are important, the rank 4 implants are subjective, but increasing missile damage is the best for close ranges, the AG is effective against destroyers or targets close to obstacles such as beacons, you can replace it with octopus for hitting nimble targets, it has the best manoeuvrability, the rank 5 is the same, you can use strafe to dodge slow projectiles from a distance while closing in, you can change it to 5a for dogfighting if you want to circle them, as for rank 6, the shared cooler has the weapon heating up covered, and this isn’t a crit build so no point in getting critical damage over main damage, 7c is a must as I have stated above, rank 8 is not important since the build doesn’t use multipurpose modules and rank 9 can use a or b, but b might not make that much of a difference.

The emergency barrier is meant for absorbing some extra damage if bursted down, but that might not be the case if you play it right, the Leak Stabilizer increases capacitor size for the converter and the crystal plates are good against multiple enemies, which is the premise of the build, you don’t need to worry about hull regen since guards have a passive regen when not using weapons or modules, you can replace the Mass Propulsion Inhibitor with the Weapon Inhibitor yet I wouldn’t recommend it since its going to reduce the enemy damage which in turn will affect the converter, at least I think, is the damage to the converter counted before or after the resistances? Either way, you can use the 56% decrease while the converter is on cooldown for extra tankiness.

That should be it, simple.

42 minutes ago, xXThunderFlameXx said:

This is a pretty interesting build, my advice would be to pair the Energy Converter with a hitscan weapon, like the beam cannon, if you want long range or the breach laser, if you want higher damage and cooldown increase to the enemy, the multipurpose shield is a must on any Jericho ship build, you get the hull to shield damage and some volume, which is going to make the 9c implant useless, if you can sacrifice some speed you can go for 9a instead of 9b, its not like that 75% increase is not enough, also, 7c, you really need that one, 15% of damage is converted into energy, less than half as effective as the Energy Recuperation System, but its a fighter only module so yeah, this build works best when the attention is drawn towards you, the more locks, damage sources and enemies nearby the better, a build that is truly effective against multiple enemies.

screenshot-171110-165735.png

screenshot-171110-165738.png

This is my take on the build, you might have some questions regarding some modules and implants, which I’m going to answer right away:

The 2b is meant to give some extra range without sacrificing weapon damage, this is not a crit build since the ship has no CPU slots, resistance implants are important, the rank 4 implants are subjective, but increasing missile damage is the best for close ranges, the AG is effective against destroyers or targets close to obstacles such as beacons, you can replace it with octopus for hitting nimble targets, it has the best manoeuvrability, the rank 5 is the same, you can use strafe to dodge slow projectiles from a distance while closing in, you can change it to 5a for dogfighting if you want to circle them, as for rank 6, the shared cooler has the weapon heating up covered, and this isn’t a crit build so no point in getting critical damage over main damage, 7c is a must as I have stated above, rank 8 is not important since the build doesn’t use multipurpose modules and rank 9 can use a or b, but b might not make that much of a difference.

The emergency barrier is meant for absorbing some extra damage if bursted down, but that might not be the case if you play it right, the Leak Stabilizer increases capacitor size for the converter and the crystal plates are good against multiple enemies, which is the premise of the build, you don’t need to worry about hull regen since guards have a passive regen when not using weapons or modules, you can replace the Mass Propulsion Inhibitor with the Weapon Inhibitor yet I wouldn’t recommend it since its going to reduce the enemy damage which in turn will affect the converter, at least I think, is the damage to the converter counted before or after the resistances? Either way, you can use the 56% decrease while the converter is on cooldown for extra tankiness.

That should be it, simple.

 

A few notes here:

 

I don’t use hitscan weapons because they are only effective against bigger slower targets unless you are good at aiming. I’m not good at aiming at small ships from afar with a laser, i tried countless times but all lasers simply don’t even come close to the damage output i get with the Vulcan.

 

The reason i think the emergency barrier is trash is because it doesn’t work like the Alien barrier that prevents you from getting oneshot. Emergency Barrier only works if you survive a hit that brings you below 15% of your hull, this is not always the case and since you’re not taking any damage you can’t use it for the Energy Converter either unless you have already started it and taken a good beating to charge it to begin with. On top of that it’s only 1 second. This never saved me in any situation so far which is why i stay away from it with any bigger ship.

 

I don’t use the multipurpose shield because thats what i got the crew for, 5 points more per target more which only becomes more effective after the second lock is hardly justifiable over losing 4k shields. It would translate to roughly having 1% more resistances per lock (less even with increasing resistances). 1% of 28000 shields is 280 shields, you’d need at least 13+ locks for it to start paying off barring your shield replenishments at which point you are a dead guard (not to mention most games won’t even have that much enemies to begin with). Emergency Shield Booster regenerates 17640 shield, it would be effectively 176.4 more shield with this crew selected per target locking you, again getting less efficient fast with every lock.

 

The part-crit build is due to the Vulcan’s high base crit chance, if you don’t use the Vulcan you’ll obviously want something else. I’m not giving up anything worthwhile with this crew on this weapon, 7% main weapon damage is laughable on Vulcan.

 

Your energy converter is a multipurpose module.

 

I took C due to the above reasons for not taking the multipurpose shield.

 

The rest i covered already, my build got enough energy mostly due to its base energy being more than enough, the energy regen being 200 per sec and the 15% damage as energy. Sure having a bit more energy for the converter is nice but it would come down to 50 points, you’d either have to give up the fire rate which means damage loss or the energy regen which means no infinite boost making it harder to stay at max speed with speed buff which cuts into your versatility.

 

I saw you also dropped the 35% shield volume crew which cuts heavily into your resistance effectivity making the 12 point resistance implant even less useful as you accumulate resistances. You’d drop down to 22k shields unless you use additional shield mods to increase it again. Kinda making the whole reason you take Jericho in the first place obsolete i think. I use Jericho because their base hull and shields is seemingly unproportionally large in comparison to lets say Empire who’s focus is on hull, Empire has generally less hull to make up for its shield loss compared to Jericho where the hull loss is minimal but the shield boost is huge. Wanting to have at least around 30k shields is the very reason i chose Jericho. These 30k shields are much more than you think they are… well on a guard if you can use your special ability properly.

 

Ultimately, seeing Jericho Guards with less than 22k shields constantly getting blown up like the crash test dummies in Mythbusters is the very reason i posted my ship build. I want people to be like “Why isn’t it dying already! KILL IT!”

47 minutes ago, Niran said:

  1. Oh… right i forgot about the resistances part. Though i was under the impression that it uses a bit of energy and gives you resistances based on the remaining energy which on this guard would be close to 1000 energy resulting in roughly 100 resistance points, you sure you phrased that correctly? The Energy Converter says it uses 60 energy and if the capacitor is above 50% it will increase resistances by 0.1 per 1 point energy. This would mean as long as i have over 50% energy it would net me 100 points resistances, which is usually why i begin the fight with it.

 

Look at your own video -it consumes all energy above 50%, and w/e is consumed is converted into extra resistances

Converter resistances has 2 values - fixed and scalable one. Fixed is 50 (at least for r15 mk4) so regardless of energy, as long as you used it it will provide 50. extra resistances scale with amount of energy consumed. so if you are capped at 1 000, use it at full energy, converter will use 50% of your volume, aka 500 energy -> 50 extra resistances, 100 total. So 2k volume would give you 50 base + 100 from 1000 energy consumed

Coating heals about 50 hp per seconds at full energy, so with 19 000 hull it would take about 4 minutes to heal 0-100%, that as long as most games last

34 minutes ago, xKostyan said:

Look at your own video -it consumes all energy above 50%, and w/e is consumed is converted into extra resistances

Converter resistances has 2 values - fixed and scalable one. Fixed is 50 (at least for r15 mk4) so regardless of energy, as long as you used it it will provide 50. extra resistances scale with amount of energy consumed. so if you are capped at 1 000, use it at full energy, converter will use 50% of your volume, aka 500 energy -> 50 extra resistances, 100 total. So 2k volume would give you 50 base + 100 from 1000 energy consumed

 

I see. So the description is wrong as always, that or just extremely badly written. Description clearly says 60 energy, its a stat not even a hard written description. But then again the active range got set to 0 too… i remember it being 4k. Fixed is resistances are 33 on the R10 one. The question here then is how much of a difference it would make investing so much into max energy just to get 133 resistance points rather than 83.

 

According to my resistances table my resistances would look like this:

42 (26.9%) + 83 = 125 (55.56%) + 120 (special) = 245 (71,01%)

35 (25.9%) + 83 = 118 (54.13%) + 120 (special) = 238 (70,41%)

72 (41.9%) + 83 = 155 (60.78%) + 120 (special) = 275 (73,33%)

compared to:

42 (26.9%) + 133 = 175 (63.64%) + 120 (special) = 295 (74,68%)

35 (25.9%) + 133 = 168 (62.69%) + 120 (special) = 288 (74,23%)

72 (41.9%) + 133 = 205 (67.21%) + 120 (special) = 325 (76,47%)

Its roughly a 8% resistance increase across the board when not taking the special ability into account and only a 3% increase on the currently attuned damage type. It’s something but you’d have to drop the 15% shield to energy and either energy regen or fire rate for it. I think it’s not worth it. Seeing this makes the R13 hardly worth it other than for the smaller cooldown which translates into more effective up time of the Energy Converter which translates into more 4 second timeframes in which you gain these resistances.

 

 

Coating heals about 50 hp per seconds at full energy, so with 19 000 hull it would take about 4 minutes to heal 0-100%, that as long as most games last

 

Right. As i said i didn’t find anything better to use other than Crystal Plates, that is not taking into account that you could swap for hull resistances in crew and regain the lost hull via Reinforced Beams. I use this crew build for all my ships (except destroyer) because i don’t have any other crew slots unlocked yet so this is partly fault for this selection too. Some day i might just get around to unlocking all crew slots so i can build 100% specific to one ship.

Crusader S

Spoiler

A2243F3472FF95B39ECD251F2385003238FB6696

 

Patriarch

Spoiler

51B56AC72BF8F44BF5ECE437B538E494A94CD2F2

 

 

4 hours ago, Niran said:

 

I see. So the description is wrong as always, that or just extremely badly written. Description clearly says 60 energy, its a stat not even a hard written description. But then again the active range got set to 0 too… i remember it being 4k. Fixed is resistances are 33 on the R10 one. The question here then is how much of a difference it would make investing so much into max energy just to get 133 resistance points rather than 83.

 

According to my resistances table my resistances would look like this:

42 (26.9%) + 83 = 125 (55.56%) + 120 (special) = 245 (71,01%)

35 (25.9%) + 83 = 118 (54.13%) + 120 (special) = 238 (70,41%)

72 (41.9%) + 83 = 155 (60.78%) + 120 (special) = 275 (73,33%)

compared to:

42 (26.9%) + 133 = 175 (63.64%) + 120 (special) = 295 (74,68%)

35 (25.9%) + 133 = 168 (62.69%) + 120 (special) = 288 (74,23%)

72 (41.9%) + 133 = 205 (67.21%) + 120 (special) = 325 (76,47%)

Its roughly a 8% resistance increase across the board when not taking the special ability into account and only a 3% increase on the currently attuned damage type. It’s something but you’d have to drop the 15% shield to energy and either energy regen or fire rate for it. I think it’s not worth it. Seeing this makes the R13 hardly worth it other than for the smaller cooldown which translates into more effective up time of the Energy Converter which translates into more 4 second timeframes in which you gain these resistances.

 

 

 

Right. As i said i didn’t find anything better to use other than Crystal Plates, that is not taking into account that you could swap for hull resistances in crew and regain the lost hull via Reinforced Beams. I use this crew build for all my ships (except destroyer) because i don’t have any other crew slots unlocked yet so this is partly fault for this selection too. Some day i might just get around to unlocking all crew slots so i can build 100% specific to one ship.

1st of all, following is not to promote more energy cap adjustments specifically for Energy Converter. Considering that all better pilots will just stop shooting at converting enemy, going out of the way to increase dmg reduction on it definitely not worth it, on a contrary making some energy for tanking with Multi-phase makes a lot more sense to me ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) 

But the thing is, it looks like you are taking resistances the wrong way. You look at it from percentage gains on dmg reductions, which is NOT the way to look at effectiveness of resistance at all.

 

I made a guide a while back:

But i have a strong feeling majority of people who red it still dont get the meaning of it ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

 

So long story short, resistance is a constant multiplayer of your base HP points , meaning

 

if you have 20 000 HP and 0 resistances - you have exactly that, 20 000 “survivability” (which means that you can take 20 000 of unmitigated dmg before you go to a re-spawn)

 

but 20 000 combined with 50 resistances makes it 30 000 survivability

20 000 and 100 res -> 40 000 survivability

20 000 and 200 res -> 60 000 survivability

 

Resistance is a LINEAR increment to your total survivability, at a rate of 1 resistance = 1% of your HP volume, so at the end if you have 0 resistances and you gain 50, or you have 500 and gain 50, the amount of survivability you gain with 50 resistances is exactly the same = 50% of your total HP points (not survivability).

DMG reduction is only references the survivability gains compared to a total survivability, hence why the more resistances you have the smaller the change in dmg reduction, but that does not really matter, since you gain same amount of tanking with each resistance point.

 

It is still important to balance hull volume vs resistances, but that is a different story.

7 hours ago, xKostyan said:

1st of all, following is not to promote more energy cap adjustments specifically for Energy Converter. Considering that all better pilots will just stop shooting at converting enemy, going out of the way to increase dmg reduction on it definitely not worth it, on a contrary making some energy for tanking with Multi-phase makes a lot more sense to me ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) 

But the thing is, it looks like you are taking resistances the wrong way. You look at it from percentage gains on dmg reductions, which is NOT the way to look at effectiveness of resistance at all.

 

I made a guide a while back:

But i have a strong feeling majority of people who red it still dont get the meaning of it ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

 

So long story short, resistance is a constant multiplayer of your base HP points , meaning

 

if you have 20 000 HP and 0 resistances - you have exactly that, 20 000 “survivability” (which means that you can take 20 000 of unmitigated dmg before you go to a re-spawn)

 

but 20 000 combined with 50 resistances makes it 30 000 survivability

20 000 and 100 res -> 40 000 survivability

20 000 and 200 res -> 60 000 survivability

 

Resistance is a LINEAR increment to your total survivability, at a rate of 1 resistance = 1% of your HP volume, so at the end if you have 0 resistances and you gain 50, or you have 500 and gain 50, the amount of survivability you gain with 50 resistances is exactly the same = 50% of your total HP points (not survivability).

DMG reduction is only references the survivability gains compared to a total survivability, hence why the more resistances you have the smaller the change in dmg reduction, but that does not really matter, since you gain same amount of tanking with each resistance point.

 

It is still important to balance hull volume vs resistances, but that is a different story.

 

I know how resistances and EHP works. It’s actually very simple math. I just totally fucked up on the math with the shield volume because i leave my brain home sometimes. I was straight up taking 1% less damage as 1% more hp rather than 1% less damage meaning 1% less damage taken overall resulting in varying amounts of actual EHP depending on where you are on the resistance table. 50% less damage taken is not 50% more hp but 100% more HP as you only take half the damage allowing you to soak up the same damage twice before having taken the same damage as with 0% resistances. Meh #brainmalfunction sometimes.

 

I still don’t think that sacrificing firepower and/or energy regen which is a big part of the guards survivability too would justify having any number of EHP more for 4 seconds in which you are effectively indestructible anyway. At the end of the day it comes down to the point that you are comparing permanent EHP to temporary short lived EHP here. Sure 50 points will mean 50% more EHP but you’re hardly taking any damage while Energy Converter is up and the moment your Energy Converter runs out you are back to normal and get a huge beating regardless. Then again its arguable if you want that extra survivability for 4 seconds to take even more beating which you can convert to damage back at the enemy or not, for it to be truly effective you’d have to bait getting shot at hardcore every time your Energy Converter is ready to make the most of it not to mention you can entirely miss the Energy Converter.

Updated the Guide with the 2 new CPU slots the Crus S got.

9 hours ago, Niran said:

Updated the Guide with the 2 new CPU slots the Crus S got.

Kudos for the effort ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

Updated some more text, now that i had quite some time testing the suggested changes by Kostyan i came to the conclusion that they offer overall a tiny improvement. All pictures have been replaced and updated too to show the new damage values and ship stats as well as crew choices.

 

Quick rundown of changes:

~400 more hull

~4000 more shields

20 more hull resistances to everything

~1200m more range on Vulcan

~40% less CC time

 

Also happy new year everyone.

I like it, thank you. And the discussion is evenly marvelous!