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Use DMG implant for EM missiles (E4), they already have very good rotation to hit inties, F4 doesn’t really add much to.
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Cheetah2 is a good implant, no doubt, but if you look at how divers perform closely, you will notice that every time you dive you get quite a few locks and you aren’t using this speed much while wreaking havoc in enemy lines, plus 7% speed does not scale fairly low base speed of empire fighters, while each lock of Gigas 2 on empire hull points adds a considerable amount. I believe gigas 2 would be a better choice in this build (plus you are not using adaptive nor nanocomposite coating).
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Rank 12, when you “dive” there are a lot of times where you come from a flank on an enemy frigate/fighter unnoticed, so you can even get couple of seconds of abusing this, plus if you are in that “speed region” you gonna regen your energy just fine, especially under overdrive.
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Rank 15, just found out that there is a bug in English description - E15 only gives 3% dmg and not 5%, so i considering myself a E4+ J11 + J15
I think that last build is what I’m looking for, not quite the hull setup I would personally use, but I can modify that on my own.
Thanks guys.
Any hints for the Wolf?
Not the Wolf-M, I’ll fit that with a double Adaptive setup, but first I need to level the Wolf and so far it’s been painful, that thing’s just way to squishy 
Any hints for the Wolf?
Not the Wolf-M, I’ll fit that with a double Adaptive setup, but first I need to level the Wolf and so far it’s been painful, that thing’s just way to squishy

Back in the day it was my favorite ship flown with Gauss. Now you can’t kill half what you could with that weapon so I’d say use Railguns. The lack of EB and 2 Adapttives makes it indeed hard to fly but you can do something with the 2 hull slots.
You could put 2 Vernier Engines and 2 Galvanized Armors but I don’t know how effective that would be.
Hmm, I’ll try that build thanks.
Although I need one Passive Armor for now, so I can boost constantly…
Hmm, I’ll try that build thanks.
Although I need one Passive Armor for now, so I can boost constantly…
That’s going to hurt though. But yeah energy regeneration is terribly important so you gotta do something about it until you get your afterburner energy cost deduction bonus.
-10 Resistance isn’t that bad.
I rarely live once the shields go down anyway, all those vets flying in T3 with Mk4/5 equipment can chew me up in seconds.
-10 Resistance isn’t that bad.
I rarely live once the shields go down anyway, all those vets flying in T3 with Mk4/5 equipment can chew me up in seconds.
It’s not the -10 resistance but also the fact that in that slot you wont put more resistances or raw hull.
Eagle-B and Parallax builds pl0x?
<3
Hi Residente, love your work. Please can you help me with a Lion Fit.
Many Thanks
Resi’s got fangirls XD
A Templar S and a Katana build please.
Resi’s got fangirls XD
I’d rather be a fangirl of Resi than in that soiled fruitbowl with you. I peel my own bananas thank you very much! :fed012:
Resi’s got fangirls XD
someone is jelly
Mhm…
Eagle-B and Parallax builds pl0x?
<3
Eagle-B
Engine: Rotation is paramount. I’d say have a minimum of 1 Vernier Engines if you have at least Empire R5 Implant. If like me, you’re using the Strafe speed one, 2 Verniers would be recommended. The third slot is up to you: Collision Compensator for some extra strafe speed and the most important part, collision damage reduction. If you’re using the Jericho 9 Implant you don’t need this module at all. Tetroxide Injector is a decent module because a boost to acceleration will allow you to activate your afterburners faster, it’s very noticeable when you use Plasma Arc on an enemy and then accelerate to scape. Shared Cooler is a pretty good module (I’ve been calling it Cooling Engine all this time :fed014: ). It will increase your DPS. On weapons like Pulse Laser it would be pretty helpful, so take that in mind.
Shield: No brainier though. 2 Adaptive Shields is obvious because they will make your apparently weak ship something very very hard to kill. I have used on Eagle-B a Compact Shield Generator to boost my energy pool to almost 700. It’s pretty useful but I don’t recommend it to you unless you’re very confident with your ship and skills.
CPU: Up to you and your weapon. Proton Wall is good on any build because ECMs have to potential to ruin all your raids. Critical chance increase modules are a good to go option because Eagle-B has an insane base crit chance.
Weapon: Up to you again. Pulse Lasers with Curved Reflectors are going to deal insane amounts of damage. RFB with Supernova ammo are also very dangerous, with them I recommend an Electronic Guidance on your CPU. Shrapnel Cannon is also a very powerful weapon in good hands.
Active Modules: Orion and Plasma Arc are a must though. Some people don’t use Plasma Arc because they like to be in constant movement and put something else like cammo or a White Noise Jammer. I’d say have 1 or 2 Multipurpose modules because along with your Fed R8 Implant they will free you from Tacklers and Guards engine inhibition effects.
Parallax
Engine: Again, Verniers are the best option, take 1 at least, put something else in the other slot if you have other preferences.
Capacitor: EB is mandatory though. Parallax is very energy stable so you wont need any kind of energy regeneration module.
Shield: This depends on your weapon though. With the Singularity Cannon build, 2 Adaptive Shields will work wonders. With weapons like Gauss, Gravi-beamer etc having 2 shield resistance modules like thermal+EM would be better since your adaptive shields will be off most of the time though.
Hull: If you’re using adaptive shields, kinetic resistance to cover the hole or raw hull is a good option. Hull regeneration could work for solo play because you will have most of the time the regeneration active.
CPU: Proton Wall for ECMs, Horizon Modules for weapons like Lasers and Rails.
Weapon: Up to you. Bubbles with Invasion ammo are really nice outside of Gunships, if you don’t have it, Gravi-beamer is a very nice support (and killing) weapon. Rails are standard good for almost everything. And Gauss is pretty cool to kill interceptors.
Active modules: as I said with all other build guides, either target painter+2 slowing modules or swap 1 of them for a Sentry Drone or a second Multipurpose module.
Hi Residente, love your work. Please can you help me with a Lion Fit.
Many Thanks
Lion

This is pretty much like the Parallax build, but with a Cruise Engine Modification. If you don’t like it’s mechanics, put anything of your taste on the Engine slot.
For Capacitor, either x2 Voltage Regulator to manage as best as possible the insane consumption of the CEM or 1 VR and 1 EB.
For Shield, if you’re using bubbles put Adaptive Shield, if you’re using anything else as stated above put normal resistances.
For Hull I use kinetic to cover the resistance hole and 1 Reinforced Beams for raw hull. This is also up to your taste. Since Lion has so many Engine slots, you can put Galvanized Armors and cover the rotation loss with more Vernier Engines.
For CPU what I stated above. Proton Wall for ECMs, Horizon Modules for Laser Weapons although you can put an Infrared Scanner on the laser weapons since you will be pretty close to the enemy all the time. Considering Lion has a small critical chance bonus, you will end up with 35% critical chance if using Empire R2 Implant.
Same with weapons (sorry for this vague “guide” but reading what I wrote on the Parallax one will help you here). Bubbles if you’re using the CEM (Ions work good too though).
Active modules: for the CEM build, having 2 multipurpose modules is very important to remove other Tacklers or Guards debuffs.
A Templar S and a Katana build please.
Katana
Engine: Vernier Engines for recommended rotation.
Capacitor: Leak Stabilizer to have a decent energy regeneration. EB is optional, but will be less energy stable.
Shield: Compact Shield Generator is pretty good for Diffusion Shield tanking, but since Katana has only 1 Capacitor slot, you may want to not use this module and focus on shield tanking. In that case you could put raw shield on the third slot, a second EM resistance module or a kinetic resistance module.
Weapon: I’d say anything but Singularity Cannon. for Rails and Ions you might want to use Federation R2 Implant for some extra attack range sinc eyou dont have a CPU slot to put an Horizon Module.
Active modules: I’d go with command supporting modules. But you can skip the speed one and put a multipurpose module to heal yourself. I’d keep the Aegis always, giving your allies and yourself some resistances is very helpful.
Templar S
Capacitor: Leak Stabilizer for a needed energy regeneration. Guard modules are very energy expensive, keep that in mind. In the second slot you can put either more regeneration or something else like I did. Acceleration Coils will make your Coil mortar even easier to use. I assume you’re going to use CM because you want to make good use of your ship’s passive bonuses.
Shield: I’d go with the standard. Raw shield and some resistances. You could put a second EM resistance module or a kinetic one and reduce your overall shield capacity.
Weapon: Coil Mortar because you have spread reduction and projectile speed.
Active Modules: Pulsar and Engine Inhibitor because of their huge utility. The shield regen is for self healing.
Sorry if I put less effort in some builds than in others, but I assume you guys are reading all of them so I don’t want to repeat myself too much :005j:
Unfortunatly, the Templar S that Residente explained is not possible if you just reached the Rank 7 (All factions included) due to this :
Rank 8
Active modules
Emergency Shield Boost T3
(And Crit ammo → Noobsidente) Huehuehue
Whichever gun you prefer, a build using it would be appreciated for the anaconda-m.
Coil Mortars or Heavy Blasters
Whichever gun you prefer, a build using it would be appreciated for the anaconda-m.
Coil Mortars or Heavy Blasters

Engine: Verniers because frigates have a low rotation, and a speed build like the ones on fed guards will welcome extra rotation.
Capacitor: Leak Stabilizer because of how important energy is for guards. In fed’s case is even more important because you need to afterburn all the time. Using modules while running will be very energy demanding.
Shield: This is the hard part, since I’m not a very good guard player, I think x2 adptives + 1 resitance is a good way to go, I don’t know how 3 adaptive shields would do but I guess it would be still good.
Hull: here is where I doubt the most, having raw hull would be better because you have very high resistances thanks to the 2-3 adaptive shield, but if you get slowed down by a Tackler you are very screwed. Galvanized armor could also be an option but I dislike reducing my rotation when it’s so low by default.
CPU: Electronic guidance for Heavy Blasters, Proton wall if you fear ECMs
Active modules: Pulsar and Engine inhibitor are a must imo. The other 2 should be healing modules, either liquid injector + emergency shield booster or liquid injector + shield booster. The shield booster will heal less but it has a smaller cooldown and it will serve to freeing yourself from Tacklers and other Guards for 5 seconds.
Rakza (or anyone else) feel free to add something if you feel I’m wrong. Guards are not my strong point.