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1.2 Cap Ship Ability Guide

Originally by Mongoose22

By on January 8, 2009 8:19:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

SageWon

Join Date 07/2008
+45

Capital ship ability guide 1.1

Originally gleaned from the 1.05 reference infoBy Mongoose22 Posted May 10, 2008

Edited and noted for 1.1 and 1.19/1.04E changes (
in yellow).  Added descriptions, along with additional observations, and my personal ratings (5 stars is best, 2 is worst).  Ratings have been updated as well. 

Offensive abilities or
damage noted in red.  Defensive abilities or damage reduction in green.   Finally,abilities that  either: interrupt or are interruptible are noted in purple.

Please reply/comment if you note errors, have a better description, insights, combos, or disagree with a rating.

TEC
____________________________________________________________________

Kol Battleship   ****

Gauss Rail Gun   ***
Gauss Rail Gun
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 6
Affects: enemy frigate, capital ship or structure (All, but strikecraft)
Range:  5000     6000   (1.04E only buff)
Effect(s):
Damage: 300 / 550 / 800    325 / 650 / 975   (1.04E only buff) 
The target's maximum speed is also reduced by 50% for  10 seconds    (1.04E only added buff)
Fire Rail Gun at target (not strikecraft). Simply deals an instant 325 damage to the target at first level. (650 & 975 dmg at second and third levels).  Can be repeated, or fired again every 6 seconds (cooldown), but antimatter will likely be exhausted after 2 or 3 shots.  And damage must first pass thru shield mitigation reducing effective damage.  (Best used against structures, since they don’t have shield mitigation).

Flak Burst   ****
Level available: 1 / 3 / 5
Antimatter cost: 100 / 100 / 100
Cooldown time: 12 / 10 / 8
Affects: enemy strikecraft
Range: self
Area radius: 2400 / 3000 / 3600
Max targets: infinite
Effect(s):
Damage: 30 / 45 / 60 to each
Deals some significant instant damage (30/45/60) to all nearby hostile strikecraft squadrons, within the level’s range (2400/3000/3600). Again, a short cooldown (12/10/8), but relatively high antimatter cost (ea 100).

Adaptive Forcefield   ****
Level available: 1 / 3 / 5
Antimatter cost: 40 / 50 / 60
Cooldown time: 45 / 40 / 35
Affects: self
Duration: 20 / 30 / 40
Effect(s):
Damage reduction: 15% / 25% / 35%
Shield bypass reduction: 25% / 45% / 60%

For 20/30/40 seconds, reduce: damage taken, and phase missile penetration done to this ship. Damage reduction of 15%/25%/35% of all types. Progressively increases its chance of blocking Vasari phase missiles. 
Notes: This is the only ability in the game that can reduce the effectiveness of Vasari phase missile shield bypass. The fully upgraded forcefield can be on at all times with no gaps as long as you have the antimatter.

Finest Hour (ultimate ability)   ****
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: self
Duration: 60
Effect(s):
Autocannon splash radius: 1000
Autocannon splash damage: 60    (1.1 fix)
Antimatter regeneration rate: 5
Hull repair rate: 10
Ability cooldown reduction: 20%

“Last Stand”. Temp. increase own repair and antimatter regen rate. Also gains splash damage on attacks. Causes this ship to: regenerate 5 antimatter/s, 10 HP/s, decreases weapon cooldown by 20%, and grants 60 splash damage to autocannons for 60 seconds. Meaning restores: 300 AM total, and 600 Hull points, plus additional damage nearby.
Notes: Better used in the middle of a battle rather than to start to get the full regen benefits.


Sova Carrier   ****

Missile Batteries   ****
Level available: 1 / 3 / 5
Antimatter cost: 125   70   (1.18/1.04E buff)
Cooldown time: 50     35   (1.18/1.04E buff)
Effect(s):
Creates Missile Battery (frigate)
Lifetime: 180
Hull points: 750 / 1000 / 1250
Hull repair rate: 1
Shields: 120 / 140 / 160
Shield regeneration: 1
Armor: 3.0 / 4.0 / 5.0
Armor class: light
Weapon: missile
Damage type: anti-medium
Range: 8500
DPS: 13.00 / 17.33 / 22.75
Can deploy multiple temp. missile turrets (or platform structures/frigates, long duration). 13.0/17.3/22.7 dps, 750/1000/1250 hull, 120/140/160 shield, 3/4/5 armor, depending on ability level, for 180 seconds (3 mins.).
Notes: The Missile Battery acts as a stationary, hardier Javelis frigate, with upgrades increasing both its damage and survivability. It's considered a frigate, so research upgrades will also improve it like any other ship. The battery's range is less than that of a real Javelis, so you'll want to drop it closer to the action.

Embargo   *****
Level available: 1 / 3 / 5
Antimatter cost: 85   

Cooldown time: 120
Affects: enemy planet, enemy cargo ships
Area radius: planetary system
Max targets: infinite
Duration: 120  60/90/120   (
1.1 Nerf)
Effect(s):
Planet production stolen: 40% / 70% / 100%
Planet ship/structure build time increase 30% / 60% 100%
Disable Phase Jump (cargo ships)    (1.18/1.04E fix)

“Steals income, blocks trade”. Steals 40%/70%/100% of enemy planet’s production. Disables own phase jump engines to temp. prevent trade ships from jumping out of current system and slows production in current system. Increases the build time of enemy ships and structures.
Notes: Embargo steals based on what the target planet is producing, so it works best for productive enemy planets and ones with heavy trade and/or refinery traffic, as it prevents the cargo ships from leaving the system.  But it also can be an effective strategy for rushing a young nearby enemy homeworld.

Heavy Strikecraft   ***
Level available: 1 / 3 / 5
Affects: own strikecraft
Duration: permanent
Effect(s):
Strikecraft damage increase: 10% / 20% / 30%   12% / 24% / 36%  (1.18/1.04E buff)
Strikecraft armor increase:    1.0 / 2.0 / 3.0         2.0 / 3.5 / 5.0        (1.18/1.04E buff)
(Passive buff) Increase armor and damage of this ship's strikecraft.  Increases the damage dealt by the Sova's squadrons (only) by 12/24/36%, and increases their armor by 2/3.5/5 (= +hull by 10/17.5/25%).
Notes: The buff applies for both fighters and bombers.  While it’s a meager boost, there is no antimatter cost.

Rapid Manufacturing (ultimate ability)   ***
Level available: 6
Antimatter cost: 120
Cooldown time: 120   180   (1.18/1.04E nerf)
Affects: self, friendly planet
Area radius: planetary system
Duration: 45   90   (1.18/1.04E buff)
Effect(s):
Instant strikecraft creation
Planet ship/structure build time reduction: 30%   300%   (1.18/1.04E buff)   

Temp. dramatic increased build speed in current system.  Instantly build replacement strikecraft for this ship. Decreases the build time of friendly ships and structures by 300%, in the system that the Sova is in, while activated.
Notes: Use to replace strikecraft quickly if destroyed or to scrap your current squads and change your fighter/bomber ratio during a battle. The planetary build bonus is nice but brief, best used when you have multiple ships and/or structures building at a planet at once.

Akkan Battlecruiser  ****

Colonize +   *****
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet, resource asteroids
Range: 5000
Duration: permanent
Effect(s):
Colonize planet, + increase resource extraction rate by 33/66/100% for 360 seconds  (1.18/1.04E buff)
Free resource extractors: 0 / 1 / 2     1 / 2 / 3    (1.18/1.04E buff & fix)

Colonize target planet, Free extractors automatically built at higher ability levels.
Notes: Extractors cost only $250, or $150 with tier 1 research, but the side effect of increased extraction rates (up to doubled) for 360 seconds (6 minutes) can be substantial.

Ion Bolt  ****
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 10 / 12 / 14
Affects: enemy frigate, capital ship or structure
Range: 7000
Duration: 3 / 5 / 7
Effect(s):
Interrupt
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons

Temp. disable target hostile (short duration). Renders the target unable to move, attack, use abilities, regenerate passively, or construct (if the target is a building or construction frigate) for 3/5/7 secs.
Notes: While this completely disables an enemy target, it's very brief, so save it for important targets and to cancel impending Phase Jumps. Generally inferior to the Reverie ability from the Advent Rapture Battlecruiser, although unlike Reverie it won't fail early if you focus fire on the disabled target. Can interrupt other enemy ship abilities.


Targeting Uplink  **
Level available: 1 / 3 / 5
Affects: friendly frigates, capital ships and structures
Range: self
Area radius: 8000
Duration: permanent (self), until out of range (others)
Effect(s):
Chance to hit increase: 5% / 10% / 15%
Weapon range increase: 6% / 12% / 20%

(Passive Aura) Increase nearby friendlies' weapon range and hit%. In certain situations, all nearby ships gain a small increase to accuracy, and small range increase.
Notes: Most targets have a base chance to hit of 100%, so the increased accuracy is only useful against: the Advent Rapture’s Vertigo ability, or within asteroid fields where hit chances are reduced.  Similarly, the weapon range increase is best used when you're not already engaged, so it most benefits the initial approach in battles and ships with long range.


Armistice (ultimate ability)   ***
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: all frigates, capital ships, strikecraft and structures
Area radius: 12000
Max targets: infinite
Duration: 60 or until out of range
Pulse interval: 2
Effect(s):
Interrupt
Invulnerable
Disable abilities
Disable weapons

“Cease Fire”.  Temp. force all nearby ships and structures to stop fighting. The Akkan is rendered invulnerable, and the abilities and weapons of nearby enemy ships are disabled for 60 seconds, or until the Akkan leaves the system.
Notes: Pretty much a panic button so you can flee or prevent your fleet from getting wiped, as it prevents damage for everything around the Akkan. Could also be used to buy time for reinforcements to arrive.


Dunov Battlecruiser    ****

Shield Restore   ****
Level available: 1 / 3 / 5
Antimatter cost: 90   65    (1.1 Buff)
Cooldown time: 16   11    (1.1 Buff)
Affects: other friendly frigate, capital ship or structure with damaged shield
Range: 6000
Effect(s):
Shield restoration: 350 / 700 / 1050    250 / 500 / 750    (1.1 Nerf)
Instantly restore some shield points to other friendly target.
The target instantly regenerates 250/500/750 shield points.  Since it is a large amount restored, it is best microed on other friendly Cap ships.


EMP Charge   ****
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 50 / 45 / 40
Affects: enemy frigates, capital ships and structures
Range: 4500
Area radius: 2500 / 3000 / 3500
Max targets: infinite
Effect(s):
Damage: 150 / 300 / 450                   (1.18/1.04E Buff/Fix)  360 degree firing arch 
Antimatter removal: 50 / 100 / 150

“Destabilization Charge” or “EMP Blast”.  Targeted Area of effect.  Remove some (150/300/450) shield and some (50/100/150) antimatter from affected hostiles.  This side shooter no longer has to turn to fire this ability at target. 

Notes: Damages shields (then hull), and drains, ALL enemy ships and structures around the selected target, within an increasing range (in increasing amounts). Unlike the Detonate Antimatter ability from the Advent Radiance Battleship, the enemy targets do not need to have an antimatter pool, so the EMP will still damage them. Best used to both damage and drain the antimatter of support cruisers and capital ships.

Magnetize   ***
Level available: 1 / 3 / 5
Antimatter cost: 80
Cooldown time: 15
Affects: enemy frigate, capital ship or structure, enemy strikecraft
Range: 5000
Area radius: 5000 / 6000 / 7000
Max targets: 1 (frigate, capital ship or structure), 8 / 12 / 16 (strikecraft)
Duration: 10 / 12.5 / 15, or 8 / 12 / 16 strikecraft killed
Effect(s):
Disable abilities

Interrupt                (1.18/1.04E added buff)
Strikecraft collision damage: 25
Disable enemy abilities; temp. cause target to attract strikecraft to collide with target. The target cannot use abilities, and any nearby strike craft will be magnetically attracted to the target and, time permitting, collide with it.
Notes: Use on an enemy ship or structure with nearby enemy strikecraft to disable the target and thin out the enemy fighters. Poetic justice when used against carriers, and interesting ability to see in action as the strikecraft get sucked onto the target.

Flux Field (ultimate ability)   *****
Level available: 6
Antimatter cost: 125
Cooldown time: 180
Affects: friendly ships and structures with antimatter pool
Range: self
Area radius: 4000
Duration: 60 or until out of range
Pulse interval: 2
Effect(s):
Ability antimatter cost reduction (non-ultimate): 300% (can also be classified as offensive)
Temp. reduce antimatter cost of abilities for nearby friendlies.
Notes: Greatly cheapens the antimatter cost of using abilities, so use it before throwing out other abilities from nearby ships. Antimatter cost is reduced to 25%, or one-quarter of original cost. Great if used in combination with short cooldown type abilities.  But it doesn’t reduce level 6 (ultimate ability) antimatter cost.


Marza Dreadnought   *****

Radiation Bomb   ****
Level available: 1 / 3 / 5
Antimatter cost: 85
Cooldown time: 12
Affects: enemy frigate, capital ship or structure (initial damage), enemy frigates, capital ships and structures (radiation)
Range: 6000
Area radius: 1200 (radiation)
Max targets: 1 (initial damage)
infinite (radiation)
Duration: 20
Pulse interval: 2.5 (radiation damage)
Effect(s):
Initial damage: 125 / 250 / 375
Radiation damage rate: 7 / 14 / 21
Radiation damage duration: 5

(Targeted Area of Effect). Deals damage with follow-up damage to all hostiles affected. Deals 125/250/375 instant damage to the target, and then 7/14/21 damage/s to the target and all nearby ships, for a short period.
Notes: It's difficult to figure out what this power does from the stats, so here's a walkthrough: Radiation Bomb does straight damage to a targeted enemy ship or structure. That target is then considered irradiated, and any enemy ships and structures within 1200 of the target take radiation damage until they either move out of range or the radiation on the target expires. As with other abilities with area effects, this is best used against tight clumps of enemies and also against stronger targets that survive long enough to fully spread the radiation damage.

Raze Planet    (
1.1 Fix)   ****
Level available: 1 / 3 / 5
Antimatter cost: 90 / 80 / 70
Cooldown time: 40 / 45 / 50
Affects: enemy planet
Range: 5000
Effect(s):
Shots fired: 2 / 4 / 6
Damage per shot: 80
Population killed per shot: 10

Direct damage to target planet. Deals 80 damage to a planet, and kills 10 population per shot (2/4/6 shots per level).  So total planet damage is 160/320/480, and 20/40/60 population killed.
Notes: Fire off, damage planet. The in-game info doesn't really represent the effectiveness of this ability, as it doesn't mention that you get multiple damaging shots per use.

Incendiary Shells   ***

Level available: 1 / 3 / 5
Affects: own autocannon/missile attacks
Duration: permanent
Effect(s):
Incendiary damage rate: 3.0 / 4.5 / 6.0
Incendiary damage duration: 15
(Passive) Chance for this ship's autocannons and missiles to leave additional damage for 15 seconds. Effectively adds 3/4.5/6 damage to all of the Marza's weapons.

Notes: Since this ability doesn't stack, further hits on the same target with your weapons just reset the damage duration.

Missile Barrage (ultimate ability)   (
1.1 fix)   *****'
Level available: 6
Antimatter cost: 150
Cooldown time: 240
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 10000
Max targets: infinite
Duration: 25
Interruptible
Channeling

Effect(s):
Missile salvos: 20  25    (1.17 Nerf)
Salvo interval: 1.25
Damage per salvo: 150  120   (1.17 Nerf)
(Total Potential Damage: 120X25=3000! Each!)

Fire missiles at all hostiles in target area. Launches a huge flight of missiles to deal 120 damage, 25 times (or 3,000 damage before mitigation), to ALL enemies in the area.  A very destructive ability.
Notes: The important thing to note about this ability is that it's channeling, so it will stop if you give the Marza other commands while it's firing, and that it takes a long time to finish. Turn off auto-everything when using this lest your capital ship decide it's a good time to, say, auto-attack a scout in the middle of your barrage. Again, the in-game info doesn't really describe what this ability does. Namely, while it's firing, the Marza shoots missiles at every target within range, each of which does 120 damage. If uninterrupted, the Marza will shoot 25 multiple-target missile salvos over 30 seconds. Obviously, this is best used against clusters of enemy targets around the Marza. Given that the Marza can't really move while firing, an enemy can move their ships out of range (or just interrupt the ability), but enemy structures within range and ships that don't notice the copious number of explosives spewing out of the Marza are fair game.

Note: This ability is fixed in 1.1 and is much more potent.  Nerfed slighly in 1.17, and made more noticeable.



Advent

____________________________________________________________________


Radiance Battleship   ****

Detonate Antimatter   ****
Level available: 1 / 3 / 5
Antimatter cost: 60
Cooldown time: 20
Affects: enemy frigate, capital ship or structure with antimatter pool
Range: 4500
Duration: 12 / 15 / 18
Effect(s):
Interrupt
Disable abilities
Damage rate: 16.67 / 26.67 / 33.33
Antimatter drain rate: 10

Temp. disable target's (not strikecraft) abilities, drain antimatter, and damage target. Deals 200/400/600 damage over 12/15/18 seconds, also interrupting and rendering antimatter-based abilities useless.  Drains a total of 120/150/180 antimatter.
Notes: Damage bypasses shields.  Both damages and drains an enemy target over time, so this is best used against larger targets so the ability can run for the full duration, although pesky support ships are also a valid target. Also can interrupt other enemy ship abilities, quite a nice ability for a frontline capital ship.

Animosity   ***
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 35
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 3000 / 4000 / 5000
Max targets: 6 / 12 / infinite   32   (
1.1 Nerf)
Duration: 20
Effect(s):
Enemies forced to attack self
Force nearby hostiles to attack this ship. Enemy ships within radius shift their attacks to the Radiance (itself) for 20 seconds.
Notes: Occupy nearby enemy attention while the rest of your fleet hits them. Not the best power to use if your Radiance is heavily damaged (although at that point your enemy's probably focusing their attacks on you anyway). Make sure every enemy you want to affect is within range before using this, as it doesn't affect any enemies that wander within range after activation.

Energy Absorptive Armor   ****
Level available: 1 / 3 / 5
Affects: self
Duration: permanent
Effect(s):
Damage converted to antimatter: 5% / 10% / 15%
Armor increase: 1.0 / 2.0 / 3.0

(Passive) Gain Antimatter from damage received, increase Armor. Converts 5/10/15% of energy-based damage to antimatter, adds 1/2/3 armor.


Cleansing Brilliance (ultimate ability)  *****
Level available: 6
Antimatter cost: 150
Cooldown time: 75  120    (
1.1 Nerf)
Affects: enemy frigates, capital ships and structures
Range: 8000
Beam radius: 1000
Max targets: infinite
Duration: 2 (charging), 8 (activated)
Interruptible
Channeling

Effect(s):
Damage rate: 250/s 

(Total Potential Damage: 250X8=2000! Each!)
Fire Beam Cannon at target (not strikecraft), also deals (1000? or 2000) damage to any hostiles in-between.

Notes: Unlike most abilities that affect multiple targets, Cleansing Brilliance is in the form of a beam that damages anything in its path from the capital ship to the target. Thus, you want to aim at a target in the back of a group to maximize the number of targets. This combos well with Malice from the Progenitor Mothership, which multiplies the area effect damage for all targets with Malice caught in the beam's blast, although with the shortening of Malice's duration in 1.05, you'll need to cast them at the same time to get the most effect. Cleansing Brilliance is a channeling ability, so don't twiddle with your ship after telling it to fire. The damage rate is 250 per second, after all, so you definitely don't want to break out of firing early.


 

Halycon Carrier   *****

Telekinetic Push   *****
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 10
Affects: enemy strikecraft
Range: self
Area radius: 4200
Max targets: infinite
Duration: 15
Effect(s):
Pushs strikecraft away from self
Damage: 20 / 30 / 40
Max speed reduction: 25% / 50% / 75%
Thrust reduction: 25% / 50% / 75%

Push away, slow, and damage nearby hostile strikecraft. Pushes away nearby enemy strike craft, dealing some (20/30/40) damage to them and reducing their speed and acceleration.
Notes: Outside of Anima Tempest, this is the only ability the Halycon has that actually uses antimatter.

Adept Drone Anima   ****
Level available: 1 / 3 / 5
Affects: own strikecraft
Duration: permanent
Effect(s):

Extra strikecraft per squadron:  squadron: 1 / 2 / 3   (1.04E only buff)
(Passive Aura) Increases the number of squads for this Carrier.  Each upgrade increases the number of Halcyon's squadrons by one.  So it is possible to have 4 squads at level 1, 6 at 3, 8 at 5, and so forth (9/6, 10/8, 11/10).

Amplify Energy Aura   ****
Level available: 1 / 3 / 5
Affects: friendly frigates, capital ships and structures with energy weapons
Range: self
Area radius: 8000
Max targets: infinite
Duration: permanent (self)
until out of range (others)
Pulse interval: 2.5
Effect(s):
Energy weapon cooldown reduction: 7.5% / 15.0% / 22.5%
(Passive Aura) Increase friendlies' energy weapon rate of fire.  Reduces the cooldown time of your fleets' energy weapons by 7.5/15/22.5%.  Altho a small cooldown reduction, it affects all in a relatively large area.
Notes: Every weapon in the Advent arsenal is an energy weapon, so this is effectively a blanket weapon cooldown for any ships near the Halycon.

Anima Tempest (ultimate ability)   ***
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Effect(s):
Creates 30 strikecraft  60 strikecraft   (1.04E only buff)
Note: will divide strikecraft evenly between existing squads or create one squad of 30 bombers if no squads exist
Lifetime: 75 

All of its strickecraft gain a 25% increased chance to dodge for 75 seconds.   (1.04E only added buff)

Temp. release strikecraft swarm. Instantly spawns a group of 60 strikecraft lasting for 75 seconds.
Notes: As if you didn't have enough strikecraft in space... The 60 extra strikecraft are split amongst your existing squads, so the ratio of fighters to bombers you get is dependent on the ratio you are already fielding.


Progenitor Mothership   *****

Colonize   *****'
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
Range: 5000
Duration: permanent (colonize), 360/360/600   360/480/600 (planet upgrade cost reduction)   (1.18/1.04E buff)  
Effect(s):
Colonize planet
Planet upgrade cost reduction: 20% / 40% / 60%     15% / 30% / 45%   (1.18/1.04E nerf) 
Note: there's a short delay before the cost reduction kicks in! (Delay removed in Entrenchment).
Colonize target planet and temp. reduce planet development cost by 15%/30%/45% (kicks in after 30 seconds). This ability alone can give the Advent an economic advantage over other races.

Notes: The cost reduction is perhaps the best of the capital ship colonize abilities, and well worth waiting for, as there's a short delay after colonization before the reduction appears.

Malice   ****
Level available: 1 / 3 / 5
Antimatter cost: 50
Cooldown time: 10
Affects: enemy frigates, capital ships and structures
Range: 8000
Area radius: 3000
Max targets: 8 / 16 / 24
Duration: 10
Stackable
Effect(s):
Damage propagation: 30%
Affects: other enemy frigates, capital ships, and structures affected by Malice
Area radius: 5000
Max targets: 8 / 16 / 24

“Spreads Weapon Damage”. (Targeted Area of Effect) For hostiles affected, all share % of damage taken. Deals 30% of the damage to 8/16/24 enemies within range when one is attacked.
Notes: This power has substantially changed as of 1.05. Malice now gives a straight 30% damage propagation to other targets, but the max targets are restricted. Furthermore, the damage isn't immediately applied. Rather, any damage taken by those affected by Malice is queued up, and after the buff elapses 10 seconds later, 30% of that damage is distributed to other Malice'd targets around each target. The antimatter cost and cooldown is now quite low, allow you to constantly throw Malice out with sufficient antimatter, but the target restrictions means Malice no longer can combo with Cleansing Brilliance to wipe out entire armies in one blast, although using both still works well to multiply area damage to a smaller set of targets.

Shield Regeneration    *****'
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 20
Affects: friendly frigates, capital ships and structures
Range: self
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 8
Interruptible
Channeling

Effect(s):
Shield regeneration rate: 37.5 / 50.0 / 62.5
Temp. increase shield regen rate for nearby friendlies. The target regenerates 37.5/50/62.5 shields/s for 8 seconds.  Total potential shield regeneration is 300/400/500 for each ship!
Notes: Turn it on, and all friendlies around the Mothership start regenerating their shields. One of the few non-ultimate abilities that channels, so be aware that you shouldn't give the Mothership any other orders while this is on.

Resurrection (ultimate ability)   ***
Level available: 6
Antimatter cost: 100
Cooldown time: 120
Affects: other friendly capital ship
Range: 5000
Effect(s):

Transfer destroyed friendly capital ship level

Transfer dead Cap ship level to another ship. If you’ve lost a high-level capital ship, this will “resurrect” its level to new capital ship, boosting its level to that of the deceased.  Remembers the level from anywhere for a newly build ship.

Notes: As you might imagine, this is useless until you've had a capital ship go down.

 


Rapture Battlecruiser   ***

Vertigo   ****
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 20
Affects: enemy frigates and strikecraft
Range: 4500
Area radius: 2000 / 2500 / 3000
Max targets: infinite
Duration: 25
Effect(s):
Weapon cooldown increase: 10% / 20% / 30%
Accuracy reduction: 10% / 20% / 30%

“Ship cripple”.  Temp increase target frigate's ability cooldown time and reduce target frigate's hit%. Increases the targeted enemy frigate or strike craft's weapon cooldown  by 10/20/30%, and also reduces that enemy’s accuracy by 10/20/30%.


Vengeance   ****
Level available: 1 / 3 / 5
Antimatter cost: 75  70    (
1.1 Buff)
Cooldown time: 30 / 35 / 45
Affects: friendly frigate, capital ship or structure
Range: 6000
Duration: 20 / 30 / 40
Effect(s):
Damage retaliation: 40% / 80% / 120%  65% / 130% / 200%    (1.1 Buff)
Target friendly temp. re-deals damage to every ship that attacks it. When enemies attack the targeted ship or structure, the Rapture will deal a portion of that damage back to the target. 

Notes: Put this on a friendly taking fire and watch the attackers crumble. At the higher levels this actually reflects more damage back to the attacker than they dished out. Best used on something that can survive long enough for the duration to be effective, plus something that's of course being fired on in the first place (possibly use the Radiance’s Animosity to draw fire).

Concentration Aura  ****
Level available: 1 / 3 / 5
Antimatter cost: 75     none/passive aura
Cooldown time: 30 / 35 / 45  none/passive aura
Affects: friendly frigates, capital ships and structures with strikecraft
Range: self
Area radius: 8000
Max targets: infinite
Duration: permanent (self), until out or range (others)
Pulse interval: 2.5
Effect(s):
Strikecraft damage increase: 10% / 20% / 30%
“Battle Mediation”.  (Passive Aura) Nearby friendlies do extra damage. Increases the damage of strike craft by 10/20/30% owned by nearby friendlies.

Notes: This doesn't actually affect strikecraft directly. Rather, the effect targets friendly carriers and hangars, which then pass on the damage bonus to their linked strikecraft. You could be huddled with a bunch of Aeria Drone Hosts in a corner and their strikecraft would still be doing more damage. As you might expect, this doesn't do much if you're not fielding any strikecraft, and the Rapture itself only fields a few.

Domination (ultimate ability)   ***
Level available: 6
Antimatter cost: 150
Cooldown time: 90  60   (
1.1 Buff)
Affects: enemy frigate
Range: 6000
Duration: 10
Effect(s):
Gain control
Mind Control target frigate. Permanently converts the targeted frigate to your empire.

Notes: Best used on the nastiest enemy frigate you can find, with heavy cruisers making juicy targets. Also useful for taking over annoying support cruisers and turning their abilities against their owner.


Revelation Battlecruiser   ***

Reverie   ****
Level available: 1 / 3 / 5
Antimatter cost: 75 / 75 / 50
Cooldown time: 15
Affects: enemy frigate or capital ship
Range: 8000
Duration: 20 / 30 / 40, or 200 / 300 / 400 damage taken by target
Effect(s):
Interrupt
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons

“Black Out”.  Disable target ship until time expires (20/30/40 seconds) or enough damage done to it. Completely disables the target. However, those affected may awaken if they take too much damage. 

Notes: While this can't target a structure like Ion Bolt from the TEC Akkan Battlecruiser can, in most respects this is a better ability, costing less antimatter and lasting longer, although the damage limit means the ability will quickly drop if you're trying to focus fire the target. Very effective if you use it more as a way to take a particular ship out of the battle for a long period of time while you clear out other enemies. Interrupts enemy (and friendly) abilities.

Guidance   ***
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 20
Affects: other friendly frigate or capital ship with antimatter pool
Range: 6000
Duration: 15 / 30 / 45
Effect(s):
Ability cooldown rate reduction: 40%   (1.04E only fix)
Reduce nearby friendlies' cooldowns. Reduces the target's ability cooldown by 40% for 15/30/45 seconds.  Or increases rate of fire by 1.67 times.  Cannot be self, must have antimatter.  Fixed to autocast when needed.


Clairvoyance   ***
Level available: 1 / 3 / 5
Antimatter cost: 80 / 70 / 60    70 / 60 / 50   (1.18/1.04E buff)  
Cooldown time: 20 / 15 / 10    15 / 15 / 15   (1.18/1.04E buff)  
Affects: planet
Range: infinite
Duration: 50 / 100 / 150       90 / 120 / 150   (1.18/1.04E buff)  
Stackable
Effect(s):
Planetary remote sensor
“Far Sight”.  Temp. view target planet system, infinite range. View any planet of your choice.

Notes: Great scouting tool, as it has unlimited range (assuming you know a planet even exists). While the effect lasts (90/120/150 seconds), you'll have real-time knowledge about the target planet.

Provoke Hysteria (ultimate ability)   ****
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy planet
Range: 5000
Duration: 5 (charging), 40 (activated)
Interruptible
Channeling

Effect(s):
Damage rate: 1%/s
Population kill rate: 0.75%/s

“Planet Mania”.  Health and Population DoT against target planet.  If uninterrupted for the full 45 seconds, reduces planet health by 40% and population by 30%.  Takes 3 shots of -40% to kill any planet (7.25 minutes). 
Notes: Unlike the other planet-killer abilities, this one does damage based on a percentage of the planet's max, so it's more effective against fully developed, heavily populated planets compared to, say, asteroids.  Again, be careful not to interrupt this channeling ability.  Interesting special graphic & sound effects.




Vasari

___________________________________________________________________

Kortul Devastator   ****

Power Surge   *****
Level available: 1 / 3 / 5
Antimatter cost: 60
Cooldown time: 30 / 35 / 40
Affects: self
Duration: 20 / 25 / 30
Effect(s):
Weapons cooldown reduction: 25% / 50% / 75%    
Shield regeneration rate: 0.75 / 1.50 / 2.25      25 / 35 / 45     (1.18/1.04E buff)  
Temp increases this ship's fire/shield regen rate. Reduces the Kortul's weapon cooldown by 25/50/75%, and its shields regenerate by 25/35/45 shield points per second, both for increasing durations (20/25/30).  Therefore total shield restored is 500/875/1350.  Effectively boosts weapon damage all of the time (to 125%/150%/175%), except for a 10 second remaining cool down at each level.

Jam Weapons   ***
Level available: 1 / 3 / 5
Antimatter cost: 75  70   (
1.1 Buff)
Cooldown time: 15     40/35/30   (1.04E only nerf)
Affects: enemy strikecraft
Range: self
Area radius: 3500/4500/5500    3500/5000/7000  (
1.1 Buff)    4500/5500/6500 (1.04E only buff
Max targets: infinite
Duration: 15 / 25 / 35    30  (
1.1 Buff)     20  (1.04E only buff) on all that move into range  
Effect(s):
Disable weapons
Temp disable nearby hostile strikecrafts' weapons. All strike craft that move into an increasing range cannot fire their weapons for 20 seconds.
Notes: Only disables the strikecraft weapons rather than outright destroying them. On the other hand, the area is quite large, and the duration is decently long. 

Disruptive Strikes   ****
Level available: 1 / 3 / 5
Affects: own wave/beam attacks against enemies with antimatter pools
Duration: permanent
Effect(s):

Chance: 35%     25%  (1.18/10.4E Nerf)  
Antimatter removal: 8 / 12 / 16    10 /20 /30 
(1.1 Buff)       12 /24 /36   (1.18/10.4E Buff)  
Ability cooldown increase: 10%/20%/30%     15%/30%/45% 
(1.1 Buff)    16.7%/33.3%/50% (1.18/10.4E Buff)  
Disruption duration: 10    15   
(1.1 Buff)  
Interrupt     (1.18/10.4E Added Buff)

Passive buff: 25% chance to temp increase target's cooldowns and remove antimatter when this ship damages it. This ship's energy weapons can increase their target's ability cooldown by 16.7/33.3/50% and decrease the target's antimatter stores by 12/24/36.  Now also acts as an interrupt.
Notes: Nice permanent self-buff, that's free to use (no antimatter cost).

Volatile Nanites (ultimate ability)   ****
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy frigates, capital ships and structures
Range: 6000
Area radius: 2000
Max targets: infinite
Duration: 60
Stackable
Effect(s):
Incoming damage increase: 30%
Damage to enemies on death: 150
Damage on death area radius: 1000

Temp increase damage nearby hostiles take and cause them to do damage to others on death. Targets suffer 30% more damage and deals 150 splash damage upon death.          
Notes: This ability has two effects: one, it increases damage done to affected targets; and two, any of those targets that blow up cause damage to nearby enemy ships and structures. While the damage increase is nice against anything, this is most effective against groups of lighter targets that you can quickly destroy, to take the greatest advantage of the death damage.


Skirantra Carrier   *****

Repair Cloud   *****
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80
Cooldown time: 12
Affects: friendly frigates, capital ships, strikecraft and structures
Range: self
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 10
Effect(s):
Hull repair rate: 20 / 25 / 30
(“Nano Hull Repair”) Repair nearby friendlies' hull points over time. All nearby vessels heal at 20/25/30 hull/s for 10 seconds (200/250/300 total).
Notes: Repair Cloud is an instant-use ability, so all friendlies you want to repair will need to be in range the moment you use it.

Scramble Bombers   *****
Level available: 1 / 3 / 5
Antimatter cost: 100 / 75 / 50    80/65/50  (
1.1 Buff)    50/40/30  (1.18/10.4E Buff)   50/50/50 (1.19 Buff)    
Cooldown time: 60 / 60 / 60    60/50/40   (
1.1 Buff)    40/30/20  (1.18/10.4E Buff)   35/35/35 (1.19 Buff) 
Effect(s):
Creates bomber squadron    Now spawns 1/2/3 squad per use instead of just 1  (1.19 Buff)
Lifetime: 120

“Spawn Squad”.  Temp. deploy extra squadron of bombers for a short period of time.  Deploys an additional bomber squadron for 2 minutes, at level 1.  2 squads per activation at level 2, and 3 at 3.
Notes: As you might expect, extra bomber squadron appears when you use this. The bomber squadron is no different than any other. The benefit to increasing the level of this ability is the lower antimatter cost, and shorter cooldown time.  Meaning, antimatter permitting: up to 3.43 extra bomber squads at level 1 (120/35), then 6.85 squads (120/35 x 2), and as many as 10.29 extra squads, as early as level 5 (120/35 x 3).

Microphasing Aura   ***
Level available: 1 / 3 / 5
Affects: friendly strikecraft
Range: self
Area radius: 8000
Max targets: infinite
Duration: until out of range
Pulse interval: 4 / 4 / 3
Effect(s):
Chance: 20% / 30% / 30%
Teleportation range: 750
Invulnerable
Teleportation duration: 1
“Fighter Blink”.  (Passive Aura) Nearby friendly strikecraft have chance of teleporting out of attacks, or teleporting into better attack position. Renders nearby strike craft invulnerable during teleportation.
Notes: A rather bizarre ability, this permanent aura gives any friendly strikecraft within range a small chance to teleport 750 towards their target. During the second-long teleport, the strikecraft is immune to damage. This is the only ability where upgrading affects the pulse interval; normally, you only get a chance to teleport every 4 seconds, but when fully upgraded, you get a check every 3 seconds.

Replicate Forces (ultimate ability)   ***
Level available: 6
Antimatter cost: 125
Cooldown time: 180
Affects: own frigate
Range: 6000
Effect(s):
Creates three copies of frigate
Lifetime: 150
“Clone Frigates”.  Produce 3 copies of target owned frigate. Instantly produces 3 fully functional copies of the targeted allied frigate, which remain for 150 seconds (2.5 minutes).
Notes: This ability is only as good as your surrounding fleet. Much better to copy a heavy cruiser rather than a scout, right?  Also flexible enough to copy support cruisers for instant-use abilities, although the clones only come with half of their antimatter pool to start. The Bombardment Platform is also a valid target if you need to speed up your planet bombing and your Skirantra is hanging around a Vulkoras Devastator.  Siege frigates will do in a pinch.


Jarrasul Evacuator   *****

Colonize   ***
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 120 / 90 / 60
Affects: colonizable planet
Range: 5000
Duration: permanent (colonize planet), 240 / 480 / 720 (structure build time reduction)
Effect(s):
Colonize planet
Structure build time reduction: 20%
Colonize target planet, and temp. reduce Structure build time by 20%, with longer duration at higher ability levels (kicks in after 30 seconds).
Notes: The small (-20%) buid time reduction is of dubious value.  The duration goes from 4 minutes to 12 minutes with a full upgrade.  Remember, you need to wait a bit before the bonus kicks in after colonization.

Gravity Warhead   ****
Level available: 1 / 3 / 5
Antimatter cost: 100
Cooldown time: 25
Affects: enemy frigates and capital ships
Range: 6000
Area radius: 3000 / 3500 / 4000
Max targets: infinite
Duration: 12 / 15 / 18
Effect(s):
Max speed reduction: 30% / 45% / 60%
Thrust reduction: 60% / 80% / 120%
Disable Phase Jump

Temp. slow target ship and prevent it from phase jumping. Has an AOE, and “gravity” affects all those around it.  The target ship suffers a 30% speed penalty and a 60% acceleration penalty, and in addition, the target's phase jump drive is disabled for 12/15/18 seconds.
Notes: Mainly useful to prevent enemies from fleeing a system so you can finish mopping them up.

Nano-Disassembler   *****'
Level available: 1 / 3 / 5
Antimatter cost: 75
Cooldown time: 12
Affects: enemy frigate, capital ship or structure
Range: 6000
Duration:   20 / 30 / 40       25 / 35 / 45   (1.18/1.04E buff)
Effect(s):
Damage rate: 30   25   (1.18/1.04E nerf)
Armor reduction: 2.0 / 4.0 / 6.0     1.5 / 3.0 / 4.5     (1.18/1.04E nerf)     
(Total Potential Damage: 30X(20/30/40)=600/900/1200   25X(25/35/45)= 625/875/1125   bypasses Shields!)

Temp. reduce target's armor, inflict direct damage on hull. The target ship's armor is decreased by 1.5/3/4.5, and takes 25 ‘pure’ damage/s for either 25/35/45 seconds.
Notes: Best used against a hard-to-crack target that you can then focus fire. While the damage rate stays the same, the higher armor reduction and  longer duration at higher levels makes the overall damage higher.  Damage is applied directly to hull, without being reduced by shields or shield mitigation, making it more effective.

Drain Planet (ultimate ability)   *****'
Level available: 6
Antimatter cost: 150
Cooldown time: 180
Affects: enemy planet
Range: 6600
Duration: 5 (charging), 30 (activated)
Interruptible
Channeling

Effect(s):
Damage rate: 45
Population kill rate: 2
Resource rate: 15
“Resource Drain” Deal damage and steal resources from target planet. The target planet takes 45 damage/s, and the Evacuator siphons 15 resources/s from it for 30 seconds.  Meaning a total of: 1,350 planet damage, 60 population killed and 450 of both metal & crystal stolen from the planet, if uninterrupted.
Notes: As with other channeling abilities, ordering your capital ship to do something else breaks this ability's use. The resource theft rate is for both metal and crystal and is a flat rate, rather than depending on how productive the target enemy planet is.


Antorak Marauder   ***

Phase Out Hull   ****
Level available: 1 / 3 / 5
Antimatter cost: 60 / 50 / 40
Cooldown time: 5 / 3 / 2
Affects: friendly or enemy frigate, capital ship or structure
Range: 7000
Duration: 6 / 8 / 10
Effect(s):
Damage: 200 or Shield restored: 200   (1.04E only added buff)
Interrupt
Invulnerable
Disable abilities
Disable construction
Disable Phase Jump
Disable ship engines
Disable regeneration
Disable weapons
Phase out (cannot be targeted)

Temp. phase out target friendly or enemy, prevent it from moving, attacking, or taking damage. The targeted enemy is rendered invulnerable, but is completely disabled. Enemies now take 200 damage upon return from phase space, in Entrenchment only.  Freindly targets gain 200 shield points upon return (1.04E only). 
Notes: This acts differently than Ion Bolt and Reverie because the target is essentially removed from the battle temporarily rather than crippled and vulnerable. With the short cooldown, you can use this to keep multiple enemy ships on the sidelines or to delay the destruction of some of your own ships. Be careful about putting this on auto as you can quickly drain your antimatter due to short cooldown. 

Distort Gravity   ****
Level available: 1 / 3 / 5
Antimatter cost: 65
Cooldown time: 45
Affects: friendly frigates and capital ships
Range: self
Area radius: 5000
Max targets: infinite
Duration: 30
Effect(s):
Phase Jump Inhibitor immunity 
Increased turn rate: 25% / 50% / 75%    (1.18/1.04E added buff)

Max speed increase: 33% / 66% / 100%
Thrust increase: 50% / 75% / 100%
Gravity well range to Phase Jump reduction: 8% / 16% / 24%

“Speed Burst”.   Nearby friendlies: temp. immune to phase inhibitors, increased: turn rate, speed, and acceleration. All nearby ships gain a speed and acceleration bonus, a reduction to the radius at which phase jumps are possible, and are rendered immune to the effects of phase jump inhibitors.
Notes: Great for chasing down fleeing enemies, closing on soft targets in the rear of a formation.  Or conversely making your own getaway. Or simply making your own travel go faster (for 30 seconds).

Subversion   ***
Level available: 1 / 3 / 5
Antimatter cost: 100 / 90 / 80   100 / 100 / 100  (
1.1 Nerf)
Cooldown time: 50 / 45 / 40   75 / 75 / 75         (
1.1 Nerf)
Affects: enemy planet
Range: 5000
Duration: 300 / 450 / 600
Stackable
Effect(s):
Structure build time increase: 15% / 30% / 45%    50%/100%/150%  (1.1 Buff)
Ship build time increase: 15% / 30% / 45%         50%/100%/150%    
(1.1 Buff)
Planetary remote sensor
Temp. increase ship/structure build time of target planet. The target planet suffers a substantial penalty to ship and structure build time, taking 1.5/2/2.5 times as long to build ships & structures.
Notes: The penalties are no longer modest, the duration is quite long, and the sensor allows you to spy in on the enemy the entire time. You can also stack multiple instances on the same planet to increase the penalties.  It has been suggested as a potential rushing strategy.

Stabilize Phase Space (ultimate ability)   ****
Level available: 6
Antimatter cost: 100
Cooldown time: 120
Affects: self
Range: 6600
Duration: 75
Interruptible
Channeling   (1.17 Buff) no longer Channeling (Entrenchment)

Effect(s):
Creates a Phase Stabilizer
The Marauder creates a (unseen) phase gate for 75 seconds.  Allows jumps to another distant phase stabilizer.
Notes: Powerful, but you need to be prepared: you need to have Phase Stabilizers built and a fleet ready to send over if you're bringing in reinforcements. Also useful as a way to quickly send a defense force back to any of your planets with a Phase Stabilizer.


Vulkoras Desolator   ****

Phase Missile Swarm   ****
Level available: 1 / 3 / 5
Antimatter cost: 90
Cooldown time: 15
Affects: enemy frigates, capital ships and structures
Range: self
Area radius: 5000
Max targets: 3 / 5 / 7
Effect(s):
Damage: 200 / 400 / 600
Fire Missiles at nearby hostiles, except strikecraft. Generates a sizable volley of missiles, dealing 200/400/600 damage to 3/5/7 nearby enemies.  Maximum total potential damage is 7X600= 4200, but is reduced by shield mitigation, and spread across many targets.  Short cooldown.
Notes: Doesn’t actually shoot phase missile, so damage dealt isn’t improved by researching phase missile shield bypass technology. Remember, don't waste it by being impatient and firing before you get multiple nearby enemies in range (a relatively small 5000 range).

Deploy Siege Platform    (1.1 fix
)   ****
Level available: 1 / 3 / 5
Antimatter cost: 100  35  (1.18/1.04E buff)
Cooldown time: 55  20   (1.18/1.04E buff)  
Affects: enemy planet
Range: 2600
Effect(s):
Creates Bombardment Platform (frigate)
Lifetime: 180   65   (1.18/1.04E nerf) 
Hull points: 735
Hull repair rate: 1
Armor: 2.0
Armor class: light
Range: 3000
Bombardment damage: 20 / 26 / 32
Population killed: 1.1 / 2.2 / 3.3
Build siege turret near target hostile planet with 735 hull, 2 armor, 20/26/32 bombing damage, depending on ability level for ~1 minutes.  Total potential planet damage is quite high, and multiple siege platforms can be deployed.
Notes: The platform itself is a siege-frigate-on-a-stick, although it has no shields, making it more fragile than a real Karrastra Destructor despite its higher hull points.  No longer need to deploy extremely close to the planet keep the platform within its range (fixed). 

Assault Specialization   (
1.1 fix)   ****
Level available: 1 / 3 / 5
Affects: own phase missile weapons/bombardment
Duration: permanent
Effect(s):
Phase missile damage to enemy structures: 8.6 / 17.2 / 25.8
Bombing cooldown reduction: 25% / 50% / 100%
“Bonus Module Damage”.  (Passive buff) This ship does extra damage against structures and planets. Its bombing damage gains a shorter cooldown. Its phase missiles will deal additional damage to structures.  The in-game description says it adds 60/120/180 damage (over 7 seconds, at the abover rates).
Notes: The bonus damage to structures is in addition to the damage the missiles themselves will do.

Disintegration (ultimate ability)   ****
Level available: 6
Antimatter cost: 150
Cooldown time: 120   90   (1.1 buff)

Affects: enemy frigate, capital ship or structure (damage), self (hull repair)
Range: 6000
Duration: 2 (charging), 8 (activated)
Interruptible
Channeling

Effect(s):
Damage rate: 200  150 (direct to hull only)  (1.18/1.04E buff)
Damage rate:   150 (direct to shield only)     (1.18/1.04E added buff)
Depletss Antimatter:   20 per second from the target  (1.18/1.04E added buff)

Nanite hull repair pulses: 6     8       (1.18/1.04E added buff ) see explanation 
Repair pulse interval: 1.5
Hull repair per second: 187.5   120  (1.18/1.04E  nerf) 
Shield restore per second:    120      (1.18/1.04E  added buff)
Antimatter restore per second:    15  (1.18/1.04E  added buff)  

Leech hull points from target hostile. The target takes 300 damage & looses 20 antimatter per pulse, and heals the Vulkoras of 240 damage and restores 15 antimatter per pulse.
Notes: 8 pulses means: 2400 damage and 1920 points of repair, as well as: -160 & +120 antimatter, if Disintegration is uninterrupted.  You need high health (900+ hull) targets to gain the full healing effect, and you may want to wait to use untill the Vulkoras has suffered damage to benefit from full healing effect as well.  Damage is direct to hull, bypassing shields, but is reduced by armor.  Typical observed damage is around 900 hull damage, with a similar amount against shield.  Again, “channeling” means that if you issue new orders, or it automatically starts a new order, the ability will be interrupted, and won’t complete its full effect.


' denotes exceptional (6 star?) abilities


Note, the Cap ships are ordered by Race as:
1. Battleships
2. Carriers
3. Colony Ships
4. Support Ships
5. Planet Killers

 

April, 2011;  I tried to edit the above for 1.2 changes but had so many problems that I gave up.  The following is a list of the 1.2 changes to Cap ships.  I tested each, and found that none were significant changes, except for the Skirantra Scramble Bombers nerf.

      • Kol:
        • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
        • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
        • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
      • Dunov:
        • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
        • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
        • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
      • Marza:
        • Incendiary Shells: Stacking limit increased from 1 to 3.
        • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Advent Balance
      • Radiance:
        • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
        • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
      • Rapture:
        • Vertigo: Increased range from 4500 to 4500/5000/5500.
      • Revelation:
        • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
        • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Vasari Balance
      • Jarrasul:
        • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
        • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
      • Skirantra:
        • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
      • Antorak:
        • Distort Gravity: Reduced cooldown from 45 to 40.
      • Vulkoras:
        • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
        • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.

 

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January 8, 2009 8:22:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums



After I had completed all of this (at considerable effort), I realized that Zyrxil had updated his Ability descriptions (for v1.12), and they are in some ways more succinct, and easier to follow.  The following is a copy of his current descriptions reordered by race to match the above order.

I noted some discrepancies.  But in particular, there were so many changes to the Vasari Kortul Devastator and the Vulkoras Desolator abilities, that I may need those entity files.  Can someone post those?  Minor discrepancies include:  Rapture Domination is permanent.  Revelation Provoke Hysteria includes a different population kill rate?


Abilities:

TEC (Kol Battleship)

Gauss Rail Gun: Fire at hostile non-strikecraft within 5000 km for 300/550/800 dmg. (75AM, 6sec)

Flak Burst: Deal 30/45/60 dmg to hostile strikecraft within 2400/3000/3600 km. (100AM, 12/10/8sec)

Adaptive Forcefield: Temp. reduce damage taken and phase missile penetration done to this ship.

Finest Hour: Kol repairs 10 hull per sec, restores 5 antimatter per sec, reduces ability cooldowns by 80%, and gains splash damage on attacks for 60 sec. (150AM, 180sec)

 

TEC (Sova Carrier)

Missile Batteries: Deploy missile turret for 180 sec, with 13.0/17.3/22.7 dps, 750/1000/1250 hull, 120/140/160 shield, 3/4/5 armor. (125AM, 50sec)

Embargo: Disable Sova's phase jump engines and increases ship & structure build time in current system by 30%/60%/100% for 60/90/120 sec. (120AM, 120sec)

Heavy Fighters: (Passive) Increases this Sova's strikecraft's armor by 1/2/3 and damage dealt by 10%/20%/30%.

Rapid Manufacturing: For 45 sec, this Sova's replacement strikecraft are built instantly, and ship & structure build time in current system is reduced by 30%. (120AM, 120sec)

 

TEC (Akkan Battlecruiser)

Colonize+: Colonize target planet within 5000 km, and automatically build 0/1/2 free extractors in current system. (90AM, 120/90/60sec)

Ion Bolt: Completely disable target hostile non-strikecraft within 7000 km for 3/5/7 sec. (85AM, 10/12/14sec)

Targeting Uplink: (Passive) Increase weapon range by 6%/12%/20% and accuracy by 5%/10%/15% for friendly non-strikecraft within 8000 km.

Armistice: All ships and structures within 12000 km have their weapons & abilities disabled and are invulnerable for 60 sec. (150AM, 180sec)

 

TEC (Dunov Battlecruiser)

Shield Restore: Instantly regenerate 250/500/750 shield of target friendly. Dunov cannot target self, and target must not be at full shields. (65AM, 11sec)

EMP Charge: Deal 150/300/450 dmg to and remove 50/100/150 antimatter from target hostile non-strikecraft within 4500 km, and all hostile non-strikecraft within 2500/3000/3500 of target. (100/90/80AM, 50/45/40sec)
Magnetize: Disable target hostile non-strikecraft's abilities for 10/13/15 sec and causes 8/12/16 hostile strikecraft within 5000/6000/7000 km to collide with it, dealing 25 dmg per impact. (80AM, 15sec)
Flux Field: Reduce antimatter cost of abilities by 300% for friendlies within 4000 km, for 60 sec. (125AM, 180sec)

TEC (Marza Dreadnought)

Radiation Bomb: Deal 125/250/375 to target hostile non-strikecraft within 6000 km. Target and hostile non-strikecraft within 1200 km of it receive 7/14/21 dmg per sec for 4 sec. (85AM, 12sec)

Raze Planet: Target hostile planet within 5000 km is dealt 160/320/480 dmg and has 20/40/60 population killed. (90/80/70AM, 40/45/50sec)

Incendiary Shells: (Passive) This Marza's weapons do an extra 3/4.5/6 dmg per sec for 15 sec to targets it successfully hits.

Missile Barrage: Deal 150 dmg to all objects in target area within 10000km. (150AM, 240sec)

 

 


Advent (Radiance Battleship)

Detonate Antimatter: Disable antimatter abilities of hostile non-strikecraft within 4500 km and do 16.6/26.6/33.3 dmg per sec to them for 12/15/18 sec. (60AM, 20sec)

Animosity: Force 8/16/32 hostile non-strikecraft within 3000/4000/5000 km to attack this ship for 20 secs. (65AM, 35sec)

Energy Absorptive Armor: (Passive) Turn 5%/10%/15% of dmg received to Antimatter, increase Armor by 1/2/3.

Cleansing Brilliance: Fire at target hostile non-strikecraft within 8000 km and do 2000 dmg over 8 sec to target and hostiles inbetween it and Kol. (150AM, 120sec)

 

Advent (Halcyon Carrier)

Telekinetic Push: Push away hostile strikecraft within 4200 range, dealing 20/30/40 dmg and reducing their max speed & acceleration by 25%/50%/75%. (90AM, 10sec)

Adept Drone Anima: (Passive) Increase number of strikecraft per squadron by 1/2/3 for this Halcyon.

Amplify Energy Aura: (Passive) Reduces energy weapon cooldown by 8%/12%/16% for all friendlies within 8000 range.

Anima Tempest: Instantly create 30 strikecraft, which are divided among existing squadrons, or form a new squadron if none exist. (150AM, 180sec)

 

Advent (Progenitor Mothership)

Colonize: Colonize target planet within 5000 km and (after 30 seconds) reduces Develop Planet cost by 20%/40%/60% for 360/360/600 sec. (90AM, 120/90/60sec)

Malice: Target hostile non-strikecraft within 8000 km, and 8/16/24 hostile non-strikecraft within 3000 km target, share 30% dmg whenever one of them takes dmg, for 10 sec. (50AM, 10sec)

Shield Regeneration: Regen 37.5/50/62.5 shield per sec for 8 sec on self and friendlies within 3000/3500/4000 range. (100AM, 20sec)

Resurrection: Transfer dead Capital's Ship lvl to new Capital Ship. Will not work if no Capital Ships have been lost. Cannot be used by Progenitor on itself. (100AM, 120sec)

 

Advent (Rapture Battlecruiser)

Vertigo: Reduce the weapon accuracy and its ability cooldowns of target frigate or strikecraft within 4500 km by 10%/20%/30%, for 25 sec. (75AM, 25sec)

Vengeance: Target friendly non-strikecraft within 6000 km retaliates 65%/130%/200% of any damage it receives to the attacker for 20/30/40 sec. (70AM, 30/35/45sec)

Concentration Aura: (Passive) The strikecraft belonging to friendlies within 8000 km do 10%/20%/30% extra damage.

Domination: Take control of target hostile frigate for 90 sec. (150AM, 60sec)

 

Advent (Revelation Battlecruiser)

Reverie: Disable hostile non-strikecraft within 8000 km for 20/30/40 sec or until it takes enough dmg. (75/75/50AM, 15sec)

Guidance: Target friendly capital ship or frigate within 6000 km has ability cooldowns reduced 40% for 15/30/45 sec. Target must have antimatter and not be self. (75AM, 20sec)

Clairvoyance: View target system for 50/100/150 sec, infinite range. (80/70/60AM, 20/15/10sec)

Provoke Hysteria: Reduce the health & population of target hostile planet within 5000 km by 1% per sec for 40 sec. (150AM, 180sec)

 

 


Vasari (Kortul Devastator)

Power Surge: Decrease own weapon cooldown by 25%/50%/75% and increase shield regen rate by 75%/150%/225% for 20/25/30 sec.  (60AM, 30/35/40sec)

Jam Weapons: Disable weapons of hostile strikecrafts within 3500/5000/7000 km for 30 sec. (70AM, 15sec)

Disruptive Strikes: (Passive) Every shot has 35% chance increase on hit to increase hostile's cooldowns by 15%/30%/45% for 15 sec and remove 10/20/30 antimatter.

Volatile Nanites: Target hostile non-strikecraft within 6000 km and other hostiles within within 2000 km of it take 30% extra dmg for 60 sec. and deal 150 dmg on death to nearby hostiles within 1000 km. (150AM, 180sec)
 
Vasari (Skirantra Carrier
Repair Cloud: Repair 20/25/30 hull per sec for 10 sec on friendlies within 3000/3500/4000 range. (100/90/80AM, 12sec)
Scramble Bombers: Create a squadron of bombers for 120 sec. (80/65/50AM, 60/50/40sec)
Microphasing Aura: (Passive) Friendly strikecraft within 8000 km have a 20%/30%/30% chance of teleporting 750km close to their target , every 4/4/3 sec.
Replicate Forces: Instantly produce 3 copies of target frigate you own, for 150 sec. (125AM, 180sec)

 Vasari (Jarrasul Evacuator)

Colonize: Colonize target planet, and (after 30 seconds) reduce Structure build time by 20% for 240/480/720 sec. (90AM, 120/90/60sec)

Gravity Warhead: Target capital ship or frigate within 6000 km has its phase jump disabled, max speed reduced by 30%/45%/60%, and acceleration reduced by  60%/80%/120% for 12/15/18 sec. (100AM, 25sec)
Nano-Disassembler: Deal 30 hull dmg per sec to target non-strikecraft within 6000 km and reduce its armor by 2/4/6, for 20/30/40 sec. (75AM, 12sec)
Drain Planet: Deal 45 dmg per sec to and steal 15 credits per sec from target planet within 6600 km, for 30 sec. (150AM, 180sec)
 

Vasari (Antorak Marauder)

Phase Out Hull: Target hostile non-strikecraft within 7000 km is disabled and invulnerable for 6/8/10 sec. (60/50/40AM, 5/3/2sec)

Distort Gravity: Antorak and nearby friendlies within 5000 km increases max speed by 33%/66%/100%, increases acceleration by 50%/75%/100%, become immune to phase inhibitors, and can phse jump 8%/16%/25% further from the system edge, for 30 sec. (65AM, 45sec)
Subversion: Increase ship & structure build time of hostile planet by 50%/100%/150%. (100AM, 75sec)
Stabilize Phase Space: Creates a Phase Stabilizer in current system for 75 sec. (100AM, 120sec)

 Vasari (Vulkoras Desolator)

Phase Missile Swarm: Deal 200/400/600 dmg to 3/5/7 hostile non-strikecraft in target area within 5000km. (90AM, 15sec)

Deploy Siege Platform: Deploy siege turret for 180 sec near target hostile planet within 2600 km. Has 735 hull, 2 armor, and does 20/26/32 bombing damage. (100AM, 55sec)

Assault Specialization: (Passive) This Vulkoras does 8.6/17.2/25.8 extra dps against structures, and bombs planets 25%/50%/75% faster.

Disintegration: (Channeled) Heals self 1500 hull and deals 1600 dmg over 8 sec to target hostile non-strikecraft within 6000 km. (150AM, 90sec)





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January 8, 2009 8:26:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums



There have been quite a lot of changes to Capital Ship abilities in 1.1, and the game has better balance.  So I find more people using different  Cap ships, as well as multiple Caps.  Altho Cap ships are meant to be more of a support  ship, it is interesting  know how some of these abilities compare in battle against each other.  So I did some ‘real life’ testing, matching up Cap ships in 1 on 1 battles on LAN games.

 

The following is the results of some ‘real life match ups’ of  Level 1 Cap ships, and approximately how much Hull remained for the victor (W=win, L=loss):

 

T Marza Rad Bomb                            W           1500       L                            T Kol Guass

T Marza Rad Bomb                             W            900       L                             T Sova Miss Batt

T Marza Rad Bomb                             W          2300      L                             T Akkan Ion Bolt              
T Marza Rad Bomb                             W          2400      L                             T Dunnov EMP Charge

T Marza Rad Bomb                            W           1600      L                            A Radiance Det AM

A Radiance Det AM                            W            400      L (long)                   V Kortul Pow Surge

A Radiance Det AM                            W         1400      L (long)                   V  Evac Nano-Dis                              

V Evac Nano-Dis                                  W            950      L                             V Kortul Pow Surge

V Evac Nano-Dis                                  W         1300      L                             V Skirantra

V Evac Nano-Dis                                  W         1500      L                             V Antorak Phase Out

V Evac Nano-Dis                                  W            250      L                             V Vulkoras Miss Swarm

T Marza Rad Bomb                            W           1000       L                            V Evac Nano-Dis

 

In general, the TEC Marza won the most battles, followed by the Vasari ‘Egg’ - the Evacuator, and next  the Advent Radiance.

 

(Of interest, an old post discussing this topic)

 



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January 8, 2009 8:27:33 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

double post

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January 8, 2009 8:32:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow, fantastic. Thank you. Ive got a feeling you have some karma coming your way

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January 8, 2009 10:05:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Crowsbane,
Wow, fantastic. Thank you. Ive got a feeling you have some karma coming your way

I have to agree with this.  Thanks for the awesome post and the info.  I'll gladly up some Karma for that.

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January 8, 2009 10:39:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Marza with Radiation Bomb beat Radiance with Detonate AM with 1600 Hull left. Absurd.

Egg beat everything but Radiance with Detonate AM and Marza. Absurd.

Egg and Marza are king of the hill. Detonate Antimatter is the only thing that can fight Nano Disassembler if you are not Marza.

Vasari colonizer beat all Vasari battleships and battlecruisers = lol.

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January 8, 2009 12:23:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The vasari Egg is indeed and overpowered cap cap. Not that i can go toes to toes againt other types of vasari caps ships but it's like the uptimate swiss army knife of doom.

It SLICEDS, it DICEDS, it's MASSIVELY OPWERED:

It COLONISES, it PREVENTS ENEMY SHIPS FROM RUUNNING AWAY, it CAUSE HORRIBLE DAMAGE, It BOMBS PLANETS LIKE NO OTHER.

It's absolutely sick.

I would switch it Gravty warhead abilati with the Maraders Phase out hull. And would reduce the duration of Drain planet from 30 second to 15, but would increase the resorce drain and population killed by 100% to keep these 2 total figures as they are today.

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January 8, 2009 2:28:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I would rather turn Nano Disassembler into a defensive ability jamming weapons of enemy ships for a duration. Kortul jams strikecraft, Egg jams ships and caps.

Nano Disassembler is basically Disintegration of the Vulkoras only better and you get it at level 1.

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January 8, 2009 3:34:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'd like to point out that the Dunov's Shield Restore had the restored amount dropped to 250/500/750 at 1.1, with cooldown time reduced to 11 seconds.

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January 8, 2009 4:51:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

the Dunov's Shield Restore had the restored amount dropped to 250/500/750 at 1.1, with cooldown time reduced to 11 seconds.

Thanks InfiniteVoid.  I'll make the correction to the OP.  I had noticed some changes for the Dunov from Mongoose's version and wondered about that.  Somehow I missed it in the 1.1 changelog.  And, I also just noticed that my strikethru's aren't showing!

Egg and Marza are king of the hill.
 Yes, its true.  And it is evident in online play, coz thats what everyone picks.  But I have a nagging concern that my LAN testing didn't correctly account for experience gains.  So I need to double check the "remaining hull" figures, when I have chance to review those old replays.

Another factor to consider there, is the durability of each cap ship.  Or its toughness.  While the 'Egg' has great offensive abilities, it is 'squishy' (as Cykur would say).  Or relatively weak on defense. 

Also, frontal fire power is another big factor to consider, in these 1v1 matchups (since they quickly run out of AM).

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January 8, 2009 5:06:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

you want to nerf Space egg?  MARZA was the strongest of the cap ships.  nerf that.  or better yet, BUFF all the other cap ships.  The Arizona will not succumb to a few patrol boats, so the other caps should not be destroyed by a few weak ships

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January 8, 2009 8:53:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ladies and gentlemen.

 

It is not Mazda, Mothership, space egg (or whale) overpowered.

It is rest of cap underpowered.

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January 8, 2009 9:28:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Orodum,
you want to nerf Space egg?  MARZA was the strongest of the cap ships.  nerf that.  or better yet, BUFF all the other cap ships.  The Arizona will not succumb to a few patrol boats, so the other caps should not be destroyed by a few weak ships

Lol it's not that much of a nerf the onyl realy nerf if to drain planet. The others are conterbalanced into other caps. That way vasary might see use in building other caps then just the evacuator.

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January 10, 2009 2:57:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Following is a summary of my 1.17 ratings.  It is also an indication of my preferred build order.

But there are exceptions for every rule.  Take the Marza for example, I always start with Radiation Bomb (since I have antimatter readily available).  And usually pick Incendiary Shells next (unless I know I will already be doing some planet bombing).  But the third choice gets tricky, do I need (Raze) planet bombing yet?  Do I have enough antimatter available for another level of Rad bomb, or should I just settle on more Inc Shells?  (Since it is always in effect, and doesn’t need antimatter).  Same quagmire for lvl 4 & 5.  Level 6 is easy.  It’s an automatic choice. <g>

Similar questions on Advent Progenitor Mothership.  Colonize first is a no-brainer.  But multiple levels of both, Colonize & Sheild Regen, are very valuable.  So which to max first, and what about Malice?  You can’t pick multiple levels of one ability back to back.  (You can get 3 lvls of one ability, on 1, 3, and 5.)

The ‘Egg’ is pretty easy.  Altho colonize is nothing glamorous, its essential for doing ur job, ie: simply colonizing as much as soon as possible.  If you try taking a Desert or Terran first (that’s heavily fortified with militia), then it makes sense to take the ‘Nano-bomb’ first, and hope/expect to level up by the time u need the colonize ability.  And then keep adding Nano-Disassembler levels as soon as you can (mixed with grav bomb).  And take Planet Drain as soon as you can too (at level 6). 



I’d like to hear how others might rate some of these?  What do you favor?  And why?

TEC
Kol Battleship   ****
Gauss Rail Gun   *** 

Flak Burst             ****     
Adaptive Forcefield   **** 
Finest Hour (ultimate ability)   *****

Sova Carrier   ***
Missile Batteries   **
Embargo               *****
Heavy Strikecraft   ****
Rapid Manufacturing (ultimate ability)   ***

Akkan Battlecruiser  ***
Colonize +   ***
Ion Bolt         ****
Targeting Uplink  **
Armistice (ultimate ability)   ***

Dunov Battlecruiser    ****

Shield Restore   ****
EMP Charge        ****
Magnetize            ***
Flux Field (ultimate ability)   *****

Marza Dreadnought   *****
Radiation Bomb          *****
Raze Planet    (
1.1 Fix)   ****
Incendiary Shells               ***
Missile Barrage (ultimate ability)   (
1.1 fix)   ***** '


Advent
Radiance Battleship   ****
Detonate Antimatter   ****
Animosity                         ***
Energy Absorptive Armor   ****
Cleansing Brilliance (ultimate ability)   *****

Halycon Carrier   ****
Telekinetic Push      ****
Adept Drone Anima   ***
Amplify Energy Aura   ****
Anima Tempest (ultimate ability)   ***

Progenitor Mothership   *****
Colonize   ***** '
Malice        ****
Shield Regeneration    ***** '
Resurrection (ultimate ability)   **

Rapture Battlecruiser   ***
Vertigo   ***
Vengeance   *****
Concentration Aura  ****
Domination (ultimate ability)   ***

Revelation Battlecruiser   ***
Reverie   ****
Guidance   ***
Clairvoyance   **
Provoke Hysteria (ultimate ability)   ****


Vasari
Kortul Devastator   ****
Power Surge   ****
Jam Weapons   ***
Disruptive Strikes   ****
Volatile Nanites (ultimate ability)   *****

Skirantra Carrier   ***
Repair Cloud      *****
Scramble Bombers   **
Microphasing Aura      ****
Replicate Forces (ultimate ability)   ***

Jarrasul Evacuator   *****
Colonize              ***
Gravity Warhead   ****
Nano-Disassembler   ***** '
Drain Planet (ultimate ability)   ***** '

Antorak Marauder   ***

Phase Out Hull   ****
Distort Gravity   ****
Subversion         ***
Stabilize Phase Space (ultimate ability)   ****

Vulkoras Destroyer   ****
Phase Missile Swarm                     ****
Deploy Siege Platform    (
1.1 fix)  ****
Assault Specialization   (
1.1 fix)    ****
Disintegration (ultimate ability)    ****



' denotes exceptional abilities

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January 10, 2009 5:48:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Vulkoras Desolator

Disintegration * (damage mitigated to nothing)

Antorak Marauder

Stabilize Phase Space ***** (gives unmatched tactical edge)

Revelation Battlecruiser

Provoke Hysteria ** (sucks compared to Drain Planet, is only effective against big maxed out planets but still takes 3 shots with really long cooldown to take any planet down)

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January 11, 2009 11:32:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks Starhound, I think your "State of Capital Ships" post had some good info & points, worth repeating here.  But I feel caps should get even more hull & sheild as they level up.  I tend to agree with wnmnkh (here), that high level cap survivablity should be increased somehow. I liked your description:

"Revelation Battlecruiser - Really weak survivability. Gets shamefully owned by neutral militia in the beginning. Reverie and Clairvoyance are good abilities but the other two aren't. Has someone ever even used Guidance? Provoke Hysteria isn't the ultimate planet killer in spite of being a lvl 6 siege ability. Sure a lvl 6 Revelation can quickly hurt a maxed out planet but it can't finish planets quickly enough, even the small ones, or leave a lasting penalty on the colony that would make a difference. And it looks like a weird shoe."

Vulkoras Desolator

Disintegration * (damage mitigated to nothing)

Antorak Marauder

Stabilize Phase Space ***** (gives unmatched tactical edge)

Revelation Battlecruiser

Provoke Hysteria ** (sucks compared to Drain Planet, is only effective against big maxed out planets but still takes 3 shots with really long cooldown to take any planet down)

I've taken the Vulkoras out for a spin, and got it up lvl 6 too.  Disintegration damage after mitigation, is not as bad as you say, altho it could vary alot depending on the situation (whether focus fire, etc). Its hard to get a handle on that ship.

Yes the Antorak Marauder is probably worth a higher rating overall.  It is very unique ship.  Recently, I have also gained a greater appreciation of its ability to speed up a fleet (Distort Grav).

You are probably right about Provoke Hysteria.  The first reduction of Planet by 40% is nice, but it takes too long (long cooldown) for the 3 shots of -40% to finish off a planet.

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January 12, 2009 10:51:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Minor note: the Dunov's Shield Restore description says it can be used on structures, but no structures that I know of have shields (although I don't have Entrenchment, so I don't know if that has changed).

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January 13, 2009 2:27:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

the Dunov's Shield Restore description says it can be used on structures, but no structures that I know of have shields

Thats a valid point.  But thats what the in-game description says!  Maybe they are referring to the planet sheild generator?  I've never used that structure.  Or maybe its an error.

Speaking of the Dunnov.  Its level 6 ultimate ability (Flux Feild), that lowers anti matter cost to 25%, is probably my second favorite ability (after Missile Barrage, of course).  That ability combined with a Kol, or Marzas, means that you can have multiple rapid fire abilities and not run out of antimatter!  For example the Kol Gauss Rail Gun can fire every 6 seconds, or Flak Burst every 8 secs (at lvl 3), or the Marza Rad Bomb every 12 secs.  And essentially, they can fire 4 times as often as normal.  The damage output with multiple cap ships becomes enormous!

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January 14, 2009 9:24:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Dunov can restore Starbase shields in Entrenchment. And shielded structures of an Advent ally.

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January 23, 2009 6:08:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome post!!  I even found a couple esoteric details of ship abilities that I didn't know!

A couple thoughts regarding ship love.... I value the Kortul Power Surge ... A LOT.  It doesn't do much at level 1, but at level 3 on a high level Kortul, it runs almost continuously since there is just a 10 second gap between duration and cooldown, and it only takes 60 antimatter.  This is the ability that turns the Kortul into a beast at high levels...

I have more love for Halcyons than just 3 stars.  I get them specifically for TK Push and Amplify Energy Aura, these abilities both have a huge effect on the battle.  You just have to keep the Halcyon alive.

I also like Repair Cloud and Micro-Phasing Aura on the Skirantra, but I acknowledge the ship is not as game defining as others....still, it is very handy for an offensive race to have a ship that can patch up your entire fleet.

 

I also found the fight data interesting!  I didn't realize the Marza had such an advantage at level 1 over the Evacuator with Nano.  My perception was probably based on how I play...I almost always level up Raze planet over Rad Bomb, and I ALWAYS level up Nano on the Evacuator.  And I have seen people say that the Radiance couldn't stand up to an Evacuator, but I was pretty sure this wasn't the case, I just never tested it.  I have always had really good luck countering other caps with the Radiance.

 

Again, thanks for collecting everything and providing the most updated information for 1.12.  This is a great resource.

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March 12, 2009 1:13:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I value the Kortul Power Surge...  turns the Kortul into a beast at high levels...

I have more love for Halcyons than just 3 stars. I get them specifically for TK Push and Amplify Energy Aura, these abilities both have a huge effect on the battle. You just have to keep the Halcyon alive.

I also like Repair Cloud and Micro-Phasing Aura on the Skirantra

Thanks Cykur.  I really appreciate your comments.

Based on your comments and Hound's, as well as, my limited observation of some of the "pro's" online play, I've adjusted six ability ratings (and edited them in the original, and summary post):

Vasari Antorak Marauder, Stabilize Phase Space: 3>4
Advent Revelation,           Provoke Hysteria:       5>4 
Advent Halcyon Carrier,    Telekinetic Push:        3>4, overall ship rating: 3>4
Vasari Skirantra Carrier,   Repair Cloud: 4>5 and Microphasing Aura: 3>4
Vasari Kortul Devastator,  Power Surge: 3>4

Overall, with 1.1, the abilties that affect strikecraft - have taken on greater significance.  I have yet to determine which are important against starbases in Entrenchment.    Regards,  Obi 1

(PS. re: the fight data, I also tested 2 Marzas against themselves, with Inc Shells against Rad Bomb.  And Rad Bomb barely won, with about 50 'hull remaining' at level one, and 200 left with two levels of each ability (lvl 3 Marzas).  A lvl 3 Egg easily beats a lvl 3 Marza by about 1000 hull.  I tested on the Pandemoniom map, with all of the duelers jumping into the central unoccupied dead asteroid... so each ship's AM had been depleted by 100AM, and let them meet with all abilities on auto-attack. 

Thanks to your suggestion, I too, now always take the Egg's Nano bomb first, especially since colony frigates can be used later for constructing starbases in Entrenchment.)
 

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March 12, 2009 6:18:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks to your suggestion, I too, now always take the Egg's Nano bomb first, especially since colony frigates can be used later for constructing starbases in Entrenchment.)

I should clarify, I take the colonize ability initially for expansion, then everything goes into Nano so I have 3 levels of it by ship level 5.  If I know a new Evacuator is fighting right off the bat, I take it before colonize...as in, later in the game.

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March 13, 2009 9:45:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thing is, you take the nano 1st and immediately jump into an ice or volcanic well...there are enough nuetral ships in that well, that you will get 200 exp and level up before you even need to use the colonize ability.  Then you tech the colonize ability at level 2.  An egg with level 1 nano can take out 6-8 small ships easily by itself.

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March 13, 2009 10:43:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

For Entranchment I think the Vasari ratings are wrong, deffinately for me anyway.

The egg is spot on.

The Volkoras Desolator is a superb ship though, no way 3 stars, I would give it 5 personally.  It is always my second ship.  With the Assault Specialisation and PMS as an AM sink for it's levels up to 6 it's top of the line for Star Base killing, as Vasari have to do that with fleets mostly.  When it gets Disintegration and combine that with an egg nano and you are wiping the floor with star bases.

The Kortul and the Carrier are deffinately on a par, the Carrier's repair cloud is essential when your fleet is tanking star bases banked fire.

The Maruader a 4 star ship?  Not for me, deffinately bottom of the line.  Distort Gravity is a 3 star ability at best.  In fact I'd give all of it's abilities 3 stars.  They are all so situational is it really worth wasting the fleet supply on the few occasions they would be useful.  Phase Out Hull being the only one that would be useful often, and even that is only at it's best early game, later on it's main use is as an interrupt.

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March 13, 2009 11:41:05 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Volkoras Desolator is a superb ship though, no way 3 stars..


The Maruader a 4 star ship? Not for me, deffinately bottom of the line. Distort Gravity is a 3 star ability at best.

Well, I had the Desolator at 4 stars, and the Marauder at 3 stars, until yesterday.  Maybe I should change them back!  (I reserve the right to edit the above posts).  I used to pick the Desolator second too, and it sounds like it would be effective against starbases.  Lately, I've been taking a second egg!

But I'd have to disagree about Distort Gravity.  I actually considered changing it to 5 stars!  The ability to speed up a fleet of carriers can be the difference that saves them (or actually makes them invincible).  And a doubling of fleet speed at level 3 with phase inhibitor immunity, is no small matter.  The problem is getting to that level with such a weak Cap ship.  And in entrenchment, the level 6 ability of creating an instant phase stabilizer in combination with a Kostura cannon phase stabilizer creation, can get you deep behind enemy lines (past chokepoints/star bases) with the potential to earn a bunch more experience while your Kosturas bombard the enemy.  Finally, the Marauder is the only Vasari means of interupting a Marza Missile Barrage.  So, while it may not be your or my second choice, ultimately it might be more valuable late game.

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