Advent capital ships

OK i am going to tell how and why i chose advent caps.

1. cap. choice=CARRIER

Why?

Energy aura.
Many of you dont understand what it does,simply on 3. lvl it gives you +22% DPS to all advent ships(all use energy weapons except planet bombing) including carrier itself;basicly it is like teching 4.5 weapon damage techs for all versions of weapons.
halicon carrier is a bad choice for carrier cruiser type of fleet,dont group it with carrier cruisers,he must be with frigates and crusaders as well with other cap. ships.
with every weapon upgrade tech from hostility tree energy aura bonus is bigger.
all other skill are secondary,even lvl 6 skill

2.cap choice=RUPTURE

Its curse ability(cant remember name) does egsactly opposite from halicon energy aura to enemy ships as well gives miss chance.
on lvl 3 it does -30%weapon cooldown(all weapons not just ener.)and 30% miss chance.
Its aura boosts squadrons dmg by 30% on lvl 3 witch is a good secondary skill,so when you are all teched out your bombers and fighters will have +60% dmg instead +30%,and as i noticed it does aplay for whole grav. radius so your squadrons will have bonus even if they are not in purple circle

With those 2 ships combo all your ships will be 22% stronger(squadrons 30%) and all enemy ships will be 30% weaker + 30% miss chance

3.cap choice=radience or mothership


another note:always take steal antimater tech for diciple frigate coz it makes your life so much easyer
26,281 views 27 replies
Reply #1 Top
Very cute post :) But from Multiplayer I can tell you Mothership is the best first choice, followed closely by Radiance. Yes Energy Aura is nice, but that early in the game game it does not much good.
Reply #2 Top
mothership is a good 1. choice for vasari coz their scouts capture mines from asteroid fields and gas giants,with advent youll still need colonizer frigate for that.
early game if you spam diciples and all you need is clearing out 2 planets and asteroid for lvl 3 your fleet including cap. will be 15% stronger,now thats 3 weapon techs for all weapons,shield reg is good but sucks against focus fire and when you get guardians its not that vital

radiance is the cheepest cap. so making it as a 1. choice you allready spend some exstra money.he is good tanking ship and has good skills but fleet dmg will be lower than with carrier cap
Reply #3 Top
The Advent colonize ability on the Mothership reduces planetary upgrade costs by 20% per level (to a max of 60%--you literally pay nothing for some upgrades). The shield recharge ability is stupidly awesome (AOE ability? Awesome!). And Malice is also a great skill. Lastly, Resurrection will keep your cap ship levels in case something bad happens to you.

Seriously, the mothership is awesome.

The Radiance is great because of Animosity and energy absorption. It will actually keep that precious carrier of yours alive longer by making the enemy target itself. Seriously, between Iconus ships, Vengeance, and a Mothership with shield recharge, you shouldn't be suffering that much.

Now only if they would make those Subjugators faster....
Reply #4 Top
2.cap choice=RUPTURE
End of quote


It's Rapture, not Rupture! There's a tremendous difference in the two words, separated by only one letter.

Anyway, the Advent Halcyon Carrier's "Amplify Energy Aura" ability is exactly the same as the Kortul Devastator's "Power Surge", except in this case, you need to bring a comparatively fragile carrier to the front line while the Vasari do it with a battleship which is designed to be on the front line. If the Vasari also wish to bring a carrier near the front, their Skirantra has an even better aura ability: Repair Cloud.

The Rapture's "Concentration Aura" that helps Advent strikecraft has many counter-abilities. Like the Sova's "Heavy Fighters" which buffs the armory and weaponry on it's fighters and the Skirantra's "Microphasing Aura" which allows Vasari strikecraft to make in-gravity phase jumps to dodge shots and shoot targets faster, taking minimal hits for themselves.

mothership is a good 1. choice for vasari coz their scouts capture mines from asteroid fields and gas giants,with advent youll still need colonizer frigate for that.early game if you spam diciples and all you need is clearing out 2 planets and asteroid for lvl 3 your fleet including cap. will be 15% stronger,now thats 3 weapon techs for all weapons,shield reg is good but sucks against focus fire and when you get guardians its not that vital radiance is the cheepest cap. so making it as a 1. choice you allready spend some exstra money.he is good tanking ship and has good skills but fleet dmg will be lower than with carrier cap
End of quote


The Vasari don't have the Mothership. They have the Jarrasul Evacuator in it's place, the famous space whale. And the Radiance is not the cheapest capital ship, it costs the same 3000 cash + 400 metal + 250 crystal as everything else.
Reply #5 Top
ok about cheapest ship thing you are right it was in vanila where radiance was cheapest,in 1.2 its the same as other

now about energy aura,it is always active,you dont need to spend antimater to have it and it aplays for all advent ships in a large radius around it.devastator has ablity that has biger bonus 75% on lvl 3 as well 250% shield restore,but that only is for him self,costs antimater and it lasts 25 sec.with lvl 3 ener. aura i had crusaders with 30 and iluminators 22-24 dmg(last plasma tech wasnt upgraded at all),all my cap ships were shown 22% more dmg on all their weapons when they were in aura bonus as well as other ships

repair aura and shield restore abilitys suck,i mean suck against focused fire because in focus fire you have 1 ship attacked at the time witch takes dmg faster than the abilitys restore rate and as your all other ships who would benifit from it are not affected by weapon fire,ability is wasted on them,these abilitys are good vs mindless AI but every good player will focus fire.however it is good to restore your other capships that are taking focus fire,that is why it is support ship and my 3 choice

RAPTURE isnt about con. aura it is about vertigo,that is as you have 22% bonus from ener.aura for ALL you ships in a large radius from carrier your enemys have 30% less as well aditional 30%miss chance (that is 60% dmg less)as well his lvl 6 ability to take hosiko or dmg cruiser permanently(can capture all frig. and crui.)

Mothership=evacuator->same class of ship,that is what i ment.think,dont read blindly
and take everything literarly
Reply #6 Top
I actually always start with the Mothership. The 20% cost reduction (and soon 40%) are IMMENSELY helpful at the start, to no end. The deduction it gives greatly outwieghs the need for firepower.

I usually grab a carrier, then a battleship followed up by A rapture battlecruiser. Then I go with whatever is needed at most next.
Reply #7 Top
The problem with choosing Advent capital ships is that they're all incredibly useful. The Progenitor and Halcyon are probably the best, however.
Reply #8 Top
Eh, the progenitor, radiance, and rapture are probably the best 3 you can get at first, I'd argue.

The progenitor is just a 1 man cap of doom. With just it in any fleet, you can take on a fleet twice your size with the BS that is "malice". (spreads 24% of all damage done to targets debuffed with malice, which is a no-limits chunk in a very large area, and sends it to all other ships debuffed). With radiance, except against vasari with deep-level military research completed, it is able to keep all your other ships in your fleet alive and well by being a glutton for punishment (and having their antimatter turn over rapidly because of this. This ship also combines well with malice with its ultimate ability). Then, with animosity, you take rapture and give its vengeance ability to the radiance. Now, with the radiance the prime target of a large chunk of ships, it now reflects 120% of the damage back to sender for a guaranteed 20 seconds out of every 35.

Also, the Halcyon's "beam weapon" ability is 29% at level 3, not 30%, off the original cost. The actual code uses a deductive method of damage increase, whereby it reduces 22.5% off the cooldown. Please remember, that a 75% reduction off the cooldown would increase the rate of fire by 400%. Overall it averages to approximately a 29% increase in rate of fire, working exactly as the tooltip states (roughly)

Long story short? Nerf malice.
Reply #9 Top
i chose halicon as 1. just for lvl 3 energy aura all other abilities are so-so,good but nothing special.
For me rapture is the best coz he complements every other advent cap. ship best(vengance with anymosity,vertigo is so good and universal ability witch complements any cap. that is victim of focus fire(60% less dmg)and esenceialy excelent debuff,con.aura (it works diferently than micr. aura from vasari carrier,squadrons dont have to be in aura range,however their hosts must,but it is good because all squadrons in grav.area can have dmg boost in a same time),dominate is so good last ability if used right taking enemy guardian,hoshiko or overseer/subj. can be battle changing
Reply #10 Top
Eh, the progenitor, radiance, and rapture are probably the best 3 you can get at first, I'd argue.The progenitor is just a 1 man cap of doom. With just it in any fleet, you can take on a fleet twice your size with the BS that is "malice". (spreads 24% of all damage done to targets debuffed with malice, which is a no-limits chunk in a very large area, and sends it to all other ships debuffed). With radiance, except against vasari with deep-level military research completed, it is able to keep all your other ships in your fleet alive and well by being a glutton for punishment (and having their antimatter turn over rapidly because of this. This ship also combines well with malice with its ultimate ability). Then, with animosity, you take rapture and give its vengeance ability to the radiance. Now, with the radiance the prime target of a large chunk of ships, it now reflects 120% of the damage back to sender for a guaranteed 20 seconds out of every 35.Also, the Halcyon's "beam weapon" ability is 29% at level 3, not 30%, off the original cost. The actual code uses a deductive method of damage increase, whereby it reduces 22.5% off the cooldown. Please remember, that a 75% reduction off the cooldown would increase the rate of fire by 400%. Overall it averages to approximately a 29% increase in rate of fire, working exactly as the tooltip states (roughly)Long story short? Nerf malice.
End of quote


did you read my post i never said 75% dmg boost LOL,it is +22% weaponcooldown so its like this

imagine you can have 100 shoots witch do 1 dmg in 1 minute(100 dmg a minute),now with 22% boost you can have 122 shoots/minute and that is 122 dmg/minute witch is 22% more dmg
Reply #11 Top
i chose halicon as 1. just for lvl 3 energy aura all other abilities are so-so,good but nothing special.For me rapture is the best coz he complements every other advent cap. ship best(vengance with anymosity,vertigo is so good and universal ability witch complements any cap. that is victim of focus fire(60% less dmg)and esenceialy excelent debuff,con.aura (it works diferently than micr. aura from vasari carrier,squadrons dont have to be in aura range,however their hosts must,but it is good because all squadrons in grav.area can have dmg boost in a same time),dominate is so good last ability if used right taking enemy guardian,hoshiko or overseer/subj. can be battle changing
End of quote


Wait until you try Malice against a large fleet when you have a similarly-sized one. I've seen my friend take out an entire pirate fleet (their actual fort) in about 20 seconds with it, which is normally impossible under any situation. (only thing that comes close would be the Vasari battleship's ultimate which can, at times, cause a massive chain reaction...explosive nanites, I think)

EDIT: To above: and did you read mine, Dujes? I missread your post somewhat, but even still, you were off by half a percent in the actual code's number that is used to determine how much it buffs weapon RoF. Likewise, however, you will be landing 29% more shots for all ships in the radius, not 22%. A deductive percentage compounds to much larger benefits. Me using the -75% was ALSO an EXAMPLE to show that deductive compounds in weird ways, since -75% deductive would increase RoF to 400% of normal.
Reply #12 Top
i know malice is great and chose it with shield restore paralely,i dont find colonize good at mid game since mid game is when i make mothership,usualy in mid game i have lvl 7 halcyon ,lvl 5-6 rapture and lvl 4 mothership with 2 on malice and 2 on s. res. autocast turned off,15 disciples with steal antimatter,10 ilums(with illusion pref.),4 guards,and every thing else i collect with dominate
Reply #13 Top
attack rates usually dont work in a deductive manner like that in any game, including sins.

most games use the formula of:
new attack rate = old attack rate/((1+percent of increase in speed/reduction in case of ins)*(1+percent of increase in speed from other source)*...other sources)

checking a devastator thats level one and three confirms the above.

basically 75% reduction in attack speed in this game is less than 100% increase in damage output (75% increase in damage), not 400%

yes I know this might make the devastator seem not as good as some of you thought (mathematical wise), but its still nice.
Reply #14 Top
I feel like the odd man out. i always go with revelation cap as my first. the main reasons i go with this ship is for Clairvoyance and Reverie

In war information is king. Clairvoyance lets keep an eye on you at ALL TIMES. it doesn't matter what strategy your going with if i can see everything your doing and planning (not to mention where and when i want), and plan properly for it my self.

Reverie is a freaking beast. at rank 3 you can permanently stun 2 capital ships for ever. the anti matter regen rate is fast enough to keep up with stunning 2 targets indefinitely.

Combine the 2 abilities above and not only do i see everything your doing, but i plan accordingly and stun the right capital ships to deny you the strategy you were planning on going with.

Then add to that my own mother ship and/or Rapture and you can see the pain the other person is in. which i rarely even need those, because when you deny the enemy there capital ships you can generally just piece meal there entire fleet then gank there capitals once the frigates are dead.

Almost forgot with the lvl 6 ability Provoke Hysteria you often don't even need to build Siege Frigates. the ability will do 40% dmg to any planets health. as long as you keep bombing the planet with just 1 capital ship the second shot always kills. i 'v also stunned enemy capital while bombing there planets into the ground. or stunned there colony ship before it colonized a planet they cleared and ran my own colony ship in to take it
Reply #15 Top
revalation is a good ship vs another advent since advent relays more to cap ships than other races,i can saftly say it is a cap killer,raiding ship and has a good dmg on his own,however against frigate/cruiser based fleet its not that great.

for the p. histeria i think it fits to it style perfectly because it also does 40% dmg to pop. on the planet witch is huge credit loss.
with clairvoyance you can jump from planet to planet and reduce their pop by 40% and move on.
in your main fleet it is a good addition but it doesent give you any edge in early game coz you have scouts for planet info and he will not make your fleet of frigates any better or more survivable
Reply #16 Top
however against frigate/cruiser based fleet its not that great.
End of quote


By the time your fleet and your enemies fleet advances to this point do you still only have 1 capital ship? at this point you use revelation to screw up his plans and deal with his fleet alone while you still have all your capital ships


but it doesen't give you any edge in early game coz you have scouts for planet
End of quote


scouts have a tendency to die... often. there is a big difference between sending a scout to a few planets for info and clicking a button to see where he is so you can start what your doing immediately.

while scouts are very useful and make clairvoyance not as useful. the main point and advantage is the fact that scouts are easily noticed by your enemy. the small image that this skill puts over your planet easily goes unnoticed. So when your enemy sees that you haven't been scouting much and thinks you don't notice what he's up to when in fact your watching his every move makes a huge difference at any point in the game.

when it comes to clearing planets in the early game what capital ship you go with really doesn't make a huge difference. the biggest difference is how much income you have to support all the upgrades to make the planet profitable AND build the extractors, that takes time and just because you cleared the rebels out faster than me doesn't mean your utilizing those planets better than i am

also in the very early game when your fleet first collide and you both have one capital ship, with the revelation its your small fleet of frigates and capital ship against his small fleet of frigates with a stunned capital ship.

i will admit when you get to cruisers it isn't as great since its a target and cruisers do serious damage to capital ships. however this ship can still be useful when sitting a few gravity wells behind the lines scouting non stop

I'm not saying its the best capital ship out there or the best combo with other capital ships. but i think people have a serious tendency to underestimate this ship
Reply #17 Top
The coice is difficult, they're all great. The mothership is a good first capital, you want that at level6 asap, and colonize helps early game. I choose the Halcyon carrier as first only when i plan to fight very early in the game (=small map, enemy homeplanet only a few jumps away). These 2 have something more than the others, which are still extremely useful. They all combine very well with each other.
Reply #18 Top
Radience + mothership is a combo worth mentioning. The radience uses animosity whilst the mothership sits next to it and restores it's shields. It makes for a very tough nut to crack with guardian support.
Reply #19 Top
well as we all agree on this forum cap ships are not for the killing they are for their abilities,they exsist to support your frigs. and cruisers who do the killing,so radiance is a killing cap and thats why it takes last choice as my cap(by that i mean i get him when i have all other caps)animosity is not essencial for shield restore as your other caps can be victims of focus fire so vengance and shield restore are usable on other caps too.
i thik of animosty as a last resort of saving other cap ship who is on red health to transfer focus to radiance and allow safe retreat of your wounded cap and not somthing youll use at the start of the battle so you can shield restore it
Reply #20 Top
Mothership is my favorite by far, it has a stupendous combination of abilities. After the mothership, the halcyon carrier is pretty sweet, the 22% attack speed increase is phenomenal as it affects nearly every weapon the advent use. The rapture is pretty nifty too = D
Reply #21 Top
Advents early game sucks so much. therefor i take the Revelation early on(Reverie).
And its the only thing that actually paid off mutliple times in an LRM/Assailant rush.
Reply #22 Top
Advents early game sucks so much. therefor[e] i take the Revelation early on(Reverie).
And its the only thing that actually paid off mutliple times in an LRM/Assailant rush.
End of quote


While I certainly agree that revelation is the best ship in small maps in which you know you will be rushed / you are rushing, I don't think it is required to hold off an LRM rush... and it severely handicaps your mid-game potential.

Due to my "inexperience", I am not sure if revelation is needed to counter assailant rush with marauder. But I have a gut feeling that vasari isn't designed to be good at rushing and, against a good player, a vasari rush is doomed to fail anyhow.

Revelation is probably the ship I would pick for pre-made small 1v1 map but not any other maps.
Reply #23 Top
I meant small 1on1/2on2 maps.
A well executed Assailant-rush will give you a hell of a hard time and will most likely result in a loss.
And the Revelation isnt particular against a LRM/Assailant-rush, its an overall better choice early on, thats why it paid off ^^.
Reply #24 Top
I still think that malice > other abilities. The damage it can bring is immense, even in late game/large fleets, and if you upgrade your first one with a few colony points, it's good economeny AND a deadly combat ability.
Reply #25 Top
Malice i find is only really useful if the enemy bunches up on there capital ship. any other type of ship just simply dies to fast to get excellent results from the ability.

generally you want to kill the opponents fleet before you take out the capital ship