Favorite Vasari Cap. Ship

which ones, build order, favorite abilities etc.

So i've been playing around with the vasari cap ships lately trying to figure out which ones are the best for which strategies. Obviously, they are all good in their own ways, and each one seems to be geared towards a different style of play.

What is your favorite cap, and for what reason?

What strategy do you use with this cap?

What is your build order, is it your first cap ship or do you build it when you have more funds?

What ships do you pair it with?

 

29,520 views 49 replies
Reply #1 Top
I think my favorite 2 vasari cap ships are the Skinatra carrier and the Evacuator in that order.

Carrier:
I am a big fan of the carrier for a starting ship for a few reasons. 1. Their strike craft make it easier to fend off against LRM spam strategy (which so many people seem to do these days) their healing cloud is an amazing ability that almost always gives you the edge in a fight, and their replicate forces technique is just an amazing and convenient.

I will usually build a carrier if i am going to build 4-6 LRMS and tech straight for Returning armada. This allows me to keep the early battlefield and have a huge fleet later down the line.

Evacuator:
I know alot of people don't like colony caps, but the Evacuator is really an exceptional cap. Aside from having the obviously advantageous colonize ability, it also does decent damage, has alot of health, has an ability which locks down enemy cap ships when they try to get away, and the drain planet ability it gets at level 6 is just monstrously effective for destroying enemy planets, 45 dmg/sec and 15 resources/second transfered to your swiss bank account. I think this is arguably one of the best planet seige abilities in the game. I usually use the evacuator when I am going for a sort of more economicly strong warfare tree strategy.

Marauder:
I don't use it often but every time I do, I find it to be to my liking. I usually pair it with a squad of Seige frigates (destructors) to do guerilla style strikes on newly developing (or home world) enemy planets. Using its sub-phase speed boost ability to get into the planet, nuke the population/infastructure, and then zoom away before I lose anyone. At level 6, its phase stabilization ability is really handy to have around, but i find if you don't start off with this ship as your starting cap, you'll almost never have that ability in time for it to be of any use.


Battleship (destructor?):
Its slow, its hardy, it does alot of damage. It's a battleship, what can I say. I find it to be somewhat boring of a cap ship, so I hardly ever use it until late game when I will use it as a heavy hitter to reinforce my already massive dark armada.







Reply #2 Top
I agree with you Crash, the Carrier is an amazing ship to start off with. I personally like using the Marauder for 4 player games cause it's better to do some quick strikes to slow the enemy. In big maps the Conolizing Cap is amazing. It really depends on the map size and players. But the carrier rocks! And... the maruader conolizing cap together are just deadly. Those two can easily eliminate 3 caps. Repari clod and phase hull all day long.
Reply #3 Top
I almost always use the evacuator and start off with colonize and pick the -armor ability second. its cheap, lasts quite a while and does good damage over time.

It never disappointed me so far as a first cap ship.
Reply #4 Top
I think the evacuator is deffinately a good starting ship, because with the quick expansion it allows, you could easily build a strong economy and either go down the warfare tree or decide to rush to Dark Armada. The only thing is, if you do decide to do the latter with the evacuator, it leaves you a little bit crippled military wise, where as the carrier is an excellent support ship for your fleet in every stage of the game because of its multiple strike craft and its repair cloud. Also, there is a good chance you will have it to level 6 before you get dark armada going, and if this does happen replicate forces will help you build your fleet without spending money, which just further solidifies your defensive capabilities.
Reply #5 Top
I love the marauder, at first I thought it was a bit weak and almost never built it, but it really grows on you. Phase out is amazing, keep enemy caps out of the fight or save friendly ones suffering from focus fire. The speed boost ability is great when catching up to fleeing enemies or for getting away and it actually makes the space whale move at a decent speed (evacuator). Subversion is nice as well as it gives you recon for quite some time when it's maximum level but usually don't take it over the other two abilities. Quite dependant on having a lot of antimatter to be effective though. Usually build it as 2nd or 3rd cap ship.

All in all I think they did a great job on the vasari cap ships, makes it quite hard to choose which ones to use.
Reply #6 Top
i'm a huge fan of the skiranta carrier and i almost always buy it as my 2nd cap ship (the first is almost always a battleship or a colonizer). i find that the skiranta makes an ideal anti-cap ship weapon when decked out with all bombers and levelling up its micro-phasing aura and its spawn bombers ability. this is a more specialized sort of carrier but it is devastating to enemy cap ships. the micro phasing aura makes your bombers almost immune to enemy fighters trying to shoot them down. in the early-midgame especially i find that most enemy capital ships are not well defended by anything except their own fighter squads. its easy enough to take out enemy flaks with light frigates since you generally don't find huge masses of them until the mid-late game and once thats done with you have a weapon system that completely dominates enemy cap ships, and ultimately gives you total control of a grav-well as the enemy is forced to withdraw their caps or face quick destruction.
Reply #7 Top
I never get bombers with my Skiranta since it gets the scramble bombers ability anyway. I think fighters are more important early game.
Reply #8 Top
The Evacuator is the best starting ship, in my opinion, and I play Vasari a lot (as they're my favorite faction). The colonize ability is nice, as you can use it more often than a colonizer frigate (due to much higher antimatter reserves on the capital ship) and it grants a 20% increase in structure build time for a while, which means more money/defenses/factories for your time. It's other abilities are all hands-down amazing, so only put your starting point into colonize.

The armor-chewing nanites are flat-out mean and they always get my second point. It does 30 damage/second for 20 seconds at first level and it decreases armor by 2. This means it will do 600 damage over the 20-second time period and make it easier to drop the ship in general. This is great against tougher neutral defenders like flak ships and kodiaks, but it's pretty much the mark of death against lighter craft as well. If an enemy comes lumbering in to your turf, this is a good means of encouraging his capital ship to leave.

The gravity warhead is also great, but I usually wait until level 4 before I get it (at that point, I've got colonize at level 1 and the nanites at level 2). Don't set it on autocast until you're at higher levels, but use it selectively to stop ships from phase jumping away and to enable your ships to run rings around the enemy. If the enemy clumps up, hit them with the gravity warhead and then pull your assailants back to hit them from long range while your skirmishers run up behind them. Good times.

Once you hit level 6, you'd be a fool to not take Drain Planet. It produces a large amount of resources and does a little under 1500 damage over 30 seconds to a target planet, making your Evacuator the best planet-killing ship in your fleet, behind even the Desolator dreadnought in effectiveness.

Considering how useful its abilities are and how much more quickly you can expand with a colonizer capital ship over the colony frigates, I can't conceive of a better ship to start the game with.
Reply #9 Top
The planet eating space whale is just awesome. Sieges on plnates have never been easier than having a Lv6 Evacuator (well, except for a pair of Lv6 space whales). I use it pretty much the same as Snipafist.

However, I'm torn between the Evacuator and the Devastator(battleship). Ya, it is not as flashy as the others but i wouldn't call it boring(at least twice as interesting as the TEC Kol). It's powerful and the Lv6 volatile nanite can do some extreme things especially when you have some subverters around for stunning. Wiped out some severe pirate infestation with that...

The carrier and marauder are also nice. Vasari bombers are great capital assasins and phase technologies are simply unique.
I must say the only cap that I do not quite love is the desolator(phase missle cap). The siege platform and assault specialization are unimpressive. However, i have limited expirience with its Lv6 disintegration, so my opinion may change later.
Reply #10 Top
each cap ship excels in a different way, so it depends on what type of gameplay im after in a specific game, however I agree with the previous poster, I barely use the desolator. It has the best damaging aoe non ultimate ability of all vasari cap ships: at level 3 phase missile swarm can do up to 4200 damage across 7 targets (600 each), but I still think its other non ultimate abilities are too limited (might be useful, but not useful enough).

damage wise:
if the -armour reduction of nano-dissambler impacts the damage of nano-dissambler, than vs caps nano-dissambler does around the same damage as the desolators disintegration (I know it also heals itself).
Reply #11 Top
i've actually thought if its a better idea to level several evacuators to level 6 somehow than taking the rather fragile planet bombers in your fleet... i mean 3 of them could drop a 4500 hp planet in 30 seconds, thats a record kind of. and would give you tons of ressources.
Reply #12 Top
Well my next two ships are usually a Devestator and a Desolator. They combine nicely. The volatile nanites works very nicely with the Desolator's disintegration ray and the nano-disassembler (doing tons more damage to large targets) and the volatile nanites also works very nicely with the phase missile swarm (hitting lots of targets for increased damage and then they all pop).
Reply #13 Top
I like the Marauder a lot, there are just too many uses for its speed boost ability for me not to use it anymore.

1) You can use it to speed the retreat of ships when fighting the neutrals. Not only will the ship fly away faster and thus have a higher likly hood of living to fight another day, but it can phase out quicker. Retreating wounded ships takes a lot of micro, but it keeps them alive and it makes the enemy waste time shooting at a ship that they won't even kill. This can work on players in the begining because they all like to focus fire, but in bigger fleet situations your ships are just going to get killed too fast by focus fire. Still good in the begining.

2) A lot of people like to focus fire on cap ships. The Marauder can use its speed boost to fly around a grav well in cricles with the enemy chasing behind it, and with my fleet chasing behind the enemey. I was just in a game where the two enemies were massing up heavy crusiers and flak, and I didn't know what to do to them(flak counters bombers good.) So instead I used the Marauders speed boost and ran my carrier fleet right past all of them, and then started flying circles bombing his expensive structures(Bye-bye 2 phase stabalizers, take that dark armada!). Sometimes they will have their ships fly a counter circle from the other dirrection, but your ships can be moving so fast that unless they have guns behind them, they'll only get a few shots off before they have to slowly turn around.

3) I guess 3 would be retreating your cap ship, so far the only time I've had the Marauder die was when I stopped watching it for 30 seconds and the enemy followed it... other wise it almost always seems to escape using its speed boost/phase out increaser.

It's Subversion ability is also very usefull. You think, "But Norrec, its only 45% at maximum level!" Well your right, except you have to remember that it lasts 600 seconds and stacks. You can sit there for as long as you want spamming subversion, my personal record was -325% or so. Even after you blow up the planet, production will stay slowed after they recolonize it. Combined with the speed boost, if your feeling adventerous, you can fly your marauder around the enemies base subverting his planets untill you finally run out of antimatter and his fleet comes home.

The Phase-out-hull ability I don't find to be very usefull. All it does is drain your anti-matter. No anti-matter means no speed boost, no speed boost means no quick retreats and circle flyings. I read somewhere that at max level you can keep 5 ships phased out at once, but thats only going to go on for 30 seconds or so and then you've used up all your antimatter. Whether or not keeping 5 ships out of the battle for 30 seconds is usefull, you'll have to decide on your own. I don't think that it is.

I think everyone can see the use in Stabalize Phase Space, but the past few games I've put my sixth point into subversion instead. If you don't have any phase gates(which are expensive) then you don't get any benefit from phase gates. Also it is good to note that the Marauder can not use its own stabalized space, only other ships. Maybe some of you think its obvious, but this mistake led my fleet into a pirate base instead of back home.
Reply #14 Top
The Phase-out-hull ability I don't find to be very usefull. All it does is drain your anti-matter. No anti-matter means no speed boost, no speed boost means no quick retreats and circle flyings. I read somewhere that at max level you can keep 5 ships phased out at once, but thats only going to go on for 30 seconds or so and then you've used up all your antimatter. Whether or not keeping 5 ships out of the battle for 30 seconds is usefull, you'll have to decide on your own. I don't think that it is.
End of quote


You're overlooking how incredibly versatile it is. It's not just for spamming on cruisers. Focusing it on key cap ships can cripple fleets especially with advent. Not to mention that you can use it to stop cap ships from phase jumping or on your own ships to save them from focus fire.
Reply #15 Top
For the Vasari, I like the Kortul Devastator capital ship.

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Reply #16 Top
I go colonizer (Evacuator) first most of the time. It is quite tough, has excellent level 6 skill i really want to have for future offensives against AI (and the first ship you build is first to get to level 6 90% of time).

Sikantra is awesome early on to lead a huge fleet of tiny frigates and getting them out of even very tough situations. Most of the time my second ship.

Kortul is quite tough, has an excellent ability (the cooldown one) and can take a lot of beating too. Sadly it's somehow inferior to KOL and Radiance, you don't want to send it one on one.

The other two I build only one of each and don't really care about.

My typical fleet is usually half Sikantra, half Kortul with one of all other ships available as an addition.


Btw, could somebody please ban those Maggot clan spammers from this forum? :-)
Reply #17 Top
Hmm, phasing out your own ships to save them from focus fire is actually ingenious. Since they can't be attacked the enemy will turn to blast another ship, and when the 6 seconds is out you can hit retreat and your ship will fly away. Every ship saved is a ship that can live to fight another day. This would allow the ship to do maximum damage all the way to the last 100 hull points before having to retreat. So in that regard, phase out hull could actually be really usefull.

However, the part about phasing out enemy capital ships to keep them from phasing away does not really work very well. You can't damage the ship while its phased out, and when the 6 seconds run out it will immediantly begin to jump away. I guess if you timed it just right you could get 2-3 seconds of firing in before phasing it out again, but your not going to be able to kill it before it escapes(not enough antimatter). I could see it being usefull to stop the cap ship from running while you catch up...

My cap ships ussually don't get to maximum level, and given a choice between phase out hull and subversion, I think subversion is more usefull. I can raid someones planet, blow up some key buildings, stack a few subversions on his planet to slow him down, and then fly off again. The line of sight given to me by subversion allows me to see what ships he has on the planet and whether or not they are going to chase my raiders.
Reply #18 Top
However, the part about phasing out enemy capital ships to keep them from phasing away does not really work very well. You can't damage the ship while its phased out, and when the 6 seconds run out it will immediantly begin to jump away. I guess if you timed it just right you could get 2-3 seconds of firing in before phasing it out again, but your not going to be able to kill it before it escapes(not enough antimatter). I could see it being usefull to stop the cap ship from running while you catch up...
End of quote


Works quite nice if you combine it with evacuators gravity warhead, since you can't keep them from jumping away anymore before the cooldown is over... you can just phase them out until the gravity warhead ability is ready again.

Reply #19 Top
Kortul is quite tough, has an excellent ability (the cooldown one) and can take a lot of beating too. Sadly it's somehow inferior to KOL and Radiance, you don't want to send it one on one.
End of quote


The Kortul Devastator doesn't do well in straight fights against the Kol and Radiance because:

1. It doesn't have the immense armory and hull strength of the Kol nor the immense shielding of the Radiance, but is instead somewhere in between.

2. It's firepower comes more from research than leveling up, since it's Pulse Beams get a whopping 35% damage boost and it's Phase Missiles get 25% shield negation and 20% damage boosts from research. Most of this firepower is also concentrated on it's side banks or is manifested through it's bomber squadrons(75% damage vs. cap-ships), with only the weaker Wave Cannons being completely front-facing.

3. The 2 battleships have abilities that look as if they were designed to screw the Kortul. The Kol's Adaptive Forcefields make it a point to nerf Phase Missiles, and the Radiance Battleship's Energy Absorptive Armor completely neutralizes Disruptive Strikes in the most precise and perfect manner. The Radiance's Detonate Antimatter, and the Kol's Gauss Railgun and Finest Hour abilities are specifically anti-capital ship while Power Surge and Volatile Nanites are support abilities which help fight off fleets of frigates or cruisers.

The Kortul is more of a mixed-fleet combat-support capital ship with heavy weaponry and defensive features designed to make it fare better when faced with heavy cruisers, bombers, LRFs, etc., but not other battleships, unlike the Kol and Radiance which are of a more anti-capital nature.

The Skirantra and Antorak are also very nice with their abilities that make them more optimized for long-range fast-strike carrier fleets in different ways. The Skirantra with it's Repair Cloud and Microphasing Aura make friendly strike craft more durable in battle, but the Antorak is still better for supporting a carrier fleet since it's direct firepower, Distort Gravity, Phase Out Hull and Stabilize Phase Space abilities all add to the speed and disruption capabilities required to shepherd carriers away from danger and take out flak without engaging the actual enemy fleet, and therefore allowing strike craft to deal tons of damage to their hapless targets.
Reply #20 Top
I've got a soft spot for the Antorak Marauder. It's always struck me as both a good mix of firepower, speed, and overall versatility, all the abilities are useful, etc. Either that or maybe I just like the name. ;)

Skirantra's another favorite of mine, for the record.
Reply #21 Top
Phase out hull a waste of antimatter? It's the best ability in the game.
A level 5 Antorak is almost unstoppable.
Reply #22 Top
I wonder if anyone likes the desolator as a main/first cap (not just one of the many if you make quite a few caps) or if its one of the most unpopular caps in the game and if so how could it be improved without making it OP or changing completely how it works (if the devs don't want to change the role of the abilities and its own role).
Reply #23 Top
I wonder if anyone likes the desolator as a main/first cap (not just one of the many if you make quite a few caps) or if its one of the most unpopular caps in the game and if so how could it be improved without making it OP or changing completely how it works (if the devs don't want to change the role of the abilities and its own role).
End of quote


Desolator is my second favorite, and I used to use it as my first capital ship. The phase missile swarm is great for clearing out a lot of neutral defenders and by the time it's levelled up pretty well, it's good for knocking out planets too. It's just that the Evacuator is so much better as a first ship.
Reply #24 Top
I wonder if anyone likes the desolator as a main/first cap (not just one of the many if you make quite a few caps) or if its one of the most unpopular caps in the game and if so how could it be improved without making it OP or changing completely how it works (if the devs don't want to change the role of the abilities and its own role).
End of quote


The Desolator's main competency lies in it's concentrated offensive firepower and it's bombing ability. As for the firepower, it serves that nicely with barrages of Phase Missiles, Pulse Beams, and at higher levels, Disintegration attacks flying at it's target. However, this can also be done more effectively by Assailants and/or Bombers, which give more firepower for their supply cost at longer range and at higher speeds than the sluggish Desolator can manage.

As for bombing, the Vulkoras Desolator has a base bombing strength of 5.3 DPS, second only to the Marza(5.7), and it's Assault Specialization upgrade increases this to 7.0 DPS at a range of 3000. The Kortul does 4.5 DPS and the Jarrasul and Antorak do 4.0 in comparison, all at a range of 3000. The Vulkoras also has it's Siege Platforms to aid in it's bombing attacks, though I don't know how effective or not they are.

But all this becomes absolutely useless once you get a Jarrasul to Level 6 - Drain Planet not only does a whopping 45 DPS for 30 seconds at a range of 6600, but it also steals 450 metal/crystal while doing so. It's cool-down is for 180 seconds, but the Jarrasul's base bombing attack and Karrastra Destructors can continue dealing damage throughout until Drain Planet recharges. And once the planet is dead, the same Jarrasul can capture it. This makes the Evacuator the ultimate anti-planet ship, even though the Vulkoras tries to be.
Reply #25 Top
But all this becomes absolutely useless once you get a Jarrasul to Level 6 - Drain Planet not only does a whopping 45 DPS for 30 seconds at a range of 6600, but it also steals 450 metal/crystal while doing so. It's cool-down is for 180 seconds, but the Jarrasul's base bombing attack and Karrastra Destructors can continue dealing damage throughout until Drain Planet recharges. And once the planet is dead, the same Jarrasul can capture it. This makes the Evacuator the ultimate anti-planet ship, even though the Vulkoras tries to be.
End of quote


The vacuum sucks because you have to stand still for 30 seconds to use it and odds are the only time you'll be able to use it safely is when you've already gained control of the planet's well. The main reason to use the voluras is that it can siege and destroy structures simultaneously due to the insanely wide firing arc of it's missiles. Plus it's an effective siege engine from the get go and can quickly knock out asteroids early game.