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Vasari Abilities

Vasari Abilities

I have played a couple games as vasari and I kind of dig them. Ulike TEC though, I have no real clue on how to use their special abilities, nor which to put priority on (KoI - Weapon, Shield, Flak for example).

Battleship - Devastator

Power surge - No idea how to use this. Advice would be appriciated.

Jam Weapons - Disables enemy strike craft in a small radius correct? High or low priority?

Disruptive strikes - Also, have no idea how to use this or what it really does.

Volitile Nanites - This one is a clear winner. Saw the vid of the fleet of LRM getting wiped out and I was sold. Part of the reason I'm trying to learn this race.

Carrier - Skirantra

Repair cloud - Seems simple enough. Does this stack however? Should carriers be on the front lines?

Scramble bombers - This creates one extra squad of bombers correct?

Microphasing Aura - Still a little foggy on this one. Is it useful? How do you apply it? Is this low priority?

Replicate forces - Can someone explain this one and its tactical application?

Colony Cap - Evacuator

Colonize - Vasari Colonize only increases build time correct?

Gravity Warhead - Slows down Enemy ships and prevents phase jumping. Is this an AoE or single target? How long does it disable phase jumping?

Nano-Dissasembler - This is a DoT? Appears to be the only dmg ability this ship has. Any advice on  how to use it? Is this a priority over the other 2 abilities?

Drain Planet - Haven't used this one.  Any advice would be appriciated.

 

Support cap - Maraurder

Phase out hull - Still haven't quite figured out how to use this. I know it takes one ship out of the fight, but how is it best to apply this power? Once the target goes out, it ceases to be a target, so the your Mararder seeks to find a new one, often going past the target ship. Do you have to manually sit there the entire time phasing it out and then stopping it from moving?

Distort Gravity - Speeds up your ships. Cool ability. Still need to master getting everyone in the radius.

Subversion - Still trying to see the value in this one.

Stabalize Phase space - This also is a great ability. This ship...ability wise, seems the best in the fleet.

Dreadnaught - Desolator

Phase Missle Swarm - Direct Damage, seems to be best ability.

Deploy Siege Platform - Don't see the use of this one.

Assult Spec - I put points here just because they have no where else to go.

Disintegration - Haven't had the chance to use this one. Any advice here?

Any advice, additional thoughts/tips, or disagreements would be welcome. Just trying to get a grasp on their special abilities, to get a better tactical grasp of this race.

Frigates/Cruisers -

The only one that I am familiar with is the subverter and the shield disruption. I've had a little trouble using it though, often getting a invalid target icon when I try to manually target an enemy ship. What is a good ratio of LRM:Subverters?

What other cruisers/frigate abilities are useful?

Do the Vasari have a way to gain anti-matter via ships?

Again, any other info, tips would be most welcome.

 

Thanks

 

 

 

 

 

 

 

 

18,926 views 32 replies
Reply #26 Top
The Marauder cap ship is my new favorite, I just got out of a game having used it.

First off, I have found what makes Subversion usefull, it stacks. I was able to get the enemies planet up to -270% ship and building production, and it lasts 10 minutes, also giving you line of sight of that planet. Now considering I've won a few defensive battles because of my ability to build new repair bays and constantly add new ships to the battle, making it take the enemy 3-4 times as long to build those seems like a definate plus to me.

Thats really what I wanted to say, that subversion stacks... but the other moves are usefull as well. The one for moving quicker is, as was said above, great for moving ships around quicker. It seems that neutral militia ships will instantly target a colony ship if one is present. What you can do is warp in a colony ship, boost its speed(remember, your ships only need to be in the area of effect to get the buff, after that they can leave it), and then fly it around in circles while the militia have to chase it, letting your ships blast away behind them. It also seems that players target cap ships first, ussually. So you can fly in, buff your speed, fly right past the enemy, make them have to slowly turn around, do a loop around the planet, and phase jump out. Then they have to slowly turn back around to begin shooting the rest of your fleet. It buys you a few seconds "free time" sort of.

The Phase Node summoning ability is good, if you have phase nodes researched and built. In the game I played, I snuck my Marauder around through my allies base and into the enemies base with his fleet. Then I created a phase node and warped in some Destructors(planet bombers) all the way across the map. It was a lot easier sneaking one(fast) ship in, than 8(slow) ships.

The Phase Out Hull ability, I think its the least usefull ability of the Marauder, really. I can see why people like it, but it just sucks away your anti-matter. I think it was said above that at level 3 youc an keep 5 ships phased out, which might be true. Unfortunatly after doing that for a minute or so, your fresh out of anti-matter. I just find it more usefull to use distort gravity to fly around making the ships turn to follow. I noticed that eventually my Marauder was up to 600 anti-matter, that is a lot of subversions/gravity distortions.


Also, the Assailiants get an ability called Charged Missles, this ability is good. At first I didn't know what to look for, and thought it was broken, but the AoE effect is actually the green beams you seem jumping around. The AoE damage might not kill enemy ships, but it leaves them weakend so that they go down faster when you bring the brunt of your guns on them. I still don't get why people say LRM spam is overpowered, my 14ish Assailiants with Charged Missles took out 35ish LRMs. Sure I was constantly feeding in more ships as they built, and I had a repair bay or two... but that is a considerably smaller force. As far as I can tell, when the Charged Missles ability is on auto-cast, that means the ability is on. It makes your assailiants move slower and turn slower. If you want to turn if off to speed them up(for say, chacing a fleeing cap ship) then turn the auto cast off. It'll take a few seconds as they I guess... switch over, and then they should be normal and swift again.
Reply #27 Top
I still don't get why people say LRM spam is overpowered, my 14ish Assailiants with Charged Missles took out 35ish LRMs.


Assailants are LRMs. LRM is a term used for the Javelis LRM Frigate, Kanrak Assailant and Illuminator altogether. So 14 stronger long-range missile ships kill 35 weaker long-range missile ships.
Reply #28 Top
Just wanted to say thank you for the feedback from everyone. This has been a very productive thread for me, and I visit it every day to study it. Trying to get everything second nature.

Reply #29 Top
Phase out hull is so versatile and has got to be one of the best skills in the game. Using it defensively is great for saving ships from focused focused fire and screwing up your opponent's micro. It's also great for killing fleeing capital ships as it interrupts phase jumps. Throw in a whale with gravity warhead and there's no escaping you.
Reply #30 Top
Charged missiles also work for the anti-fighter ship.
Its very nice to see this anti fighter ship hit 2 or 3 groups of fighters at the same time :D
Reply #31 Top
Drain Planet is incredibly useful. Not only does it steal resources but does insane damage to the planet if you let its duration run full. It can easy knock out a 1500 hp planet it one go and from what i have seen does close to 2000-2500 damage over time. great ability. The evac is always my first capital hands down.

Another sneaky trick to do is once you have a good network of phase gates up and dark armada coming go on the attack. go for something easy on the out skirts off the enemies defensive line and that that planet. Once you have it immediately put down another phase gate. You can then ship units to the front line as you please. 1 jump from a phase gate to phase gate is MUCH better than phasing through 5 lanes to get to the front line of the battle. Same goes for the capital with the phasing ability. Super useful to bring in extra strike forces being built back at home.
Reply #32 Top
it does 1350 damage for its full duration.