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Gunship
Passives:
Coilgun Turret
30% bonus damage against drones
Turret attacks mines
Armor recovery after not getting hit
P1: Deteriorator
P2: Executioner
P3: Rattler
S1: Jury (Vigilante 2/4)
S2: Rascal (Rogue 2/2)
Core: Triton Core
Shield: none
Plate: Pango's Pride
Sensor: Visions of Decay
Boost: Hydrosurge Drive (Sirensea 2/4)
Cargo: Containment Unit (Blightmonger 2/4)
C1: Cloak Field Generator
C2: System Recovery Routine (or another CFG)
Stat Priority: Utility >= Device Damage while cloaked > ULT Generation > ULT Duration = ULT Damage > Speed/Corrosion Damage/duration
D1: Fusion Hook (Kunai)
D2: Magnetic Repulsor (Energy Leak)
D3: Corrosion Injector (Mercy Kill)
D4: Annihilator Virus (R-Naught)
L5 Perk: Close Call
L10 Perk: Play it Safe
L15 Perk: Crit Happens
L20 Perk: Ulterior Motive
L25 Perk: doesn't really matter, Retaliation
L30 Perk: Symphony of Destruction
Strategy:
It's not the fastest, but it's one of the easiest.
Devices and ULTs do not break Pango's Pride cloaking.
Never fire your weapons, never boost. Drop cruise as soon as you enter the rift. Use Fusion Hook to get around. Don't accidentally fly into anything. Charge your ULT. Use your ULT and always plan your next movement; the turret should never stop firing until you're out of ULT.
Outside of ULT, seek purple energy orbs and focus on killing weak targets quickly. Kunai + MagRep-spam to maybe get a couple orbs. Look for ships with drones, proto scouts, anything with small hull values; corrode these first, using Kunai or MagRep to get them near their allies if necessary. Keep Corrosion rolling from weakest targets to strongest; Visions of Decay will apply multiple stacks to nearby strong enemies. Try to avoid using Annihilator Virus near drones and very tough enemies. If you really need to take down a tougher enemy, wait a couple seconds for Vigilante to stack so you get more mileage out of corrosion.
The final boss should be the only time you need to break cloak.
3 Bloodstar: Rapid Decimator with Kinetic and "After 10 shots 20% extra crit" Optimized FFT Core, Optimized Renegade Plating
2 Tides of Siren Sea: Optimized Wavepulse Analyzer, Optimized Hydrosurge Drive
Rapid Umbra and Preumbra With "After 10 shots 20% extra crit"
Marksman Destabilizer with "fire on crit" and Powerful Rockets with Kinetic with 30% damage on flight time, 20% shield disable,
SH-8495, BOB
Maximize firepower, utility, precision, and expertise (reroll a lot, shoot for 3500 and space out mainframe to balance this)
Ship passives: 30% against drones, COIL TURRET, 15% boost speed
Perks: Exit Strategy, Relentless, Exploitation, Downtime Warrior, Ulterior Motive, Overkill
Devices: EMP Hard Reset, Temporal Diligence, MDS Sustenance, Front Shield All Day
Basically, Bloodstar keeps you boosting. sh8495 and tides keep your ULT going. Perks help your weapons keep firing, and all the crit give you constant free destabilizer missiles.
Oh, and if all this stacks your guns can do around 40,000 DPS before destabilization.
Save the rockets for the boss. Use a damage booster and then hit it with a couple of destabilizers then unleash the rockets and the boss melts in seconds.
Hope this helps. Now go harvest all those starforged items everytime.
PS I painted my ship black and white and named it The Hungry Orca
This build will work with any ship
Sentinel is slower than Gunship or Interceptor in clearing, but is immortal. So for the chill 6 minute Rifts, I recommend this.
If you want the fastest, do the same on the Interceptor (Go with Siren Core and Booster).
Firepower: 3.500 (feel free to go 4.500)
Precision: 3.000 (no sense going over this, 5% CHC or 1% CHC is better at this point)
Expertise: 2.000
Perks:
Exit strategy (any other ship - Defensive Massacre)
Play it Safe - for Reactive Armor
Crit Happens
Critical Faculty
Exploitation - This is like 10-15% CHC
Symphony of Destruction - The key
Devices:
Teleporter - reach big targets faster
Corrosion Injector - for Reactive Armor
Nano Transmitter - I don't know what else to put
Front Shield Generator: All Day: Blocked damage is converted into weapon energy
Weapons:
Starforged Commander Rapid Shredder (with Barrage)
+20% increased damage if your ship is exposed to sunlight
Critical hits have a 40% chance to recharge weapon energy by 2%
- Vigilante weapon and missile just for the Set bonus
Gear:
- Only the shield should be Starforged. Everything else doesn't matter, superior is just fine
- All gear should preferably be Firepower, Precision, 5% increased CHC or Expertise
1. Bloodstar Optimized FFT Core - you will never stop firing, so this is just for the 5 seconds per kill boost
2. (This shield should be legendary) Starforged Autonomous Overcharged Genesis Barrier, Restore Protocol Catalyst - basically, with 70% damage reduction, the enemies just scratch you, and you keep regenerating shield 24/7
QoL: Instantly starts recharging when depleted; can only occur once every 20 seconds
3. Bloodstar Optimized Renegade Plating
4. Redemption Optimized Dogmatic Scanner - Gauss Cannons deal 20% increased damage
Critical hits web targets for 3 seconds - amazing. Let's you target enemies easier + enables Exploitation
5. Eco Cruise Booster - 45 seconds of non-stop boost, and that's w/o the constant 5 sec per kill regen from Bloodstar bonus
6. Wrath of the Fallen or Autonomous Cargo
Passives:
1. Using a consumable immediately triggers the shield to recharge (pair with Genesis Barrier - immortality)
2. While shields are fully charged, gain 20% reduced boost energy and weapon energy consumption
3. 15% increased shield hitpoints
4. Collecting an energy orb deploys an energy shield for 2s - This also regenerates your weapon energy if you have Shield Generator equiped
Tip 1:
In Windows, go to Mouse Settings and turn on ClickLock.
Tip 2:
In game, go to Settings, Mouse and Keyboard, set Boost Behaviour to Toggle.
I present:
Max damage output almost 500k Kinetic and Energy according to my calculations which are probably not 100% correct - but I've seen 384k energy damage in action.
Not sure why, but Adam just said "My ride situation just improved drastically." with HIVE responding "Might you not be a little too over-powered with this?"
Passives: +30% range, others not important
Expertise: +70.3 Range
Perks:
Close Call, Downtime Warrior
Excessive Force: +30% energy damage
Exploitation
Symphony of Destruction: let them kill each other
Core: Starforged Optimized Energy Core, Firepower/Expertise/+10% primary range
Shield: Primed Shield ST, Firepower/Structure/+10% primary range
Plating: Pango's pride: Precision/Structure/Utility/Expertise
Sensor: Prototype Optimized Wavepulse Analyzer (1/4): Firepower, tag mines, Rail Guns deal 20% increased damage
Booster: Starforged Eco Hydrosurge Drive (2/4): Precision, Weapon damage +20% when standing still, +10% secondary range
Cargo: Wrath of the fallen (makes for a nice distraction, very useful if a strong enemy gets resurrected lol )
Starforged powerful Rail Gun, Catalyst: Kinetic damage (1679/1881 dps; 527/591 per shot)
* 10% chance to increase all damage to hull by 100%
* after 10 non-critical hits: chance increased by 20%
* 10% chance to disable shield
Starforged Marksman Executioner (1/2) - Marksman to get it almost to the same range: about 8km
* 10% chance to regenerate 20% of hull with kill
* 10% chance to increase all damage to hull by 100%
* 20% chance to slow target for 5s
Prototype powerful Jury (2/3)
Prototype Powerful Cruise missiles
Energized Boost
EMP
Tides of Siren(2/4): 30% increased ULT
"Get the hell outta here." - stay far away from anybody, kill them from 7-8km range. Use ULT as soon as it's full and there are big targets. Damage boosters too. Teleport drones get EMPd, then either some missiles or just a Cruise missile. If anybody comes nearer than 2-3 km, get away using energized boost.
The end boss is easy since there's no Resolve timeout: just get far away, then pummel it using rail guns, maybe drop a cruise missile or two for fun.
Starforged powerful Rail Gun:
Fully charged: 750%
+142.2% Firepower
Range: 8km -> +320%
+20% Railgun from Sensor
+20% from Booster while standing (which I'm doing most of the time)
+60% from Vigilante after 6s
+40% damage booster
+300% Shadow Strike
+100% Railgun 10%-chance
+30% energy damage from Excessive Force
*1.8 Critical hit
Depending on how the calculation works you get up to 400-500 times the base damage or "only" up to 28 times
The range calculation doesn't check out. Using the Railgun, I can shoot targets at 8.0, maybe 8.1 km, maybe slightly more but my calc says it should be 3.5km*1.3(passive)*1.7(expertise)*1.1(core)*1.1(shield) = 9.4km, which it definitely is not? How does the calculation work when taking the module bonuses into account?
How's increased damaged calculated? The special ability says "Deals 4% increased damage per 100m distance to target" - so on 1000m one deals 40% extra, that is 100%+40% = 140%, so at 8km it should be 100%+320% = 420%?
Try the Marksman Disintegrator (with kinetic) (damage +5% every second, critical 40/2)
Scout build for Lunacy rift 1000
https://postimg.cc/gallery/GmCynkQ
I made one with Devotion gun and were using "crit happens" perk instead
"Exessive Force", "ulterior motiv " and "symphony of destruction". Went without shield.
This build was harder to manage.
Same for this build. And, it's annoyingly difficult to actually hit with the devotion from long range.
He finishes 1000 lunacy Rifts with impunity and has a build document that people can happily look at.
-thundercore (and EMP with hard reset)
-stormchaser shield with EMP on shutdown
-omnimanus
-dogmatic scanner with whatever bonuses you like (I run crit for the crit god because I don't like weapon specific bonuses)
-efficient cruise booster to permaboost, which is the best defense in the game, far better than cloaking will ever be; get a good roll for handling
-optimized repair bay with handling and speed/boost speed
-rattler with damage ramp up, shield disable, energy restore and barrage catalyst
this will be your main gun; get those energy orbs to keep it firing endlessly
-whatever other guns you like, e.g. PL for when the damn shield disable just won't trigger and eradicator to pair with the radar; vigilante guns work well too and also give you the nice 2 piece set bonus
-rascal for the bonus with the rattler, with whatever bonuses you like (obv. missiles on crits are nice)
-whirlwind with free missiles for 2 piece set bonus and even more EMP because EMP is best
This clears L1000 rifts in 7 minutes if I chain the kills nicely and I am almost invulnerable.
You can make an interceptor with almost the same modules. I recommend for passives primary damage, energy refund on hit (the crux of the build), crit for continuous fire and crit on energy orb / ULT on crit. You won't need energy charge on crit on the rattler, so swap that for a bit more damage. Get an efficient beam with damage ramp up and barrage, you will be able to fire it permanently. Add another missile that you like, e.g. destab or vigilante. I do L1000 in 8-9 minutes with that.
Replace the omnimanus and the scanner with renegade plating and VoD on an EMPlord sentinel and you will have almost 0 device cooldown so you can EMP and corrode your enemies with impunity. Also you will be almost invulnerable due to the sentinel's good mobility (that actually surprised me).
And if the devs fix the scout's spread passive try a shredder, because in rifts kinetic damage is king, and it sounds like a lot of fun. Until then you can try a calibrated shredder (damn I hate 1.6 deg of spread, so useless) on a mobile ship like a stinger for, you guessed it, all the EMP.
You can try scout with lots of stacked crit instead of speed and handling (but keep the cruise booster because it is the best), swift executioner with kinetic damage and the zombie cargo rack. Snipe from afar, permaboost (best defense, never bother with cloaking as the enemies will shoot you regardless), if you see a nice group of enemies get between them and EMP (thundercore ftw), and perhaps get all three vigilante guns because that makes them take EMP as well.
Almost forgot: spamming uncharged executioner on the boss from long range is surprinsgly safe and effective, especially if you roll shield disable on crit and corrosion as railgun gets huge chances for those.
Cheers.
Here is last two part of lunacy 1000 with this setup.
Not devotion gun setup but the other one.
https://www.youtube.com/watch?v=eiq35c4rkXE
I can win maybe 7-8 times out of 10.
Teleportation drones and snipers can still mess you up quickly. It is important to lock-on target to use vigilante 2/3 set bonus, and there are other bonuses also ( when you standing still, when you are cloaked etc.)
Primaries that i have are (i bulit this for two rail gun)
-10% increased primary weapon damage while cloaked (two times)
-10% increased primary weapon range
-20% increased damage against Ancients and Ancient-controlled units (good for Rifts) on one Rail gun (with Swift catalyst)
-Swift Executioner (+kinetic) Killing an enemy temporarily increases this weapon's damage by 1% up to 25% for 8 seconds
-Weapon damage increases by 20% when standing still (important not to move forward or back, boosting etc)
-Rail guns deals 20% increased damage
+Vigilante 2/3 set
+Tides of siren's sea set 2/4
I play that Scout build like this:
I only get a problem with resolve when I'm getting stressed out. Teleport drones are a PITA, but that'swhy I bring the EMP and spam them with Jury missiles.