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Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips)

STAR WARS: The Old Republic > English > Galactic Starfighter
Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips)
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Ryuku-sama's Avatar


Ryuku-sama
09.01.2014 , 06:26 AM | #281
Novadive/Blackbolt

Defensive Components : The Basics : This ship defenses are simple. Do NOT get hit.

Defensive Components I : Passive Evasion : This build use Distortion Field, Lightweight Armor and an Evasion crew for a 33% passive evasion, a second missile break on a 20s CD followed by a 35% evasion boost. Since Distortion Field takes care of giving you a missile break on a relatively long CD, you can use any manoeuver since you will have with the worst choice, Barrel Roll, a break every 10s. Another advantage of having two lock-on break simply comes from firing them in a short window or to simply use your manoeuver for something else while keeping Distortion Field to break an incoming missile or to use Distrtion Field to avoid fire and keep your engine to do it. Using a Running Interferance copilot is good but I prefer running an offensive copilot (normally Wingman).
Shield : Distortion Field (right)
Engine : Doesn't matter. The T3 upgrade is always either 10% more speed or 10% more turning. This choice depends on your skill. If you always think you should turn faster to keep a beat on your target, go with turning. Otherwise, go with speed.
Armor : Lightweight Armor
Thrusters : Regeneration Thrusters
Engineering Crew : C2-N2/Blizz
Defensive Crew : Nadia Grell/Vector

Defensive Components II : Active Evasion : This build relies on actively evading your opponents. You need to stay out of their line of sight, out of their range. This build comes with 45% base shield over the Passive Evasion build and about three or four time as much boosting power depending on the situation while losing a missile break, 9% evasion and a 35% active evasion boost. StE Converter will basicly transfer 18% of your base shield to your engine. This gives you a very good boosting power. Though the lack of lock on break will force you to use Power Dive. Here again using a Running Interferance copilot is good but I prefer running an offensive copilot (normally Wingman).
Shield : Engine Power Converter/StE Converter (left)
Engine : Power Dive (left)
Armor : Lightweight Armor
Thrusters : Regeneration Thrusters (Speed Thrusters can be used if you use Booster Recharge)
Engineering Crew : C2-N2/Blizz
Defensive Crew : Nadia Grell/Vector

Offensive Components : The Basics

The Novadive/Blackbolt has six major offensive components. Rocket Pods. Sabotage Probes. Thermite Torpedoes. Tergeting Telemetry. EMP Field. Booster Recharge (it is more a defensive components but in an offensive slot and will still dictate your playstyle). It also has two primaries. Light Laser Cannons and Laser Cannons. Rapid-Fire Laser Cannons and Sensor Beacon are trap. Sensor does absolutely nothing useful in the small map we actually have (it would take a map about twice as big as Denon for it to be useful). RFL are just trash. Lowest DPS. Low accuracy. High RoF. Laser Cannons is better used because of its range which make it better when time is a factor rather important in your DPS, so when using a cooldown or a debuff as your primary source of damage. Light Laser Cannons higher close range DPS is better when time is a non issue but you want to max out your DPS output because your max DPS is limited in number, like with Rocket Pods.

Offensive Components I : Rocket Pods and Targeting Telemetry : This build is the best offensive build for a Nova. 15% chance of criting on a Rocket and 59% on a laser with TT and CF up is huge. 75% crit multiplier is even better. Targeting Telemetry also has 50% uptime (30s CD, 15s duration) which is the best buff ingame. Basicly this build is made to stay in the fight and kill stuff. So the Pasive Evasion defensive build is slightly better, but the far higher shield of the active evasion is good too, especially against bombers.
Primary : Laser Cannons (left/right) OR Light Laser Cannons (left/right)
Secondary : Rocket Pods (right/left) : Since you should NEVER need the DoT with how fast you should kill about everything, the increased range is your only option, especially since it raises their accuracy slightly.
Systems : Targeting Telemetry (right/left) : Since Targeting Prediction only works on the activation, it is less efficient than an evasion buff.
Capacitor : Frequency Capacitor
Offensive Crew and Copilot : Qyzen Fess/Lt. Pierce


Offensive Components II : Rocket Pods and Booster Recharge : This build forgo some burst for an even better mobility. With fully maxed LLC and pods, you can waste most opponents before they can react. But bombers, heavily armored gunships and strikes while have time to react before you can down them. This build is a hunter build. You lack the ober burst of Targeting Telemetry, but you have the mobility to keep up with about anything, especially if you are using StE Converter. This build is made to work with Wingman, but Bypass could be good (only on Pubside since Impside cannot get Bypass without losing more important passives).
Primary : Light Laser Cannons (right/right) : Since this build doesn't rely on crits, the tracking penalty reduction overweight the crit chance here. The need for high DPS here forces the use of LLC instead of LC slighty lower DPS but better efficient range.
Secondary : Rocket Pods (right/??) : Both the DoTs and the range buff are valid choices.
Systems : Booster Recharge (left/left)
Capacitor : Frequency Capacitor
Offensive Crew : Kira Carsen/Lt. Pierce

Offensive Components III : Sabotage Probe and Targeting Telemetry : This build focuses on controlling your target then bursting it down. Targeting Telemetry, Concentrated Fire and Light Laser Cannons together give you over 2000 dps. Lock a probe, boost up close, launch the probe and burst down your target. If you can, try to target people who will end up crashing once under Sabo's effect, it'll force them to stop and be easier to kill. TT and LLC can also kill things up pretty fast even without Sabo's control or CF crit chance.
Primary : Laser Cannons (left/right) OR Light Laser Cannons (left/right)
Secondary : Sabotage Probe (left/----) : The speed debuff is the best choice, but T5 upgrade seems to make Sabo bugs. So just don,t take any until this bug is fixed.
Systems : Targeting Telemetry (right/left)
Capacitor : Frequency Capacitor
Offensive Crew and Copilot : Qyzen Fess/Gault

Offensive Components IV : Thermite Torpedoes and Targeting Telemetry : Thermite Torpedoes delivering a nasty debuff, this build focuses on exploiting it. Laser Cannons longer range comes into play here since you basicly want to begin inflicting damage as soon as you can. Note that Impside can't get both Concentrated Fire, Pinpointing and Improved Kill Zone, so you must chose between Pinpointing and Improved Kill Zone.
Primary : Laser Cannons (left/right)
Secondary : Thermite Torpedoes (left/left) : Since the only use of the torpedoes is to enhance your own damage, increasing its duration is the best choice. The speed upgrade is the best choice, but if you can't lock easily in the smaller arc, the firing arc upgrade is a valid choice.
Systems : Targeting Telemetry (right/left)
Capacitor : Range Capacitor
Offensive Crew and Copilot : Qyzen Fess/HK-51 OR Gault

Offensive Components V : Rocket Pods and EMP Field : This build is excellet to counter gunships and bombers. Use EMP Field to disable a sat's defenses than neutralize the bomber swiftly up close. Or keep a gunship form fleeing before you open up on his six. This build is mostly made to use Wingman, but Pubside could also use Bypass even if it's less effective.
Primary : Laser Cannons (left/right) OR Light Laser Cannons (right/right)
Secondary : Rocket Pods (right/??) : Both the DoTs and the range buff are valid choices.
Systems : EMP Field (right/????) : Both T5 upgrades are valid choices, depending on what you which to lock-out on the enemy. The engine lock-out is more useful against everything, but timing correctly an EMP with shield lock-out on a Charged Plating user is awesome.
Capacitor : Frequency Capacitor
Offensive Crew : Kira Carsen/Lt. Pierce

Offensive Components VI : Thermite Torpedoes and EMP Field : Bomber Killer. I have no other way to explain it. Basicly it uses Thermites to weaken the bomber's hull and EMP Field to neuter its defenses. Using Bypass on this build is awesome, but again Impside should never try to get it and instead use Wingman.
Primary : Laser Cannons (left/right)
Secondary : Thermite Torpedoes (right/left) : Since the only use of the torpedoes is to enhance your own damage, increasing its duration is the best choice. The speed upgrade is the best choice, but if you can't lock easily in the smaller arc, the firing arc upgrade is a valid choice.
Systems : EMP Field (right/????) : Both T5 upgrades are valid choices, depending on what you which to lock-out on the enemy. The engine lock-out is more useful against everything, but timing correctly an EMP with shield lock-out on a Charged Plating user is awesome.
Capacitor : Range Capacitor
Offensive Crew : Qyzen Fess/Jaesa Wilsaam
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015

Magira's Avatar


Magira
09.01.2014 , 07:19 AM | #282
Not that the other build would be bad here (including myself ), but the Nova Guide by Ryuku-sama surpasses everything in detail and alternative options. I fly my Blackbolt often here but I could still learn a lot. Thank you!
The Red Eclipse: Ynaxi, Thamari, Shakrj , Lorilee, Maedu
Guild: The Wookiees Legacy:Shockwaverider
https://en.wikipedia.org/wiki/The_Shockwave_Rider

Ryuku-sama's Avatar


Ryuku-sama
09.01.2014 , 07:34 AM | #283
Quote: Originally Posted by Magira View Post
Not that the other build would be bad here (including myself ), but the Nova Guide by Ryuku-sama surpasses everything in detail and alternative options. I fly my Blackbolt often here but I could still learn a lot. Thank you!
THank you I'll post my future guides too when I'm done writing them then At least if our lovely despicable (yeah Verain I'm talking of you) doesn't destroy my less serious builds
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015

Gavin_Kelvar's Avatar


Gavin_Kelvar
09.01.2014 , 10:07 AM | #284
Looks good, but I thought Barrel Roll's break was every 20s and only Power Dive had a break every 10s. I don't think that alters your recommendation of DField for it's missile break but I do think that alters how/when you use breaks since you can't spam either.
Aodhán Guilhem
Republic Strike Fighter Pilot
Jedi Covenant

Ryuku-sama's Avatar


Ryuku-sama
09.01.2014 , 12:03 PM | #285
Quote: Originally Posted by Gavin_Kelvar View Post
Looks good, but I thought Barrel Roll's break was every 20s and only Power Dive had a break every 10s. I don't think that alters your recommendation of DField for it's missile break but I do think that alters how/when you use breaks since you can't spam either.
In fact you can spam, than hide for 15-20s. Or fire them every 10 sec.. Like you would do with the second defensive style
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015

Gavin_Kelvar's Avatar


Gavin_Kelvar
09.01.2014 , 12:31 PM | #286
Quote: Originally Posted by Ryuku-sama View Post
In fact you can spam, than hide for 15-20s. Or fire them every 10 sec.. Like you would do with the second defensive style
oh I think I get what you're saying, the way it read though sounded like you were saying Barrel Roll had a 10s CD.
Aodhán Guilhem
Republic Strike Fighter Pilot
Jedi Covenant

tunewalker's Avatar


tunewalker
09.03.2014 , 01:11 PM | #287
Making edits to the Pike Guide, gotten through weapons will be back to write more later, wish i could play but my internet is so dodgy lately .

TrinityLyre's Avatar


TrinityLyre
09.07.2014 , 09:15 AM | #288
Thanks for the comments and discussion! I've gone through it and added each build to their respective sections. I'm glad people are still finding this useful and interesting. If there are any future demos, videos, tutorials of any kind or things you guys find helpful, let me know and I will add them!

I'm glad there's still new players taking advantage of all the stuff our veterans have put together.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

motski's Avatar


motski
09.10.2014 , 06:51 PM | #289
Sticky please

Ryuku-sama's Avatar


Ryuku-sama
09.11.2014 , 12:27 PM | #290
Second part of my guide!!!!!!!!! The Boy Bomber!!!!!! If I finish this Stasie, you will have to replace your guide with mine

Rempart Mark Four/M-7 Razorwire

The T1 Bomber (also known as Boy Bomber) was designed to be an assault ship. Mines high AoE burst and control was initially capable to clear a whole sat in a matter of seconds. Now, after that mines' AoE learned to follow LoS, they have lost a lot of punch. Diving in a battle after your team's gunships destroyed the turrets (or even before if you are using Charged Plating) can still turn the sat. But their offensive capacities have been brought in line with T2 Bomber's. Basicly, T1 and T2 Bomber has the same role, with the T1 having a slight edge with Hyperspace Beacon and the T2 having a bigger one with Repair Drone.

Defensive Components : The Basics

The T1 Bomber has two shields. Overcharged Shield and Charged Plating. Shield Projector isn't good enough. As a bomber, you'll be focused. Hard. Often. Higher base shield will always trump regeneration under heavy fire simply because your regeneration will never kick in. Sure Shield Projector's active can regenerate up to 48% of your shield over 10s or 40% over 6s. Overcharged Shield still give 50% more base shield for the worst shield regeneration in-game, problem that can be covered by one EtS Converter. And its active has a rather high uptime (slightly less than 45% if not talented) that basicly boost your shield strenght by 18% (27% if talented). Charged Plating is better than Shield Projector because of its high uptime (slightly under 60%) and huge DR (99%). Sure its bleedthrough make it rather hard to use since you can't negate the armor pen weapons as well as you could without it.

Defensive Components I : Overcharged Shield : This shield strenght is clearly the huge buffer it is. 2925. 3195 with the active. 3330 if talented. The best shield capacity in-game. But it comes at a rather heavy cost. 60% less shield regeneration. It could as well be 100% it wouldn't change anything. Because of this you are forced to use EtS Converter to create a somewhat good shield regen of 300 shield every 6s at a moderate sacrifice of engine power. This defensive build is more general than the next one. Using Hydrospanner is the best option here.
Shield : Overcharged Shield (???) : Both options are viable. The better uptime shines in an attrition war around a sat while the higher buff shines in a joust.
Engine : Shield Power Converter/EtS Converter (left) : This build places all its survivability in the hope its shield will be enough to survive. So chosing more shield is the best bet in this situation.
Armor : Deflection Armor : More DR means more survivability against Seismic Mines, which are one of the biggest threat to a bomber, behind gunships.
Reactor : Large Reactor
Engineering Crew : C2-N2/Blizz
Defensive Crew : M1-4X/Xalek

Defensive Components II : Defensive Charged Plating : This shield is almost OP. If it wasn't for the overly impressive number of armor pen weaponry in the game, it would be. 99% DR. 99% DR. 1% damage. Almost 60% uptime. You're basicly God.. Until a) BLC b) HLC c) slug/plasma railguns d) any torpedo e) concusion missiles talented for armor pen f) rocket pods. This defensive build is powerful against newbie (since none will have armor pen) or when you can identify most weapon at their firing patterns. If you can't do it, don,t use this build. You'll get exploded too fast for you to blink. The bleedthrough is dangerous. Add to that an armor pen, and you will eat 20% of the damage you would normally mitigate with a normal shield. Against weapons fielding armor pen, your only option is to keep your shield up for as long as you can. Hydrospanner is almost mandatory on this build. It's small... But it's something.
Shield : Charged Plating (right)
Engine : Shield Power Converter/EtS Converter (right) : More engine means more shield. And having enough engine to get away from armor pen weaponry is key to your survivability
Armor : Deflection Armor
Reactor : Large Reactor
Engineering Crew : C2-N2/Blizz
Defensive Crew : M1-4X/Xalek

Defensive Components III : Utility Charged Plating : The engine component in this build, unlike the previous one, doesn't contribute to your survivability. Interdiction effects are nice. Snaring your opponents is awesome. But Interdiction Drive radius is far too small and it is plagued by a really bad probem. It destroys your turning by making you go faster. It also cost far too much engine to be an efficient escape manoeuver. Hyperspace Beacon is awesome. Simple. It's one of the best utility components in game.
Engine I : Interdiction Drive (??) : Both options are valid.
Engine II : Hyperspace beacon (left) : Your Hyper Beacon should be placed far enough from the fight it won't be seen and attacked. The speed buff help your allies to join the fight faster. Remember that people using the Beacon will spawn facing the direction you were facing when you placed it.

Offensive Components : The Basics

This ship can be built for assault or for defense. Sure a more defensive build can be used to attack a sat, or a more offensive build to defend a sat but they will shine much more in their dedicated role than in the other. Defensive build normally try to create a no trespassing area around the sat. You can acchive this mostly by stacking mines in strategical emplacements, away enough of the sat to destroy thing before they get close, and force them to avoid the mine and let you hammer them with your lasers, and some others close enough to the sat to keep everyone from hiding around it for too long. The assault builds normally use mines that have much more punch, but aren't as easily stackable. The goal here is more to pop one mine every 7 sec and put out as much AoE pressure as you possibly can, trying to make them detonate manually if needed. Both of these builds use the same weaponry, the mines being the only changes between them.

Primary : Heavy Laser Cannons (right/left) : Armor pen and shield pen is the standard build for HLC. Using LC could be a good idea, but I always find myself wishing for extra range when i do. While I don,t miss the slightly higher firing arcs of LC when i use HLC.
Magazine : Regeneration Extender
Offensive Crew : Any that give Pinpointing. Pubside, I use B-3G9 for Hydrospanner, but using another one and getting Bypass from M1-4X is also a good idea. Impside, I use any of them since Bypass is impossible to get without losing Pinpointing, and I get Hydrospanner from Blizz.

Seeker Mines : Seeker are nice. Very nice. High damage, huge activation radius, possiblity to poop up to three mines. But they are single target and depends on a instant lock-on. Stacking three of those around a sat ensure that against anything but a T1 triple breaker scout, at least one will hit. The AoE is nice but I find it lackluster. 2000m is too small for a simple 441 damage. The speed increase is better than the radius increase in my opinion simply because the speed increse let less time to the opponent to react. Seeker Mines fit rather well a defensive build. Three Seeker and two or three mines around a sat willkeep about anything but a specialized build or a crazy pilot away.

Seismic Mines : Seismic pack a lot of punch. 593 damage straight to the hull. That's just powerful. But it comes at a rather heavy price. Despite its large detonation radius, its proximity radius is rather small and only one mine can be up at any moment. This led to a special gameplay. The maunual detonation. Requiring some practice, detonating manually a Seismic can make up for its lack of proximity radius. The radius increase is a good choice, but I prefer the snare simply because a snared target is easier to kill. The crit chance is good but the hull DoT is more powerful.

Interdiction Mines : Interdiction. 60% snare. Do I need to say more? This mine is simply powerful. A snared target is a dead target if anyone bother to kill it. Always using the 10% extra snare, your only choice comes if you want to use it offensivly or defensively. On an assault build, you will chose the extra radius while you will chse the extra mine on a defensive build.

Concussion Mines : Concussion are a good damage mine. 950 hull damage, 1113 shield damge, 20% shield pen. They pack a lot of punch. A whole lot of punch. They are good both for an assault build and a defensive build. For the defensive build, you should go with the extra mine while the extra radius is more useful for an assault build.

Ion Mines : These are garbage. They do less damage than a Concussion, and drain almost nothing. The regeneration slow is simply subpar when you look at Ion Railgun or Ion Missiles.
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015