How do you use the Rapture's Vertigo and the Dunov's Magnetize Hull abilities?

How do you use the Rapture's Vertigo and the Dunov's Magnetize Hull abilities?  I'm not asking about what they do or when to use them.  Rather, as a practical issue of game mechanics, how do you use these abilities now?  One of the recent patches changed the way you use them. 

In the past you would just click on the ability button and it would cast an area-of-effect spell.  Now it seems like you have to cast the ability directly on an opposing ship, but I can't seem to ever cast it.  I even set Vertigo to auto-cast and it still wouldn't cast.  What am I missing?

 

 

7,556 views 15 replies
Reply #1 Top

With Vertigo, you target an enemy frigate within range, and the area of effect is applied to that frigate.

For Magnetize, just target an enemy ship with abilities. I forget if it works on modules or starbases, but there you go.

Reply #2 Top

My Raptures work fine with autocast. :S

Reply #3 Top

I can see how it might make sense to target an enemy ship for Vertigo, but not for Magnetize Hull.  I hope they'll fix Magnetize Hull and make it a simple one-click cast again.

Reply #4 Top

Quoting DirtySanchezz, reply 3
I can see how it might make sense to target an enemy ship for Vertigo, but not for Magnetize Hull. I hope they'll fix Magnetize Hull and make it a simple one-click cast again.
End of DirtySanchezz's quote

Pretty sure Magnetize hull was always a target ability. The Dunov isn't magnetizing its hull, its magnetizing the hull of a target.

Reply #5 Top

I'll often leave an ability on manual cast and if I want to use it but let the AI decide on a target, I'll right-click it so it goes to auto-cast.   If I want to save anti-matter for another ability, I'll right-click again to turn auto-cast off.

But, there are also times when I want to use an ability on a specific ship (where applicable).  I believe magnetize hull causes damage to the affected ship when strike craft hit it so I try to take advantage of that.  I also like to use it on carrier caps because more strike craft spawn from those, so they crash as soon as they take off.

Having said that, yes, auto-cast seems buggy sometimes and it doesn't activate when it seems like it should; maybe due to some very specific triggers.  I see this happen for colonize often when there is no enemy culture to worry about (I never have a problem with Ion bolt, though) and some others.

I believe one of the devs said in an interview that they'd be working on autocasting so hopefully that will help.  

Reply #6 Top

Quoting stein220, reply 5
But, there are also times when I want to use an ability on a specific ship (where applicable). I believe magnetize hull causes damage to the affected ship when strike craft hit it so I try to take advantage of that. I also like to use it on carrier caps because more strike craft spawn from those, so they crash as soon as they take off.
End of stein220's quote

I think it does damage to the strikecraft, not sure if it does to the target ship. The main thing about this ability is the abilities disabled/interrupt or chain strikecraft damage, so you should only use magnatize on another capitalship or a target in the center of a bunch of strikecraft. Anything else is just extra and shouldn't affect your choice of target.

Reply #7 Top

I've always thought the idea behind Magnetize Hull was that the strikecraft slam into the Dunov.  So, do you cast it on friendly ships or enemy ships?  Can you cast it on enemy caps?

Reply #8 Top

You cast it on enemy ships, and you can cast it on enemy caps.  If I recall correctly Magnetize Hull also disables abilities for the duration, so its actually a very useful ability.

Reply #9 Top

Quoting DirtySanchezz, reply 7
I've always thought the idea behind Magnetize Hull was that the strikecraft slam into the Dunov. So, do you cast it on friendly ships or enemy ships? Can you cast it on enemy caps?
End of DirtySanchezz's quote

No, even better. you get the strikecraft to slam into the target. You can cast it on pretty much anything enemy controlled.

Quoting SpardaSon21, reply 8
You cast it on enemy ships, and you can cast it on enemy caps. If I recall correctly Magnetize Hull also disables abilities for the duration, so its actually a very useful ability.
End of SpardaSon21's quote

Yeah, ability disabling is the main affect IMO, strikecraft damage is just a bonus.

Reply #10 Top

Very useful.

And as far as I can remember, it was always a target ability.

Reply #11 Top

The dunov is a BRAWLER.  It goes in close with the rest of its fleet and it has amazing staying power with its shield restore.  It kicks the crap out of enemy shields/antimatter with EMP, and then you magnetize away all the fighters/bombers by magnetizing the hull of ships in between strike craft and their target, so when the strike craft come in range they will suicide on the enemy.  This is particularly effective when facing vasari fleets as they have fewer fighters making it quicker to thin them out.  The fighters straight up die, meaning they need to be replenished.  Magnetize lvl 1 and 2 don't do much, you don't get much of a pull radius, but magnetize level 3 is where this ability shines.  One of the most under used anti strike craft abilities in the game.  With 3 of these you reach a critical mass of kick ass that is hard to break.  A TEC titan supported by 3 dunovs will be a FUCKING BEAST.  The only endgame weakness this strategy has is large, tight formation focus fire from bombers, mainly vasari bombers.  If you can one shot one of the dunovs and avoid the kol flak burst you can start opening the tin can that is the TEC fleet.

 

Reply #12 Top

For Vertigo, you more or less spam it at every opportunity against clusters or enemy units.  Generally speaking, any enemy force that's worth using Vertigo on is a mortal threat to capital ships, so just use it as soon as the cooldown comes up on the biggest cluser of units within range while maneuvering the Rapture as best you can.

Keep in mind that Vertigo has an exponential increase in performance as it levels up.  It's somewhat lackluster at level 1, excellent at level 2, and jaw-droppingly good at level 3.  Getting your Rapture to level 5 is the trick to make it really shine.

As for magnetize, that's tougher to pull off.  You need to get in close to activate it, and timing is an issue.  Really, no right answer; try to use it when there are lots of strike craft (preferably bombers) overhead and/or you want to shut down the enemy's abilities.

 

The dunov is a BRAWLER.  It goes in close with the rest of its fleet and it has amazing staying power with its shield restore
End of quote

Except shield restore cannot self-target, and building multiple Dunovs will cut your firepower so dramatically that the enemy will be able to overwhelm your fleet easily.  Personally I only use it in the TEC vs Advent matchup for EMP; too fragile to even consider when faced with typical LRM or Assailant swarms, but against Advent the ability to cut through both shields and antimatter in an area of effect is way too good to pass up. 

Reply #13 Top


Except shield restore cannot self-target, and building multiple Dunovs will cut your firepower so dramatically that the enemy will be able to overwhelm your fleet easily.  Personally I only use it in the TEC vs Advent matchup for EMP; too fragile to even consider when faced with typical LRM or Assailant swarms, but against Advent the ability to cut through both shields and antimatter in an area of effect is way too good to pass up. 
End of quote

Um...we are talking about fleet capabilities here, don't go all "dunov is a poor start".  I recall stating that having 3 dunovs is a critical mass of kickass.  that translates into dunovs are highly effective in groups, and shield restoring each other is essential.  People seem to think that 3 emp's aren't "dps"...3 fully levelled emp's will wipe out most fleets shields and antimatter, giving you an immediate advantage in firepower because you don't have to worry much about shield mitigation and healing.  This works well on vasari, advent, and tec... Any race that uses shields and antimatter!  Also, throw in a marza in the mix and you have a fleet that can keep it alive through almost anything.  If they bomber spam to counter just spam cobalts no problem.  There is no fleet firepower gimping, its 3-4 caps, any TEC endgame fleet will field that many.  Also, need I remind you that EMPing enemy caps gives your fleet a huge advantage because you can use abilities, and they can't.  The three dunov combo works best in TEC vs TEC or TEC vs Advent matches, yet it is surprisingly strong against the vasari as well.

also versus vasari, you increase your resilience to being focus fired by a large margin when you shield restore and have hoshikos repair.  This buys you more time to allow your flak to cut into those dastardly assailants.  You can also demo bot the kanraks and keep the flak on them if they focus a dunov and retreat it away so they won't be able to snipe it.  Attrition your way to victory, its the TEC way.  The dunov is great at attrition wars.  Use it, love it.

Reply #14 Top

Quoting sareth01, reply 13
  People seem to think that 3 emp's aren't "dps"...3 fully levelled emp's will wipe out most fleets shields and antimatter, giving you an immediate advantage in firepower because you don't have to worry much about shield mitigation and healing. 
End of sareth01's quote
Shield mitigation is always active, even if shields are depleted.

Just letting you know.

Reply #15 Top

Excuse me dirty sanchezz but are you perhaps confused between vertigo and vengeance?

Vengeance you target a friendly ship- A high level Radiance for example. 

Vertigo is one of the most powerful abilities and a no brainer. It targets all enemy frigates, and strike craft in range and autocasts well as soon as there enough anti-matter. 

Just toggle it at level 3 and a guardian's shield projection and i think you receive next to no damage.