Hello fellow masters of starship destruction!
I thought I might share a Vasari capital ship fleet synergy I have found to be incredibly effective, and strongly advise you to try it out yourself.
This, like any proper capital ship synergy, requires keen observation and micro, particularly with the Anotrak Marauder (probably one of the most overlooked ships in the game, and this is equally as likely to be because using it correctly requires such precise monitoring of its actions).
Anywho, this is made up of 4 core ships (and having just these 4 ships with frigates to boot is a more than capable fleet throughout the game, eventually getting titan support etc when necessary)
The Egg, The Repair cloud boat, the antimatter denier and the manipulation stick.
Jarrasul Evacuator:
Yeah, any mildly competent player uses the yolk-mobile, nano disassemble is an antimatter fusion of awesome, plus its the races colony capital, which is almost essential for proper expansion.
Notes on those unfamiliar, basically fire the nano-death at any large ship being focus fired on (capital ship or titan) to just magnify your damage output.
I myself dont use gravity warhead that much, but It can be useful in situations (stopping enemy retreat is the core one).
drain planet is basically an always use when you get this thing to lv 6 and a planet needs bombing.
This ship ties into the other 3 as the damage multiplier.
Skirantra Carrier:
Repair Cloud, Repair Cloud, Repair Cloud. I dont put any points into scramble bombers simply because I want all antimatter going to this baby (and scramble bombers is only really useful early game or in small engagements). Repair cloud can be put on autocast when your fleet is blobbed around this little hive of healing, but I would recommend the more skilled players micro this to and use it when they see fit.
Replicate forces is like scramble bombers, good in early (if you can get an early lv 6) or small engagements to multiply your firepower.
The engineer of the synergy bubble, it keeps everyone alive (in tandem with the antorak, which I will get to).
Kortul Devastator:
"Thats a nice lot of antimatter you have there, it would be a shame if someone where to totally kefuffle that all up for you"
The ability denier, strike craft plugger, bullet sponge-DPS box. If this group were to expand to 5 capital ships I'd get a second one of these.
Requiring the least amount of micro for the 4 ships, put this guy on autocast overcharge w/ disruptive strikes and cancel enemy ability use, while also swatting a frigate blob or two. The micro for this guy is basically positioning, get him in a spot where all guns are blazing, giving off maximum pew pew.
lv 6 you can basically turn frigate mobs into a rather large bubble wrap balloon
Its the sword and shield of the group.
Antorak Marauder:
This is where micro skills are put to the test, this is the glue for this fleet synergy, and what makes it even that bit more effective.
Phase Out Hull.
Many consider this ability to be 'meh', but I have found that it is incredibly effective at both fleet conservation and guaranteeing an enemy high value target kill (fleeing lv 10 capitalship).
If you find at any point one of your capital ships is under intense fire and is in the state where retreat is starting to look like a good idea, phase that ship out.
All enemy ships change target, your capital ship comes back online and continues to fight.
This ability essentially lets you pick what ship the enemy is firing on, because its cooldown is significantly shorter than its duration (later levels particularly).
Either the enemy is not paying attention and your capital ship will no longer get shot at, or they will focus fire again... just phase it out a second time... opponents may get infuriated with you, so word of caution
As for the other use, if you really want to kill that elite Projenetor Mothership, let the rest of his fleet retreat and phase him out, each time he is about to jump away, phase him out again... you can then proceed to stacking up damage on him before he falls (just make sure you keep phasing him out just before he jumps away, to reset his charge).
Distort Gravity is nice, allowing you to get around quicker and chase/run away from enemy fleets/jump inhibitors
I rarely use the sabotage ability, but it can be useful during assaults, especially on shipyard planets.
the lv 6 gate is a nice gift to have, letting you reinforce and retreat across the galaxy.
This ship is multiple things, but at its core its the manipulator support ship.
What is the ever so critical communities thoughts? and are there better options out there?