I've been reading these forums for a couple of weeks now and have seen many mentions of the Advent Holy Trinity and the Battleball but as of right now have little idea as to what would make up these fleets.
The Battleball as I've been able to decipher from the clues consists of a couple of capital ships at the centre (Progenitor, Radiance and Halycon I think) with some guardians, lots of shield upgrades and a hell of a lot of frigates. Have I missed anything in there?
The Holy Trinity on the other hand... I have no idea. Progenitor, Radiance and Rapture would be my guesses for the Shield regen, Animosity and Vengeance abilities (Cleansing Brilliance and Malice being the secondary set), but I'm not too sure if that's right.
I know synergies are important for Advent, in Entrenchment especially, but matching them up in order to do well is rather difficult when facing unfair AIs or good human players.
Also, have I missed any common strats that everyone apart from me knows?
you've figured it out correctly but don't know the time frame. the abilities have been rebalanced numerous times so as to weaken some of the more abusive combos that existed in the past.
the holy trinity no longer exists, really. in the past (like the distant past, patch 1.05 almost a year ago) the abilities worked kind of differently so you could get some abusive combinations between Malice and Cleansing Brilliance (could instagib entire fleets). the third member of the trinity could have been almost anything but most commonly used would have been the Rapture with Vengeance, which combined very well with Animosity on the Radiance.
both of those combos (Malice + Cleansing Brilliance and Vengeance + Animosity) still kinda work in the game today, but some re-balancing of the abilities means they're no longer abusively powerful like they were in the past. these days most advent players will build Mothership, Halcyon, and Radiance and that might be it.
another relic of the past was the relative state of balance of the various frigates and cruisers in the game. in Sins 1.0 especially the most powerful ships by far were the Assailant and Javelis frigates. Illuminators were the least powerful LRF (they're now the most powerful LRF, alot has changed) and carriers were basically totally ineffective for a few reasons. first of all they only had 1 squadron at the time (advent carriers may have had 2 though). second was that squadrons did less damage and were somewhat easier to kill. third is that it was actually quite effective to spam Flak frigates as a counter against the rampant spamming of LRF based fleets. flaks did better damage against LRFs at the time and have always been very hard to kill, for their cost anyway. so in a world filled with LRFs and Flaks it left the advent with few good weapons. Their LRF was weaker and more expensive than the competition and their carrier was neutralized by all that Flak. more these reasons Advent players really leaned heavily on capital ship weapon systems and special abilities for a big portion of their damage output.
thankfully the current balance of the game is pretty good and Illuminators and Drone Hosts now work very well. Cap Ships are now back in a mainly supporting role in larger fleets and are not the offensive pillars they used to be.
The trinity is basically a progenitor, halcyon, and either a radiance or rapture. It used to be radiance as already mentioned but with carriers being more important now I lean more towards the rapture unless i need detonate to disable a marza or other cap. They have good synergistic qualities that are important to the battleball.
As to the battleball. This is a mix of fleet ships put together in a ball. The necessities of it are a progen, halcyon, guardians, and illuminators. The progenitor regenerates the shields of the ball. The halcyon beats back strike craft and gives dps bonus to surrounding ships in the ball and of course the illums do the damage. Its nice to have a hodgepodge of other ships in there too but these are the necessities for a ball. Dont be tempted to use up precious antimatter on malice with the progen unless you have a really good reason. A well done battleball is something to be feared.
[_]-Greyfox
GreyFox? Is the BattleBall still viable in Rebellion?
I'm guessing he wouldn't know as he posted that reply four years ago.
IMO if you are not fighting any enemies with powerful Area of Effect attacks like the Ragnarov, battleball is still great. However most titans have such abilities in Rebellion now so eventually you'll need to use something else. All of those ships are still useful outside of the battle ball except illuminatiors though. In fact a modern battleball may not even use illuminators at all now, they were nerfed pretty hard.
Thanks GoaFan, i've been out of circulation for a while.
Holy Trinity 2.0
There is 2 types of trinities but it can be argued otherwise because the variations include titans in the later stages.
Defensive Trinity
1.Shield Regeneration (Mother Ship)
2.Vertigo for Received Damage Reduction (Rapture)
3.Push Strike Craft Defense (Halcyon)
Bonus: Suppression Aura for Received weapon Damage Reduction (Coronata)
Bonus Cruiser: Shield Projection for received damage reduction (Guardian)
Bonus Frigate: Advent Royalist Corvette for recieved damage reduction
Offensive Trinity
1.Malice to progenate all damage(mother-ship)
2.Amplify Energy Aura for increased weapon damage (Halcyon)
3.Fracture to lower all enemy armor points for increased damage (Discord) or Detonate/Cleansing brilliance to disable abilities and snipe titans, caps, etc (Radiance).
Bonus: Chastic Burst (Eradica) / Unity mass when malice is active (Coronata)
Bonus Cruiser: Ruthlessness to reduce passive enemy regeneration (Crusader)
https://forums.sinsofasolarempire.com/441263
Stop trolling!
your jalous
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