Pros | Cons |
---|---|
- Very easy tank management
- Very easy cap management - Excels against large groups of enemies - Unaffected by weapon disruption |
- Electricals are very popular which makes the filaments expensive and the loot cheap.
- Very low single target DPS - Has guaranteed death scenarios due to time limit |
Mandatory skills
Edencom Cruiser IV
Medium Vorton Projector V
Vorton Power Amplification IV
Vorton Projector Operation IV
Vorton Arc Guidance IV
Note:
[Stormbringer, T6 MWD Electrical Stormbringer]
Vorton Tuning System II
Vorton Tuning System II
Vorton Tuning System II
Pithum A-Type Medium Shield Booster
Gist X-Type Shield Boost Amplifier
Gistum B-Type 50MN Microwarpdrive
Gistum B-Type Multispectrum Shield Hardener
Thukker Large Cap Battery
Gistum B-Type Multispectrum Shield Hardener
Medium Consortium Vorton Projector
Medium Ancillary Current Router I
Medium Capacitor Control Circuit II
Medium Core Defense Operational Solidifier II
Mid-grade Crystal Alpha
Mid-grade Crystal Beta
Mid-grade Crystal Gamma
Mid-grade Crystal Delta
Mid-grade Crystal Epsilon
Mid-grade Crystal Omega
Zainou 'Gnome' Shield Management SM-703
Inherent Implants 'Squire' Capacitor Management EM-805
ElectroPunch Ultra M x2000
StrikeSnipe Ultra M x1200
GalvaSurge Condenser Pack M x2000
Nanite Repair Paste x200
Standard Blue Pill Booster x10
Agency 'Pyrolancea' DB9 Dose IV x10
ElectroPunch is your main DPS ammo.
Galvasurge is expensive so try to use it as little as possible. It's mostly for Damaviks that will sig tank ElectroPunch but most other frigs have low enough EHP that it doesn't matter. It's also for the extra range if you need it but most of the time you should try to get closer instead.
StrikeSnipe is almost exclusively to pop sub nodes from range to see if they have anything in them.
Always make sure you are carrying a Pyro IV
Cap is a non-issue thanks to the electrical weather bonus, you can keep your tank running 90% of the time even under neut pressure.
Being MWD fit also means you need to clear scrams as well as webs to keep up mobility. This isn't necessary in most rooms (exceptions can be found below) but being able to kite will help keep enemies grouped up rather then spreading to their various optimal orbits.
Danger Level: Low
Quick Tips:
Details:
One of your easiest rooms. Just clear the Snarecasters first as they'll burn ahead of the rest and then try to pick optimal targets for bounces. Don't worry about swapping to GalvaSurge, they have such low EHP that it doesn't matter. Blue clouds and Deviant towers can make this a ~60s room.
Don't get complaicent though. If you let them get ontop of you too quickly they'll spread out and can take up to 5mins to clear.
Danger Level: Low
Quick Tips:
Details:
MWD makes this an easy room. Clear any Snarecasters as usual and orbit the Tessera at about 20km to try and keep them grouped up and they won't even hit you.
Even if you do end up within 5km of them, you have plenty of tank and speed to get away.
Danger Level: Nightmare
Quick Tips:
Details:
This is your worst room. The threat, however, is not the Overmind itself but time. When done well with a Pyro IV and ~70% heat, this room will still take ~8mins. If you see an Overmind in your 1st or 2nd room, assume there will be another and fly appropriately (i.e. fast and efficient). If do you get multiple of these rooms in a single filament, it is an almost guaranteed death but don't give up. If RNG is kind to you, you'll get an easy 3rd room and it's possible to make it out in time.
To clear the room as quickly as possible, Use Pyro IV the moment you see an Overmind, overheat prop and shoot any Plateforgers as you get in range of it. Overheat DPS on the Overmind and orbit at 500 to draw in the other drones. Only swap to snarecasters if you start to fall behind the Overmind, otherwise they will eventually die to bounces so don't worry about them. Once drones are dead, use the fact that the Overmind wants to burn away from you to "drive" it towards the gate and then orbit again at 500 to keep it's speed low. Once it's dead, start repairing heat damage, use the gate and then cancel repair as things get in range in the next room. You want to claw back as much heat as possible in case there's another one.
Danger Level: Low
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Details:
There's a lot of DPS in this room if you let the Kikis ramp, luckily they like to huddle together and never get a chance. Don't bother with Damaviks until everything else is dead, sig tank + a ton or remote reps from the Kiki's mean they'll tank you for days. This does mean you're gonna get scrammed and webbed a lot though so keep that in mind.
Other then that it's a simple room. You might have to skip some sub nodes though for the sake of time because it'll be a while before you can clear tackle.
Danger Level: Medium
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Details:
Spawns here will vary so you'll need to make your own decision based on the room. Harrowing Vedmaks will hurt if allowed to spool but too many Starving Vedmaks + Damaviks can be a lot of neut pressure even in Electricals. Annoyingly the Harrowing and Starving have different ranges they orbit at so you need to pick one to focus on first based on their numbers.
This room can be a relatively slow room because of mixed orbit ranges so keep that in mind.
Danger Level: Medium / High
Quick Tips:
Details:
On paper this is an easier version of the Vedmak room. The problem is the mass of drones that the Vila Triglavians use are a direct counter to the strength of the Stormbringer.
If there is a Short-Range Deviant Automata close to you, orbit it at 500.
If there is a Medium-Range Deviant, try to keep within 30km of it.
If there is a Blue Cloud, get inside it.
If there are none of those, this is going to be a relatively long room.
If there's only a couple of Anchoring Damaviks then clear them first to get your mobility back. If there's a bunch of them though then just focus the Vedmaks to stop them from spooling too much.
Danger Level: Very Low
Quick Tips:
Details:
Your easiest room by far. Aim for the center and watch as the Leshaks helplessly try get away from you only to die in 2-3 cycles. Very hard to make this room take longer then 30s. This is the room you pray to see when you get Overminds and Karens.
Danger Level: Low
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Details:
A nice simple room. Just clear up the things slowing you down and finish the rest.
In other ships you might have to worry about the remote repairs in Lucid rooms but, outside of Trig rooms, the Stormbringer easily overwhelms them.
Danger Level: Low
Quick Tips:
Details:
Another simple room. Basically the same as the Lucids but with different names. The only thing to keep in mind here is that large spawns can have a deceptive amount of HP.
It can take you a while to burn through them if you're suboptimal with your targets but that's something you should be keeping in mind in every room with a Stormbringer.
Danger Level: Low
Quick Tips:
Details:
These guys like to clump together. We like. You'll probably find that by clearing the Nullwarps and Enanglements you'll kill off the rest of them anyway.
They still have a fair amount of HP to get through so it's not quite like the Leshaks or the Tessella rooms.
Danger Level: Low / Medium
Quick Tips:
Details:
Deepwaters are an easy room with the Stormbringer but with a couple of annoyances, one of which can get you killed.
The first is that they barely move which means getting subnodes can mean losing out on dps uptime which allows them time to repair each other making the room take longer. Just skip the distant subnodes.
The second is that these guys fire lots and lots of very slow moving missiles with very long flight times. Overtime you'll start to see lots of little lights following you around and if you decide to stop for too long, those little lights will catch up to you and light you up. I have very quickly found myself in structure when thinking "I wonder how much damage those missiles actually do". All those little missiles that stacked up will hit you in rapid succession for a very large collective alpha.
Don't. Stop. Moving.
Danger Level: High
Quick Tips:
Details:
This is probably your second worst room for the same reasons as the Overmind. Time. Karen doesn't have as much HP as the Overmind but has a lot more support from either Ephialtes Sleepers, Scylla Drifters or both.
Karen can also hit very hard if you let her so keep transversal up as you close range. Once in range, heat your DPS until you are at least through shield and try to push her back towards the gate to save time.
Without Pyro you should still be able to clear this room in about ~6mins but it'll be up to you to judge if you need it or not. Just remember that yes it's expensive, but your ship is more expensive.
Danger Level: Low
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Details:
Marshals have high DPS and will apply to you very well with your prop on so try to minimise it's use until they are dead. After that however it's just a case of killing everything else.
Danger Level: Low
Quick Tips:
Details:
Similar to the Marshal room, Thunderchilds have high alpha that will apply to you very well with your prop on so minimise it's use until they are dead. Once they're dead however, you're free to prop on and clear up.
Danger Level: Medium
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Details:
The combined DPS/Alpha from Marshals and Thunderchilds in this room can get very spicy with prop on, especially if you're unlucky with wrecking shots. With prop off however, the dps becomes managable. Get on top of them ASAP and turn off prop.
Once you're in range of the battleships they go down nice and easily as with their solo rooms and you can use the Thunderchilds to kill the Marshals even quicker for bonus points (just get within 10km). After that you might have to chase down a Stormbringer but as usual it's just a case of clearing up the rest.
Danger Level: Low
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Details:
Sansha have a lot of DPS and EWAR up close but with an MWD they're easy to kite as long as you clear Trappers. Really not much to worry about as long as you're not losing DPS to Priests.
Danger Level: Medium
Quick Tips:
Details:
This is another one of those rooms where it's not hard but it can take an annoying amount of time to clear.
Try to maximise your kite time by burning directly away from the blob but understand that they will catch up to you very quickly. Angel rats have wildly varying orbit ranges which makes getting optimal bounces hard so just focus on clearing the things close to you as optimally as you can and then clear the rest. You will probably want to give up on subnodes in this room, you're probably going to spend a lot of time <100ms.
This guide is considered complete as of 2024-03-02