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Class Guide: Heavy Reinforced Galleons

Introducing one of the most versatile ship classes of Cloud Pirates

Some captains like to specialize, carefully honing their skills for one specific role they excel in. Others, however, like to fly versatile ships that are capable of many different roles. And the Heavy Reinforced Galleon class is just that. On Tier 4, it becomes a powerful area debuffer class, capable of incapacitating entire fleets of enemy ships.

Heavy Reinforced Galleon is a medium-range Heavy Galleon sub-class. Faster and more agile than the Heavy Sniper Galleon, it is a well-balanced class that is suitable for defensive operations. It can be configured either to deliver standard damage, to help allies or to debuff enemy ships, making it very versatile. It has no significant drawbacks, making it suitable even for less-experienced Captains. Heavy Reinforcement Galleon is the primary brawler of the Cloud Pirates Xania tree and can while it can’t take as much punishment as the Heavy Defensive Galleon, its powerful broadsides can rip enemy ships apart at close ranges.

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Basic Heavy Reinforced Galleon Characteristics

  • Maneuverability: Medium
  • Speed: Medium
  • Firepower: Medium (Medium Range)
  • Durability: Medium to High
  • Camouflage: Low
  • Difficulty to play: Medium

Ships in Class:

  • Windfall (Tier 2)
  • Calamity (Tier 3)
  • Cataclysm (Tier 4)

Recommended Tactics

Unlike with some other, more specialized classes, there is no single “right” way to play the Heavy Reinforced Galleon class. All three ships can be configured to suit their captain’s personal style.

The basic role of the class is that of a medium range brawler. This ship class can take some serious punishment while dealing a lot of damage on its own – but in each niche, it will be outperformed by a specialist class. Its durability, while high compared to lighter classes, is lower than that of a Heavy Defensive Galleon and its firepower is inferior to damage dealer classes. The basic tactic therefore is to always use the situation to your advantage in order to give you an edge in battle. Close in on the long range damage dealers, lock enemy support classes in combat or use your mobility to dance around the heaviest behemoths.

As the captain progresses through the tiers, the role of the Reinforced Galleon generally switches to debuffing the enemy ships. Even the Tier 4 Cataclysm can be configured to be a decent damage dealer and brawler, but it’s the special abilities of its guns that give it an edge, specifically by:

  • Slowing the enemy ships down (highly useful against very mobile targets)
  • Reducing enemy gun and module power (especially useful against targets relying heavily on ability combos)
  • Healing itself by dealing damage to the enemy

While the last two are mutually exclusive, combining each of these traits with debuff and self-heal oriented abilities makes the Reinforced Galleon a very tough nut to crack indeed. Correct configuration to fit your play style is the key – damage-oriented captains should select abilities such as Heroism to inflict maximum damage. Defensive-oriented captains should, on the other hand, focus on self-healing abilities such as Energy Theft.

Unlocking the interaction between various modules and abilities and using it to your advantage is one of the most rewarding elements of the Heavy Reinforced Galleon gameplay.

Windfall (Tier 2)

The Windfall is a Tier 2 Heavy Reinforced Galleon. It can be unlocked from the Tier 2 Nimble Heavy Sniper Galleon or from the Tier 2 Furnace Engineering Frigate – a fitting path as the Heavy Reinforced Galleon class combines the properties and abilities of the two abovementioned classes. While not as versatile as the higher Tiers, it serves as a solid introduction to the class gameplay.

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Frontal Firepower

  • Moray – standard frontal mid-range cannon, fires a single salvo before overheating
  • Raven – lower damage per shot but slightly higher range and higher rate of fire
  • Clover – support cannon, very low damage, but slows enemy ships down, slightly higher range than Moray

Broadside Firepower

  • Torch – low-damage cannon that slows enemy ships down
  • Uranus – high-damage but low rate of fire cannon, requires careful aim
  • Thundercloud – fires in volleys, fast and accurate
  • Pioneer – fires in volleys, significantly lower damage before overheat than Thundercloud but reloads faster, aiming is made easier by much faster shells

Abilities

  • Wave Shift – teleports the ship forward and launches an impulse slowing ships around it down
  • Impulse Shift – teleports the ship forward and launches an impulse reducing incoming damage to allies (Wave Shift and Impulse Shift share cooldowns)
  • Increased Heat Capacity – reduces cannon heating
  • Torpedo Volley – launches a torpedo swarm doing significant module damage
  • Stream Fire – inflicts damage to enemies around you and restores your ship’s hull hitpoints
  • Explosive Barrier – a short duration shield that can absorb a small amount of damage and releases an explosion when destroyed
  • Energy Theft – hitting enemy targets restores your shields

Calamity (Tier 3)

As its name suggests, the Calamity can be a disaster for your opponents. Its purchase marks the shift towards debuffing and support role of the class.

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Frontal Firepower

  • Carat – a special low-damage torpedo that reduces the power of enemy abilities and cannons by 50 percent (for debuff builds)
  • Screw – standard frontal weapon (for damage builds)
  • Hummingbird – a special low-damage torpedo that depletes enemy shields and heals your shields by the same amount (for self-heal builds)

Broadside Firepower

  • Nail – low-damage cannon that slows enemy ships down (for debuff builds)
  • Cascade – fires in volleys, fast and accurate
  • Horn – fires volleys of two shots, fast and accurate
  • Grotto – special low-damage cannon that reduces the power of enemy abilities and cannons by 25 percent (for debuff builds)

Abilities

  • Wave Shift – teleports the ship forward and launches an impulse slowing ships around it down
  • Impulse Shift – teleports the ship forward and launches an impulse reducing incoming damage to allies (Wave Shift and Impulse Shift share cooldowns)
  • Energy Theft – hitting enemy targets restores your shields
  • Torpedo Volley – launches a torpedo swarm doing significant module damage
  • Stream Fire – inflicts damage to enemies around you and restores your ship’s hull hitpoints
  • Defensive Barrier – a short duration shield that can absorb a small amount of damage and heals the ship hull when destroyed
  • Kinetic Barrier – a short duration shield that reflects 75 percent of damage done by enemy ships and reduces the damage from enemy constructs (turrets) by half
  • Defensive Beacon – summons a beacon that increases damage done to enemy ships and decreases damage done to allied ships in a certain radius

Cataclysm (Tier 4)

This ship is the ultimate Heavy Reinforced Galleon of Cloud Pirates. Like other Tier 4s, it has a special Judgment Day ability along with a wide array of weapon and ability options.

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Frontal Firepower

  • Carat – a special low-damage torpedo that reduces the power of enemy abilities and cannons by 50 percent (for debuff builds)
  • Screw – standard frontal weapon (for damage builds)
  • Raven – a special low-damage torpedo that heals your hull over time, effect can stack (for self-heal builds)

Broadside Firepower

  • Nail – low-damage cannon that slows enemy ships down (for debuff builds)
  • Cascade – fires in volleys, fast and accurate
  • Horn – fires volleys of two shots, fast and accurate

Abilities

  • Wave Shift – teleports the ship forward and launches an impulse slowing ships around it down
  • Impulse Shift – teleports the ship forward and launches an impulse reducing incoming damage to allies (Wave Shift and Impulse Shift share cooldowns)
  • Energy Theft – hitting enemy targets restores your shields
  • Increased Heat Capacity – reduces cannon heating
  • Torpedo Volley – launches a torpedo swarm doing significant module damage
  • Stream Fire – inflicts damage to enemies around you and restores your ship’s hull hitpoints
  • Kinetic Barrier – a short duration shield that reflects 75 percent of damage done by enemy ships and reduces the damage from enemy constructs (turrets) by half
  • Defensive Beacon – summons a beacon that increases damage done to enemy ships and decreases damage done to allied ships in a certain radius
  • Heroism – reduces cannon heating and inflicts damage against enemy ships in a certain radius over time (ability’s active time extends as long as your ship takes damage for the maximum length of 15 seconds)
  • Deep Defense – reduces incoming damage and heals hull every second (ability’s active time extends as long as your ship takes damage for the maximum length of 15 seconds)

Judgment Day Ability

The ultimate Heavy Reinforced Galleon ability is called “Disaster.” Upon activation, the ship creates a 65-vessel radius field that disables enemy tactical modules and increases the damage the ships within it take by 35 percent.

Conclusion

Heavy Reinforced Galleons in capable hands are some of the most dangerous opponents you will encounter. A skilled Heavy Reinforced Galleon captain will always have the right tool for the job, an ability that is further enhanced in the recently introduced option to switch builds in battle. It can be an extremely challenging opponent especially as a part of larger groups and captains are encouraged to target it as soon as possible, lest its debuffing abilities turn the tide of the battle against them.

Happy hunting, Captains!

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