Battlefleet Gothic: Armada II – Skills
Skills are unique cooldowns exclusive to the flagship of your fleet. These abilities range drastically between factions and can support a multitude of playstyles. The overall concept when picking these skills is to choose things that either augment your fleet in some capacity or make up for some inherent weakness. These abilities can be offensive in nature, focusing on dealing direct damage to an area-of-effect within the battlezone, depleting the shields of all ships (friend or foe) within a large radius, and pulling micro-warp jumps.
There is no skill that is inherently better than any other. These skills are subjective, and there are far too many variables that go into situations and personal playstyles for me to recommend specific ones. There are certain skills that may work for some factions better than others, but again players don’t always play to their faction’s strengths and can bring surprising compositions and strategies.
The best skills are the ones that you find to work best for you, the faction, your playstyle, and fleet. If you like doing damage, take an offensive skill. Scared of your flagship being destroyed? Take skills that focus on defense and maneuverability. Need more vision of the battlezone? Look at getting probes or some sort of a secondary scouting skill related to your faction.
Please be aware that skills can only be used by the flagship of your fleet, meaning that in order to capitalize on getting the most of your abilities, you must keep your flagship alive. These skills are not available to you if your flagship is destroyed or incapacitated in any way. Play wisely.
A navigator of the Navis Nobilite charting a course for the Imperial warship he is stationed on.
“To gaze into the Warp is to look into the abyss. To understand, insanity itself is to become insane. Worst of all is the knowledge that while you are gazing upon it, the Warp is looking back at you and laughing.”
— Kartr Hollis, Nobilite Emissary