Galactic Star Fighter: Flashfire Scout Guide



With the 7.0 update to Star Wars: The Old Republic came new gear and new ways to get them. In an unexpected turn however, one of the best ways to get gear is to do Galactic Starfighter. This was because of the repeatable weekly quest that rewarded you with the much needed resources to upgrade through the PvP line of gear, then transition to another line of gear that could exceed the PvP gear's rating.

The Scout class of ships excel at getting in and out of combat quickly. You will often find yourself strafing behind cover after emptying your weapons on an enemy to avoid fire from other enemy ships. While other Scouts are designed to do exactly what they're named after, scout, with their various components to extend allies view of the battle field, while disrupting the enemy's, the Flashfire is the Scout ship built for ship-to-ship combat. If you don't mind trading the survivability of a Strike Fighter for some extra maneuverability and fire power, then the Flashfire is the ship for you.

I am by no means a top tier pilot, but even with my constant 300 ping I am able to sneak in some kills here and there, and have a good time while grinding for gear with this build.


Major Components

Primary Weapons


Rapid-fire Laser Cannon

While your primary weapons can be your personal choice and I have seen most builds go for the Burst Laser Cannon, I prefer the Rapid-fire Laser Cannons specifically for their low power draw, high DPS, and the constant fire rate. For the first upgrades you will want to choose the Increased Critical Hit Chance for an added 8% chance to crit, and for the second upgrade choice you could pick either, but I prefer the Increased Shield Damage to burn through larger shields.

Secondary Weapons

Rocket Pods

To be honest, your secondary weapons can be your personal choice, but I use the rocket pods specifically for quick shots on enemy turrets. They're also good if your target is flying in a predictable predictable straight lines. As of writing this I have only got the first upgrade and they do the trick for what I need, but for your upgrade choices you could pick either of the options. If you find yourself running out of missiles, grab the Increased Ammo Capacity. If not, then go for that Increased Firing Arc. The second choices are both good too but depend on your target. Firing a missile or two before you're in blaster range and getting some extra DOT (damage over time) damage with the Plasma Warheads option is a good idea, but if you're using them for satellite turrets, I'd suggest the Increased Range to get an extra 600m of effectiveness, meaning you can fire earlier and get more shots off.

Systems

 
Blaster Overcharge

This option is a must for the Flashfire. Having your fire rate increase allows you to decimate your target in seconds if aimed correctly. I tend to use this when I'm just about to get into blaster range while I'm chasing someone. Your first choice upgrade is an obvious one, get that 8% increase to your fire rate while Blaster Overcharge is active for a total of 33% increase to your fire rate. The second is situational so pick depending on what scenario you find yourself in mostly. Pick Improved Blaster Range if you find yourself struggling to get your target into blaster range, but if that's not an issue, pick the Increased Weapon Damage

Shields


Distortion Field

This is another amazing component that makes the Flashfire an amazing dog fighter. The added evasion passive is a huge increase and when the ability is active, it adds another 27% on top of that. With this build, when Distortion Field is active, you will have a total of  60% evasion! 33% passive plus the 27% active. The choice upgrade is a no brainer. Being able to use this ability for not only an evasion boost, but also to break all locking on missiles for 6 seconds can protect you from your target's team mates and decide a skirmish if played right.

Engines


Retro Thrusters

Another one that is up to personal choice, but it can make a great back up when Distortion Field is on cool down, and get your out of a bad position to regroup with your allies or just hide while your abilities cool down and your shields regenerate. You shouldn't be running out of engine power if you're managing your resources well, so pick the Increased Turn Rate to help you out in dogfights.


Minor Components

Armour


Lightweight Armour

Scouts need evasion to make up for their lackluster shields and hull. This will give you an extra 9% passive evasion, bringing your passive total up to 33% with distortion field.

Capacitor


Frequency Capacitor

Rate of fire is key in this build. Fully upgraded you will gain an increase of 15% fire rate, making Blaster Overcharge even more useful. 

Reactor


Large Reactor

This one is a must have, given it will cancel out the 20% shield reduction from Distortion Field. Scouts shields may not be good, but at least they're not terrible.

Thrusters


Turning Thrusters

Being able to out manoeuvre and keep up with your enemies are a staple for Scout ships. The 10% increased turn rate paired with your thruster's additional 10% increased turn rate make a huge difference in 1 on 1 dog fights and out manoeuvring the enemies chasing you.


Crew

Offensive


Kira Carsen

Kira increases your ammo capacity by 30% and weapon accuracy by 6%. With how quickly your skirmishes will be, and how fast your blasters fire, you will need that added ammo capacity.

Defensive


Nadia Grell

An additional 5% evasion is a great help. This is a part of the 33% evasion I mentioned in the Shields section. While evasion is the priority defensive stat, the increased pool power by 10% is nice touch.

Tactical


Lieutenant Iresso

Scout ships are designed to increase your team's field of view, and reduce the enemies, and Iresso's passives do just that. The sensor dampening by 2000m is what stands out for me as with a good speed boost you can get close to enemies while they're distracted.

Engineering


T7-01

I have seen a handful of guides that put C2-N2 here, and while that is a very crewmember if you find yourself running out of engine power often, I fine that T7's 15% increase to the blaster pool and 13% reduction to the cost of firing blasters means you can chase an enemy fighter for as long as you need to take them down.

Copilot


Lieutenant Iresso 


 Wingman

Because of the scout's frailty you will be spending a lot of time near your allies to take on fights together and watch each other's backs. Being able to increase not only yours, but two nearby ally's accuracy by 20% is a huge buff, and one that can have your wingman take an enemy off your tail, or you do the same for them. Just remember to stay with your teammates.

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