I want to preface this by saying that A-wings don't cut it at the moment.
There has been a short window that I personally missed, between Wave 11 and G4H/FAQ, where many 1-agility ships were being flown. But that window was not as good after all because of all the bombs. An even shorter window might be open right now, before we collectively rediscover thanks to Duncan Howard that Palpaces and high-agility ships are working again, but where bombs are already less prevalent.
The point I want to make here: A-wings are not competitively viable at the moment. Thus, whenever you actually take an A-wing, you are already making a non-optimal decision and the build does not matter as much as the fact that you just chose an A-wing.
However, if you do love them as much as many of us do, and if Jake Farrell is the pilot of your dreams, then there is one clear choice for his two EPT slots:
Veteran Instincts and Push the Limit.
Why not Intensity? It has such a nice synergy with his pilot ability, right? No. Let's look at this for all the possible cases and all the reasons why one or the other is better.
1) Push the Limit
-
Maximal amount of actions over two turns: 3+3
-
Focus + pilot ability (boost/roll) + evade/TL/boost
- Obligatory: 1 focus, 1 reposition
- free choice: 1 action
-
Focus + pilot ability (boost/roll) + evade/TL/boost
- Cost: 3 points
- Drawback: locks you into green maneuvers
2) Intensity
-
Maximal amount of actions over two turns: 3+3 or 4+2
-
Focus + pilot ability (boost/roll) + focus (intensity) + pilot ability (roll/boost)
- Obligatory: 2 focus, 2 reposition
- free choice: 0 actions
-
Focus + pilot ability (boost/roll) + focus (intensity) + pilot ability (roll/boost)
- Cost: 2 points
- Drawback: requires you to reposition or to lose actions
Intensity wins on cost, as it is a point cheaper. It also wins by keeping your dial open. But it clearly loses in action economy.
Jake is an arc-dodger. That means he tries to dodge arces by choosing the correct maneuver, repositioning and then surviving on his token stack. There are two points to be made here:
- Ideally he gets focus+evade+boost+barrel roll. Almost what Intensity delivers, for one turn, as you can get focus+focus+boost+roll. After that one turn you are action starved because you're limited to focus+boost/roll, hence the notation of "4+2".
- You don't want to be forced to take repositions. Sometimes your maneuver is already perfect. Sometimes you can't roll or boost because of obstacles or other ships, or because doing so would bring you into range 2 or into another arc. That means choice is more important than being forced into those 2 repositioning actions per turn!
Action Economy: let's look at all possibilities
Jake with PTL:
-
1. Focus, 2. roll, 3. evade/TL/boost + stress
- allows a preference for defense, offense, or arc dodging however you need it. Locks you into a green maneuver
- 1 reposition obligatory
-
1. Focus, 2. boost/roll
- keeps your dial open
-
1. Focus, 2. evade/TL + stress
- allows a preference for defense or offense
- keeps you in place if you want to stay there
Jake with Intensity:
-
1. Focus, 2. roll/boost, 3. Focus, 4. roll/boost, 5. -1 Focus to recharge intensity
- gives you 2 repositions (1 obligatory), and 1 focus to use
-
1. Focus, 2. roll/boost, 3. Focus, 4. roll/boost
- gives you 2 repositions (1 obligatory) and 2 focus to use
- locks you into focus+boost/roll in the following turns
-
1. Focus, 2. roll/boost, 3. Evade, 4. -1 Focus/Evade to recharge intensity
- 1 reposition (1 obligatory), 1 focus
-
1. Focus, 2. roll/boost, 3. Evade
- gives you two tokens to use, but that will lock you into 2 actions
- forces you to reposition (1 obligatory)
-
1. Focus, 2. boost/roll
- locks you into two actions for much of the game because you will very likely spend your focus
To summarize:
Intensity can give you a very short boost in one turn which jeopardizes the rest of his game - it forces Jake to disengage and run away to recharge Intensity when he wants to stick close and hammer those range 1 shots in.
Push the Limit can not give you this burst of actions, but provides actions more reliably over the whole game - while locking you into your dial. But that was not a problem for Soontir, so why should it be one for Jake? PTL Jake also lets you put a focus on offense, defense or arc dodging however you need it. Most importantly, it allows you the choice of one or the other!