Enyo

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Enyo
CornerT2h.png
Enyo
Gallente Federation
Gallente Federation
ECM PRIORITY
LOW
Magnetometric
what's this?

LOW Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Assault Frigates
Incursus Class
EXTERNAL LINKS

Contents

Name: Enyo
Hull: Incursus Class
Role: Assault Frigate

The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
10% bonus to Small Hybrid Turret damage
Assault Frigates bonuses (per skill level):
10% bonus to Small Hybrid Turret optimal range
7.5% bonus to Small Hybrid Turret tracking speed
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty

Required Skills
Training Time what's this?
23d 21h 53m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Ishkur
CornerT2s.png
Ishkur
Ishkur
Assault FrigatesIncursus Class
high slots4
(0/3)
middle slots3
low slots4
powergrid42 MW
cpu output155 tf
max. velocity287 m/sec
cargo capacity165 m³
Incursus
Incursus
Incursus
Standard FrigatesIncursus Class
high slots3
(0/3)
middle slots3
low slots4
powergrid45 MW
cpu output135 tf
max. velocity340 m/sec
cargo capacity165 m³

Ship Attributes

Fittings
Powergrid
powergrid
50 MW
CPU
cpu output
155 tf
Capacitor
capacitor
343.75 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
middle slots
3
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
288 m/sec
Inertia Modifier
inertia modifier (agility)
3.922
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.37 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
5 m³
Drone Bandwith
drone bandwith
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
42.50 km
Max Locked Targets
max. locked targets
6
Magnetometric Sensor
Magnetometric sensor strength
11 points
Sig. Radius
ship signature radius
37 m
Scan Res.
scan resolution
625 mm
Structure
Structure Hitpoints
structure hitpoints
1,196 HP
Mass
ship mass
1,171,000 kg
Volume
ship volume
29,500 m³
Capacity
cargo capacity
165 m³
Shields
Shield Capacity
shields
372 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
60
KIN
shield kinetic resistance
85
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
879 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
67.5
KIN
armor kinetic resistance
83.75
EXP
armor explosive resistance
10


Summary

The Enyo is an assault frigate best suited to attacking larger ships. Its blaster weapons platform has enough potential DPS to rival and in some cases exceed some properly fitted T1 cruisers. Its strong tank consists of its low signature radius, high resistances, and adequate capacitor specifications to run an active repair module. Using blasters at close orbit makes the boat very difficult to kill by battlecruisers or battleships without multiple neutralizers or dual webs. This makes the ship ideal for working in tandem with the fleet’s fragile interceptors, replacing their points before they go down or allowing them to get safe. It also works well as an anti-support harassment ship, screaming across the battlefield to tackle that Scimitar or Blackbird kiting at 60 km. This forces the other ship to warp off, the enemy fleet to split weapons fire, or the unlucky pilot to lose their ship.

PVP aside, the ship can easily breeze through level I, II, and the vast majority of Level III combat missions. Its high DPS potential and small signature radius mean that a patient pilot can even run level IV’s solo (albeit very slowly). It is because of this that the Enyo has found some use as a high sec mission ninja: able to complete looting, flipping, and ganking duties without ever leaving grid.

Skills

The Ship Description gives a good starting point:

  • Core Competency - Standard [Certificate]
  • Armor Tanking - Standard [Certificate]
  • Advanced Blaster Turrets - Standard [Certificate]


To get the most of out of this hull you will require a few more skill sets:

  • Core Capacitor - Improved [Certificate] - Cap is part of an active armor tank
  • Turret Control - Improved [Certificate] - Increase effective DPS from blasters
  • High Velocity Helmsmen - Standard [Certificate] - Allows for Afterburner or Microwarpdrive use.


There is also a good handful of other skills that will help out quite a bit:

Fitting

For more info on fittings, please click here

Tactics

This page should be updated due to game changes. Reason: Secondary tackle duty may not be part of the meta as of 2015, due to rebalanced Interceptor, Electronic Attack, Recon, and Strategic Cruiser tackle capabilities.


If you're not familiar with tackling, read up on it and try out a Tristan to get a feel for 'survival' or heavy tackling before making the skill investment and training time for this hull.

  1. Manual Flying:
    • Manual flight is an important factor in keeping an Enyo alive. Learn how to spiral, use it, and abuse it. That's where you utilize double clicking in space to change your direction in relation to your target ship. Add your Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you. Keep the angular up on approach, watch it while you are orbiting close, and if you're webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you. With proper manual flying an AB Enyo can survive a Cynabal trying to kite and kill it. And with enough luck and good timing, that same Enyo can get an overheated scram on the Cynabal to dive in for the kill. That's what manual flying can do for you.
  2. Chase your own interceptors:
    • The Enyo's primary duty is that of secondary tackle. Become good friends with an interceptor pilot you fly with regularly and work as a team to lock down the enemy support ships. The cepter will dive in for the initial tackle and scram to shut down their MWD and you mosy on in behind him so he can get out of harm's way or dive in after the next support ship causing issues out at range. Your boat is strong enough to survive a whole battle pinning down a cruiser or battle cruiser by yourself. You might even be able to kill it if it's buffer tanked or has poor cap stability.
  3. Shoot drones first:
    • The Enyo's nemesis and most constant threat is the drone. More than any other module or weapon systems drones can slowly and effectively grind the best tanked Enyos into space rubble. Fit your anti-matter and keep your speed up to get the drones to trail behind you a bit. Within two or three shots you should be able to kill any drone class (small, medium or large) thanks to the large alpha of your blasters, you just have to wait for the drone angular to drop. If you are MWD fit, with it off and you're holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tracking high enough to hit the close orbiting light drones.
  4. Your Nos will become a Neut:
    • In longer endurance matches your nosferatu will start working as an energy neutralizer, so watch your modules carefully. The three most important modules to keep activated in this situation are your Nos, your warp scrambler, and your armor repair. You can pulse your Repper on and off to keep your guns running if you're not taking too much damage in favor of keeping the guns on. The closer you keep your own cap at zero, the less capacitor your target will have to run his modules such as neuts, webs, and especially their active tanking modules. Using this method an Enyo in a very loooong fight is capable of solo killing poorly fit or support fit battle cruisers and battleships.

Notes

You can write additional notes for Enyo here.


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