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Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap and qualify for EVE University's [[Ship Replacement Program]], which makes this doctrine a great starting point for new pilots who want to enjoy group PvP and get into the mindset of [[Fleet Doctrines|fleet doctrines]]. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400&p=681521#p681521 Death to the Kitchen Sink]</ref>. | |||
Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap, which makes | |||
==Fits== | ==Fits== | ||
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===Damage Dealers=== | ===Damage Dealers=== | ||
This doctrine depends primarily on | {{Ship|Merlin|box}} | ||
This doctrine depends primarily on {{Ship|Merlin|tooltip}} to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small [[Turrets#Hybrid_Turrets|Hybrid Turrets]] of 5% damage per level trained of the [[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] skill. Although Blasters deal more [[DPS#DPS|Damage Per Second]] than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one as the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters (with faction Antimatter for highest DPS and Tracking) so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate the Merlins can reduce the effort needed by all pilots and the strain of multitasking especially for the FC. The Anchor should navigate the fleet rapidly towards the enemy and communicate clearly to the fleet whether they should have their Propulsion Modules ([[Propulsion#MicroWarp_Drive_2|MicroWarp Drive]]) on or off. The Anchor should also keep the fleet on top of the targets while monitoring the distance to the fleet's Logistics to make sure the DD is within the repair range of the Logistics, keeping in mind that the Logi are [[Propulsion#Afterburner|Afterburner]] fit making them much slower than the DD. Merlins are relatively tanky frigates and are additionally bonused for [[Shield_Tanking#How_shield_.28and_armor.29_resistances_work|Shield Resistances]], thus Shield Logistics Frigates are ideal support. | |||
{{ShipFitting | {{ShipFitting | ||
| ship=Merlin | | ship=Merlin | ||
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===Logistics=== | ===Logistics=== | ||
For | {{Ship|Burst|box}} | ||
For support, {{Ship|Burst|tooltip}} are ideal logi ships given their maneuverability. They are also relatively easy to train into. They are bonused at 10% for Remote Shield Booster amount and reduced capacitor consumption per level trained of the [[Skills:Spaceship_Command#Minmatar_Frigate|Minmatar Frigate]] skill. The fit is supplemented with a DPS drone as an extra support and allow the logi pilots to be included in kills on the killboard. The caveat is that logi pilots should always remember that their '''primary objective''' is to keep their fleet members alive and not to apply damage, thus they should be really careful not to be distracted with the damage drone that they become inattentive of Repair Broadcasts and cause the loss of friendly ships as a result. Applying damage and repairs additionally requires logi pilots to lock both friendly and enemy ships simultaneously, thus pilots should take extra care to make sure that they do not repair enemy ships or apply damage to friendlies. The FC can decide during engagements between keeping the logi with the main fleet or having them within their 28 Km repair range depending on the context of the engagement. When fighting a kitey enemy composition, keeping the logi with the main fleet on top the enemy is a better tactic. The opposite is true for brawly enemy fleet compositions, in which case the logi are safer at range. When at range, logi need their own separate [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate them and ensure they are always within repair range of the fleet, keeping in mind that that the DD is much faster the logi because of the different [[Propulsion#Afterburner|Propulsion Modules]]. | |||
{{ShipFitting | {{ShipFitting | ||
| ship=Burst | | ship=Burst | ||
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| skills= | | skills= | ||
| showSKILLS=N | | showSKILLS=N | ||
| notes= | | notes=You can downgrade modules for their meta variants based on your skills</li><li>You shouldn't swap modules for different ones</li><li>Inform the FC about any significant changes<li>If you have fitting issues after downgrading consider fulfilling another role | ||
| showNOTES=Y | | showNOTES=Y | ||
| difficulty= | | difficulty=1 | ||
| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||