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Created page with "The Remote Repairing Prophecies (or "RR Prophecies") doctrine is one of the niche doctrines using somewhat unorthodox fittings and operating procedures that is actually an eff..." |
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==Tactics== | ==Tactics== | ||
===== Fleet composition ===== | |||
A usual RR fleet should be composed of a scout, long range webs and tackle and a booster. That's it. Using logistic ships or ECM ships means you lose your engageable profile. Scouts are self explanatory. For support, a hyena really shines together with a Keres. Webs stop people from crashing gates and the target painter improves damage application. Keres can either be fit for damps or for fast locking. Your support wing also dictates your mid-slot configuration. It's always beneficial to at least have one Prophecy with the command bursts. | |||
===== Command structure ===== | |||
The usual command structure of FC and 2IC is enough, although one might want to designate a dedicated anchor. This is to again relieve the FC from piloting load by relegating positioning to the anchor. Depending on the amount of prophecies in the fleet, one can designate a vanguard as well as the vanguard field FC. | |||
===== Preparations ===== | |||
When first undocking, make sure your fleet has a watchlist set up in order of importance: Instalocker>Anchor>Booster>FC>Support>Prophecies>Rest. When undocked, have the fleet "map" their drones into correct groups by launching, recalling and manually shifting. The module lay-out is important: have a group of three small reppers and a group of two. The reason for this splitting of repairers is to counter-act enemy use of target switching. | |||
===== Positioning ===== | |||
After taking a gate, immediately anchor up and pre-lock people on the watchlist. After taking a warp, always start pre-locking after landing. This way you counteract the slow lock-times and you'll be ready to give out reps. The anchor is responsible for giving commands concerning prop-mod usage, but always have the fleet anchored. Obviously stay within drone control range. | |||
===== Repairing ===== | |||
When someone broadcasts for reps, apply the first three reppers, if the target is not holding, apply one more and so on. When the target stabilizes, start decycling reps one by one, monitoring the targets health. While you are repairing and maneuvering, you are burning the most amounts of cap: remind the fleet to check their capacitor. Capped out Prophecy is useless. | |||
===== Engaging enemies ===== | |||
One needs to be aware of the drawbacks of this doctrine: low speed, low DPS, high cap pressure and high pilot load. Engage enemies accordingly. Primary neuting ships first. Keep your anchor and booster alive as long as possible. Don't burn after targets. This doctrine has an amazing staying power, disengage with EC-300 is you must, but keep the fleet together. | |||
In the heat of the battle it is very common that fleetmates will attack instead of repair and vice versa. Pay attention, call it out, make no drama. By practicing with these doctrines, friendly fire will become a thing of the past. | |||