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== The RR principle == | == The RR principle == | ||
Conventionally, logistic ships are used in fleets to provide repairing power in order for your damage dealing ships to stay on grid longer than the enemies. The logistic ships are specially molded for this role by giving them role bonuses on the range of their remote repairing modules, so they can stay out of harms way, while providing repping power to the fleet. Coupled to that, they also have racial bonuses towards the repair amount and capacitor usage, making them the prime "healers" of Eve Online. | Conventionally, [[Logistics|logistic ships]] are used in fleets to provide repairing power in order for your damage dealing ships to stay on grid longer than the enemies. The logistic ships are specially molded for this role by giving them role bonuses on the range of their remote repairing modules, so they can stay out of harms way, while providing repping power to the fleet. Coupled to that, they also have racial bonuses towards the repair amount and capacitor usage, making them the prime "healers" of Eve Online. | ||
So why is it necessary to do it differently? First of all, every logistic cruiser is a pilot, who could be dealing damage instead. Second, fleets with a logistics wing are strong and therefore doesn't look engageable from the opponent's perspective. It is large and the opponent has to have a way to break logistics reps or they could get destroyed without killing anything. A small fleet without logistic support looks more promising. However, remote repairs are an immense force multiplier difficult to say no to and RR doctrines aim to unite damage dealing ships and logistics into one ship. | So why is it necessary to do it differently? First of all, every logistic cruiser is a pilot, who could be dealing damage instead. Second, fleets with a logistics wing are strong and therefore doesn't look engageable from the opponent's perspective. It is large and the opponent has to have a way to break logistics reps or they could get destroyed without killing anything. A small fleet without logistic support looks more promising. However, remote repairs are an immense force multiplier, difficult to say no to, and RR doctrines aim to unite damage dealing ships and logistics into one ship. | ||
However, this "marriage parfait" has its drawbacks: for one, by combining logistics with damage dealing, one raises the piloting | However, this "marriage parfait" has its drawbacks: for one, by combining logistics with [[Damage Dealer|damage dealing]], one raises the piloting load where mistakes can happen easily, such as friendly fire. Secondly, using RR modules on a non-logistic ship means the optimal range of the modules doesn't get a bonus and is in se quite short. This necessitates flying in close formation and any out of position pilots will find themselves unable to receive reps. Moreover, trying to make a jack of all trades ship, you sacrifice some effectiveness. | ||
To do all this, one requires an appropriate ship with spare high-slots, since RR modules are high slot only. | To do all this, one requires an appropriate ship with spare high-slots, since RR modules are high slot only. | ||
===== The Prophecy ===== | ===== The Prophecy ===== | ||
If one takes a look at the Prophecy, the Amarrian battlecruiser, it's bonuses are: | If one takes a look at the Prophecy, the Amarrian [[battlecruiser]], it's bonuses are: | ||
<b>Amarr Battlecruiser bonuses (per skill level):</b><br>10% bonus to Drone hitpoints and damage<br>4% bonus to all armor resistances<br><b>Role Bonus:</b><br>• Can use one Command Burst module<br>12.5% bonus to Drone microwarp velocity<br>50% bonus to Command Burst area of effect range<br> | <b>Amarr Battlecruiser bonuses (per skill level):</b><br>10% bonus to Drone hitpoints and damage<br>4% bonus to all armor resistances<br><b>Role Bonus:</b><br>• Can use one Command Burst module<br>12.5% bonus to Drone microwarp velocity<br>50% bonus to Command Burst area of effect range<br> | ||
Take note that the racial bonus is to drone damage and HP, a weapon system that doesn't use high-slots and it has 4% armor resistance per level. The former attribute means that the 7 high-slots can be used for utility without gimping the effectiveness, while the latter raises resistances, which are beneficial for effective repairing power. The Prophecy has a legendary armor tank and equally infamous slow speed. The drones make up for the slow speed of the ship, together with the 12.5% drone MWD bonus, reaching your targets while you stay balled up. | Take note that the racial bonus is to drone damage and HP, a weapon system that doesn't use high-slots and it has [[Armor Tanking|4% armor resistance]] per level. The former attribute means that the 7 high-slots can be used for utility without gimping the effectiveness, while the latter raises resistances, which are beneficial for effective repairing power. The Prophecy has a legendary armor tank and equally infamous slow speed. The drones make up for the slow speed of the ship, together with the 12.5% drone MWD bonus, reaching your targets while you stay balled up. | ||
Moreover, the Prophecy is able to fit command bursts. This means the repping capability of the whole fleet can be augmented just by one boosting Prophecy. | Moreover, the Prophecy is able to fit [[Command Burst|command bursts]]. This means the repping capability of the whole fleet can be augmented just by one boosting Prophecy. | ||
==The fitting == | ==The fitting == | ||