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= Advanced fits =
+
== Pirate faction table ==
There are many ways to improve past the minimum fits and tech one ships, but for many reasons there will be no recommended fits for these ships or advanced fits on this page.
+
{| class="wikitable sortable" style="text-align:center; color:white;"
 
 
* The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
 
* We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit.
 
* We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
 
 
 
See the [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] articles (especially the [[fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.
 
 
 
= Planning ahead =
 
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. Don't worry too much about it though, as the race specific ship and weapon skills you train for the minimum skills only amount to a little over five days worth of training. So changing your mind along the way wouldn't be much of a detour.
 
 
 
Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
 
== Synergy ==
 
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
 
 
 
So take some time to consider which racial ship line, what racial weapons would benefit you doing missions, exploration, PvP or whatever else you'd like to do in EVE.
 
 
 
= Ship progression =
 
Progression varies a little between the roles of [[Roles in Incursions#Logistics|logistics]] and [[Roles in Incursions#Damage dealers|damage dealers]], but is somewhat straight forward with easily identified high-end ships to aim for.
 
== Logistics ==
 
While there's little in terms of progression for logistics, it's worth mentioning that it can be highly advantageous to train into both the '''Scimitar''' and the '''Basilisk'''. Progression is mostly based on skills once you can fly these two ships, most notably {{sk|Logistics|V}} that opens up for a lot of options.
 
==== Scimitar ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[image:Scimitar.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|scimitar|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote shield boosters. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet that either doesn't need utility cap or has it covered already.
 
 
 
{{icon|minmatar2|28}}{{sk|Minmatar Cruiser}}<br>
 
{{icon|remote shield booster|28}}{{sk|Shield Emission Systems}}<br>
 
{{icon|remote tracking computer|28}}{{sk|Sensor Linking}} (favoured in [[Incursion sites#Vanguard sites|vanguard sites]] for their '''remote tracking computer''' bonus)
 
|}
 
 
 
==== Basilisk ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[image:Basilisk.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Basilisk|tooltip}} relies on establishing a cap chain in order to run all its remote shield boosters. The extra high slots allow for either more remote shield boosters or extra utility cap for the fleet. It is often used to ensure enough utility cap for the more difficult incursion sites featuring heavy neuting.
 
 
 
{{icon|caldari2|28}}{{sk|Caldari Cruiser}}<br>
 
{{icon|remote shield booster|28}}{{sk|Shield Emission Systems}}<br>
 
{{icon|remote capacitor transmitter|28}}{{sk|Capacitor Emission Systems}} (favoured in [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]] for their ability to provide cap)
 
 
 
|}
 
 
 
== Pirate faction battleships ==
 
The '''Machariel''', '''Nightmare''' and '''Vindicator''' hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts.
 
==== Nightmare ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sansha's nation|48}}</div>[[image:Nightmare.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills.
 
 
 
{{icon|amarr2|28}}{{sk|Amarr Battleship}}<br>
 
{{icon|caldari2|28}}{{sk|Caldari Battleship}} (low priority as the afterburner effect is hardly used)<br>
 
{{icon|large pulse laser|28}}{{sk|Large Energy Turret}}
 
|}
 
 
 
==== Machariel ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|angel cartel|48}}</div>[[image:Machariel.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion.
 
 
 
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin">{{sk|Gallente Battleship}} and {{sk|Minmatar Battleship}} are shared between both the [[Machariel]] and the [[Vindicator]], so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.</ref></small><br>
 
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"></ref></small><br>
 
{{icon|large autocannon|28}}{{sk|Large Projectile Turret}}
 
|}
 
 
 
==== Vindicator ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|serpentis|48}}</div>[[image:Vindicator.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.
 
 
 
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin"></ref></small><br>
 
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"></ref></small> (highest priority as it affects the web bonus)<br>
 
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}}
 
|}
 
<small><references/></small>
 
 
 
== Command Ships and Strategic Cruisers ==
 
{{quote|These ships are not ships you train into for for the sake of doing incursions ...}}
 
Cruiser-sized hulls like '''Command Ships''' and '''Strategic Cruisers''' are less powerful with their weaker medium weaponry and sometimes low number of utility midslots. A lot of these ships also have some issues with range projection, even when using long range weapons. Unlike regular tech one battleships, they also focus on skills that make little to no headway towards the more powerful pirate faction battleships.
 
 
 
Given their lower dps potential, these ships also require very high skills (near max) and tech two guns to be able to perform. These ships are not ships you train into for the sake of doing incursions, but used as an alternative if you can't fly battleships and you happen to have these trained high already.
 
 
 
===== Ill-suited for public communities =====
 
Almost all communities shun these two ship classes (with the exception of command ships for [[Roles in Incursions#Offgrid booster|offgrid boosting]]). Instead they favour having their members temporarily go into the tech one battleships, until they can afford to upgrade to the more powerful pirate faction battleships. Any other ship class is just a waste of time and effort better put into getting them skilled and ready in the appropriate high-end ships they desire, since people make enough ISK to upgrade to a proper pirate faction ship after just a handful of hours worth of running.
 
 
 
===== Accepted in the EVE University Incursion Community =====
 
In the [[EVE University Incursion Community]] we have no real reason to casually bar these ships from flying with us, since properly fitted with long range medium turrets they can often perform similar to or slightly better than our tech one minimum fits. They can also be used effectively for [[Nation Consolidation Network]] assault sites. Since we have some members who spend the majority of their time in other [[campuses]] flying smaller ships, this allows us to include more people into our community.
 
 
 
While we accept them, they are still '''not recommended''' for the majority of players as they require very high skills and tech two weapons to perform. They should only be used for very specific reasons when other alternatives are much less desirable.
 
 
 
= Fit progression =
 
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.
 
 
 
See [[Fitting_principles#Upgrade_priorities|upgrade priorities]] for more information and remember that your options are highly limited by your [[Fitting_principles#Rigging_choice|choice of rigs]]. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the '''warp speed''' variant.
 
== Cheap ==
 
If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our [[Fitting_principles#Minimum_setup|minimum fits]] can be applied to pirate faction ships as well. Practically you can fit a [[Vindicator]] more or less the same way you'd fit a [[Hyperion]]. The same goes for fitting a [[Machariel]] similar to how you fit a [[Maelstrom]].
 
 
 
Here's an example of a [[Nightmare]] fit according to our principles, with only a minor change to rigs since their increased stats make shield extender rigs superfluous.
 
{{ShipFitting
 
| ship=Nightmare
 
| shipTypeID=17736
 
| fitName=Cheap setup (example)
 
| fitID=Cheap-setup-(example)
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| mid1name=Adaptive Invulnerability Field II
 
| mid1typeID=2281
 
| mid2name=Adaptive Invulnerability Field II
 
| mid2typeID=2281
 
| mid3name=EM Ward Amplifier II
 
| mid3typeID=2553
 
| rig1name=Large Anti-Thermal Screen Reinforcer I
 
| rig1typeID=26082
 
| rig2name=Large Energy Burst Aerator II
 
| rig2typeID=26380
 
| low2name=open
 
| low3name=open
 
| low4name=open
 
| low5name=open
 
| low6name=open
 
| mid4name=open
 
| mid5name=open
 
| mid6name=open
 
| mid7name=open
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| high4name=open
 
| high5name=open
 
| high6name=open
 
| rig3name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=The '''Nightmare''' is often the only decent entry-ship for '''Amarr''' pilots.</li><li>Even using the standard setup the ship sports plenty of midslots allowing for a '''high number of''' [[Fitting principles#Utility modules|utility modules]], four to be exact.
 
| showNOTES=Y
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=Vanguard 1.0
 
| showTOC=N
 
| shipDNA=17736:2048;1:2281;2:2553;1:26082;1:26380;1::
 
| fleetup=
 
}}
 
== Effective ==
 
{{quote|... will free up an extra midslot.}}
 
If you want to keep the cost of the fit down while still having some improvements, you could go halfway with the cheapest deadspace modules. The [[Fitting_principles#Thermal_rig|advanced thermal rig setup]] from the '''fitting principles''' page will free up an extra midslot.
 
 
 
Here's an example of a [[Machariel]] fit according to that principle.
 
{{ShipFitting
 
| ship=Machariel
 
| shipTypeID=17738
 
| fitName=Effective setup (example)
 
| fitID=Effective-setup-(example)
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| mid1name=Pithum C-Type Adaptive Invulnerability Field
 
| mid1typeID=4349
 
| mid2name=Pithum C-Type EM Ward Amplifier
 
| mid2typeID=19215
 
| rig1name=Large Anti-Thermal Screen Reinforcer I
 
| rig1typeID=26082
 
| rig2name=Large Projectile Burst Aerator II
 
| rig2typeID=26430
 
| low2name=open
 
| low3name=open
 
| low4name=open
 
| low5name=open
 
| low6name=open
 
| low7name=open
 
| mid3name=open
 
| mid4name=open
 
| mid5name=open
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| high4name=open
 
| high5name=open
 
| high6name=open
 
| high7name=open
 
| high8name=open
 
| rig3name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=With a cheap setup you'd use up all your mids, 3 for tank and 2 for the mandatory {{co|coral|Sensor Booster II}} and {{co|coral|Federation Navy Stasis Webifier}}. But since you're only using 2 midslot you can now add an '''additional''' [[Fitting principles#Utility modules|utility module]] in your mids.</li><li>Increasing the tank for this fit can be as cheap as adding a normal {{co|coral|Adaptive Invulnerability Field II}} module for assaults and headquarters.
 
| showNOTES=Y
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=Vanguard 1.0
 
| showTOC=N
 
| shipDNA=17738:2048;1:4349;1:19215;1:26430;1:26082;1::
 
| fleetup=
 
}}
 
== Optimal ==
 
{{quote|... gives you maximum damage and will free up two extra midslots.}}
 
If you're willing to spend a little bit more on your favourite cash-cow ship, you can take it one step further with one of the more costly deadspace hardeners. The [[Fitting_principles#Electromagnetic_rig|advanced electromagnetic rig setup]] from the '''fitting principles''' page gives you maximum damage and will free up two extra midslots.
 
 
 
Here's an example of a [[Vindicator]] fit according to that principle.
 
{{ShipFitting
 
| ship=Vindicator
 
| shipTypeID=17740
 
| fitName=Optimal setup (example)
 
| fitID=Optimal-setup-(example)
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| mid1name=Pithum B-Type Adaptive Invulnerability Field
 
| mid1typeID=4348
 
| rig1name=Large Anti-EM Screen Reinforcer I
 
| rig1typeID=26076
 
| rig2name=Large Hybrid Burst Aerator II
 
| rig2typeID=26394
 
| low2name=open
 
| low3name=open
 
| low4name=open
 
| low5name=open
 
| low6name=open
 
| low7name=open
 
| mid2name=open
 
| mid3name=open
 
| mid4name=open
 
| mid5name=open
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| high4name=open
 
| high5name=open
 
| high6name=open
 
| high7name=open
 
| high8name=open
 
| rig3name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=With a cheap setup you'd use up all your mids, 3 for tank and 2 for the mandatory {{co|coral|Sensor Booster II}} and {{co|coral|Federation Navy Stasis Webifier}}. But since you're only using 1 midslot you can now add '''2 additional''' [[Fitting principles#Utility modules|utility modules]] in your mids.</li><li>Increasing the tank for this fit can be as cheap as adding a normal {{co|coral|Adaptive Invulnerability Field II}} module for assaults, or if you want to solidify your tank for headquarters, a second {{co|coral|Pithum B-Type Adaptive Invulnerability Field}}.
 
| showNOTES=Y
 
| difficulty=0
 
| version=Vanguard 1.0
 
| showTOC=N
 
| shipDNA=17740:2048;1:4348;1:26076;1:26394;1::
 
| fleetup=
 
}}
 
 
 
= Skill progression =
 
For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.
 
== Logistics ==
 
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.
 
 
 
See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits.
 
{|
 
| valign="top" | [[image:icon_implant_hardwiring.png|64px|link=]]
 
| {{co|coral|Implants}}
 
 
 
It's possible to change the priority or shorten the train early on by using '''implants''' to improve your capacitor regeneration or fitting room. This is because logistics have relatively small capacitor capacity and even small changes can often make or break a fit. See [[Fitting_principles#Recommended_implants|recommended implants]] for more information.
 
|}
 
== Damage dealers ==
 
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.
 
 
 
See [[Preparing for Incursions#Minimum skills for damage dealers|minimum]] and [[Preparing for Incursions#Recommended skills for damage dealers|recommended skills]] for a list of specific skills to train early on.
 
{|
 
| valign="top" | {{icon|turret new|64}}
 
| {{co|coral|Tech two weapons}}
 
 
 
As soon as you have the skills for it, toss away those old meta turrets and replace them with your tech two turrets of choice. All ships, tech one battleships as well as pirate faction battleships benefit greatly from the much more powerful tech two turrets (and their advanced ammunition).
 
 
|-
 
|-
| valign="top" | {{icon|drones|64}}
+
! style="background-color:#222222;" | Pirate faction
| {{co|coral|Improved drone skills}}
+
! style="width:5em; background-color:#222222;" | Amarr
 
+
! style="width:5em; background-color:#222222;" | Caldari
There are several drone-related skills to help improve your performance. First training into '''medium drones''' and improving drone control range, then general '''drone support''' and '''specialization''' skills. Later on you might train '''heavy drones''' for headquarter sites or '''sentry drones''' for vanguard sites.
+
! style="width:5em; background-color:#222222;" | Gallente
 +
! style="width:5em; background-color:#222222;" | Minmatar
 
|-
 
|-
| valign="top" | [[image:icon_cogs.png|64px|link=]]  
+
| style="text-align:left;" | [[image:isis_angel.png|32px]] [[Angel Cartel]]
| {{co|coral|Capacitor management}}
+
| data-sort-value="2" |
 
+
| data-sort-value="2" |
Some skills improved basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subjective to it and requires very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.
+
| data-sort-value="1" | [[image:isis_gallente.png|32px]]  
 +
| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
 +
|-
 +
| style="text-align:left;" | [[image:isis_blood_raiders.png|32px]] [[Blood Raiders]]
 +
| data-sort-value="1" | [[image:isis_amarr.png|32px]]
 +
| data-sort-value="2" |
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
 +
|-
 +
| style="text-align:left;" | [[image:isis_guristas.png|32px]] [[Guristas]]
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_caldari.png|32px]]
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="2" |
 +
|-
 +
| style="text-align:left;" | [[image:isis_mordus.png|32px]] [[Mordu's Legion]]
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_caldari.png|32px]]
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="2" |
 +
|-
 +
| style="text-align:left; padding-right:1em;" | [[image:isis_sansha.png|32px]] [[Sansha's Nation]]
 +
| data-sort-value="1" | [[image:isis_amarr.png|32px]]
 +
| data-sort-value="1" | [[image:isis_caldari.png|32px]]
 +
| data-sort-value="2" |
 +
| data-sort-value="2" |
 +
|-
 +
| style="text-align:left;" | [[image:isis_serpentis.png|32px]] [[Serpentis]]
 +
| data-sort-value="2" |
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
 +
|-
 +
| style="text-align:left;" | [[image:isis_soe.png|32px]] [[Sisters of EVE]]
 +
| data-sort-value="1" | [[image:isis_amarr.png|32px]]
 +
| data-sort-value="2" |
 +
| data-sort-value="1" | [[image:isis_gallente.png|32px]]
 +
| data-sort-value="2" |
 
|-
 
|-
| valign="top" | [[image:icon_cog.png|64px|link=]]
 
| {{co|coral|Fitting skills}}
 
 
Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while tech two weapons and damage upgrades require a lot of '''CPU'''. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the power grid and CPU requirements as well as improving the base output of your ship.
 
 
|}
 
|}

Latest revision as of 12:12, 26 December 2019

Pirate faction table

Pirate faction Amarr Caldari Gallente Minmatar
Isis angel.png Angel Cartel Isis gallente.png Isis minmatar.png
Isis blood raiders.png Blood Raiders Isis amarr.png Isis minmatar.png
Isis guristas.png Guristas Isis caldari.png Isis gallente.png
Isis mordus.png Mordu's Legion Isis caldari.png Isis gallente.png
Isis sansha.png Sansha's Nation Isis amarr.png Isis caldari.png
Isis serpentis.png Serpentis Isis gallente.png Isis minmatar.png
Isis soe.png Sisters of EVE Isis amarr.png Isis gallente.png