Difference between revisions of "Legion"
Drebin 679 (talk | contribs) ((finally) added subsystems table.) |
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*Remember that if needed, you can neut out many types of small tackle so you can get out | *Remember that if needed, you can neut out many types of small tackle so you can get out | ||
==Subsystems== | ==Subsystems== | ||
− | Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one | + | Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one subsystem from each of the Core, Defensive, Offensive, and Propulsion subsystems. Each category has three options, offering different bonuses and stats to the Legion. |
==== [[File:Icon_core_subsystem.png|32px|link=]] Core ==== | ==== [[File:Icon_core_subsystem.png|32px|link=]] Core ==== | ||
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| '''{{co|wheat|Augmented Plating}} || <b>5%</b> bonus to all armor hitpoints<br><b>5%</b> bonus to the benefits of overheating armor hardeners || || +1 Mid Slot, +3 Low Slots<br>+1000 Armor HP<br>+10m Signature Radius | | '''{{co|wheat|Augmented Plating}} || <b>5%</b> bonus to all armor hitpoints<br><b>5%</b> bonus to the benefits of overheating armor hardeners || || +1 Mid Slot, +3 Low Slots<br>+1000 Armor HP<br>+10m Signature Radius | ||
|- | |- | ||
− | | '''{{co|wheat|Covert Reconfiguration}}''' || <b>10%</b> bonus to Core and Combat Scanner Probe strength<br><b>7.5%</ | + | | '''{{co|wheat|Covert Reconfiguration}}''' || <b>10%</b> bonus to Core and Combat Scanner Probe strength<br><b>7.5%</b> bonus to Armor Repairer effectiveness<br><b>7.5%</b> bonus to the benefits of overheating Armor Repairers || 100% reduction in Cloaking Devices CPU requirement<br>10+ bonus to Relic and Data Analyzer virus strength<br>Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>Cloak reactivation delay reduced to 5 seconds || +1 High Slot, +1 Mid Slot, +2 Low Slots<br>+300 Shield HP, +600 Hull HP<br>+200GJ Capacitor Capacity<br>+5m Signature Radius<br>+30m3 Cargo Capacity |
|- | |- | ||
− | | '''{{co|wheat|Nanobot Injector}}''' || <b>10%</b> bonus to Armor Repairer effectiveness<br><b>10%</b> bonus to the benefits of overheating Armor Repairers || +2 Mid Slots, +2 Low Slots | + | | '''{{co|wheat|Nanobot Injector}}''' || <b>10%</b> bonus to Armor Repairer effectiveness<br><b>10%</b> bonus to the benefits of overheating Armor Repairers || || +2 Mid Slots, +2 Low Slots<br>+100 Shield HP, +500 Armor HP<br>+300GJ Capacitor Capacity |
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! Name !! Amarr Offensive Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats | ! Name !! Amarr Offensive Subsystems bonus (per skill level) !! Role Bonus !! Additional Base Stats | ||
|- | |- | ||
− | | '''{{co|wheat|Assault Optimization}}''' || <b>5%</b> bonus to Light Missile, Heavy Missile, and Heavy Assault Missile damage<br><b>5%</b> bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>10%</b> bonus to Drone damage and hitpoints || 25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers || +7 High Slots, +5 Launcher Hardpoints+200 PWG, +150 CPU<br>+50mbit Drone Bandwidth, +200m3 Drone Bay | + | | '''{{co|wheat|Assault Optimization}}''' || <b>5%</b> bonus to Light Missile, Heavy Missile, and Heavy Assault Missile damage<br><b>5%</b> bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire<br><b>10%</b> bonus to Drone damage and hitpoints || 25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers || +7 High Slots, +5 Launcher Hardpoints<br>+200 PWG, +150 CPU<br>+50mbit Drone Bandwidth, +200m3 Drone Bay |
|- | |- | ||
| '''{{co|wheat|Liquid Crystal Magnifiers}}''' || <b>10%</b> reduction in Medium Energy Turret activation cost<br><b>10%</b> bonus to Medium Energy Turret damage<br><b>10%</b> bonus to Medium Energy Turret optimal range || 25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets || +7 High Slots, +6 Turret Hardpoints<br>+400 PWG, +90 CPU<br>+100GJ Capacitor Capacity | | '''{{co|wheat|Liquid Crystal Magnifiers}}''' || <b>10%</b> reduction in Medium Energy Turret activation cost<br><b>10%</b> bonus to Medium Energy Turret damage<br><b>10%</b> bonus to Medium Energy Turret optimal range || 25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets || +7 High Slots, +6 Turret Hardpoints<br>+400 PWG, +90 CPU<br>+100GJ Capacitor Capacity |
Revision as of 17:25, 22 May 2020
Reason: Page summary & tactics may need an update to account for the 2017 T3C rebalance.
RELATED UNI-WIKI REFERENCES
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Revelation burrows through the material world, devours creation's soil, digests the thoughtless void, and produces significance with God's grace. From emptiness comes meaning, essence from existence, soul from matter. SHIP BONUSES
Amarr Defensive Systems bonuses (per skill level):
Ship Attributes
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Summary
The Legion is the Amarr Strategic Cruiser. Like other Tech 3 Strategic Cruisers, it is popular in wormholes because of its Battleship level tank and high damage in a cruiser sized package. Similar to other Amarr ships, it doesn't have the highest DPS, but its projection is higher than that of similar ships. For example, when compared to the Proteus, it does less damage, but it has nearly triple the optimal with short range ammo. Neuting Legion is also quite popular thanks to neuting subsystem and large Amarr cap.
Skills
To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Power Grid Management 5, CPU Management 5, Weapon Upgrades 5, Gunnery 5, etc). Some of these skills are already included in the prerequisites, but there are some skills that are not technically required to fly it that are HIGHLY recommended before flying. Among these are :
- T2 Armor Tanking - Hull Upgrades 5, Armor Compensations at least to 3 (preferably 4) - ABSOLUTELY MANDATORY!
- Fitting Skills - Power Grid Management and CPU Management 5 are prerequisites. It is also recommended to have Weapon Upgrades to 5 (for Advanced Weapon Upgrades[AWU]), and AWU to at least 3 or 4
- Strategic Cruiser Skills - Amarr Strategic Cruiser at least 3 and Defensive Subsystem 5 are essential. For DPS Legions Offensive Subsystem 5 is recommended, neut Legions should have Electronics Subsystem 5.
- T2 Lasers - Medium Energy Turret 5, Medium Pulse Specialization 3 - This is not mandatory, but access to Scorch ammo could be very important to flying this ship effectively as a HAC style ship.
- Cap Skills - In addition to being useful for lasers, these are good for neuting Legions as well. Capacitor Management 4 and Capacitor System Operation 5 are recommended. If you plan to do neuting Legion, look at having Capacitor Emission Systems to 4 or 5, and finishing off Capacitor Management 5.
- Gunnery Support Skills - Try to have all applicable gunnery supports up to at least 4, especially Controlled Bursts (Cap is life!) Again these are not necessarily needed, but highly recommended.
- Other PvP Skills: Legion is bonused to reduce heat damage, and requires Power Grid Management 5. Thermodynamics up a few levels (at least 3) is a no brainer. Skills in the Navigation set such as Evasive Maneuvering, Acceleration Control, etc, are important for moving about the battlefield, and can help with tanking as well. In addition T2 warp disruption (including scrams) are a quick train and definitely worth the time if you haven't gotten them already
- If you want to do Missile Legion, you'll want good missile skills in addition to or instead of gunnery skills.
Fitting
For more info on fittings, please go here
Tactics
AHAC Legion:
- Your main advantage over other AHAC T3s is damage projection, use this to your advantage to start applying damage immediately onto distant targets the fleet needs to burn to.
- Try to stay somewhat at your optimal to make sure you don't have any tracking issues. For example if you are engaging a close by hostile, try to stay 7.5-10km away when possible to reduce the amount of tracking your guns need and ensure clean hits.
Neuting Legion:
- How you play this will depend on the situation and fit. Ideally, you want a guardian or carrier cap feeding you to free up midslots.
- Remember to use the least amount of neuts possible. Once your target is dry, assuming they have no cap feed or injection, turn off about half of your neuts and place them somewhere else. Once someone is empty, it's much easier to keep them down unless they have a cap booster or ET going to them. This will allow you to not only keep down your primary neut target, but also be a nuisance to others as well.
- Good neut targets are Logistics, boosting ships, HICs, caphungry DPS (Lasers, Blasters), EWAR when in range and tackle.
- If you are without a cap feed, you will have to watch your cap extra carefully. Try to limit MWD use where at all possible, and keep an eye on your capacitor level.
- Swap your drones depending on how things are going. Your FC will probably have orders regarding EC drones, otherwise DPS drones are useful for helping kill the damage primary. You may also want to swap to ECM or damage drones on someone harassing you depending on the situation.
- Remember that if needed, you can neut out many types of small tackle so you can get out
Subsystems
Like other Strategic Cruisers, many of the stats of the Legion are determined by what subsystems are installed. The Legion requires one subsystem from each of the Core, Defensive, Offensive, and Propulsion subsystems. Each category has three options, offering different bonuses and stats to the Legion.
Core
Name | Amarr Defensive Subsystems bonus (per skill level) | Role Bonus | Additional Base Stats |
---|---|---|---|
Augmented Fusion Reactor | 5% bonus to capacitor recharge time 3% bonus to energy warfare resistance |
20% bonus to ship power output | +1 Mid Slot, +3 Low Slots +50GJ Capacitor Capacity |
Dissolution Sequencer | 15% bonus to ship sensor strength 5% bonus to max targeting range 15% bonus to scan resolution |
+2 Mid Slots, +2 Low Slots +1 max locked target | |
Energy Parasitic Complex | 10% bonus to Energy Nosferatu and Energy Neutralizer drain amount 10% bonus to the benefits of overheating Energy Nosferatu and Energy Neutralizer modules 5% reduction in module damage from overheating |
50% reduction in the PWG and CPU requirements for Energy Nosferatu and Energy Neutralizer modules | +2 Mid Slots, +2 Low Slots +50GJ Capacitor Capacity |
Defensive
Name | Amarr Defensive Subsystems bonus (per skill level) | Role Bonus | Additional Base Stats |
---|---|---|---|
Augmented Plating | 5% bonus to all armor hitpoints 5% bonus to the benefits of overheating armor hardeners |
+1 Mid Slot, +3 Low Slots +1000 Armor HP +10m Signature Radius | |
Covert Reconfiguration | 10% bonus to Core and Combat Scanner Probe strength 7.5% bonus to Armor Repairer effectiveness 7.5% bonus to the benefits of overheating Armor Repairers |
100% reduction in Cloaking Devices CPU requirement 10+ bonus to Relic and Data Analyzer virus strength Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator Cloak reactivation delay reduced to 5 seconds |
+1 High Slot, +1 Mid Slot, +2 Low Slots +300 Shield HP, +600 Hull HP +200GJ Capacitor Capacity +5m Signature Radius +30m3 Cargo Capacity |
Nanobot Injector | 10% bonus to Armor Repairer effectiveness 10% bonus to the benefits of overheating Armor Repairers |
+2 Mid Slots, +2 Low Slots +100 Shield HP, +500 Armor HP +300GJ Capacitor Capacity |
Offensive
Name | Amarr Offensive Subsystems bonus (per skill level) | Role Bonus | Additional Base Stats |
---|---|---|---|
Assault Optimization | 5% bonus to Light Missile, Heavy Missile, and Heavy Assault Missile damage 5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire 10% bonus to Drone damage and hitpoints |
25% reduction in the PWG and CPU fitting costs of Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launchers | +7 High Slots, +5 Launcher Hardpoints +200 PWG, +150 CPU +50mbit Drone Bandwidth, +200m3 Drone Bay |
Liquid Crystal Magnifiers | 10% reduction in Medium Energy Turret activation cost 10% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret optimal range |
25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets | +7 High Slots, +6 Turret Hardpoints +400 PWG, +90 CPU +100GJ Capacitor Capacity |
Support Processor | 2% bonus to Armored Command, Information Command, and Skirmish Command burst strength and duration 5% reduction in Remote Armor Repairer activation cost 10% bonus to the benefits of overheating Remote Armor Repairer modules |
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules 95% reduction in the PWG and CPU fitting costs of Command Burst modules 20% bonus to Remote Armor Repairer optimal range 1150% bonus to Remote Armor Repairer falloff Can use one Command Burst module 50% bonus to Command Burst area of effect range |
+7 High Slots, +4 Turret Hardpoints +100GJ Capacitor Capacity +25mbit Drone Bandwidth, +75m3 Drone Bay +1 max locked target |
Propulsion
Name | Amarr Propulsion Subsystems bonus (per skill level) | Role Bonus | Additional Base Stats |
---|---|---|---|
Intercalated Nanofibers | 5% bonus to ship agility 5% bonus to max velocity |
+2 Low Slots | |
Interdiction Nullifier | 10% bonus to warp velocity and acceleration 15% reduction in capacitor need when initiating warp |
Immunity to non-targeted interdiction | +1 Low Slot +0.1 Inertia Modifier -20km Max Targeting Range +20m Signature Radius |
Wake Limiter | 10% bonus to Afterburner velocity bonus 10% reduction in Microwarpdrive signature radius penalty |
+1 Mid Slot, +1 Low Slot |
Notes
You can write additional notes for Legion here.
Patch History
A long, long time ago... |
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18.04 Release - Build: 1706308 - 2020-04-15 - "Surgical Strike" Update (Patch Notes)
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
July 2017 Release - Released 2017-07-11
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