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− | {{ShipGuideBoilerintro}}
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− | =Rookie Ship=
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− | The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships.
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− | ==Velator==
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− | {:Velator|mode=box}}
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− | {{:Velator/Fittings/Basic|guide=true}}
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− | =Frigate=
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− | [[Frigate|Frigates]] are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
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− | ==Atron==
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− | {{:Atron|mode=box}}
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− | The Atron is the Gallente fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus and Destroyers I for the Catalyst.
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− | {{:Atron/Fittings/Basic|guide=true}}
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− | ==Navitas==
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− | {{:Navitas|mode=box}}
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− | The Navitas is the Gallente mining frigate. Compared to the Caldari mining frigate (considered the best racial mining frigate) it has a slightly smaller cargo bay.
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− | {{:Navitas/Fittings/Basic|guide=true}}
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− | ==Imicus==
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− | {{:Imicus|mode=box}}
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− | {{:Imicus/Fittings/Basic|guide=true}}
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− | ==Incursus==
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− | {{:Incursus|mode=box}}
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− | The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the Tristan, which makes it better for tackling in PvP. It is also the only Gallente frigate with 3 turret slots. Turret fitted Incursus may deal more damage than a Tristan depending on missile skills.
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− | {{:Incursus/Fittings/Basic|guide=true}}
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− | ==Maulus==
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− | {{:Maulus|mode=box}}
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− | The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffective at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.
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− | {{:Maulus/Fittings/Basic|guide=true}}
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− | ==Tristan==
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− | {{:Tristan|mode=box}}
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− | The Tristan is an excellent PvP frigate, but requires missile skills to use effectively, which many Gallente players will not train early in their career. It is also slower and has less scan resolution than the Incursus, making it slightly worse for a dedicated tackling role in fleets.
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− | {{:Tristan/Fittings/Basic|guide=true}}
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− | =Destroyer=
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− | [[Destroyer|Destroyers]] are ships slightly larger than frigates. They use the same sized modules as frigates, and they have more high slots. They are often used in PvE for level 1 missions, and as salvaging ships for pilots that have not yet acquired a [[Noctis]].
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− | ==Catalyst==
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− | {{:Catalyst|mode=box}}
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− | {{:Catalyst/Fittings/Basic|guide=true}}
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− | =Cruiser=
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− | ==Celestis==
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− | {{:Celestis|mode=box}}
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− | The Celestis is the Gallente EW cruiser. Damps have a poor optimal, and even in falloff, it has difficulty applying damps at typical sniper range. Although it can do well with range damping against mid-range snipers up to 100 km or so. Resolution damping is made much more useful with ECM on the field as well.
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− | {{:Celestis/Fittings/Basic|guide=true}}
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− | ==Exequror==
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− | {{:Exequror|mode=box}}
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− | The Exequror is the Gallente logistics cruiser. It is not often used in PvP. It has a cargo bay bonus which can make it useful as a hauler for players on trial accounts who cannot train industrial ships. An Exequror fitted with Expanded Cargohold in low slots can haul over 1000 m3 in its cargo bay.
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− | {{:Exequror/Fittings/Logistics|guide=true}}
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− | ==Thorax==
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− | {{:Thorax|mode=box}}
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− | The Thorax is the first ship newbie pilots should look at to fill a damage dealing role in PvP fleets. Its bonus to MWD cap and high DPS potential make it an excellent heavy tackler.
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− | {{:Thorax/Fittings/Basic|guide=true}}
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− | ==Vexor==
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− | {{:Vexor|mode=box}}
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− | The Vexor, like the Myrmidon and Dominix, is a drone boat. The vexor is an excellent mission ship, and it can also be a good PvP ship. For low skill pilots, it is usually easier to get DPS out of the Thorax, even with more skills in drones than gunnery.
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− | {{:Vexor/Fittings/Basic|guide=true}}
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− | =Battlecruiser=
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− | ==Brutix==
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− | {{:Brutix|mode=box}}
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− | The Brutix is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship.
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− | <br><br>
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− | Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.
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− | {{:Brutix/Fittings/Basic|guide=true}}
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− | ==Myrmidon==
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− | {{:Myrmidon|mode=box}}
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− | The Myrmidon is the typical level 3 missioning ship. It can fit a passive shield tank like the Drake, but most Gallente players will focus on armor tanking skills, and its armor repair bonus make it an excellent armor tanker.
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− | <br><br>
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− | The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the Brutix with most fittings. The myrm is sometimes used in PvP with dual or triple reps. The most DPS from drones is with 2x Ogres, 2x Hammerheads, and 1x Hobgoblin due to the unusual 75 mb drone bandwidth. However, Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 ogres may wish to use hammerheads, valkyries, warriors, and ec-300 drones in their drone bay instead.
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− | =Battleship=
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− | ==Dominix==
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− | {{:Dominix|mode=box}}
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− | The mission Dominix fits are cap stable with Energy Management IV, Energy Systems Operation IV, Controlled Bursts III, and Fuel Conservation III (for the afterburner version). The single LAR tank version should be used in easier missions and the dual LAR in harder missions. Although as your skills increase and you become more familiar with L4 missions, you may want to set up some mission-specific fitting variants. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you should consider fitting some Omnidirectional Tracking Links in mid slots.
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− | {{:Dominix/Fittings/Basic|guide=true}}
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− | ==Hyperion==
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− | {{:Hyperion|mode=box}}
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− | The Hyperion is unloved by many. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during lowsec patrols for pilots with too much ISK on their hands.
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− | {{:Hyperion/Fittings/Basic|guide=true}}
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− | ==Megathron==
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− | {{:Megathron|mode=box}}
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− | The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.
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− | {{:Megathron/Fittings/Basic|guide=true}}
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− | =Industrial=
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− | The Iteron line of ships, from I to V, are the Gallente T1 Industrial haulers. The Iteron V when rigged is the T1 industrial ship with the largest cargo capacity, although for most players and Iteron I or III will suffice.
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− | T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.
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− | ==Iteron==
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− | <nowiki>{{:Iteron|mode=box}}</nowiki>
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− | ==Iteron Mark II==
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− | <nowiki>{{:Iteron Mark II|mode=box}}</nowiki>
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− | ==Iteron Mark III==
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− | <nowiki>{{:Iteron Mark III|mode=box}}</nowiki>
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− | {{ShipGuideFittings
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− | |name=Iteron Mark III, Hauler
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− | |high=
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− | [empty high slot]<br>
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− | [empty high slot]
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− | |mid=
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− | Medium Shield Extender II<br>
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− | Medium Shield Extender II<br>
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− | Medium Shield Extender II
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− | |low=
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− | Expanded Cargohold II<br>
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− | Expanded Cargohold II<br>
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− | Expanded Cargohold II
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− | |charges=
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− | |drones=
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− | |rigs=
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− | Medium Cargohold Optimization I<br>
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− | Medium Cargohold Optimization I<br>
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− | Medium Cargohold Optimization I
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− | |recommended1=
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− | Astronautics Rigging I<br>
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− | Evasive Maneuvering III<br>
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− | Gallente Frigate III<br>
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− | |recommended2=
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− | Gallente Industrial III<br>
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− | Hull Upgrades IV<br>
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− | Jury Rigging III<br>
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− | |recommended3=
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− | Mechanic IV<br>
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− | Shield Management IV<br>
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− | Shield Upgrades IV<br>
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− | |notes=
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− | * With recommended skills this fit has 8,099 EHP and can carry up to 17,672 m3.
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− | }}
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− | ==Iteron Mark IV==
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− | <nowiki>{{:Iteron Mark IV|mode=box}}</nowiki>
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− | ==Iteron Mark V==
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− | <nowiki>{{:Iteron Mark V|mode=box}}</nowiki>
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− | =Ammunition, Range, and Kiting=
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− | You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so it is recommend to use the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns will often have difficulty tracking enemies. Enemies should be kept close to optimal with the 'keep at range' option, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.
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− | Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.
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− | To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. Or better yet, use EFT and import your character skills to see all of your ship's stats.
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− | For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Javelin (rails) has half the optimal of antimatter, better tracking, and similar DPS. Void (blasters) has slightly better DPS than faction antimatter, and better optimal, worse falloff, worse tracking, and worse cap consumption. Void can be useful in some circumstances, especially if the target has multiple webs applied to it. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.
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− | When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.
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− | =Tech and Meta Levels=
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− | These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are usually expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules. Some meta 4 modules are nearly always used instead of the T2 version, because the T2 having worse attributes and being harder to fit, like for armor plates.
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− | In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser with T2 fittings.
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− | Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium waepons are reasonably priced, but many are not, and will only make your ship into a loot piñata for the enemy when it is destroyed, for very little increase in effective dps. It is recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.
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− | Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.
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− | Meta level can be checked in the 'show info' window under the attributes tab. Items without a meta level displayed in the attributes tab are meta 0. Meta level can also be displayed in a ship or station hangar when the items are displayed in list mode. To add the Meta column, right-click the header and select 'show meta lvl'.
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− | =Drones=
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− | Small drones should be used against frigate sized enemies, medium drones should be used against cruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well those.
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− | Amarr drones are not recommended; due to their low damage multiplier, they are rarely useful. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. However, the Amarr curator sentry drones can be good to use against rats with a low EM resist (depending on range and tracking). Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against many rat types. It is strongly recommended to fit the best drone types to match rat weaknesses.
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− | * Caldari scout drones: Guristas, Mordu's Legion, Mercenaries, Serpentis
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− | * Gallente scout drones: Blood Raiders, Sansha's Nation, Rogue Drones
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− | * Minmatar scout drones: Angel Cartel
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− | Some of these factions have ships with variable resists in different ship sizes. It is advised to check the two lowest resist options and compare drone damage reports. [[NPC Damage Types]]
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− | Drone aggro should be watched. When arriving in a mission room, aggro should be acquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats. Some missions have particular aggro rules that can lead to drones getting shot, check Eve Survival mission reports for details.
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− | Keyboard shortcuts are recommended for drone management. Drones need to be initially launched manually from the drone window, but shortcuts can be set for attack and return to drone bay commands.
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− | In PvP, Gallente and Minmatar scout drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch. Explosive damage is also better than thermal against a wider range of T2 ships that have augmented resists. Amarr drones are sometimes used in PvP to gank mission runners and ratters that have a weak EM hole. For sentries, bouncers are popular for their damage type and range.
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− | In general, it is better to keep drones in passive mode. In missions and wormholes, drones on active can trigger a new wave earlier than desired. In PvP, drones on active mode can lead to having an aggression timer when it is not wanted and being unable to dock or jump through a gate.
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− | See [[Drones]] and [[Using Drones]] for more advice on drone selection and deployment.
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− | =Related Links=
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− | {{ShipGuideLinks}}
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