Difference between revisions of "Scythe Fleet Issue"
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− | |reqskills=*Minmatar Cruiser | + | |reqskills=*Minmatar Cruiser II<small>3h 56m</small> |
− | **Spaceship Command III<small> | + | **Spaceship Command II<small>0m</small> |
− | **Minmatar Frigate | + | **Minmatar Destroyer III<small>8h 52m</small> |
− | |totaltraintime= | + | ***Minmatar Frigate III<small>8h 52m</small> |
+ | ****Spaceship Command I<small>0m</small> | ||
+ | |totaltraintime=21h 43m | ||
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Revision as of 11:35, 11 June 2013
RELATED UNI-WIKI REFERENCES
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The Scythe Fleet Issue is a throwback to earlier days of Minmatar ship design, when the scarcity of resources meant that a single ship needed to be able to do almost everything. While often dubbed a "mini-Typhoon" for this reason, this versatile gunboat nonetheless has nowhere near the defensive capabilities of its larger ancestor. What it does bring to the table, however, is unparalleled agility and unpredictability. A squadron of these ships can be an immense thorn in the side of even the most able and well-equipped fleet commander. SHIP BONUSES
Minmatar Cruiser Skill Bonus:
Ship Attributes
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Summary
The Scythe Fleet Issue is one of the fastest cruisers around, but also fairly weak as far as tank is concerned. Its split between turrets and missiles also make it hard to skill efficiently into one. Its main advantage over T1 cruisers is its speed. It can kite very well, and put out more DPS than a Stabber. The Scythe Fleet Issue is a very rare ship, however, due to its expense and role.
Skills
Further information about additional or recommended skills to pilot Scythe Fleet Issue for a specific or it's common role(s) can be written here.
Fitting
No tagged fittings for Scythe Fleet Issue.
Tactics
Kiting is the name of the game with a Scythe Fleet Issue. Shield tank it, fit a MWD, and guns that will keep you out of scram range. It's a pretty weak ship, so not getting pinned down while you fight is key.
Notes
You can write additional notes for Scythe Fleet Issue here.