Difference between revisions of "Maller"
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shipDNA=624:4475;2:5139;2:8759;1:4027;1:5443;1:5975;1:2048;1:11269;3:11325;2:31055;2:31360;1:21898;1::| | shipDNA=624:4475;2:5139;2:8759;1:4027;1:5443;1:5975;1:2048;1:11269;3:11325;2:31055;2:31360;1:21898;1::| | ||
skills=| | skills=| | ||
− | notes=Basic bait Maller fit. It features an EHP of 87k, which is top of the line for a cheap cruiser sized ship.</li><li>Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.</li><li>Two small neuts and the small sized guns should be enough to fend off frigate sized enemies, and the small nosferatu can be a life saver when the Maller is itself neuted by bigger ships.}} | + | notes=Basic bait Maller fit. It features an EHP of 87k, which is top of the line for a cheap cruiser sized ship.</li><li>Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.</li><li>Two small neuts and the small sized guns should be enough to fend off frigate sized enemies, and the small nosferatu can be a life saver when the Maller is itself neuted by bigger ships.}}{{ShipFitting| |
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− | {{ShipFitting| | ||
ship=Maller| | ship=Maller| | ||
shipTypeID=624| | shipTypeID=624| | ||
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shipDNA=624:6923;5:4027;1:5443;1:5975;1:1306;2:2048;1:2364;2:20351;1:31023;1:31055;1:31456;1:2456;3:23089;1::| | shipDNA=624:6923;5:4027;1:5443;1:5975;1:1306;2:2048;1:2364;2:20351;1:31023;1:31055;1:31456;1:2456;3:23089;1::| | ||
skills=Amarr Cruiser IV</li><li>Gunnery III</li><li>Medium Energy Turret III</li><li>Propulsion Jamming I</li><li>High Speed Maneuvering I</li><li>Small Energy Turret III</li><li>Afterburner III</li><li>Hull Upgrades IV</li><li>Weapon Upgrades IV</li><li>Electronics III</li><li>Navigation III</li><li>Mechanics III</li><li>Jury Rigging III</li><li>Energy Weapon Rigging I</li><li>Armor Rigging I</li><li>Energy Weapon Rigging I| | skills=Amarr Cruiser IV</li><li>Gunnery III</li><li>Medium Energy Turret III</li><li>Propulsion Jamming I</li><li>High Speed Maneuvering I</li><li>Small Energy Turret III</li><li>Afterburner III</li><li>Hull Upgrades IV</li><li>Weapon Upgrades IV</li><li>Electronics III</li><li>Navigation III</li><li>Mechanics III</li><li>Jury Rigging III</li><li>Energy Weapon Rigging I</li><li>Armor Rigging I</li><li>Energy Weapon Rigging I| | ||
− | notes=Basic Maller PvP fit.</li><li>Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.}} | + | notes=Basic Maller PvP fit.</li><li>Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.}}{{ShipFitting| |
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− | {{ShipFitting| | ||
ship=Maller| | ship=Maller| | ||
shipTypeID=624| | shipTypeID=624| | ||
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shipDNA=624:3512;5:4025;1:5439;1:5975;1:2048;1:2364;2:11269;2:11325;1:4395;1:31011;1:31023;1:2456;3:12814;5:12818;5:23093;5::| | shipDNA=624:3512;5:4025;1:5439;1:5975;1:2048;1:2364;2:11269;2:11325;1:4395;1:31011;1:31023;1:2456;3:12814;5:12818;5:23093;5::| | ||
skills=| | skills=| | ||
− | notes=At all level V skills and before boost, this fit has 44 K EHP and flies at 1300 m/s. </li><li>The capacitor will last 1 min 30</li><li>DPS varies between 430 at 6.8 + 3.8 km with Conflagration and 320 at 20 + 3.8 km with Scorch. Of that, 60 dps is from the drones.</li><li>Tracking with Tech II crystals is poor. Carrying a set of Xray crystals helps.</li><li>Like most Amarr ships, good fitting skills are beneficial.</li><li>This is a good fit for a DD cruiser for close range fights.}} | + | notes=At all level V skills and before boost, this fit has 44 K EHP and flies at 1300 m/s. </li><li>The capacitor will last 1 min 30</li><li>DPS varies between 430 at 6.8 + 3.8 km with Conflagration and 320 at 20 + 3.8 km with Scorch. Of that, 60 dps is from the drones.</li><li>Tracking with Tech II crystals is poor. Carrying a set of Xray crystals helps.</li><li>Like most Amarr ships, good fitting skills are beneficial.</li><li>This is a good fit for a DD cruiser for close range fights.}}{{ShipFitting| |
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− | {{ShipFitting| | ||
ship=Maller| | ship=Maller| | ||
shipTypeID=624| | shipTypeID=624| |
Revision as of 04:19, 15 October 2013
The reason is: Fittings need to be updated
RELATED UNI-WIKI REFERENCES
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Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. SHIP BONUSES
Traits:
Ship Attributes
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Summary
You can write a summary for Maller here.
Skills
Further information about additional or recommended skills to pilot Maller for a specific or it's common role(s) can be written here.
Fitting
Small Diminishing Power System Drain I
Small Diminishing Power System Drain I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
125mm Light 'Scout' Autocannon I
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I
Republic Fleet EMP S x1
- Basic bait Maller fit. It features an EHP of 87k, which is top of the line for a cheap cruiser sized ship.
- Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.
- Two small neuts and the small sized guns should be enough to fend off frigate sized enemies, and the small nosferatu can be a life saver when the Maller is itself neuted by bigger ships.
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
800mm Reinforced Steel Plates II
Adaptive Nano Plating II
Adaptive Nano Plating II
Damage Control II
Heat Sink II
Heat Sink II
Medium Trimark Armor Pump I
Medium Anti-Kinetic Pump I
Medium Energy Collision Accelerator I
Hobgoblin II x3
Imperial Navy Multifrequency M x1
- Amarr Cruiser IV
- Gunnery III
- Medium Energy Turret III
- Propulsion Jamming I
- High Speed Maneuvering I
- Small Energy Turret III
- Afterburner III
- Hull Upgrades IV
- Weapon Upgrades IV
- Electronics III
- Navigation III
- Mechanics III
- Jury Rigging III
- Energy Weapon Rigging I
- Armor Rigging I
- Energy Weapon Rigging I
- Basic Maller PvP fit.
- Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Experimental 10MN Microwarpdrive I
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Medium Processor Overclocking Unit I
Medium Anti-Explosive Pump I
Medium Anti-Kinetic Pump I
Hobgoblin II x3
Conflagration M x5
Imperial Navy Xray M x5
Scorch M x5
- At all level V skills and before boost, this fit has 44 K EHP and flies at 1300 m/s.
- The capacitor will last 1 min 30
- DPS varies between 430 at 6.8 + 3.8 km with Conflagration and 320 at 20 + 3.8 km with Scorch. Of that, 60 dps is from the drones.
- Tracking with Tech II crystals is poor. Carrying a set of Xray crystals helps.
- Like most Amarr ships, good fitting skills are beneficial.
- This is a good fit for a DD cruiser for close range fights.
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Experimental 10MN Microwarpdrive I
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
1600mm Reinforced Steel Plates II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Local Hull Conversion Nanofiber Structure I
Overdrive Injector System II
Medium Energy Collision Accelerator I
Medium Trimark Armor Pump I
Medium Semiconductor Memory Cell I
Hobgoblin II x3
Conflagration M x5
Imperial Navy Xray M x5
Scorch M x5
- This is a variation of the "Armour fleet" above optimized for speed.
- At all level V skills and before boost, this fit has 47 K EHP and flies at 1600 m/s.
- The capacitor will last 2 min
- DPS varies between 335 at 6.8 + 3.8 km with Conflagration and 260 at 20 + 3.8 km with Scorch. 60 dps is from the drones.
- Tracking with Tech II crystals is poor. Carrying a set of Xray crystals helps.
- Like most Amarr ships, good fitting skills are beneficial.
- What this fits lose in DPS compared to the "Armour" fit above is gained in speed and align time. This allows it to tackle and hold opponents. The armour is strong enough to survive a significant amount of damage.
Tactics
No sub-article about Maller roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.