Difference between revisions of "Ishkur"
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==Skills== | ==Skills== | ||
− | '' | + | As a T2 hull it is noticeably more expensive and there is much less insurance, so it is suggested you fly it well and avoid losing it when you do. So make sure you can ''fit it well'' too! |
+ | |||
+ | It is strongly recommended to have a full flight of T2 light drones with a long control range, requiring: | ||
+ | *[[Drones]] V | ||
+ | *[[Drone Interfacing]] IV | ||
+ | *[[Light Drone Operation]] V | ||
+ | ** At least one ''Racial'' Drone Specialisation III | ||
+ | *[[Drone Avionics]] V | ||
+ | *[[Drone Navigation]] III | ||
+ | *[[Drone Durability]] III | ||
+ | |||
+ | T2 Hybrids are also suggested: | ||
+ | *[[Gunnery]] V | ||
+ | *[[Small Hybrid Turret]] V | ||
+ | *''Railgun/Blaster'' Specialisation III | ||
+ | * Support skills, such as [[Sharpshooter]] and [[Trajectory Analysis]] are vital, and the damage/RoF DPS support skills will also be of help. | ||
+ | |||
+ | And a T2 tank is vital - suggesting armor: | ||
+ | *[[Hull Upgrades]] IV | ||
+ | *[[Mechanics]] III | ||
+ | *[[Repair Systems]] III or [[Armor Layering]] III (Active or Passive, respectively) | ||
+ | *[[EM Armor Compensation]] and [[Explosive Armor Compensation]] | ||
+ | *[[Armor Rigging]] III (to reduce the speed penalties of an already slow ship). | ||
+ | *Consider Navigation support skills as part of your defenses, especially in PvE. | ||
==Fitting== | ==Fitting== |
Revision as of 14:15, 6 July 2015
RELATED UNI-WIKI REFERENCES
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Name: Ishkur SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Ishkur is two T1 hulls rolled into one: the tank and turrets of the Incursus, as well as the drone systems of the Tristan. To understand this role, it is important to understand what is involved in the step up to T2. All assault frigates boast increased survivability and damage, and this hull boasts superior resists, as well as the dual weapon system, respectively increasing those aspects. So even while it does not have the repair bonus of the Incursus, nor the tracking bonus of the Tristan, the comparison is still apt in both areas. Like those hulls, the Ishkur is every bit as flexible, being able to fit both railguns and blasters, and function just as well in PvE as well as in PvP - as either a kiter or agile brawler - depending on fit. Its main weakness is its slow speed, as well as a tendancy to have an explosive resist hole.
The Gallente Frigate bonus is straightforward and should already apply at its maximum, as Frigate V is a requirement for the T2 hull. However, the T2 Assault Frigates skill bonus needs some explanation - it provides strong soft bonuses which improve the versatility of the hull. These are increasing the range on your turrets, and giving you space for backup/redundant drones. These bonuses means you can fight at range and still apply your turret damage - indeed, it is possible to hit out to the drone control range of 55km with a well skilled T2 railgun, or do damage out to scram-kiter range with T2 Null S ammo loaded in blasters. The implications of that means the hull is viable in both a sniper fleet, and has the potential to compete with a scram kiter with a blaster and brawler loadout, but the extra drones will always be there to ensure constant DPS. They should survive and keep firing as long as the main hull lives, even if your enemy tries to shoot them down first. So while this is not a direct damage increase - the bonus increases the drone bay, but does not increase the bandwidth, meaning the Ishkur can never field a flight of medium drones - it is a very useful skill to train.
The slot layout is best suited to an armor tank, which likely fills up the powergrid with a decent 200mm buffer plate. However, a fair shield tank may still be possible for sniping or mobility, leaving more room for damage modules.
A long, long time ago... |
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It was once unusual to carry a full set of light drones on a frigate, prior to the introdction of the Algos and revamp of the Tristan. The highest count was the Imicus, which had 3. |
Skills
As a T2 hull it is noticeably more expensive and there is much less insurance, so it is suggested you fly it well and avoid losing it when you do. So make sure you can fit it well too!
It is strongly recommended to have a full flight of T2 light drones with a long control range, requiring:
- Drones V
- Drone Interfacing IV
- Light Drone Operation V
- At least one Racial Drone Specialisation III
- Drone Avionics V
- Drone Navigation III
- Drone Durability III
T2 Hybrids are also suggested:
- Gunnery V
- Small Hybrid Turret V
- Railgun/Blaster Specialisation III
- Support skills, such as Sharpshooter and Trajectory Analysis are vital, and the damage/RoF DPS support skills will also be of help.
And a T2 tank is vital - suggesting armor:
- Hull Upgrades IV
- Mechanics III
- Repair Systems III or Armor Layering III (Active or Passive, respectively)
- EM Armor Compensation and Explosive Armor Compensation
- Armor Rigging III (to reduce the speed penalties of an already slow ship).
- Consider Navigation support skills as part of your defenses, especially in PvE.
Fitting
The reason is: While the fits are relatively sound, assault frigates are less commonly seen in the tackle role as of 2015, due to the interceptor rebalance. Tweaking towards Low-sec roaming, as well as solo fits, may be of use.
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Small Capacitor Booster II
Damage Control II
Armor Explosive Hardener II
Drone Damage Amplifier II
Small Ancillary Armor Repairer
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x5
Hornet EC-300 x5
Nanite Repair Paste x1
Navy Cap Booster 200 x1
Null S x3
- Designed to work as a fast tackle. Will be able to repair 130 damage per second while cap boosters last, but without cap boosters cap will run out in 28 s.
- This fit requires good skills
- The scram (Faint Epsilon Warp Scrambler I) can be replaced by a point (any of the warp disruptor)
- As fitted, with all skills at V and before any boost, this ship has 7.9 K EHP, flies at 2300 m/s (3300 m/s overheated) and align in 6.2 s with MWD on (4.4 s off)
- Damage is 229 dps at 3.9 + 3.5 km with Null. The drones can project 122 dps at 60 km.
75mm Gatling Rail II
75mm Gatling Rail II
75mm Gatling Rail II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
200mm Reinforced Steel Plates II
Small Anti-Explosive Pump I
Small Trimark Armor Pump I
Hobgoblin II x5
Hornet EC-300 x5
Caldari Navy Antimatter Charge S x3
Caldari Navy Lead Charge S x3
- Designed to work as a fast tackle. Bigger tank than the nano fit above, cap stable, equip a web, but slower.
- The scram (Faint Epsilon Warp Scrambler I) can be replaced by a point (any of the warp disruptor)
- As fitted, with all skills at V and before any boost, this ship has 10.3 K EHP, flies at 1997 m/s (2834 m/s overheated) and align in 6.6 s with MWD on (4.8s off)
- Damage is 233 dps at 6.8 + 3.8 km with Caldari Antimatter, and the drones can project 146 dps at 60 km.
- Capacitor will last 3 min 51 s.
- If you have poor drone skills, you can switch the Drone Damage Amplifiers II by Magnetic Field Stabilizers II for about the same damage at close range
75mm Gatling Rail II
75mm Gatling Rail II
75mm Gatling Rail II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
400mm Reinforced Rolled Tungsten Plates I
Small Anti-Explosive Pump I
Small Ancillary Current Router I
Hobgoblin II x5
Warrior II x5
Caldari Navy Antimatter Charge S x1
- A variation on the fit above, requiring better fitting skills (powergrid is very tight), but with a better tank.
- As above, the scram can be replaced by a point.
- As fitted, with all skills at V and before any boost, this ship has 11.2 K EHP, flies at 2003 m/s (2834 m/s overheated) and align in 7 s with MWD on (5.1 s off)
- Damage is 233 dps at 6.8 + 3.8 km with Caldari Antimatter, and the drones can project 146 dps at 60 km.
- Capacitor will last 3 min 51 s.
- If you have poor drone skills, you can switch the Drone Damage Amplifiers II by Magnetic Field Stabilizers II for about the same damage at close range
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Medium F-S9 Regolith Shield Induction
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Nanofiber Internal Structure II
Small Hybrid Burst Aerator I
Small Anti-EM Screen Reinforcer II
Hobgoblin II x5
Hornet EC-300 x5
Caldari Navy Antimatter Charge S x1
- A shield long point version. This fit made Jester's fit of the week for August 7th, 2013. See http://jestertrek.blogspot.ca/2013/08/fit-of-week-shield-ishkur.html for details.
- As fitted, with all skills at V and before any boost, this ship has 9.6 K EHP, flies at 2537 m/s (3609 m/s overheated) and align in 5.2 s with MWD on (3.7 s off).
- Capacitor will last 1 min 29 s.
- Damage is 294 dps at 1.1 + 1.9 km with Caldari Navy Antimatter, and the drones can project 99 dps at 59 km.
- The Small Anti-EM Screen Reinforcer II is VERY expensive. Replacing it by a tech I version reduces the price by 7 M ISK as of August 2013 and decreases the EHP by only 0.1 K
75mm Gatling Rail II
75mm Gatling Rail II
75mm Gatling Rail II
Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Medium Shield Extender II
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Local Hull Conversion Nanofiber Structure I
Small Semiconductor Memory Cell I
Small Anti-EM Screen Reinforcer II
Hobgoblin II x5
Warrior II x5
Caldari Navy Antimatter Charge S x1
Caldari Navy Uranium Charge S x1
Caldari Navy Iridium Charge S x1
- Shield fitted long point. Can engage targets at a very long range with drones, and point at 24 km overheated. Good tank, relatively fast. Compared to the fit above, dps is lower but can be projected over a much greater range
- With al skills at V and before fleet boosts, this ship has 10.3 K EHP, flies at 2525 m/s (3592 m/s overheated) and align in 5.2 s (3.7 s with MWD off).
- The capacitor will run out in 2 min 36 s.
- Damage varies between 233 at 6.8 + 3.8 km with Caldari Navy Antimatter and 197 dps at 16 + 3.8 km Caldari Navy Iridium. Drone damage is 146 dps and can be projected at 59 km (max targeting range).
Tactics
No sub-article about Ishkur roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Ishkur here.