Difference between revisions of "User:Professor Academiac/Magic Merlins"
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[[Category:Doctrines]] | [[Category:Doctrines]] | ||
{{Work in Progress}} | {{Work in Progress}} | ||
− | Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap, which makes | + | Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap and qualify for EVE University's [[Ship Replacement Program]], which makes this doctrine a great starting point for new pilots who want to enjoy group PvP and get into the mindset of [[Fleet Doctrines|fleet doctrines]]. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400&p=681521#p681521 Death to the Kitchen Sink]</ref>. |
==Fits== | ==Fits== | ||
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===Damage Dealers=== | ===Damage Dealers=== | ||
− | This doctrine depends primarily on [[Merlin|Merlins]] to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small [[Turrets#Hybrid_Turrets|Hybrid Turrets]] of 5% damage per level trained of the [[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] skill. Although Blasters deal more [[DPS#DPS|Damage Per Second]] than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one | + | This doctrine depends primarily on [[Merlin|Merlins]] to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small [[Turrets#Hybrid_Turrets|Hybrid Turrets]] of 5% damage per level trained of the [[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] skill. Although Blasters deal more [[DPS#DPS|Damage Per Second]] than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one as the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters (with faction Antimatter highest DPS and Tracking) so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate the Merlins can reduce the effort needed from all pilots and the strain of multitasking especially for the FC. The Anchor should move the fleet fast towards the enemy and communicate clearly to the fleet whether they should have their Propulsion Modules ([[Propulsion#MicroWarp_Drive_2|MicroWarp Drive]]) on or off. The Anchor should also keep the fleet on top of the targets while monitoring the distance to the fleet's Logistics to make sure the DD is within the repair range of the Logistics, keeping in mind that the Logi are [[Propulsion#Afterburner|Afterburner]] fit making them much slower than the DD. Merlins are relatively tanky frigates and are additionally bonused for [[Shield_Tanking#How_shield_.28and_armor.29_resistances_work|Shield Resistances]], thus Shield Logistics Frigates are ideal support. |
{{ShipFitting | {{ShipFitting | ||
| ship=Merlin | | ship=Merlin | ||
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===Logistics=== | ===Logistics=== | ||
− | For | + | For support, [[Burst|Bursts]] are ideal logi ships given their maneuverability. They are also relatively easy to train into. They are bonused at 10% for Remote Shield Booster amount and reduced capacitor consumption per level trained of the [[Skills:Spaceship_Command#Minmatar_Frigate|Minmatar Frigate]] skill. The fit is supplemented with a DPS drone as an extra support and to enable the logi pilots to gain kills for their killboard. However, logi pilots should always remember that their ''primary objective'' is to keep their fleet members alive and not apply damage, thus they should be really careful not to be distracted with the damage drone that they become inattentive Repair Broadcasts and cause the loss of friendly ships. Applying damage and repairs also requires logi pilots to lock both friendly and enemy ships, thus pilots should take extra care to make sure that they do not repair enemy ships or apply damage to friendlies. The FC can decided between keeping the logi with the main fleet or having them within their 28 Km repair range depending on the context of the engagement. When fighting a kitey enemy composition, keeping the logi with the main fleet on top the enemy is a better tactic. The opposite is true for brawly enemy fleet compositions, in which case the logi are safer at range but need their own separate [[Fleet_Doctrines#Secondary_Roles|Anchor]]. |
{{ShipFitting | {{ShipFitting | ||
| ship=Burst | | ship=Burst | ||
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| skills= | | skills= | ||
| showSKILLS=N | | showSKILLS=N | ||
− | | notes= | + | | notes=You can downgrade modules for their meta variants based on your skills</li><li>You shouldn't swap modules for different ones</li><li>Inform the FC about any significant changes<li>If you have fitting issues consider fulfilling another role |
| showNOTES=Y | | showNOTES=Y | ||
− | | difficulty= | + | | difficulty=1 |
| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= |
Revision as of 03:29, 16 July 2015
Template:Work in Progress Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap and qualify for EVE University's Ship Replacement Program, which makes this doctrine a great starting point for new pilots who want to enjoy group PvP and get into the mindset of fleet doctrines. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)[1].
Fits
Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have Power Grid and/or Central Processing Unit issues. Thus, two Merlin fits are provided including a NewBro Friendly version. Pilots are encouraged to downgrade modules to their meta variants anywhere between the two fits to suit their skills. Other ships are provided with one fit, but again pilots can downgrade modules to their meta variants as needed. Pilots should inform the FC about any significant changes in their fit. This doctrine is available on Fleet-Up.
Damage Dealers
This doctrine depends primarily on Merlins to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small Hybrid Turrets of 5% damage per level trained of the Caldari Frigate skill. Although Blasters deal more Damage Per Second than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one as the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters (with faction Antimatter highest DPS and Tracking) so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an Anchor to tactically navigate the Merlins can reduce the effort needed from all pilots and the strain of multitasking especially for the FC. The Anchor should move the fleet fast towards the enemy and communicate clearly to the fleet whether they should have their Propulsion Modules (MicroWarp Drive) on or off. The Anchor should also keep the fleet on top of the targets while monitoring the distance to the fleet's Logistics to make sure the DD is within the repair range of the Logistics, keeping in mind that the Logi are Afterburner fit making them much slower than the DD. Merlins are relatively tanky frigates and are additionally bonused for Shield Resistances, thus Shield Logistics Frigates are ideal support.
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Medium Shield Extender II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Damage Control II
Micro Auxiliary Power Core II
Magnetic Field Stabilizer II
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I
Caldari Navy Antimatter Charge S x600
- You can downgrade modules for their meta variants based on your skills
- You shouldn't swap modules for different ones
- If you still have fitting issues consider the NewBro Friendly version
- Inform the FC about any significant changes
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Medium Azeotropic Ward Salubrity I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
F85 Peripheral Damage System I
Micro Auxiliary Power Core I
Magnetic Field Stabilizer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I
Caldari Navy Antimatter Charge S x600
- This is the minimum required fit
- You shouldn't swap modules for different ones
- Inform the FC about any significant changes
- If you have fitting issues consider fulfilling another role
Logistics
For support, Bursts are ideal logi ships given their maneuverability. They are also relatively easy to train into. They are bonused at 10% for Remote Shield Booster amount and reduced capacitor consumption per level trained of the Minmatar Frigate skill. The fit is supplemented with a DPS drone as an extra support and to enable the logi pilots to gain kills for their killboard. However, logi pilots should always remember that their primary objective is to keep their fleet members alive and not apply damage, thus they should be really careful not to be distracted with the damage drone that they become inattentive Repair Broadcasts and cause the loss of friendly ships. Applying damage and repairs also requires logi pilots to lock both friendly and enemy ships, thus pilots should take extra care to make sure that they do not repair enemy ships or apply damage to friendlies. The FC can decided between keeping the logi with the main fleet or having them within their 28 Km repair range depending on the context of the engagement. When fighting a kitey enemy composition, keeping the logi with the main fleet on top the enemy is a better tactic. The opposite is true for brawly enemy fleet compositions, in which case the logi are safer at range but need their own separate Anchor.
Small S95a Remote Shield Booster
Small S95a Remote Shield Booster
Small S95a Remote Shield Booster
1MN Afterburner II
Medium Shield Extender II
Cap Recharger II
Damage Control II
Capacitor Power Relay II
Capacitor Power Relay II
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Warrior II x1
- You can downgrade modules for their meta variants based on your skills
- You shouldn't swap modules for different ones
- Inform the FC about any significant changes
- If you have fitting issues consider fulfilling another role