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| {{Cleanup}} | | {{ShipGuideBoilerintro}} |
| '''The Gallente Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.
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| This is a work in progress, and the guide's [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=25475 Discussion Thread] is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread. | | This guide aims to provide an overview of the different ships and their roles rather than specific fits. |
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| =Rookie Ship=
| | The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships. |
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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.
| | {{RaceShipInfo|Gallente}} |
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| ==Velator== | | == General Traits == |
| | The following characteristics are shared across most or all Gallente ships: |
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| The Velator can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended. A civilian shield booster will suffice for the first missions, although beyond the first few missions in the tutorial, civilian modules should never be used.
| | * '''[[Hybrid Turret]]s''': many Gallente ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage. |
| | ** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged weapons (autocannon and pulse lasers). Some Gallente ships are particularly suited to brawling at minimum range with blasters, though they can adopt other tactics too. |
| | ** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Caldari hybrid turret ships are more associated with railguns, but some Gallente turret ships can work well with railguns too. |
| | * '''[[Drones]]''': many Gallente ships have bonuses for drones which make it viable to use drones as your main weapon—or even your only weapon; notable examples are the Algos, Vexor, Myrmidon, and Dominix. Almost all Gallente ships have substantial dronebays and drone bandwidth for their size and class. |
| | * '''[[Tanking#Armor tanking|Armor tanks]]'''. Some Gallente ships have bonuses for armor repairers, which let them mount especially good active armor tanks. Some examples include the Incursus, Brutix, and Hyperion. Almost all Gallente ships armor tank well. |
| | * '''[[Electronic warfare#Remote sensor dampening|Sensor Dampening]]'''. The Gallente racial EWAR specialty is sensor dampening, which cuts down enemy target locking range and/or slows down enemy targeting speed. Reducing target locking range works well against snipers and kiters; reducing targeting speed works well on large ships (which take a while to lock anything up anyway) and on [[Logistics|logistics ships]], which have to re-target their allies frequently in order to apply remote support. |
| | * '''Tough hulls'''. Gallente ships have unusually tough hull ("structure") hit points, which means they tend to live a little longer when things turn bad and damage is getting through both the shields and the armor. (Some Gallente ships are frequently hull-tanked as that is just the best way to maximise EHP!) |
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| {{ShipSkillGuide
| | If there is a broader hallmark of Gallente ships, it is perhaps '''damage''': most Gallente combat ships can muster a lot of potential DPS at short range. The Vexor, for example, can achieve eye-watering potential DPS for a T1 cruiser if fitted with blasters, thanks to having damage bonuses to ''both'' turrets and drones. On the other hand, Gallente ships can be a little more fragile (the ships with tanking bonuses have bonuses to active armor tanks, not the resistance bonuses found on Amarr ships), with the lineup including some true "glass cannon" ships such as the Catalyst, and when fitted for DPS Gallente ships need to get to and maintain close ranges with their targets. |
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| |name=[Velator, PVE Basic Skills Velator]
| | == Notable uses == |
| | '''PvE''' |
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| |high=
| | The long range and fully selectable damage of drones (set against the locking of hybrid turrets to kinetic and thermal damage) makes the line of Gallente drone boats very popular for PvE combat, as it means that pilots can pack drones to target the damage type that their NPC enemies are weakest to. A typical [[mission]]-runner progression might involve the Incursus or Tristan and then the Algos for L1s, the Vexor for L2s, the Myrmidon for L3s, and the Dominix for L4s. |
| 75mm Gatling Rail I, Antimatter Charge S<br>
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| 75mm Gatling Rail I, Antimatter Charge S
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| |mid=Civilian Shield Booster I
| | Gallente drone ships are also popular as basic [[ratting]] ships in nullsec space, and for initial forays into low-tier [[Abyssal Deadspace]] PvE challenges; in both of these use cases, Gallente ships are eventually elbowed aside in more advanced uses by Guristas ships such as the [[Gila]]. |
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| |low=Damage Control I
| | The [[Catalyst]], with its many high slots, makes a good basic salvaging ship. |
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| |rigs=<br>
| | '''PvP''' |
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| |drones=<br>
| | Short-range brawling with blasters is one of the core Gallente ship archetypes, and unsurprisingly many Gallente ships wind up being used for this in PvP: notable examples include the Catalyst, Thorax, Brutix, and Megathron. Railguns do work on these hulls, though. The Megathron can snipe well, and the Brutix can be turned into a surprisingly fast kiting ship. |
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| |required1=Hull Upgrades I
| | The Gallente drone boats are some of the most versatile and unpredictable hulls available for PvP. The hulls without direct bonuses for weapons other than drones, such as the Myrmidon and Dominix, are often fitted with projectile turrets (for additional capacitor-free DPS), energy neutralizers (for [[capacitor warfare]]), or remote repair modules (a group of Dominixes can "tank" by repairing each other). Large dronebays mean that drone boat pilots can select damage types and can bring along extra tactical options such as ECM drones. Drones carry on fighting even if their mothership is affected by EWAR or has its capacitor neuted out. |
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| |required2=Small Hybrid Turret I
| | Drone boats are less popular, however, for highly mobile small gangs (drones tend to get left behind in tactical warps) and in large fleets fighting at long range (normal drones take too long to travel to their target, while sentry drones get left behind in fleet movements). Drones also cannot be [[overheat]]ed, unlike hull-mounted weapons systems. |
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| |required3=<br> | | Thanks to its very attractive ratio of high potential DPS to cheap cost, the Catalyst is popular with [[Suicide ganking|suicide gankers]]. |
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| |recommended1=<br> | | == Skills == |
| | Gallente ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[fitting skills]] which make it easier to fit modules onto ships, and the [[support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals. |
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| |recommended2=<br> | | That said, there are some considerations that are specific to Gallente ships. Probably the most prominent one is the early importance of good [[Drones#Skills|drone skills]]. In particular, any Gallente pilot will want to train the "core" skill of this category, {{sk|Drones}}, to level V quickly. Drones V is a relatively quick train compared to some advanced skills, but it's likely to be one of the first level Vs that a new Gallente pilot trains, and it will require some patience. It <em>is</em> worthwhile: being able to control a full flight of five drones really matters with many Gallente ships. At the latest, a pilot will want to have Drones V when they start using cruisers, as the [[Vexor]] is a fine and versatile ship. |
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| |recommended3=<br>
| | The good news about the early investment in drone skills is that every race's ships eventually have significant dronebays, and so all pilots will one day have to polish these skills; Gallente pilots will just have a head start on others. |
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| |notes=<br> | | Gallente pilots will also want to prioritize skills for armor tanking, and capacitor skills to keep their turrets running. Any Gallente pilots with an interest in electronic warfare should look into the skills {{sk|Sensor Linking}}, {{sk|Signal Suppression}}, {{sk|Long Distance Jamming}}, {{sk|Frequency Modulation}}. A fairly new character with these skills trained even just to III or IV can have a significant battlefield impact, and they open up the road to some very powerful advanced ships such as the [[Keres]] and [[Lachesis]]. |
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| }}
| | == Ships == |
| | Here are the Gallente T1 ships. Please follow the links to the specific pages of the ship database for more details. |
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| =Frigate= | | === Corvette === |
| | Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and a civilian afterburner) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available. |
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| Frigates are small fast ships, used mostly for pve in level 1 missions. They are used mostly for tackling and electronic warfare roles in pvp.
| | {{Ship|Velator|box}} |
| | A Velator can be used for the initial tutorial missions, but pilots should consider up-shipping to a T1 frigate when they can. |
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| ==Atron== | | === Frigates === |
| | 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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| 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.
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| It can serve as a level 1 mission runner until Gallente Frigate III is trained for the Incursus, and Destroyers I for the Catalyst. | | {{Ship|Atron|box}} |
| | The Atron is the Gallente Attack Frigate. It is designed to be fast and has a capacitor bonus to tackle modules and bonuses to hybrid turrets, favouring blasters. The Atron doesn't have great firepower and it still isn't the most durable of ships, but with its speed and agility, good piloting can keep it alive while tackling a target while other ships deliver the punch. Furthermore, it can serve as a level 1 mission runner until {{Sk|Gallente Frigate|III}} is trained for the [[Incursus]] and {{Sk|Gallente Destroyer|I}} for the [[Catalyst]]. |
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| {{ShipSkillGuide
| | The Atron is a great hull for new pilots interested in learning how to +1. The agile but fragile ship will assist new pilots in understanding some of the limitations of [[Interceptors]]. It can serve as an amazing long-point tackle ship. |
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| |name=[Atron, PVE Basic Skills Atron]
| | "Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the [[Incursus]]. |
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| |high=75mm Gatling Rail I, Antimatter Charge S<br>
| | The Atron is the "fastest" T1 attack Frigate. While the Minmatar [[Slasher]] is (originally) 10m/s faster than the Atron, the three low slots allow adding an Overdrive or Nanofiber Hull resulting in a faster ship while still retaining the same tank. A large capacitor allows a stable fit relatively easily, allowing you to keep point on a target for prolonged times until your fleet or gang arrives on grid. In addition, an ample Power Grid and CPU make the Atron easy to fit with little training. |
| 75mm Gatling Rail I, Antimatter Charge S
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| |mid=1MN Afterburner I<br>
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| Cap Recharger I
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| |low=Damage Control I<br> | | {{Ship|Imicus|box}} |
| Small Armor Repairer I
| | The Imicus is the Gallente Tech 1 exploration and scanning frigate. It is a good ship for rookies or veterans who are getting into probing and don't have the skills for the T2 version, the [[Helios]]. Its bonus to virus strength allows it to complete Data and Relic sites faster and more reliably. |
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| |drones=Hobgoblin I x1
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| |rigs=[empty rig slot]<br> | | {{Ship|Incursus|box}} |
| [empty rig slot]<br> | | 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. The Incursus will likely deal more damage than a Tristan for pilots without {{Sk|Drones|V}}. |
| [empty rig slot]
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| |required1=Afterburner I<br>
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| Drones I<br>
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| Energy Grid Upgrades II
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| |required2=Gallente Frigate II<br> | | {{Ship|Maulus|box}} |
| Hull Upgrades I<br>
| | 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. |
| Repair Systems I
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| |required3=Scout Drone Operation I<br>
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| Small Hybrid Turret I
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| |recommended1=<br> | | {{Ship|Navitas|box}} |
| | The Navitas is the Gallente logistics frigate and is designed for remote armor repair. It makes an ideal entry point for beginner Gallente capsuleers who want to train into the [[Exequror]], the Gallente Tier 1 logistics Cruiser, before eventually moving on to the Tier 2 [[Oneiros]]. |
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| |recommended2=<br> | | Note: The Navitas is designed to be self-sufficient on capacitor (i.e. to fly without the need of a [[Logistics#Remote capacitor transmitters|cap chain]]) like its larger variants: the Exequror and Oneiros. However, logistics capsuleers can cross-train into the Amarr [[Augoror]] relatively easily, and from there to the T2 {{sh|Guardian}} although both of these ships require a cap chain. |
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| |recommended3=<br>
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| |notes=<br> | | {{Ship|Tristan|box}} |
| | The Tristan is an excellent frigate for PvP and PvE. It is a dedicated drone boat—the only T1 frigate that can operate 5 drones—and thus requires high drone skills to be flown effectively. It offers a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed. However, it is slower and has less scan resolution than the [[Incursus]], making it slightly worse for a dedicated tackling role in fleets. |
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| }} | | === Destroyers === |
| | [[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 {{sh|Noctis}}. |
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| ==Imicus==
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| The Imicus is the Gallente scanning frigate, and it boasts a 15 m3 drone bay, enough for 3 light drones. Some players who train drone skills early will use if for level 1 missions instead of the incursus or catalyst. | | {{Ship|Algos|box}} |
| | The Algos is the second step on the Gallente drone boat path, between the [[Tristan]] and [[Vexor]]. It is slightly bulkier than the [[Catalyst]], and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the Vexor), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where {{Sk|Drones|V}} is not an absolute necessity—although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS. |
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| {{ShipSkillGuide
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| |name=[Imicus, PVE Basic Skills Imicus] | | {{Ship|Catalyst|box}} |
| | The Catalyst is a Gallente destroyer. Its bonuses favor blasters, though it can also be rail fit. It has 2 mids, allowing it to fit a tackle module, and 3 low slots for an armor tank. Unfortunately, the Catalyst is still a destroyer, so it has a large signature for its tank, making it vulnerable to cruiser weapons, and its slow speed and lack of mid slots means it will have difficulty dictating range against frigates, which is important for a blaster ship. A railgun fit Catalyst is a very fast L1 mission runner but has trouble tanking level 2s. The catalyst's very high damage at short range makes it the ship of choice for high sec suicide ganks, as it is able to easily reach 900 Dps with T2 guns. |
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| |high=75mm Gatling Rail I, Antimatter Charge S<br> | | Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a {{sh|Noctis}}. |
| 75mm Gatling Rail I, Antimatter Charge S
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| |mid=1MN Afterburner I<br>
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| Cap Recharger I
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| |low=Damage Control I<br>
| | === Cruisers === |
| Small Armor Repairer I
| | [[Cruisers]] are EVE's medium-sized ships, larger than [[frigates]] and [[destroyers]] but still much smaller, faster and nimbler than [[battlecruisers]] and [[battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. |
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| |drones=Hobgoblin I x3
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| |rigs=[empty rig slot]<br> | | {{Ship|Celestis|box}} |
| [empty rig slot]<br> | | The Celestis is the Gallente EWAR cruiser. It can be made surprisingly tough for an EWAR cruiser with its 5 lows. Its extra lock range and bonus to sensor dampener range make it considerably better at range damping snipers than the smaller [[Maulus]]. |
| [empty rig slot]
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| |required1=Afterburner I<br>
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| Drones III<br>
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| Energy Grid Upgrades II
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| |required2=Gallente Frigate II<br> | | {{Ship|Exequror|box}} |
| Hull Upgrades I<br>
| | The Exequror is the Gallente logistics cruiser. Its bonuses to remote armor repair range and power allow it to serve as a T1 armor logistic cruiser. It is an effective ship for new logistics pilots. |
| Repair Systems I
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| |required3=Scout Drone Operation I<br>
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| Small Hybrid Turret I
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| |recommended1=<br> | | {{Ship|Thorax|box}} |
| | The Thorax is a gun boat, designed to use hybrid turrets. In PvP, the Thorax is used as a hard hitting blaster boat. This can be highly effective but is very "do or die", and will make most Thoraxes' lives glorious but short. In PvE, the Thorax is less popular; the slow and steady style of the [[Vexor]] is more suited to mission running. Despite this, the Thorax can be popular as a first mission running cruiser, because most pilots will have trained gunnery skills while piloting frigates and destroyers, while they will probably have neglected the drone skills required to use a Vexor effectively. Having said that, the Thorax has a 50{{m3}} drone bay, so will also benefit greatly from drone skills. |
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| |recommended2=<br>
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| |recommended3=<br> | | {{Ship|Vexor|box}} |
| | The Vexor, like the [[Myrmidon]] and [[Dominix]], is a drone boat. The Vexor is an excellent mission ship, and can also be a good PvP ship. It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows, Vexors are most often armor tanked. |
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| |notes=<br>
| | The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor, and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor. |
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| }} | | Among T1 cruisers the Vexor is a little more skill demanding than the [[Thorax]]. In particular, you should not get a Vexor unless you have at least {{Sk|Drones|IV}} and should make getting {{Sk|Drones|V}} a high priority. |
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| ==Incursus==
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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.
| | === Battlecruisers === |
| | [[Battlecruisers]] are larger, slower, and have more slots than [[cruisers]], but they're smaller than [[battleships]] and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to [[destroyers]]' position between [[frigates]] and [[cruisers]], although battlecruisers are much more versatile and widely used than destroyers. |
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| ===[Incursus, PVE Basic Skills Incursus]===
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| Damage Control I<br>
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| Small Armor Repairer I
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| 1MN Afterburner I<br>
| | {{Ship|Brutix|box}} |
| Cap Recharger I<br>
| | The Brutix is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship. |
| Cap Recharger I
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| 125mm Railgun I, Antimatter Charge S<br>
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| 125mm Railgun I, Antimatter Charge S<br>
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| 125mm Railgun I, Antimatter Charge S
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| [empty rig slot]<br>
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| [empty rig slot]<br>
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| [empty rig slot]
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| Hobgoblin I x1
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| '''[Incursus, PVE Basic Skills Incursus] Required skills'''<br>
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| Afterburner I<br>
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| Drones I<br>
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| Energy Grid Upgrades II<br>
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| Gallente Frigate III<br>
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| Hull Upgrades I<br>
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| Repair Systems I<br>
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| Scout Drone Operation I<br>
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| Small Hybrid Turret I<br>
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| '''[Incursus, PVE Basic Skills Incursus] Recommended Skills'''<br>
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| Acceleration Control I<br>
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| Afterburner II<br>
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| Controlled Bursts II<br>
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| Drones I<br>
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| Energy Grid Upgrades II<br>
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| Energy Management II<br>
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| Energy Systems Operation II<br>
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| Evasive Maneuvering I<br>
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| Gallente Frigate III<br>
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| Gunnery III<br>
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| Hull Upgrades II<br>
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| Mechanic II<br>
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| Motion Prediction II<br>
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| Rapid Firing II<br>
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| Repair Systems II<br>
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| Scout Drone Operation I<br>
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| Small Hybrid Turret III<br>
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| Sharpshooter II<br>
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| Targeting II<br>
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| Weapon Upgrades I
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| ===[Incursus, PVE Epic Arc Boss Killer Incursus]===
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| Magnetic Field Stabilizer I<br>
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| Magnetic Field Stabilizer I
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| Cap Recharger I<br>
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| Cap Recharger I<br>
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| [empty med slot]
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| Light Neutron Blaster I, Antimatter Charge S<br>
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| Light Neutron Blaster I, Antimatter Charge S<br>
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| Light Neutron Blaster I, Antimatter Charge S
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| [empty rig slot]<br>
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| [empty rig slot]<br>
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| [empty rig slot]
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| Hobgoblin I x1
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| '''[Incursus, PVE Epic Arc Boss Killer Incursus] Required Skills'''<br>
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| Drones I<br>
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| Energy Grid Upgrades II<br>
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| Gallente Frigate III<br>
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| Scout Drone Operation I<br>
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| Small Hybrid Turret I<br>
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| Weapon Upgrades I
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| * This fitting will require the some gunnery skills to have enough DPS to break Dagan's tank. See the recommended skills for the standard PVE Incursus.
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| * This fitting should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.
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| * While orbiting at 500m, Dagan's guns should not be able to track the Incursus. If your own guns have difficulty tracking at full speed, reduce speed to 75%.
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| * This fitting should also work well against Kristan Parthus.
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| ===[Incursus, PVP Basic Skills Incursus]===
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| Damage Control I<br>
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| Overdrive Injector System I
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| 1MN MicroWarpdrive I<br>
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| Stasis Webifier I<br>
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| Warp Disruptor I
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| 75mm Gatling Rail I, Iridium Charge S<br>
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| 75mm Gatling Rail I, Iridium Charge S<br>
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| 75mm Gatling Rail I, Iridium Charge S
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| [empty rig slot]<br>
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| [empty rig slot]<br>
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| [empty rig slot]
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| Hobgoblin I x1
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| '''[Incursus, PVP Basic Skills Incursus] Required skills'''<br>
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| Afterburner III<br>
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| Drones I<br>
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| Gallente Frigate III<br>
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| High Speed Maneuvering I<br>
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| Hull Upgrades I<br>
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| Navigation III<br>
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| Propulsion Jamming I<br>
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| Scout Drone Operation I<br>
| |
| Small Hybrid Turret I
| |
|
| |
| '''[Incursus, PVP Basic Skills Incursus] Recommended skills'''<br>
| |
| Acceleration Control III<br>
| |
| Afterburner III<br>
| |
| Combat Drone Operation III<br>
| |
| Controlled Bursts III<br>
| |
| Drones III<br>
| |
| Electronics IV<br>
| |
| Energy Management III<br>
| |
| Energy Systems Operation III<br>
| |
| Evasive Maneuvering III<br>
| |
| Gallente Frigate IV<br>
| |
| Gunnery III<br>
| |
| High Speed Maneuvering III<br>
| |
| Hull Upgrades III<br>
| |
| Mechanic III<br>
| |
| Motion Prediction III<br>
| |
| Navigation III<br>
| |
| Propulsion Jamming III<br>
| |
| Rapid Firing III<br>
| |
| Scout Drone Operation III<br>
| |
| Sharpshooter III<br>
| |
| Signature Analysis III<br>
| |
| Small Hybrid Turret III<br>
| |
| Targeting III<br>
| |
| Warp Drive Operation III
| |
|
| |
| * The microwarpdrive can be replaced with an afterburner for those who don't have the High Speed Maneuvering skill yet.
| |
|
| |
| * Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do, or the MWD can be switched to an Afterburner.
| |
|
| |
| * For Uni fleets, ammo that gives an optimal range of approximately 7,500m (iridium with recommended skills when using 75mm rails) is ideal to orbit battleships at this distance to avoid smartbomb range. This may vary according to skills. Although dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters.
| |
|
| |
| ==Maulus==
| |
|
| |
| The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffecitve at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.
| |
|
| |
| ===[Maulus, PVP Basic Skills Maulus]===
| |
| Damage Control I<br>
| |
| Signal Amplifier I
| |
|
| |
| 1MN Afterburner I<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening
| |
|
| |
| 125mm Railgun I, Uranium Charge S<br>
| |
| 125mm Railgun I, Uranium Charge S<br>
| |
| [empty high slot]
| |
|
| |
| [empty rig slot]<br>
| |
| [empty rig slot]<br>
| |
| [empty rig slot]
| |
|
| |
| Hobgoblin I x2
| |
|
| |
| * The afterburner should only be used to get out of smartbomb range, or to go to optimal orbit in a defensive gate camp. Running the afterburner while damping will cap out the ship shortly.
| |
|
| |
| * Like other frigates, the Maulus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports. Like the incursus tackler, an optimal range of 7,500m is recommended for Uni fleets (uranium with recommended skills when using 125mm rails).
| |
|
| |
| * The empty high slot can be used for a nosferatu if the afterburner is switched out for a third damper. The nosferatu should usually not be used on battleships due to its short range and the risk of smartbombs. Without the nosferatu sucking cap, the maulus can quickly cap out. Cap should be closely monitored, especially in extended engagements if you use guns.
| |
|
| |
| '''[Maulus, PVP Basic Skills Maulus] Required skills'''<br>
| |
| Afterburner I<br>
| |
| Drones II<br>
| |
| Electronics Upgrade I<br>
| |
| Gallente Frigate II<br>
| |
| Hull Upgrades I<br>
| |
| Scout Drone Operation I<br>
| |
| Sensor Linking I<br>
| |
| Small Hybrid Turret I
| |
|
| |
| '''[Maulus, PVP Basic Skills Maulus] Recommended skills'''<br>
| |
| Acceleration Control II<br>
| |
| Afterburner III<br>
| |
| Combat Drone Operation III<br>
| |
| Controlled Bursts III<br>
| |
| Drones III<br>
| |
| Electronics IV<br>
| |
| Electronics Upgrade I<br>
| |
| Electronic Warfare III<br>
| |
| Energy Emission Systems I<br>
| |
| Energy Management III<br>
| |
| Energy Systems Operation III<br>
| |
| Evasive Maneuvering II<br>
| |
| Frequency Modulation III<br>
| |
| Fuel Conservation III<br>
| |
| Gallente Frigate IV<br>
| |
| Gunnery III<br>
| |
| Hull Upgrades III<br>
| |
| Long Distance Jamming III<br>
| |
| Long Range Targeting III<br>
| |
| Mechanic III<br>
| |
| Motion Prediction III<br>
| |
| Navigation III<br>
| |
| Rapid Firing III<br>
| |
| Scout Drone Operation III<br>
| |
| Sensor Linking III<br>
| |
| Sharpshooter III<br>
| |
| Signature Analysis III<br>
| |
| Small Hybrid Turret III<br>
| |
| Targeting III<br>
| |
| Warp Drive Operation III
| |
|
| |
| ==Tristan==
| |
|
| |
| 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 a worse tackler for typical Uni fleets.
| |
|
| |
| ===[Tristan, PVE Recon Tristan]===
| |
| Damage Control I<br>
| |
| Overdrive Injector System I<br>
| |
| Overdrive Injector System I
| |
|
| |
| 1MN Afterburner I<br>
| |
| Small Shield Extender I<br>
| |
| Medium Shield Extender I
| |
|
| |
| [empty high slot]<br>
| |
| [empty high slot]<br>
| |
| [empty high slot]<br>
| |
| [empty high slot]
| |
|
| |
| [empty rig slot]<br>
| |
| [empty rig slot]<br>
| |
| [empty rig slot]
| |
|
| |
| * This fitting is made specifically for the Recon missions (level 2). Since they require no fighting, a quick frigate with moderate tank will perform best to complete the missions quickly with minimal risk.
| |
|
| |
| '''[Tristan, PVE Recon Tristan] Required Skills'''<br>
| |
| Afterburner I<br>
| |
| Gallente Frigate III<br>
| |
| Hull Upgrades I<br>
| |
| Shield Upgrades I
| |
|
| |
| ===[Tristan, PVP Small Gang Tristan]===
| |
| Damage Control I<br>
| |
| Small Armor Repairer I<br>
| |
| Reactive Plating I
| |
|
| |
| 1MN Afterburner I<br>
| |
| Stasis Webifier I<br>
| |
| Warp Scrambler I
| |
|
| |
| Light Ion Blaster I, Antimatter Charge S<br>
| |
| Light Ion Blaster I, Antimatter Charge S<br>
| |
| Rocket Launcher I, Gremlin Rocket<br>
| |
| Rocket Launcher I, Gremlin Rocket
| |
|
| |
| [empty rig slot]<br>
| |
| [empty rig slot]<br>
| |
| [empty rig slot]
| |
|
| |
| Hobgoblin I x1
| |
|
| |
| =Destroyer=
| |
|
| |
| Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in pve for level 1 missions. They are rarely used in pvp, as their DPS is unimpressive without high skills, although they sometimes fill the role of anti-interceptor.
| |
|
| |
| Flying destroyers is not recommended for typical Uni fleets, unless it is for a specialized Thrasher Hit & Run fleet.
| |
|
| |
| ==Catalyst==
| |
| The Catalyst has 8 high slots, all of which can be fitted with guns. It is the typical level 1 mission runner ship for Gallente pilots once they have amassed enough ISK to purchase it and fit it out.
| |
|
| |
| The Catalyst is also used as a salvaging boat.
| |
|
| |
| {{ShipSkillGuide
| |
|
| |
| |name=[Catalyst, PvE Basic Skills Catalyst]
| |
|
| |
| |high=125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S<br>
| |
| 125mm Railgun I, Antimatter Charge S
| |
|
| |
| |mid=1MN Afterburner I<br>
| |
| Cap Recharger I
| |
|
| |
| |low=Damage Control I<br>
| |
| Small Armor Repairer I<br>
| |
| Micro Auxiliary Power Core I
| |
|
| |
| |drones=Hobgoblin I x1
| |
|
| |
| |rigs=[empty rig slot]<br>
| |
| [empty rig slot]<br>
| |
| [empty rig slot]
| |
|
| |
| |required1=Afterburner I<br>
| |
| Destroyers I<br>
| |
| Drones I<br>
| |
| Energy Grid Upgrades II
| |
|
| |
| |required2=Energy Management II<br>
| |
| Gallente Frigate III<br>
| |
| Hull Upgrades I
| |
|
| |
| |required3=Repair Systems I<br>
| |
| Scout Drone Operation I<br>
| |
| Small Hybrid Turret I
| |
|
| |
| |recommended1=Acceleration Control I<br/>
| |
| Afterburner II<br/>
| |
| Controlled Bursts II<br/>
| |
| Destroyers I<br/>
| |
| Drones I<br/>
| |
| Energy Grid Upgrades II<br/>
| |
| Energy Management II
| |
|
| |
| |recommended2=Energy Systems Operation II<br/>
| |
| Evasive Maneuvering I<br/>
| |
| Gallente Frigate III<br/>
| |
| Gunnery III<br/>
| |
| Hull Upgrades II<br/>
| |
| Mechanic II<br/>
| |
| Motion Prediction II
| |
|
| |
| |recommended3=Rapid Firing II<br/>
| |
| Repair Systems II<br/>
| |
| Scout Drone Operation I<br/>
| |
| Sharpshooter II<br/>
| |
| Small Hybrid Turret III<br/>
| |
| Targeting II
| |
|
| |
| |notes=* Switch the Micro Auxiliary Power Core I to Adaptive Nano Plating I (omni tanking) or Reactive Plating I (to fill the explosive hole in armor tanking, especially when facing Angel Cartel rats) if you have sufficient powergrid.
| |
| * Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).
| |
| }}
| |
|
| |
| ===[Catalyst, Salvaging Boat]===
| |
|
| |
| <table cellspacing='4' cellpadding='1'>
| |
| <tr align='left' style='background:#153E7E;'>
| |
| <th> Fitting </th><th style='background:black;'></th>
| |
| <th> Required Skills</th><th style='background:black;'></th>
| |
| <th> Recommended Skills</th>
| |
| </tr>
| |
| <tr valign='top'>
| |
| <td>
| |
| [Catalyst, Salvaging Boat]
| |
|
| |
| Capacitor Power Relay I<br>
| |
| Capacitor Power Relay I<br>
| |
| Co-Processor I
| |
|
| |
| 1MN MicroWarpdrive I<br>
| |
| Cap Recharger I
| |
|
| |
| Small Tractor Beam I<br>
| |
| Small Tractor Beam I<br>
| |
| Small Tractor Beam I<br>
| |
| Small Tractor Beam I<br>
| |
| Salvager I<br>
| |
| Salvager I<br>
| |
| Salvager I<br>
| |
| Salvager I
| |
|
| |
| Small Salvage Tackle I<br>
| |
| Small Salvage Tackle I<br>
| |
| Small Salvage Tackle I
| |
| </td><td width='20px'></td><td>
| |
| Afterburner III<br>
| |
| Armor Rigging I<br>
| |
| Destroyers I<br>
| |
| Electronics Upgrades I<br>
| |
| Energy Grid Upgrades II<br>
| |
| Gallente Frigate III<br>
| |
| High Speed Maneuvering I<br>
| |
| Jury Rigging III<br>
| |
| Mechanic III<br>
| |
| Navigation III<br>
| |
| Salvaging I
| |
| </td><td width='20px'></td><td>
| |
| High Speed Maneuvering III<br>
| |
| Salvaging III<br>
| |
| </td></tr></table>
| |
|
| |
| '''Fitting Comments'''
| |
|
| |
| * The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.
| |
|
| |
| * Rigs are optional, they're a bit expensive for most newbies. The salvage tackle rigs can be changed to capacitor control circuit rigs if cap runs out too often, or for small cargohold optimization if cargo space runs out.
| |
|
| |
| * If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.
| |
|
| |
| =Cruiser=
| |
|
| |
| ==Celestis==
| |
|
| |
| The Celestis the 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.
| |
|
| |
| ===[Celestis, PVP Standard Celestis]===
| |
| Damage Control I<br>
| |
| 800mm Reinforced Steel Plates I<br>
| |
| Signal Amplifier I
| |
|
| |
| 10MN MicroWarpdrive I<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening
| |
|
| |
| Small Energy Neutralizer I<br>
| |
| Small Energy Neutralizer I<br>
| |
| Drone Link Augmentor I<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Hornet EC-300 x2<br>
| |
| Vespa EC-600 x3
| |
|
| |
| * Cargohold should have 3 range scripts to switch if needed.
| |
|
| |
| * The neuts on this version are purely defensive if some small ship decides to tackle the Celestis and orbits close.
| |
|
| |
| ===[Celestis, PVP Gonzo Neut Celestis]===
| |
| Damage Control I<br>
| |
| Signal Amplifier I<br>
| |
| Reactive Plating I
| |
|
| |
| 10MN MicroWarpdrive I<br>
| |
| Medium Capacitor Booster I, Cap Booster 800<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening<br>
| |
| Remote Sensor Dampener I, Scan Resolution Dampening
| |
|
| |
| Medium Energy Neutralizer I<br>
| |
| Medium Energy Neutralizer I<br>
| |
| Drone Link Augmentor I<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Hornet EC-300 x2<br>
| |
| Vespa EC-600 x3
| |
|
| |
| * This Celestis does three types of EW: damping, ECM, and cap warfare.
| |
|
| |
| * Cargohold should have 3 range scripts to switch if needed, and as many 800 cap charges as can fit.
| |
|
| |
| '''[Celestis, PVP Celestis] Required Skills'''<br>
| |
| Afterburner III<br>
| |
| Drones V<br>
| |
| Electronics IV<br>
| |
| Electronics Upgrade I<br>
| |
| Electronic Warfare IV<br>
| |
| Electronic Warfare Drone Interfacing II<br>
| |
| Energy Emission Systems II<br>
| |
| Energy Systems Operation I<br>
| |
| Gallente Cruiser II<br>
| |
| High Speed Maneuvering I<br>
| |
| Hull Upgrades III<br>
| |
| Scout Drone Operation IV<br>
| |
| Sensor Linking I
| |
|
| |
| '''[Celestis, PVP Celestis] Recommended Skills'''<br>
| |
| Acceleration Control III<br>
| |
| Afterburner III<br>
| |
| Drones V<br>
| |
| Drone Navigation III<br>
| |
| Electronics IV<br>
| |
| Electronics Upgrade I<br>
| |
| Electronic Warfare IV<br>
| |
| Electronic Warfare Drone Interfacing III<br>
| |
| Energy Emission Systems III<br>
| |
| Energy Management III<br>
| |
| Energy Systems Operation III<br>
| |
| Evasive Maneuvering III<br>
| |
| Frequency Modulation III<br>
| |
| Gallente Cruiser IV<br>
| |
| High Speed Maneuvering III<br>
| |
| Hull Upgrades III<br>
| |
| Long Distance Jamming III<br>
| |
| Long Range Targeting III<br>
| |
| Mechanic III<br>
| |
| Navigation III<br>
| |
| Scout Drone Operation IV<br>
| |
| Sensor Linking III<br>
| |
| Signature Analysis III<br>
| |
| Targeting III<br>
| |
| Warp Drive Operation III
| |
|
| |
| ==Exequror==
| |
|
| |
| 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 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.
| |
|
| |
| ===[Exequror, PVP Small Gang Exequror RR]===
| |
| Damage Control I<br>
| |
| 800mm Reinforced Steel Plates I<br>
| |
| Energized Adaptive Nano Membrane I
| |
|
| |
| 10MN Afterburner I<br>
| |
| Warp Scrambler I<br>
| |
| Tracking Disruptor I, Tracking Speed Disruption<br>
| |
| Medium Capacitor Booster I, Cap Booster 800
| |
|
| |
| Small Remote Armor Repair System I<br>
| |
| Small Remote Armor Repair System I<br>
| |
| Small Remote Armor Repair System I<br>
| |
| Small Remote Armor Repair System I
| |
|
| |
| Hobgoblin I x2<br>
| |
| Hammerhead I x3
| |
|
| |
| * Small RR range on an Exeq is 24 km.
| |
|
| |
| * Meant for small gangs made up in part or fully of Exequrors. The tracking disruptor and scram should probably by mixed around the gang, with some having damps and warp disruptors instead (and perhaps some webs).
| |
|
| |
| ==Thorax==
| |
|
| |
| 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.
| |
|
| |
| ===[Thorax, PVP Basic Skills Thorax]===
| |
| Damage Control I<br>
| |
| Magnetic Field Stabilizer I<br>
| |
| Magnetic Field Stabilizer I<br>
| |
| Magnetic Field Stabilizer I<br>
| |
| 400mm Reinforced Steel Plates I
| |
|
| |
| 10MN MicroWarpdrive I<br>
| |
| Stasis Webifier I<br>
| |
| Warp Scrambler I
| |
|
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M
| |
|
| |
| Hammerhead I x5
| |
|
| |
| * If you're missing CPU due to not having Electronics IV and Weapon Upgrades IV, you can upgrade some modules to a higher meta level to reduce cpu required. You could also use a 200mm plate instead of the 400mm.
| |
|
| |
| * Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.
| |
|
| |
| '''[Thorax, PVP Basic Skills Thorax] Required Skills'''<br>
| |
| Drones V<br>
| |
| Electronics IV<br>
| |
| Gallente Cruisers III<br>
| |
| Gunnery III<br>
| |
| High Speed Maneuvering I<br>
| |
| Hull Upgrades II<br>
| |
| Medium Hybrid Turret I<br>
| |
| Propulsion Jamming I<br>
| |
| Scout Drone Operation I<br>
| |
| Weapon Upgrades IV
| |
|
| |
| '''[Thorax, PVP Basic Skills Thorax] Recommended Skills'''<br>
| |
| Acceleration Control III<br>
| |
| Afterburner III<br>
| |
| Controlled Bursts III<br>
| |
| Combat Drone Operation III<br>
| |
| Drone Navigation III<br>
| |
| Drones V<br>
| |
| Drone Interfacing III<br>
| |
| Drone Sharpshooting III<br>
| |
| Electronics IV<br>
| |
| Energy Management III<br>
| |
| Energy Systems Operation III<br>
| |
| Engineering IV<br>
| |
| Evasive Maneuvering III<br>
| |
| Gallente Cruiser IV<br>
| |
| Gunnery V<br>
| |
| High Speed Maneuvering III<br>
| |
| Hull Upgrades III<br>
| |
| Mechanic III<br>
| |
| Medium Hybrid Turret IV<br>
| |
| Motion Prediction III<br>
| |
| Navigation III<br>
| |
| Propulsion Jamming III<br>
| |
| Rapid Firing III<br>
| |
| Scout Drone Operation III<br>
| |
| Sharpshooter III<br>
| |
| Signature Analysis III<br>
| |
| Surgical Strike III<br>
| |
| Targeting III<br>
| |
| Trajectory Analysis III<br>
| |
| Warp Drive Operation III<br>
| |
| Weapon Upgrades IV
| |
|
| |
| * This training plan should take 1 month or so to complete, although this will vary a lot with learning skills, implants, and neural remap.
| |
|
| |
| * With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.
| |
|
| |
| ===[Thorax, Wormhole Thorax]===
| |
| Damage Control II<br>
| |
| Medium Armor Repairer II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Reactive Membrane II
| |
|
| |
| 10MN MicroWarpdrive II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
| |
|
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I
| |
|
| |
| Hobgoblin I x5<br>
| |
| Hobgoblin II x5
| |
|
| |
| * A basic fit for class 1 wormholes in gangs.
| |
|
| |
| * A cheaper version would have Dual 150mm Compressed Coil Gun I, as the meta 3 medium rails are much less expensive than the meta 4. Rigs are optional, warping out might be required more often without them. T1 modules can be used if skills aren't high enough for T2.
| |
|
| |
| ==Vexor==
| |
|
| |
| The Vexor, like the Mymidon and Dominix, is a drone boat. The drone boats are excellent pve ships, and they are also good pvp ships. Drone boats are sometimes fitted with tractors and salvagers to salvage wrecks during missions, this lowers dps, and thus increases mission completion time. Although it also saves time from not having to return to the mission site in another ship to salvage, but wether this saves time in total or merely makes it more convenient is debatable.
| |
|
| |
| The Vexor is also an excellent 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.
| |
|
| |
| ===[Vexor, PVE Basic Skills Vexor]===
| |
| Damage Control I<br>
| |
| Armor Thermic Hardener I<br>
| |
| Armor Kinetic Hardener I<br>
| |
| Medium Armor Repairer I
| |
|
| |
| 10MN Afterburner I<br>
| |
| Cap Recharger I<br>
| |
| Cap Recharger I
| |
|
| |
| Dual 150mm Railgun I, Antimatter Charge M<br>
| |
| Dual 150mm Railgun I, Antimatter Charge M<br>
| |
| Dual 150mm Railgun I, Antimatter Charge M<br>
| |
| Dual 150mm Railgun I, Antimatter Charge M<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I
| |
|
| |
| Hammerhead I x5<br>
| |
| Hobgoblin I x5
| |
|
| |
| * The hardeners and drones should be switched around depending on the rat types.
| |
|
| |
| * The damage control can be substituted for a third rat-specific hardener, especially on missions with a lot of explosive damage.
| |
|
| |
| * The Drone Link Augmentor can be left out if you don't have enough CPU. Electronics IV and Weapon Upgrades III should provide the required CPU.
| |
|
| |
| * Rigs are relatively expensive and they can be left out when starting level 2 missions if you have insufficient ISK.
| |
|
| |
| '''[Vexor, PVE Basic Skills Vexor] Required Skills'''<br>
| |
| Afterburner I<br>
| |
| Drones IV<br>
| |
| Energy Grid Upgrades II<br>
| |
| Gallente Cruiser II<br>
| |
| Gallente Frigate IV<br>
| |
| Gunnery III<br>
| |
| Hull Upgrades III<br>
| |
| Jury Rigging I<br>
| |
| Mechanic III<br>
| |
| Medium Hybrid Turret I<br>
| |
| Repair Systems I<br>
| |
| Scout Drone Operation IV
| |
|
| |
| * Drones IV is the minimum amount of drones recommended to start running level 2 missions in a Vexor.
| |
|
| |
| * Scout Drone Operation IV is required for the Drone Link Augmentor. This module can be left out with little impact to the Vexor's performance.
| |
|
| |
| '''[Vexor, PVE Basic Skills Vexor] Recommended Skills'''<br>
| |
| Acceleration Control II<br>
| |
| Afterburner II<br>
| |
| Combat Drone Operation II<br>
| |
| Controlled Bursts III<br>
| |
| Drones V<br>
| |
| Drone Interfacing III<br>
| |
| Drone Navigation III<br>
| |
| Electronics IV<br>
| |
| Energy Grid Upgrades III<br>
| |
| Energy Management III<br>
| |
| Energy Systems Operation III<br>
| |
| Fuel Conservation II<br>
| |
| Gallente Cruiser III<br>
| |
| Gunnery III<br>
| |
| Hull Upgrades III<br>
| |
| Jury Rigging I<br>
| |
| Mechanic III<br>
| |
| Medium Hybrid Turret III<br>
| |
| Motion Prediction III<br>
| |
| Rapid Firing III<br>
| |
| Repair Systems IV<br>
| |
| Scout Drone Operation IV<br>
| |
| Sharpshooter III<br>
| |
| Targeting III<br>
| |
| Weapon Upgrades III
| |
|
| |
| * This recommended skill plan should take approximately two weeks to complete, depending on learning skills trained and implants used. The Vexor can be piloted earlier to get into level 2 missions, after about one week, depending on how the character was skilled and the player's ability to pilot the ship effectively using proper kiting techniques in difficult missions.
| |
|
| |
| ===[Vexor, PVP Small Gang Vexor]===
| |
| Damage Control I<br>
| |
| Energized Adaptive Nano Membrane I<br>
| |
| Energized Adaptive Nano Membrane I<br>
| |
| 800mm Reinforced Steel Plates I
| |
|
| |
| 10MN MicroWarpdrive I<br>
| |
| Stasis Webifier I<br>
| |
| Warp Scrambler I
| |
|
| |
| Heavy Electron Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Small Energy Neutralizer I<br>
| |
| Heavy Electron Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Electron Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Electron Blaster I, Caldari Navy Antimatter Charge M
| |
|
| |
| Hobgoblin I x5<br>
| |
| Warrior I x5<br>
| |
| Hammerhead I x5
| |
|
| |
| =Industrial=
| |
|
| |
| ==Iteron==
| |
|
| |
| The Iteron line of ships, from I to V, are excellent haulers. The Iteron V when rigged is the industrial ship with the largest cargo capacity, although for most players and Iteron I or III will suffice. Industrials can be used to store mission loot and salvage, to haul at a later time and sell at a trade hub for more ISK than can be made in most backwater mission stations.
| |
|
| |
| ===[Iteron Mark III, Hauler]===
| |
| Expanded Cargohold II<br>
| |
| Expanded Cargohold II<br>
| |
| Expanded Cargohold II
| |
|
| |
| Medium Shield Extender I<br>
| |
| Medium Shield Extender I<br>
| |
| Medium Shield Extender I
| |
|
| |
| [empty high slot]<br>
| |
| [empty high slot]
| |
|
| |
| Medium Cargohold Optimization I<br>
| |
| Medium Cargohold Optimization I<br>
| |
| Medium Cargohold Optimization I
| |
|
| |
| '''[Iteron Mark III, Hauler] Required Skills'''<br>
| |
| Astronautics Rigging I<br>
| |
| Gallente Industrial III<br>
| |
| Hull Upgrades II<br>
| |
| Jury Rigging III<br>
| |
| Mechanic III<br>
| |
| Shield Upgrades I
| |
|
| |
| * An Iteron III fitted like this is a moderate skill investement, and can carry up to 17,672 m3.
| |
|
| |
| * A repackaged frigate is 2,500 m3, a repackaged destroyer is 5,000 m3, a repackaged cruiser is 10,000 m3, and a repackaged battlecruiser is 15,000 m3.
| |
|
| |
| * For war time hauling, a hauling alt is recommended. For this purpose, an Amarr pilot trained for a Bestower is best for the least skill investment. See the [[Creating an Alt Hauler]] article for more information.
| |
|
| |
| * Industrial ships are easily suicide ganked in highsec. Suicide ganks are more likely close to trade hubs, or on paths between trade hubs, especially in 0.5 or 0.6 systems. If you are carrying less than 20 million ISK in goods, a suicide gank is extremely unlikely. Many suicide gankers will not bother with cargo worth less than 50 million ISK, but some will. Some suicide gankers will do it simply to cause grief rather than for profit. The shield tank fitted is mostly to avoid random suicide ganks from ships with low firepower or untargeted smartbomb suicide ganks. See 'The Dark Side of Eve' in the [http://classes.eve-ivy.com/ Audio Library] for more information about suicide ganking and how to avoid it.
| |
|
| |
| =Battlecruiser=
| |
|
| |
| ==Brutix==
| |
|
| |
| The Brutix is reknowned for its high DPS potential in pvp. It is also a popular suicide gank ship.
| |
|
| |
|
| 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. | | 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. |
|
| |
|
| ===[Brutix, PVP T1 Shield Tank Brutix]===
| |
| Damage Control I<br>
| |
| Magnetic Field Stabilizer I<br>
| |
| Magnetic Field Stabilizer I<br>
| |
| Magnetic Field Stabilizer I<br>
| |
| Tracking Enhancer I
| |
|
| |
| 10MN MicroWarpdrive I<br>
| |
| Warp Scrambler I<br>
| |
| Large Shield Extender I<br>
| |
| Invulnerability Field I
| |
|
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster I, Caldari Navy Antimatter Charge M
| |
|
| |
| Hammerhead I x5
| |
|
| |
| * This Brutix is very cheap to fit, and after insurance is collected it costs around 3 million ISK (assuming 20 million was paid for the hull), including 840 units of faction ammo, 2000 units of standard ammo, and 25 units of nanite repair paste. It deals around 461 DPS with 34k EHP with recommended skills.
| |
|
| |
| * This fit is not suitable for war time in the Uni due to T1 tank. The skill recommendations are kept low for the T1 version, since it is meant to be a disposable ship with a bit more DPS and EHP than a Thorax for regular lowsec patrols during peace time. Pilots who are looking to be effective in a Brutix should aim for the T2 version skill recommendations.
| |
|
| |
| '''[Brutix, PVP T1 Shield Tank Brutix] Required Skills'''<br>
| |
| Battlecruisers I<br>
| |
| Drones V<br>
| |
| Electronics IV<br>
| |
| Engineering IV<br>
| |
| Gallente Cruiser III<br>
| |
| Gunnery III<br>
| |
| High Speed Maneuvering I<br>
| |
| Hull Upgrades I<br>
| |
| Medium Hybrid Turret I<br>
| |
| Propulsion Jamming I<br>
| |
| Scout Drone Operation I<br>
| |
| Shield Upgrades I<br>
| |
| Spaceship Command IV<br>
| |
| Tactical Shield Manipulation I<br>
| |
| Weapon Upgrades I
| |
|
| |
| '''[Brutix, PVP T1 Shield Tank Brutix] Recommended Skills'''<br>
| |
| Acceleration Control III<br>
| |
| Afterburner III<br>
| |
| Battlecruisers IV<br>
| |
| Controlled Bursts III<br>
| |
| Combat Drone Operation IV<br>
| |
| Drones V<br>
| |
| Drone Durability III<br>
| |
| Drone Interfacing IV<br>
| |
| Drone Navigation III<br>
| |
| Drone Sharpshooting III<br>
| |
| Electronics IV<br>
| |
| Energy Management IV<br>
| |
| Energy Systems Operation IV<br>
| |
| Engineering IV<br>
| |
| Evasive Maneuvering III<br>
| |
| Gallente Cruiser III<br>
| |
| Gunnery V<br>
| |
| High Speed Maneuvering III<br>
| |
| Hull Upgrades IV<br>
| |
| Long Range Targeting III<br>
| |
| Mechanic IV<br>
| |
| Medium Hybrid Turret IV<br>
| |
| Motion Prediction III<br>
| |
| Navigation III<br>
| |
| Propulsion Jamming III<br>
| |
| Rapid Firing IV<br>
| |
| Scout Drone Operation IV<br>
| |
| Sharpshooter III<br>
| |
| Shield Management IV<br>
| |
| Shield Upgrades III<br>
| |
| Signature Analysis III<br>
| |
| Spaceship Command IV<br>
| |
| Surgical Strike III<br>
| |
| Tactical Shield Manipulation III<br>
| |
| Targeting IV<br>
| |
| Trajectory Analysis III<br>
| |
| Warp Drive Operation III<br>
| |
| Weapon Upgrades III
| |
|
| |
| ===[Brutix, PVP T2 Shield Tank Brutix]===
| |
| Damage Control II<br>
| |
| Magnetic Field Stabilizer II<br>
| |
| Magnetic Field Stabilizer II<br>
| |
| Magnetic Field Stabilizer II<br>
| |
| Tracking Enhancer II
| |
|
| |
| 10MN MicroWarpdrive II<br>
| |
| Invulnerability Field II<br>
| |
| Large Shield Extender II<br>
| |
| Warp Scrambler II
| |
|
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M<br>
| |
| Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
| |
|
| |
| Medium Core Defence Field Extender I<br>
| |
| Medium Core Defence Field Extender I<br>
| |
| Medium Anti-EM Screen Reinforcer I
| |
|
| |
| Hammerhead II x5
| |
|
| |
| * This version deals around 691 DPS with 50k EHP with recommended skills, or up to 60k EHP with double shield extenders. Energy Grid Upgrades II will be required to fit two shield extenders.
| |
|
| |
| '''[Brutix, PVP T2 Shield Tank Brutix] Required Skills'''<br>
| |
| Battlecruisers I<br>
| |
| Drones V<br>
| |
| Electronics IV<br>
| |
| Engineering V<br>
| |
| Gallente Cruiser III<br>
| |
| Gallente Drone Specialization II<br>
| |
| Gunnery V<br>
| |
| High Speed Maneuvering IV<br>
| |
| Hull Upgrades IV<br>
| |
| Jury Rigging III<br>
| |
| Medium Blaster Specialization I<br>
| |
| Medium Hybrid Turret IV<br>
| |
| Propulsion Jamming II<br>
| |
| Scout Drone Operation V<br>
| |
| Shield Rigging I<br>
| |
| Shield Upgrades IV<br>
| |
| Tactical Shield Manipulation IV<br>
| |
| Weapon Upgrades IV
| |
|
| |
| '''[Brutix, PVP T2 Shield Tank Brutix] Recommended Skills'''<br>
| |
| Acceleration Control III<br>
| |
| Afterburner III<br>
| |
| Battlecruisers IV<br>
| |
| Controlled Bursts III<br>
| |
| Combat Drone Operation IV<br>
| |
| Drones V<br>
| |
| Drone Durability III<br>
| |
| Drone Interfacing IV<br>
| |
| Drone Navigation III<br>
| |
| Drone Sharpshooting III<br>
| |
| Electronics IV<br>
| |
| Energy Grid Upgrades II<br>
| |
| Energy Management IV<br>
| |
| Energy Systems Operation IV<br>
| |
| Engineering V<br>
| |
| Evasive Maneuvering III<br>
| |
| Gallente Cruiser III<br>
| |
| Gallente Drone Specialization III<br>
| |
| Gunnery V<br>
| |
| High Speed Maneuvering IV<br>
| |
| Hull Upgrades IV<br>
| |
| Jury Rigging III<br>
| |
| Long Range Targeting III<br>
| |
| Mechanic V<br>
| |
| Medium Blaster Specialization IV<br>
| |
| Medium Hybrid Turret V<br>
| |
| Motion Prediction IV<br>
| |
| Nanite Interfacing III<br>
| |
| Nanite Operation III<br>
| |
| Navigation IV<br>
| |
| Propulsion Jamming III<br>
| |
| Rapid Firing IV<br>
| |
| Science IV<br>
| |
| Scout Drone Operation V<br>
| |
| Sharpshooter III<br>
| |
| Shield Management IV<br>
| |
| Shield Rigging III<br>
| |
| Shield Upgrades IV<br>
| |
| Signature Analysis III<br>
| |
| Spaceship Command IV<br>
| |
| Surgical Strike III<br>
| |
| Tactical Shield Manipulation IV<br>
| |
| Targeting IV<br>
| |
| Thermodynamics IV<br>
| |
| Trajectory Analysis III<br>
| |
| Warp Drive Operation III<br>
| |
| Weapon Upgrades IV
| |
|
| |
| ===[Brutix, PVP Bait Brutix]===
| |
| Damage Control II<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II
| |
|
| |
| 10MN MicroWarpdrive II<br>
| |
| Stasis Webifier II<br>
| |
| Stasis Webifier II<br>
| |
| Warp Scrambler II
| |
|
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Medium Nosferatu II<br>
| |
| Small Nosferatu II
| |
|
| |
| Medium Trimark Armor Pump I<br>
| |
| Medium Trimark Armor Pump I<br>
| |
| Medium Trimark Armor Pump I
| |
|
| |
| Warrior II x10
| |
|
| |
| * This bait ship is unlikely to catch anything that stays out of warp scrambler range, due to the dual plates and trimarks.
| |
|
| |
| * The guns are mostly for show and to shoot down drones. Small autocannons are a better substitute if the pilot has those trained.
| |
|
| |
| * The nos are there to help keep propulsion jammers on an enemy in case of neuts, in the absence of a cap booster.
| |
|
| |
| ===[Brutix, Wormhole Brutix]===
| |
| Damage Control II<br>
| |
| Medium Armor Repairer II<br>
| |
| Energized Reactive Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II
| |
|
| |
| 10MN MicroWarpdrive II<br>
| |
| Tracking Computer II, Tracking Speed<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M<br>
| |
| Dual 150mm Prototype I Gauss Gun, Antimatter Charge M
| |
|
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I
| |
|
| |
| Hobgoblin I x5<br>
| |
| Hobgoblin II x5
| |
|
| |
| * This should be able to handle class 1 wormholes, perhaps class 2 in gangs with some RR. It is unlikely to do well in class 3 wormholes.
| |
|
| |
| ==Myrmidon==
| |
|
| |
| The Mymidon 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 cap bonus make it an excellent armor tanker. The myrmidon should be fitted with Hobgolins and Hammerheads, as well as Minmatar or Caldari drones depending if the rats are weak to explosive or kinetic damage.
| |
|
| |
| The Myrmidon can also be an excellent pvp ship, though the damage potential is much less than the Brutix. It can have a good buffer tank, and some myrmidon pvp fits have double or triple repair modules. Myrmidons can also be fit and rigged for speed with a shield tank.
| |
|
| |
| ===[Myrmidon, PVE T2 Tank Myrmidon]===
| |
| Medium Armor Repairer II<br>
| |
| Medium Armor Repairer II<br>
| |
| Armor Explosive Hardener II<br>
| |
| Armor Explosive Hardener II<br>
| |
| Armor Kinetic Hardener II<br>
| |
| Armor Kinetic Hardener II
| |
|
| |
| 10MN Afterburner II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
| 200mm Railgun I, Antimatter Charge M<br>
| |
| 200mm Railgun I, Antimatter Charge M<br>
| |
| 200mm Railgun I, Antimatter Charge M<br>
| |
| 200mm Railgun I, Antimatter Charge M<br>
| |
| 200mm Railgun I, Antimatter Charge M<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I
| |
|
| |
| Hobgoblin II x5<br>
| |
| Hammerhead II x5<br>
| |
| Warrior II x5<br>
| |
| Valkyrie II x5
| |
|
| |
| '''[Myrmidon, PVE T2 Tank Myrmidon] Required Skills'''<br>
| |
| Afterburner IV<br>
| |
| Battlecruisers II<br>
| |
| Drones V<br>
| |
| Electronics IV<br>
| |
| Energy Grid Upgrades III<br>
| |
| Gallente Cruisers III<br>
| |
| Gallente Drone Specialization II<br>
| |
| Gunnery III<br>
| |
| Hull Upgrades V<br>
| |
| Jury Rigging I<br>
| |
| Mechanic IV<br>
| |
| Medium Hybrid Turret I<br>
| |
| Minmatar Drone Specialization II<br>
| |
| Repair Systems IV<br>
| |
| Scout Drone Operation V<br>
| |
| Spaceship Command IV<br>
| |
| Weapon Upgrades III
| |
|
| |
| ===[Myrmidon, PVP Myrmidon]===
| |
| Damage Control II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I
| |
|
| |
| 10MN MicroWarpdrive II<br>
| |
| Stasis Webifier II<br>
| |
| Stasis Webifier II<br>
| |
| Warp Scrambler II<br>
| |
| Warp Disruptor II
| |
|
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S<br>
| |
| Light Neutron Blaster II, Caldari Navy Antimatter Charge S
| |
|
| |
| Medium Trimark Armor Pump I<br>
| |
| Medium Trimark Armor Pump I<br>
| |
| Medium Trimark Armor Pump I
| |
|
| |
| Hammerhead II x5<br>
| |
| Warrior II x5<br>
| |
| Ogre II x2<br>
| |
| Hammerhead II x2<br>
| |
| Hobgoblin II x1
| |
|
| |
| * This Myrmidon uses light neutrons to be able to fit more tank. Since the myrmidon doesn't have a bonus to guns, fitting small guns doesn't have a terrible effect on the DPS. T2 autocannons might be better for pilots that are skilled with them.
| |
|
| |
| * 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 tracking issues to deal with smaller targets, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 heavy drones might want to have few spare scout drones, and a set of EC-600 drones in case of emergency.
| |
|
| |
| ===[Myrmidon, Wormhole Gang Myrmidon RR]===
| |
| Damage Control II<br>
| |
| Medium Armor Repairer II<br>
| |
| Medium Armor Repairer II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Reactive Membrane II
| |
|
| |
| 10MN MicroWarpdrive II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
| Medium Remote Armor Repair System II<br>
| |
| Medium Remote Armor Repair System II<br>
| |
| Small Remote Hull Repair System I<br>
| |
| Prototype Cloaking Device I<br>
| |
| Core Probe Launcher I, Core Scanner Probe I<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I<br>
| |
| Medium Capacitor Control Circuit I
| |
|
| |
| Hobgoblin I x5<br>
| |
| Hobgoblin II x5<br>
| |
| Hammerhead I x5<br>
| |
| Hammerhead II x5
| |
|
| |
| * This is meant as a utility ship in wormhole fleets. The MWD is needed to get in RR range quickly, unless the gang is set up to be stationary.
| |
|
| |
| * Tech 2 drones should be used unless they catch too much aggro. Switch to Tech 1 drones if so.
| |
|
| |
| * This fit well handle class 1 and 2 wormholes relatively well, and perhaps class 3 if the gang is big enough.
| |
|
| |
| =Battleship=
| |
|
| |
| ==Dominix==
| |
|
| |
| The PVE Dominix fits are cap stable with Energy Management IV and Energy Systems Operation IV, and Fuel Conservation III (for the afterburner version). Meta 4 guns are used since every little bit of DPS helps when doing L4 missions. Normally you should not lose a Dominix to missions, since you should have good drone skills to kill warp jamming frigates fast. The low tank version should be used in easier missions and the high tank in harder missions. Pilots with higher cap skills might want to switch one of the CCC rigs for an Auxiliary Nano Pump. Some people prefer heavy drones, other prefer sentries. Try both and upgrade whichever you prefer to Tech 2. If you use sentries, you might want to consider 1 or 2 Omnidirectional Tracking Links in mid slots, no afterburner.
| |
|
| |
| ===[Dominix, PVE Dual LAR Dominix]===
| |
| Large Armor Repairer II<br>
| |
| Large Armor Repairer II<br>
| |
| Armor Kinetic Hardener II<br>
| |
| Armor Kinetic Hardener II<br>
| |
| Armor Explosive Hardener II<br>
| |
| Armor Explosive Hardener II<br>
| |
| Armor Explosive Hardener II
| |
|
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Large Capacitor Control Circuit I<br>
| |
| Large Capacitor Control Circuit I<br>
| |
| Large Capacitor Control Circuit I
| |
|
| |
| Warrior II x5<br>
| |
| Valkyrie II x5<br>
| |
| Berserker I x5<br>
| |
| Bouncer I x5
| |
|
| |
| ===[Dominix, PVE Single LAR Dominix]===
| |
| Magnetic Field Stabilizer II<br>
| |
| Magnetic Field Stabilizer II<br>
| |
| Large Armor Repairer II<br>
| |
| Armor Kinetic Hardener II<br>
| |
| Armor Kinetic Hardener II<br>
| |
| Armor Explosive Hardener II<br>
| |
| Armor Explosive Hardener II
| |
|
| |
| 100MN Afterburner I<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Dual 250mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Large Capacitor Control Circuit I<br>
| |
| Large Capacitor Control Circuit I<br>
| |
| Large Capacitor Control Circuit I
| |
|
| |
| Warrior II x5<br>
| |
| Valkyrie II x5<br>
| |
| Berserker I x5<br>
| |
| Bouncer I x5
| |
|
| |
| * The afterburner is used to get in antimatter range, since some rats battleships are faster than a dominix with no propulsion module. It also helps keep angular velocity low to avoid tracking problems.
| |
|
| |
| ===[Dominix, PVP Neut Domi RR]===
| |
| Energized Reactive Membrane II<br>
| |
| Damage Control II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
|
| |
| 100MN MicroWarpdrive I<br>
| |
| Heavy Capacitor Booster II, Cap Booster 800<br>
| |
| Sensor Booster II, Scan Resolution<br>
| |
| Stasis Webifier II<br>
| |
| Warp Disruptor II
| |
|
| |
| Heavy Unstable Power Fluctuator I<br>
| |
| Heavy Unstable Power Fluctuator I<br>
| |
| Heavy Unstable Power Fluctuator I<br>
| |
| Medium Energy Neutralizer II<br>
| |
| Medium Energy Neutralizer II<br>
| |
| Large Remote Armor Repair System II
| |
|
| |
| Large Trimark Armor Pump I<br>
| |
| Large Trimark Armor Pump I<br>
| |
| Large Trimark Armor Pump I
| |
|
| |
| Warrior II x5<br>
| |
| Hammerhead II x5<br>
| |
| Ogre II x5<br>
| |
| Bouncer II x5<br>
| |
| EC-600 x5
| |
|
| |
| * T2 heavy drones and sentries are recommended, but T1 will suffice. The neut domi's role is to solidify RR BS gangs with extra tank and repping rather than do DPS, and the neuting will be effective against many ships.
| |
|
| |
| ===[Dominix, Wormhole Gang Domi RR]===
| |
| Damage Control II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Reactive Membrane II<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I
| |
|
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Cap Recharger II<br>
| |
| Omnidirectional Tracking Link I<br>
| |
| Omnidirectional Tracking Link I
| |
|
| |
| Large Remote Armor Repair System II<br>
| |
| Large Remote Armor Repair System II<br>
| |
| Large Energy Transfer Array II<br>
| |
| Large Energy Transfer Array II<br>
| |
| Drone Link Augmentor I<br>
| |
| Drone Link Augmentor I
| |
|
| |
| Large Remote Repair Augmentor I<br>
| |
| Large Trimark Armor Pump I<br>
| |
| Large Capacitor Control Circuit I
| |
|
| |
| Garde II x5<br>
| |
| Bouncer II x5<br>
| |
| Hobgoblin II x5<br>
| |
| Hammerhead II x5<br>
| |
| Valkyrie II x5
| |
|
| |
| * This build is only cap stable with all level V skills. The omnidirectional tracking links will need to be changed to cap rechargers with level IV in Energy Systems Operation, Energy Management, Energy Emission Systems, and Remote Armor Repair Systems.
| |
|
| |
| ==Hyperion==
| |
|
| |
| 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 peace time lowsec patrols for pilots with too much ISK on their hands.
| |
|
| |
| ===[Hyperion, PvP Electro Hype]===
| |
| Large Armor Repairer II<br>
| |
| Large Armor Repairer II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Damage Control II
| |
|
| |
| Quad LiF Fueled I Booster Rockets<br>
| |
| Stasis Webifier II<br>
| |
| Warp Scrambler II<br>
| |
| Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
| |
| Heavy Electrochemical Capacitor Booster I, Cap Booster 800
| |
|
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Electron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Heavy Unstable Power Fluctuator I
| |
|
| |
| Large Auxiliary Nano Pump I<br>
| |
| Large Auxiliary Nano Pump I<br>
| |
| Large Nanobot Accelerator I
| |
|
| |
| Ogre II x3<br>
| |
| Warrior II x2<br>
| |
| Warrior II x3
| |
|
| |
| ==Megathron==
| |
|
| |
| ===[Megathron, PVP Blasterthron RR]===
| |
| Damage Control II<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| Adaptive Nano Plating II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Magnetic Field Stabilizer II<br>
| |
| Magnetic Field Stabilizer II
| |
|
| |
| Quad LiF Fueled I Booster Rockets<br>
| |
| Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
| |
| Sensor Booster II, Scan Resolution<br>
| |
| Faint Epsilon Warp Scrambler I
| |
|
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L<br>
| |
| Large 'Solace' I Remote Bulwark Reconstruction
| |
|
| |
| Large Trimark Armor Pump I<br>
| |
| Large Trimark Armor Pump I<br>
| |
| Large Trimark Armor Pump I
| |
|
| |
| Ogre II x5<br>
| |
|
| |
| * Requires Advanced Weapon Upgrades IV and a 3% powergrid implant. Without a PG implant or with insufficient Advanced Weapon Upgrades, one or two of the blasters can be switched to meta 4 neutron.
| |
|
| |
|
| ===[Megathron, PVP Blasterthron RR Meta 4 Neutrons]===
| | {{Ship|Myrmidon|box}} |
| Damage Control II<br>
| | 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 makes it an excellent armor tanker. |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Magnetic Field Stabilizer II<br>
| |
| Magnetic Field Stabilizer II
| |
|
| |
|
| Quad LiF Fueled I Booster Rockets<br>
| | The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the [[Brutix]] with most fittings. It is sometimes used in PvP with dual or triple reps. The Myrmidon has a 100 Mb drone bandwidth. 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. |
| Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
| |
| Sensor Booster II, Scan Resolution<br>
| |
| Warp Scrambler II
| |
|
| |
|
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L<br>
| |
| Large Remote Armor Repair System II
| |
|
| |
|
| Large Trimark Armor Pump I<br>
| | {{Ship|Talos|box}} |
| Large Trimark Armor Pump I<br>
| | The Talos is the Gallente Attack Battlecruiser. With damage and a tracking bonus, it focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a [[Megathron]] and the tank of a [[Thorax]]. However, with the range of heavy blasters and the second highest speed of the Tier 3 battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up can be found on [http://www.evealtruist.com/2012/01/know-your-enemy-tier-3-battlecruisers.html The Altruist's blog]. |
| Large Trimark Armor Pump I
| |
|
| |
|
| Ogre I x5
| |
|
| |
|
| * This is how a megathron should be fit without Tech 2 guns or drones for pilots who wish to get into a mega earlier than T2 blaster and heavy drone training allows. Does not require any implants, and it should fit with Engineering V and Advanced Weapon Upgrades IV.
| | === Battleships === |
| | [[Battleships]] ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialized for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using [[Jump drives#Covert Cynosural Fields|covert cynosural]] fields. |
|
| |
|
| ===[Megathron, Wormhole Gang Megathron RR]===
| |
| Damage Control II<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Energized Adaptive Nano Membrane II<br>
| |
| Capacitor Power Relay II<br>
| |
| Capacitor Power Relay II
| |
|
| |
|
| Tracking Computer II<br>
| | {{Ship|Dominix|box}} |
| Tracking Computer II<br>
| | The Dominix (aka Domi) is one of two T1 battleship drone carriers, with a bonus to drone damage and hit points. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones and a 375{{m3}} drone bay large enough to carry several flights of heavies, sentries, mediums, and/or lights. The Dominix's ability to choose damage types by switching drones makes it an attractive Level 4 mission runner. With its 5 mid slots and 7 low slots, the Dominix is normally armor tanked. Compared to the Amarr [[Armageddon]], the Dominix has bonuses towards drone tracking and optimal—this helps a little with normal drones but is most useful when using sentry drones. |
| Cap Recharger II<br>
| |
| Cap Recharger II
| |
|
| |
|
| 425mm Prototype I Gauss Gun, Antimatter Charge L<br>
| | Since Dominixes get a lot of their damage from drones, some high slots are often used for utility modules instead of weapons. One or two drone link augmentors will be required to make the most of the Dominix's maximum range with sentries. Remote repair Dominixes are also common. The Dominix lacks a bonus towards any particular type of weapon, so which guns (if any) are fitted are up to the pilot's taste. This flexibility, along with the ability to carry utility drones such as EWAR or repair, and the low price, also make the Dominix a popular pick for PvP. For [[capacitor warfare]] in particular, however, the {{sh|Armageddon}} has better bonuses. |
| 425mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| 425mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| 425mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| 425mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| 425mm Prototype I Gauss Gun, Antimatter Charge L<br>
| |
| Large Remote Armor Repair System II<br>
| |
| Large Remote Armor Repair System II
| |
|
| |
|
| Large Remote Repair Augmentor I<br>
| | The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance. |
| Large Trimark Armor Pump I<br>
| |
| Large Anti-Explosive Pump I
| |
|
| |
|
| Bouncer II x5
| |
|
| |
|
| =Ammunition, Range, and Kiting=
| | {{Ship|Hyperion|box}} |
| | For PvP fleets, the Hyperion doesn't get much love. 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. |
|
| |
|
| 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 I would recommend using 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 can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, 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.
| | However, for [[incursions]], the Hyperion is an excellent starter blaster boat. The Hyperions bonus of 10% per level of {{Sk|Gallente Battleship}} gives it good damage output for a T1 Battleship, while its 5 medium slots allow fitting a comfortable amount of shield resistances, a web, and a sensor booster for vanguard sites, or a microwarp drive for assaults or headquarter sites. Most pilots aiming to fly a [[Vindicator]] for incursions will start out flying a Hyperion. |
|
| |
|
| 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.
| |
|
| |
|
| 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.
| | {{Ship|Megathron|box}} |
| | The Megathron is one of the best PvP ships available to the Gallente. With its 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. |
|
| |
|
| =Tech and Meta Levels=
| |
|
| |
|
| These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. And during war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
| | === Haulers === |
| | The Gallente [[haulers]] provide tremendous flexibility in hauling. The [[Nereus]] and the [[Iteron Mark V]] are the "standard" haulers, with the Nereus focusing on speed and tank over cargo capacity, and the Iteron Mark V focusing on the opposite. The [[Kryos]], [[Epithal]] and [[Miasmos]] are specialized haulers with massive cargo bays for specific cargo (minerals, planetary commodities, and ore, respectively). |
|
| |
|
| Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will often be less expensive than Meta 0, due to supply and demand on the market.
| | T1 haulers 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. |
|
| |
|
| =Drones=
| | {{Ship|Nereus|box}} |
| | The Nereus is the agile, tanked Gallente hauler. Its cargo hold can expand to 11,372{{m3}} (no rigs), its align time can be reduced to 3.6 s, with a warp speed of 4.5 AU/s. |
|
| |
|
| Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser 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 isnt an issue, they can deal relatively well with those.
| | {{Ship|Kryos|box}} |
| | The Kryos was changed from Iteron Mark II with the deployment of the Odyssey 1.1 patch. Its cargo hold was reduced in size and a dedicated mineral bay was added. |
|
| |
|
| Never use Amarr drones, due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.
| | {{Ship|Epithal|box}} |
| | The Epithal was known as the Iteron Mark III prior to the deployment of Odyssey 1.1. Its cargo hold was reduced in size and a bay was added for hauling planetary industry (PI) materials or planetary commodities. |
|
| |
|
| Drone aggro should be watched. When arriving in a mission room, aggro should be aquired 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.
| | {{Ship|Miasmos|box}} |
| | The Miasmos is designed to haul raw ore in large amounts. |
|
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| Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
| | {{Ship|Iteron Mark V|box}} |
| | With the Odyssey 1.0 expansion, the Iteron V was the largest T1 hauler available. However, the Odyssey 1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth the fastest travel time, the Tayra a launcher and highest base cargohold, and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.<!-- [https://forums.eveonline.com/default.aspx?g=posts&t=252819&find=unread] --> [https://forums-archive.eveonline.com/topic/252819] <!-- pretty sure this is the correct post --> |
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| In pvp, Gallente and Minmatar 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.
| | == Hybrid turret ammo tips == |
| | {{main|Turrets#Hybrid ammo|Hybrid Ammo}} |
| | Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage. |
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| =Tank & Gank=
| | In PvE combat, pilots could consider carrying 3 types of ammo, 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 range (Iron or Tungsten) ammo, and fire from further away. |
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| Different rats (NPC pirates) factions have different damage type resistances, and deal different damage types.
| | For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike (rails). |
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| Drones and hardeners should be switched around based on rat types.
| | == Drone tips == |
| | {{main|Drone mechanics}} |
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| Damage type resistance and dealt by rats can be found in the [http://www.eve-ivy.com/wiki/index.php?title=NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types NPC Damage Types] article.
| | 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 with those. |
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| Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
| | All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest. |
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| All EHP in this guide is given with EFT calculations, not in-game EHP.
| | Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones. |
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| =Salvaging After the Mission=
| | Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones". |
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| Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
| | In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted [[Timers#Weapon_Timer|weapon timer]] which then prevents you from docking up or jumping through a gate to safety. |
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| For level 4 missions, many players switch from the destroyer to a battlecruiser. Unfortunately, the Gallente battlecruisers have 6 or 7 high slots, instead of 8 like for some other races. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots.
| | == Related links == |
| | {{ShipGuideLinks}} |
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| [[Category:Guides]] | | [[Category:Ships]] |
| [[Category:PvE]]
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| [[Category:PvP]]
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