Difference between revisions of "User:Professor Academiac/Magic Merlins"

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[[Category:Doctrines]]
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Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap and qualify for EVE University's [[Ship Replacement Program]], which makes this doctrine a great starting point for new pilots who want to enjoy group PvP and get into the mindset of [[Fleet Doctrines|fleet doctrines]]. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400&p=681521#p681521 Death to the Kitchen Sink]</ref>.
Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap, which makes it a great starting point for new pilots who want to get into the mindset of [[Fleet Doctrines|fleet doctrines]]. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)<ref>[http://forum.eveuniversity.org/viewtopic.php?f=214&t=78400&p=681521#p681521 Death to the Kitchen Sink]</ref>.
 
  
 
==Fits==
 
==Fits==
Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have [[Capacitor_Management_101#What_is_a_powergrid.3F|Power Grid]] and/or [[CPU#CPU|Central Processing Unit]] issues. Thus, two Merlin fits are provided including a NewBro Friendly version. Pilots are encouraged to downgrade modules to their meta variants anywhere between the two fits to suit their skills. Other ships are provided with one fit, but again pilots can downgrade modules to their meta variants as needed. Pilots should inform the FC about any significant changes in their fit. This doctrine is available on [[http://fleet-up.com/Doctrine/Item/20973|Fleet-Ip]].
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Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have [[Capacitor_Management_101#What_is_a_powergrid.3F|Power Grid]] and/or [[CPU#CPU|Central Processing Unit]] issues. Thus, two Merlin fits are provided including a NewBro Friendly version. Pilots are encouraged to downgrade modules to their meta variants anywhere between the two fits to suit their skills. Other ships are provided with one fit, but again pilots can downgrade modules to their meta variants as needed. Pilots should inform the FC about any significant changes in their fit. This doctrine is available on [http://fleet-up.com/Doctrine/Item/20973 Fleet-Up].
  
 
===Damage Dealers===
 
===Damage Dealers===
This doctrine depends primarily on [[Merlin|Merlins]] to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small [[Turrets#Hybrid_Turrets|Hybrid Turrets]] of 5% damage per level trained of the [[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] skill. Although Blasters deal more [[DPS#DPS|Damage Per Second]] than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one since the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate the Merlins can reduce the effort needed from all pilots and the strain of multitasking especially for the FC.
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{{Ship|Merlin|box}}
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This doctrine depends primarily on {{Ship|Merlin|tooltip}} to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small [[Turrets#Hybrid_Turrets|Hybrid Turrets]] of 5% damage per level trained of the [[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] skill. Although Blasters deal more [[DPS#DPS|Damage Per Second]] than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one as the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters (with faction Antimatter for highest DPS and Tracking) so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate the Merlins can reduce the effort needed by all pilots and the strain of multitasking especially for the FC. The Anchor should navigate the fleet rapidly towards the enemy and communicate clearly to the fleet whether they should have their Propulsion Modules ([[Propulsion#MicroWarp_Drive_2|MicroWarp Drive]]) on or off. The Anchor should also keep the fleet on top of the targets while monitoring the distance to the fleet's Logistics to make sure the DD is within the repair range of the Logistics, keeping in mind that the Logi are [[Propulsion#Afterburner|Afterburner]] fit making them much slower than the DD. Merlins are relatively tanky frigates and are additionally bonused for [[Shield_Tanking#How_shield_.28and_armor.29_resistances_work|Shield Resistances]], thus Shield Logistics Frigates are ideal support.
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{{ShipFitting
 
{{ShipFitting
 
| ship=Merlin
 
| ship=Merlin
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| fleetup=17855
 
| fleetup=17855
 
}}
 
}}
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===Logistics===
 
===Logistics===
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{{Ship|Burst|box}}
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For support, {{Ship|Burst|tooltip}} are ideal logi ships given their maneuverability. They are also relatively easy to train into. They are bonused at 10% for Remote Shield Booster amount and reduced capacitor consumption per level trained of the [[Skills:Spaceship_Command#Minmatar_Frigate|Minmatar Frigate]] skill. The fit is supplemented with a DPS drone as an extra support and allow the logi pilots to be included in kills on the killboard. The caveat is that logi pilots should always remember that their '''primary objective''' is to keep their fleet members alive and not to apply damage, thus they should be really careful not to be distracted with the damage drone that they become inattentive of Repair Broadcasts and cause the loss of friendly ships as a result. Applying damage and repairs additionally requires logi pilots to lock both friendly and enemy ships simultaneously, thus pilots should take extra care to make sure that they do not repair enemy ships or apply damage to friendlies. The FC can decide during engagements between keeping the logi with the main fleet or having them within their 28 Km repair range depending on the context of the engagement. When fighting a kitey enemy composition, keeping the logi with the main fleet on top the enemy is a better tactic. The opposite is true for brawly enemy fleet compositions, in which case the logi are safer at range. When at range, logi need their own separate [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate them and ensure they are always within repair range of the fleet, keeping in mind that that the DD is much faster the logi because of the different [[Propulsion#Afterburner|Propulsion Modules]].
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{{ShipFitting
 
{{ShipFitting
 
| ship=Burst
 
| ship=Burst
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| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=https://image.eveonline.com/Render/599_256.png
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| notes=You can downgrade modules for their meta variants based on your skills</li><li>You shouldn't swap modules for different ones</li><li>Inform the FC about any significant changes<li>If you have fitting issues after downgrading consider fulfilling another role
 
| showNOTES=Y
 
| showNOTES=Y
| difficulty=0
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| difficulty=1
 
| warsop=A
 
| warsop=A
 
| warsopReason=
 
| warsopReason=
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| fleetup=17856
 
| fleetup=17856
 
}}
 
}}
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==References==
 
==References==
 
<references />
 
<references />

Latest revision as of 11:18, 30 December 2016

Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap and qualify for EVE University's Ship Replacement Program, which makes this doctrine a great starting point for new pilots who want to enjoy group PvP and get into the mindset of fleet doctrines. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)[1].

Fits

Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have Power Grid and/or Central Processing Unit issues. Thus, two Merlin fits are provided including a NewBro Friendly version. Pilots are encouraged to downgrade modules to their meta variants anywhere between the two fits to suit their skills. Other ships are provided with one fit, but again pilots can downgrade modules to their meta variants as needed. Pilots should inform the FC about any significant changes in their fit. This doctrine is available on Fleet-Up.

Damage Dealers

Frigate: INFORMATION
Merlin
Caldari State
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
150 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
50
armor thermal resistance
45
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
39 m
ship signature radius
sig. radius
310 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Caldari Frigate bonuses (per skill level):
5% bonus to Small Hybrid Turret damage
4% bonus to all shield resistances

The Merlin is the most powerful combat frigate of the Caldari. Its role has evolved through the years, and while its defenses have always remained exceptionally strong for a Caldari vessel, its offensive capabilities have evolved from versatile, jack-of-all-trades attack patterns into focused and deadly gunfire tactics. The Merlin's primary aim is to have its turrets punch holes in opponents' hulls.

This doctrine depends primarily on

Merlin
Merlin.jpg
Merlin
Standard Frigates Merlin Class
Icon hi slot.png3 (0/3) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png180 tf
Icon velocity.png310 m/sec
Icon capacity.png150 m³

to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small Hybrid Turrets of 5% damage per level trained of the Caldari Frigate skill. Although Blasters deal more Damage Per Second than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one as the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters (with faction Antimatter for highest DPS and Tracking) so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an Anchor to tactically navigate the Merlins can reduce the effort needed by all pilots and the strain of multitasking especially for the FC. The Anchor should navigate the fleet rapidly towards the enemy and communicate clearly to the fleet whether they should have their Propulsion Modules (MicroWarp Drive) on or off. The Anchor should also keep the fleet on top of the targets while monitoring the distance to the fleet's Logistics to make sure the DD is within the repair range of the Logistics, keeping in mind that the Logi are Afterburner fit making them much slower than the DD. Merlins are relatively tanky frigates and are additionally bonused for Shield Resistances, thus Shield Logistics Frigates are ideal support.


Merlin: LSC Magic Merlin - Standard
EFT
[Merlin, LSC Magic Merlin - Standard]
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S

Medium Shield Extender II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

Damage Control II
Micro Auxiliary Power Core II
Magnetic Field Stabilizer II

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I



Caldari Navy Antimatter Charge S x600

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • You can downgrade modules for their meta variants based on your skills
  • You shouldn't swap modules for different ones
  • If you still have fitting issues consider the NewBro Friendly version
  • Inform the FC about any significant changes


Merlin: LSC Magic Merlin - Newbro
EFT
[Merlin, LSC Magic Merlin - Newbro]
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S

Medium Azeotropic Ward Salubrity I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

F85 Peripheral Damage System I
Micro Auxiliary Power Core I
Magnetic Field Stabilizer I

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I



Caldari Navy Antimatter Charge S x600

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • This is the minimum required fit
  • You shouldn't swap modules for different ones
  • Inform the FC about any significant changes
  • If you have fitting issues consider fulfilling another role


Logistics

Frigate: INFORMATION
Burst
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
260 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
34.00 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
415 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst.

The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels.

For support,

Burst
Burst.jpg
Burst
Standard Frigates Burst Class
Icon hi slot.png3 (0/2) Icon mid slot.png3 Icon low slot.png3
Icon powergrid.png40 MW Icon cpu.png190 tf
Icon velocity.png415 m/sec
Icon capacity.png260 m³

are ideal logi ships given their maneuverability. They are also relatively easy to train into. They are bonused at 10% for Remote Shield Booster amount and reduced capacitor consumption per level trained of the Minmatar Frigate skill. The fit is supplemented with a DPS drone as an extra support and allow the logi pilots to be included in kills on the killboard. The caveat is that logi pilots should always remember that their primary objective is to keep their fleet members alive and not to apply damage, thus they should be really careful not to be distracted with the damage drone that they become inattentive of Repair Broadcasts and cause the loss of friendly ships as a result. Applying damage and repairs additionally requires logi pilots to lock both friendly and enemy ships simultaneously, thus pilots should take extra care to make sure that they do not repair enemy ships or apply damage to friendlies. The FC can decide during engagements between keeping the logi with the main fleet or having them within their 28 Km repair range depending on the context of the engagement. When fighting a kitey enemy composition, keeping the logi with the main fleet on top the enemy is a better tactic. The opposite is true for brawly enemy fleet compositions, in which case the logi are safer at range. When at range, logi need their own separate Anchor to tactically navigate them and ensure they are always within repair range of the fleet, keeping in mind that that the DD is much faster the logi because of the different Propulsion Modules.


Burst: LSC Magic Merlin - Logi
EFT
[Burst, LSC Magic Merlin - Logi]
Small S95a Remote Shield Booster
Small S95a Remote Shield Booster
Small S95a Remote Shield Booster

1MN Afterburner II
Medium Shield Extender II
Cap Recharger II

Damage Control II
Capacitor Power Relay II
Capacitor Power Relay II

Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I


Warrior II x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • You can downgrade modules for their meta variants based on your skills
  • You shouldn't swap modules for different ones
  • Inform the FC about any significant changes
  • If you have fitting issues after downgrading consider fulfilling another role


References