Difference between revisions of "Gallente Basic Ship and Skill Overview"
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===[Atron, PVE Basic Skills Atron]=== | ===[Atron, PVE Basic Skills Atron]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Atron, PVE Basic Skills Atron] | |name=[Atron, PVE Basic Skills Atron] | ||
− | + | |high=75mm Gatling Rail I <br> 75mm Gatling Rail I | |
− | |high=75mm Gatling Rail I<br> | + | |mid=1MN Afterburner I <br> Cap Recharger I |
− | 75mm Gatling Rail I | + | |low=Damage Control I <br> Small Armor Repairer I |
− | |||
− | |mid=1MN Afterburner I<br> | ||
− | Cap Recharger I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Small Armor Repairer I | ||
− | |||
|charges=Antimatter Charge S | |charges=Antimatter Charge S | ||
− | |||
|drones=Hobgoblin I x1 | |drones=Hobgoblin I x1 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1=Afterburner I <br> Drones I <br> Energy Grid Upgrades II |
− | + | |required2=Gallente Frigate II<br> Hull Upgrades I<br> Repair Systems I | |
− | + | |required3=Scout Drone Operation I <br> Small Hybrid Turret I | |
− | + | |recommended1= | |
− | |required1=Afterburner I<br> | + | |recommended2= |
− | Drones I<br> | + | |recommended3= |
− | Energy Grid Upgrades II | + | |notes= |
− | |||
− | |required2=Gallente Frigate II<br> | ||
− | Hull Upgrades I<br> | ||
− | Repair Systems I | ||
− | |||
− | |required3=Scout Drone Operation I<br> | ||
− | Small Hybrid Turret I | ||
− | |||
− | |recommended1= | ||
− | |||
− | |recommended2= | ||
− | |||
− | |recommended3= | ||
− | |||
− | |notes= | ||
− | |||
}} | }} | ||
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===[Imicus, PVE Basic Skills Imicus]=== | ===[Imicus, PVE Basic Skills Imicus]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Imicus, PVE Basic Skills Imicus] | |name=[Imicus, PVE Basic Skills Imicus] | ||
− | + | |high=75mm Gatling Rail I <br> 75mm Gatling Rail I | |
− | |high=75mm Gatling Rail I<br> | + | |mid=1MN Afterburner I <br> Cap Recharger I |
− | 75mm Gatling Rail I | + | |low=Damage Control I <br> Small Armor Repairer I |
− | + | |charges=Antimatter Charge S | |
− | |mid=1MN Afterburner I<br> | ||
− | Cap Recharger I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Small Armor Repairer I | ||
− | |||
− | |charges=Antimatter Charge S | ||
− | |||
|drones=Hobgoblin I x3 | |drones=Hobgoblin I x3 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1=Afterburner I <br> Drones III <br> Energy Grid Upgrades II |
− | + | |required2=Gallente Frigate II <br> Hull Upgrades I <br> Repair Systems I | |
− | + | |required3=Scout Drone Operation I <br> Small Hybrid Turret I | |
− | + | |recommended1= | |
− | |required1=Afterburner I<br> | + | |recommended2= |
− | Drones III<br> | + | |recommended3= |
− | Energy Grid Upgrades II | + | |notes= |
− | |||
− | |required2=Gallente Frigate II<br> | ||
− | Hull Upgrades I<br> | ||
− | Repair Systems I | ||
− | |||
− | |required3=Scout Drone Operation I<br> | ||
− | Small Hybrid Turret I | ||
− | |||
− | |recommended1= | ||
− | |||
− | |recommended2= | ||
− | |||
− | |recommended3= | ||
− | |||
− | |notes= | ||
− | |||
}} | }} | ||
Line 200: | Line 150: | ||
===[Incursus, PVE Basic Skills Incursus]=== | ===[Incursus, PVE Basic Skills Incursus]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Incursus, PVE Basic Skills Incursus] | |name=[Incursus, PVE Basic Skills Incursus] | ||
− | + | |high=125mm Railgun I <br> 125mm Railgun I <br> 125mm Railgun I | |
− | |high=125mm Railgun I<br> | + | |mid=1MN Afterburner I <br> Cap Recharger I <br> Cap Recharger I |
− | 125mm Railgun I<br> | + | |low=Damage Control I <br> Small Armor Repairer I |
− | 125mm Railgun I | + | |charges=Antimatter Charge S |
− | |||
− | |mid=1MN Afterburner I<br> | ||
− | Cap Recharger I<br> | ||
− | Cap Recharger I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Small Armor Repairer I | ||
− | |||
− | |charges=Antimatter Charge S | ||
− | |||
|drones=Hobgoblin I x1 | |drones=Hobgoblin I x1 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1=Afterburner I <br> Drones I <br> Energy Grid Upgrades II |
− | + | |required2=Gallente Frigate III <br> Hull Upgrades I <br> Repair Systems I | |
− | + | |required3=Scout Drone Operation I <br> Small Hybrid Turret I | |
− | + | |recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II | |
− | |required1=Afterburner I<br> | + | |recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II |
− | Drones I<br> | + | |recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I |
− | Energy Grid Upgrades II | + | |notes= |
− | |||
− | |required2=Gallente Frigate III<br> | ||
− | Hull Upgrades I<br> | ||
− | Repair Systems I | ||
− | |||
− | |required3=Scout Drone Operation I<br> | ||
− | Small Hybrid Turret I | ||
− | |||
− | |recommended1=Acceleration Control I<br> | ||
− | Afterburner II<br> | ||
− | Controlled Bursts II<br> | ||
− | Drones I<br> | ||
− | Energy Grid Upgrades II<br> | ||
− | Energy Management II<br> | ||
− | Energy Systems Operation II | ||
− | |||
− | |recommended2=Evasive Maneuvering I<br> | ||
− | Gallente Frigate III<br> | ||
− | Gunnery III<br> | ||
− | Hull Upgrades II<br> | ||
− | Mechanic II<br> | ||
− | Motion Prediction II<br> | ||
− | Rapid Firing II | ||
− | |||
− | |recommended3=Repair Systems II<br> | ||
− | Scout Drone Operation I<br> | ||
− | Small Hybrid Turret III<br> | ||
− | Sharpshooter II<br> | ||
− | Targeting II<br> | ||
− | Weapon Upgrades I | ||
− | |||
− | |notes= | ||
− | |||
}} | }} | ||
===[Incursus, PVE Epic Arc Boss Killer Incursus]=== | ===[Incursus, PVE Epic Arc Boss Killer Incursus]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Incursus, PVE Epic Arc Boss Killer Incursus] | |name=[Incursus, PVE Epic Arc Boss Killer Incursus] | ||
− | + | |high=Light Neutron Blaster I<br>Light Neutron Blaster I<br>Light Neutron Blaster I | |
− | |high=Light Neutron Blaster I<br> | + | |mid=Cap Recharger I<br>Cap Recharger I |
− | Light Neutron Blaster I<br> | + | |low=Magnetic Field Stabilizer I<br>Magnetic Field Stabilizer I |
− | Light Neutron Blaster I | + | |charges=Antimatter Charge S |
− | |||
− | |mid=Cap Recharger I<br> | ||
− | Cap Recharger I | ||
− | |||
− | |||
− | |low=Magnetic Field Stabilizer I<br> | ||
− | Magnetic Field Stabilizer I | ||
− | |||
− | |charges=Antimatter Charge S | ||
− | |||
|drones=Hobgoblin I x1 | |drones=Hobgoblin I x1 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1=Drones I<br>Energy Grid Upgrades II |
− | + | |required2=Gallente Frigate III<br>Scout Drone Operation I | |
− | + | |required3=Small Hybrid Turret I<br>Weapon Upgrades I | |
− | + | |recommended1=Acceleration Control I<br>Afterburner II<br>Controlled Bursts II<br>Drones I<br>Energy Grid Upgrades II<br>Energy Management II<br>Energy Systems Operation II | |
− | |required1=Drones I<br> | + | |recommended2=Evasive Maneuvering I<br>Gallente Frigate III<br>Gunnery III<br>Hull Upgrades II<br>Mechanic II<br>Motion Prediction II<br>Rapid Firing II |
− | Energy Grid Upgrades II | + | |recommended3=Repair Systems II<br>Scout Drone Operation I<br>Small Hybrid Turret III<br>Sharpshooter II<br>Targeting II<br>Weapon Upgrades I |
− | |||
− | |required2=Gallente Frigate III<br> | ||
− | Scout Drone Operation I | ||
− | |||
− | |required3=Small Hybrid Turret I<br> | ||
− | Weapon Upgrades I | ||
− | |||
− | |recommended1=Acceleration Control I<br> | ||
− | Afterburner II<br> | ||
− | Controlled Bursts II<br> | ||
− | Drones I<br> | ||
− | Energy Grid Upgrades II<br> | ||
− | Energy Management II<br> | ||
− | Energy Systems Operation II | ||
− | |||
− | |recommended2=Evasive Maneuvering I<br> | ||
− | Gallente Frigate III<br> | ||
− | Gunnery III<br> | ||
− | Hull Upgrades II<br> | ||
− | Mechanic II<br> | ||
− | Motion Prediction II<br> | ||
− | Rapid Firing II | ||
− | |||
− | |recommended3=Repair Systems II<br> | ||
− | Scout Drone Operation I<br> | ||
− | Small Hybrid Turret III<br> | ||
− | Sharpshooter II<br> | ||
− | Targeting II<br> | ||
− | Weapon Upgrades I | ||
− | |||
|notes=* This fitting with recommended skills should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.<br> | |notes=* This fitting with recommended skills should break Dagan's tank in 15 minutes or less depending on his resists, which can vary.<br> | ||
− | |||
* 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%.<br> | * 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%.<br> | ||
− | |||
* This fitting should also work well against Kristan Parthus. | * This fitting should also work well against Kristan Parthus. | ||
− | |||
}} | }} | ||
===[Incursus, PVP Basic Skills Incursus]=== | ===[Incursus, PVP Basic Skills Incursus]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Incursus, PVP Basic Skills Incursus] | |name=[Incursus, PVP Basic Skills Incursus] | ||
− | + | |high=75mm Gatling Rail I<br>75mm Gatling Rail I<br>75mm Gatling Rail I | |
− | |high=75mm Gatling Rail I<br> | + | |mid=1MN MicroWarpdrive I<br>Stasis Webifier I<br>Warp Disruptor I |
− | 75mm Gatling Rail I<br> | + | |low=Damage Control I<br>Overdrive Injector System I |
− | 75mm Gatling Rail I | + | |charges=Iridium Charge S |
− | |||
− | |mid=1MN MicroWarpdrive I<br> | ||
− | Stasis Webifier I<br> | ||
− | Warp Disruptor I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Overdrive Injector System I | ||
− | |||
− | |charges=Iridium Charge S | ||
− | |||
|drones=Hobgoblin I x1 | |drones=Hobgoblin I x1 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1=Afterburner III<br>Drones I<br>Gallente Frigate III |
− | + | |required2=High Speed Maneuvering I<br>Hull Upgrades I<br>Navigation III | |
− | + | |required3=Propulsion Jamming I<br>Scout Drone Operation I<br>Small Hybrid Turret I | |
− | + | |recommended1=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 | |
− | |required1=Afterburner III<br> | + | |recommended2=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 |
− | Drones I<br> | + | |recommended3=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 |
− | Gallente Frigate III | ||
− | |||
− | |required2=High Speed Maneuvering I<br> | ||
− | Hull Upgrades I<br> | ||
− | Navigation III | ||
− | |||
− | |required3=Propulsion Jamming I<br> | ||
− | Scout Drone Operation I<br> | ||
− | Small Hybrid Turret I | ||
− | |||
− | |recommended1=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 | ||
− | |||
− | |recommended2=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 | ||
− | |||
− | |recommended3=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 | ||
− | |||
|notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br> | |notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br> | ||
− | |||
* 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. | * 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. | ||
− | |||
}} | }} | ||
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===[Maulus, PVP Basic Skills Maulus]=== | ===[Maulus, PVP Basic Skills Maulus]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Maulus, PVP Basic Skills Maulus] | |name=[Maulus, PVP Basic Skills Maulus] | ||
− | + | |high=125mm Railgun I<br>125mm Railgun I | |
− | |high=125mm Railgun I<br> | + | |mid=1MN Afterburner I<br>Remote Sensor Dampener I<br>Remote Sensor Dampener I |
− | 125mm Railgun I | + | |low=Damage Control I<br>Signal Amplifier I |
− | + | |charges=Uranium Charge S<br>Scan Resolution Dampening | |
− | |||
− | |mid=1MN Afterburner I<br> | ||
− | Remote Sensor Dampener I<br> | ||
− | Remote Sensor Dampener I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Signal Amplifier I | ||
− | |||
− | |charges=Uranium Charge S<br> | ||
− | Scan Resolution Dampening | ||
− | |||
|drones=Hobgoblin I x2 | |drones=Hobgoblin I x2 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1= |
− | + | Afterburner I<br> | |
− | |||
− | |||
− | |required1=Afterburner I<br> | ||
Drones II<br> | Drones II<br> | ||
Electronics Upgrade I | Electronics Upgrade I | ||
− | + | |required2= | |
− | |required2=Gallente Frigate II<br> | + | Gallente Frigate II<br> |
Hull Upgrades I<br> | Hull Upgrades I<br> | ||
Scout Drone Operation I | Scout Drone Operation I | ||
− | + | |required3= | |
− | |required3=Sensor Linking I<br> | + | Sensor Linking I<br> |
Small Hybrid Turret I | Small Hybrid Turret I | ||
− | + | |recommended1= | |
− | |recommended1=Acceleration Control II<br> | + | Acceleration Control II<br> |
Afterburner III<br> | Afterburner III<br> | ||
Combat Drone Operation III<br> | Combat Drone Operation III<br> | ||
Line 460: | Line 257: | ||
Energy Emission Systems I<br> | Energy Emission Systems I<br> | ||
Energy Management III | Energy Management III | ||
− | |||
|recommended2=Energy Systems Operation III<br> | |recommended2=Energy Systems Operation III<br> | ||
Evasive Maneuvering II<br> | Evasive Maneuvering II<br> | ||
Line 471: | Line 267: | ||
Long Range Targeting III<br> | Long Range Targeting III<br> | ||
Mechanic III | Mechanic III | ||
− | |||
|recommended3=Motion Prediction III<br> | |recommended3=Motion Prediction III<br> | ||
Navigation III<br> | Navigation III<br> | ||
Line 482: | Line 277: | ||
Targeting III<br> | Targeting III<br> | ||
Warp Drive Operation III | Warp Drive Operation III | ||
− | + | |notes= | |
− | |notes=* 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.<br> | + | * 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.<br> |
− | |||
* 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). | * 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). | ||
− | |||
}} | }} | ||
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===[Tristan, PVE Recon Tristan]=== | ===[Tristan, PVE Recon Tristan]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Tristan, PVE Recon Tristan] | |name=[Tristan, PVE Recon Tristan] | ||
− | + | |high= | |
− | |high= | + | |mid=1MN Afterburner I<br>Small Shield Extender I<br>Medium Shield Extender I |
− | + | |low=Damage Control I<br>Overdrive Injector System I<br>Overdrive Injector System I | |
− | + | |charges= | |
− | + | |drones= | |
− | + | |rigs= | |
− | |mid=1MN Afterburner I<br> | + | |required1=Afterburner I<br>Gallente Frigate III |
− | Small Shield Extender I<br> | ||
− | Medium Shield Extender I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Overdrive Injector System I<br> | ||
− | Overdrive Injector System I | ||
− | |||
− | |charges= | ||
− | |||
− | |drones= | ||
− | |||
− | |rigs= | ||
− | |||
− | |||
− | |||
− | |required1=Afterburner I<br> | ||
− | Gallente Frigate III | ||
− | |||
|required2=Hull Upgrades I | |required2=Hull Upgrades I | ||
− | |||
|required3=Shield Upgrades I | |required3=Shield Upgrades I | ||
− | + | |recommended1= | |
− | |recommended1= | + | |recommended2= |
− | + | |recommended3= | |
− | |recommended2= | ||
− | |||
− | |recommended3= | ||
− | |||
|notes=* 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. | |notes=* 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, PVP Small Gang Tristan]=== | ===[Tristan, PVP Small Gang Tristan]=== | ||
{{ShipSkillGuide | {{ShipSkillGuide | ||
− | |||
|name=[Tristan, PVP Small Gang Tristan] | |name=[Tristan, PVP Small Gang Tristan] | ||
− | + | |high=Light Ion Blaster I<br>Light Ion Blaster I<br>Rocket Launcher I<br>Rocket Launcher I | |
− | |high=Light Ion Blaster I<br> | + | |mid=1MN Afterburner I<br>Stasis Webifier I<br>Warp Scrambler I |
− | Light Ion Blaster I<br> | + | |low=Damage Control I<br>Small Armor Repairer I<br>Reactive Plating I |
− | Rocket Launcher I<br> | + | |charges=Antimatter Charge S<br>Gremlin Rocket |
− | Rocket Launcher I | ||
− | |||
− | |mid=1MN Afterburner I<br> | ||
− | Stasis Webifier I<br> | ||
− | Warp Scrambler I | ||
− | |||
− | |low=Damage Control I<br> | ||
− | Small Armor Repairer I<br> | ||
− | Reactive Plating I | ||
− | |||
− | |charges=Antimatter Charge S<br> | ||
− | Gremlin Rocket | ||
− | |||
|drones=Hobgoblin I x1 | |drones=Hobgoblin I x1 | ||
− | + | |rigs= | |
− | |rigs= | + | |required1= |
− | + | Afterburner I<br> | |
− | |||
− | |||
− | |required1=Afterburner I<br> | ||
Drones I<br> | Drones I<br> | ||
Electronics IV<br> | Electronics IV<br> | ||
Gallente Frigate III | Gallente Frigate III | ||
− | + | |required2= | |
− | |required2=Hull Upgrades I<br> | + | Hull Upgrades I<br> |
Missile Launcher Operation I<br> | Missile Launcher Operation I<br> | ||
Navigation III<br> | Navigation III<br> | ||
Propulsion Jamming I | Propulsion Jamming I | ||
− | + | |required3= | |
− | |required3=Rockets I<br> | + | Rockets I<br> |
Scout Drone Operation I<br> | Scout Drone Operation I<br> | ||
Small Hybrid Turret I<br> | Small Hybrid Turret I<br> | ||
Weapon Upgrades III | Weapon Upgrades III | ||
− | + | |recommended1= | |
− | |recommended1=Acceleration Control III<br> | + | Acceleration Control III<br> |
Afterburner III<br> | Afterburner III<br> | ||
Combat Drone Operation III<br> | Combat Drone Operation III<br> | ||
Line 606: | Line 357: | ||
Fuel Conservation III<br> | Fuel Conservation III<br> | ||
Gallente Frigate IV | Gallente Frigate IV | ||
− | + | |recommended2= | |
− | |recommended2=Gunnery III<br> | + | Gunnery III<br> |
Hull Upgrades III<br> | Hull Upgrades III<br> | ||
Mechanic III<br> | Mechanic III<br> | ||
Line 618: | Line 369: | ||
Rapid Firing III<br> | Rapid Firing III<br> | ||
Rapid Launch III | Rapid Launch III | ||
− | + | |recommended3= | |
− | |recommended3=Rockets III<br> | + | Rockets III<br> |
Scout Drone Operation III<br> | Scout Drone Operation III<br> | ||
Sharpshooter III<br> | Sharpshooter III<br> | ||
Line 628: | Line 379: | ||
Warp Drive Operation III<br> | Warp Drive Operation III<br> | ||
Weapon Upgrades III | Weapon Upgrades III | ||
− | + | |notes= | |
− | |notes=* Use gremlin rockets against shield tankers, and phalanx rockets against armor tankers.<br> | + | * Use gremlin rockets against shield tankers, and phalanx rockets against armor tankers.<br> |
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* This fit is made to speed tank, orbiting at close range. It is useful in limited circumstances due to having an afterburner and warp scrambler, instead of MWD and disruptor. | * This fit is made to speed tank, orbiting at close range. It is useful in limited circumstances due to having an afterburner and warp scrambler, instead of MWD and disruptor. | ||
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}} | }} | ||
Revision as of 00:14, 12 August 2010
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.
This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
Rookie Ship
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.
Velator
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[Velator, PVE Basic Skills Velator]
Frigate
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.
Atron
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[Atron, PVE Basic Skills Atron]
Imicus
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[Imicus, PVE Basic Skills Imicus]
Incursus
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[Incursus, PVE Basic Skills Incursus]
[Incursus, PVE Epic Arc Boss Killer Incursus]
[Incursus, PVP Basic Skills Incursus]
Maulus
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[Maulus, PVP Basic Skills Maulus]
Tristan
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[Tristan, PVE Recon Tristan]
[Tristan, PVP Small Gang Tristan]
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 not impressive without high skills, although they sometimes fill the role of anti-interceptor.
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
Catalyst
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[Catalyst, PvE Basic Skills Catalyst]
[Catalyst, Salvaging Boat]
Cruiser
Celestis
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[Celestis, PVP Standard Celestis]
[Celestis, PVP Gonzo Neut Celestis]
Exequror
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[Exequror, PVP Small Gang Exequror RR]
Thorax
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[Thorax, PVP Basic Skills Thorax]
[Thorax, Wormhole Thorax]
Vexor
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[Vexor, PVE Basic Skills Vexor]
[Vexor, PVP Small Gang Vexor]
Industrial
Iteron Series
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[Iteron Mark III, Hauler]
Battlecruiser
Brutix
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[Brutix, PVP T1 Shield Brutix]
[Brutix, PVP T2 Shield Brutix]
[Brutix, PVP T2 Armor Brutix]
[Brutix, Wormhole Brutix]
Myrmidon
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[Myrmidon, PVE Myrmidon]
[Myrmidon, PVP T2 Shield Myrmidon]
[Myrmidon, PVP T2 Armor Myrmidon]
[Myrmidon, Wormhole Myrmidon]
Battleship
Dominix
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[Dominix, PVE Dual LAR Dominix]
[Dominix, PVE Single LAR Dominix]
[Dominix, PVP Neut Domi RR]
[Dominix, Wormhole Domi RR]
Hyperion
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[Hyperion, PvP Electro Hype]
Megathron
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[Megathron, PVP Blasterthron RR]
[Megathron, PVP Blasterthron RR Meta 4 Neutrons]
[Megathron, Wormhole Megathron RR]
[Megathron, PVP Sniperthron]
[Megathron, PVP Megathron POS Siege RR]
Ammunition, Range, and Kiting
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 from range.
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. Or better yet, use EFT and import your character to see all of your ship's stats.
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged, faction ammo usually has nearly the same DPS but much better tracking. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.
Tech and Meta Levels
These fittings were made mostly using Tech 1 Meta 0 modules, or Meta 4 and Tech 2 for larger ships. Using Meta 0 modules is partly to avoid confusion with higher meta names, it is recommended to upgrade to higher meta modules if they can be afforded (and as always in Eve, can afford to lose and replace them, not just make the initial purchase). For rookie pilots learning PvP, ships should be kept cheap. During war, PvP fittings using Tech 1 Meta 0 modules are provided by the university.
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will sometimes be less expensive than Meta 0, due to supply and demand on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their earrly careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.
Drones
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.
Never use Amarr drones, due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. 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. Many pilots will only specialize in Gallente (general purpose) and Minmatar (for Angel Cartel rats) drones in their early careers.
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.
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.
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.
Tank & Gank
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types. Drones and hardeners should be switched around based on rat types. Damage type resistance and dealt by rats can be found in the NPC Damage Types article. Mission-specific damage profiles can be found on Eve Survival.
All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.
Salvaging After the Mission
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.
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.
Enhancements
The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.
Related Links
Eve University Forum
- Ship Setup Forum This should be the first place for new players to look for fits and ask for advice. This forum is restricted to Eve University members and alumni.
UniWiki
- Support Skills Training support skills is the first step in flying a ship well. Read up on support skills here.
- Fitting Guidelines Some general guidelines for fitting ships.
- Fitting Modules and Rigs Guide A list of rigs and module types with short descriptions.
- Full T2 Tank Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
- Creating an Alt Hauler Having an alt hauler can be essential to be able to make shopping trips during wartime.
UniWiki - Racial Fitting Guides
These are all works in progress, some are further along than others.
Other Web Sites
- Scrapheap Challenge This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.