Difference between revisions of "Maller"
(→Tactics: I hope these are sensible remarks. Alter or remove them if they aren't!) |
(Rejigged the Summary section with some more details and links. Removed the rather bizarre suggestion that people don't fly Arbitrators.) |
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==Summary== | ==Summary== | ||
− | The Maller is the toughest | + | The Maller is the toughest Tech 1 Cruiser, bar none, capable of mounting a tank equal to or better than [[HAC]]s or [[battlecruisers]]. It is, however, fairly slow, and even more than most Amarr ships, difficult to fit for a new pilot. For Level 2 security missions or basic PvP damage dealing the [[Omen]] might sometimes be an easier choice. |
− | + | The Maller's armor resist and medium laser damage bonuses suit it for "heavy tackle" roles, in which it holds the enemy down to relieve lighter tackle that do not have the tank to withstand damage for long. It can also perform well as a brawling damage-dealing ship, especially if supported by [[logistics]] ships such as its sibling the [[Augoror]]. | |
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+ | Thanks to its tanking potential, the Maller has often been used as a bait ship, getting enemies to aggress on gates or stations so that its allies can catch them. Its only substantial drawback in this role is its obviousness, and foes might be more willing to engage less well-tanked but less notorious bait ships. | ||
==Skills== | ==Skills== | ||
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==Tactics== | ==Tactics== | ||
− | A typical sticky tackle Maller fit mounts a Damage Control, armor plating, and modules to boost further its already-impressive armor resistances in its low slots. With decent skills the Maller can achieve well over 50,000 effective hit points. | + | A typical sticky tackle Maller fit mounts a Damage Control, armor plating, and modules to boost further its already-impressive armor resistances in its low slots. With decent skills the Maller can achieve well over 50,000 effective hit points. |
Some kind of tackle module must go in the mid slots, and with only two other slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web. | Some kind of tackle module must go in the mid slots, and with only two other slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web. |
Revision as of 13:01, 18 January 2022
RELATED UNI-WIKI REFERENCES
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Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. SHIP BONUSES
Amarr Cruiser bonuses (per skill level):
Ship Attributes
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Summary
The Maller is the toughest Tech 1 Cruiser, bar none, capable of mounting a tank equal to or better than HACs or battlecruisers. It is, however, fairly slow, and even more than most Amarr ships, difficult to fit for a new pilot. For Level 2 security missions or basic PvP damage dealing the Omen might sometimes be an easier choice.
The Maller's armor resist and medium laser damage bonuses suit it for "heavy tackle" roles, in which it holds the enemy down to relieve lighter tackle that do not have the tank to withstand damage for long. It can also perform well as a brawling damage-dealing ship, especially if supported by logistics ships such as its sibling the Augoror.
Thanks to its tanking potential, the Maller has often been used as a bait ship, getting enemies to aggress on gates or stations so that its allies can catch them. Its only substantial drawback in this role is its obviousness, and foes might be more willing to engage less well-tanked but less notorious bait ships.
Skills
Further information about additional or recommended skills to pilot Maller for a specific or it's common role(s) can be written here.
Tactics
A typical sticky tackle Maller fit mounts a Damage Control, armor plating, and modules to boost further its already-impressive armor resistances in its low slots. With decent skills the Maller can achieve well over 50,000 effective hit points.
Some kind of tackle module must go in the mid slots, and with only two other slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web.
One or two Nosferatus in the high slots provide some help against enemies with neuts.
Notes
You can add notes here.
Patch History
A long, long time ago... |
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October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
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