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The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. | The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. | ||
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===[Maelstrom, PvE]=== | |||
{{ShipSkillGuide | |||
|name=[Maelstrom, PvE] | |||
|high= | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
1200mm Heavy 'Scout' Artillery <br> | |||
|mid= | |||
X-Large Shield Booster II <br> | |||
Shield Boost Amplifier II <br> | |||
Cap Recharger II <br> | |||
Invulnerability Field II <br> | |||
Invulnerability Field II <br> | |||
LiF Fueled I Booster Rockets <br> | |||
|low= | |||
Damage Control II <br> | |||
Tracking Enhancer II <br> | |||
Tracking Enhancer II <br> | |||
Gyrostabilizer II <br> | |||
Gyrostabilizer II <br> | |||
|rigs= | |||
Large Capacitor Control Circuit I <br> | |||
Large Capacitor Control Circuit I <br> | |||
Large Capacitor Control Circuit I <br> | |||
|drones= | |||
Warrior II x5 <br> | |||
Valkyrie II x5 <br> | |||
Hornet EC-300 x5 <br> | |||
|charges= | |||
Phased Plasma L | |||
Fusion L <br> | |||
EMP L <br> | |||
|required1= | |||
Minmatar Frigate IV <br> | |||
Minmatar Cruiser IV <br> | |||
Spaceship Command IV <br> | |||
Minmatar Battleship III <br> | |||
Shield Operation V <br> | |||
Shield Management V <br> | |||
Tactical Shield Manipulation IV <br> | |||
Electronics V <br> | |||
|required2= | |||
Engineering V <br> | |||
Energy Grid Upgrades III <br> | |||
Gunnery V <br> | |||
Small Projectile Turret III <br> | |||
Medium Projectile Turret III <br> | |||
Large Projectile Turret I <br> | |||
Weapon Upgrades IV <br> | |||
Hull Upgrades IV <br> | |||
|required3= | |||
Afterburner I <br> | |||
Mechanic III <br> | |||
Jury Rigging I <br> | |||
Drones V <br> | |||
Scout Drone Operation V <br> | |||
Minmatar Drone Specialization II <br> | |||
|recommended1= | |||
Electronic Warfare IV <br> | |||
Electronic Warfare Drone Interfacing I <br> | |||
|recommended2= | |||
in progress <br> | |||
|recommended3= | |||
|notes= | |||
* This is a standard mission fit, taking advantage of the Mael's significant bonus to shield boost. The booster must be 'pulsed' (used when required, then turned off). | |||
* When fighting against Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat. | |||
* T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro. | |||
* Common variants revolve around switching out the Cap Recharger for e.g. a Cap Booster, a SeBo, or a 3rd Hardner. In the last case the DC2 may be dropped for another Gyro. | |||
}} | }} | ||