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Incursion Fitting: Vanguard: Difference between revisions

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==Requirements==
==Requirements==
</noinclude>
</noinclude>
{{#ifeq:{{{1|IncursionRequirements}}}|IncursionRequirements|
{{#ifeq:{{{1|IncursionRequirements}}}|IncursionRequirements|When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.
When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.


The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.  
The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.  
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To achieve these tanking requirements, combat pilots should at least field a Tech 1 Battlecruiser with mostly Tech 2 Tank modules. Bigger or more advanced ships, e.g. Battleships, Navy or Pirate ships as well as Tech 2 ships, are a preferred addition due to their added defensive and offensive capabilities. Support roles, such as Logistics, require the apropriate Tech 2 Cruiser as a bare minimum, but they should only be flown by experienced players. Smaller hulls, like Frigates and Destroyers, (as well as Tech 1 Cruisers) won't withstand most attacks and are in general not recommended nor accepted. Although you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]] in UNI run Incursion fleets, it's usually highly recommended and in most public fleets simply mandatory.
To achieve these tanking requirements, combat pilots should at least field a Tech 1 Battlecruiser with mostly Tech 2 Tank modules. Bigger or more advanced ships, e.g. Battleships, Navy or Pirate ships as well as Tech 2 ships, are a preferred addition due to their added defensive and offensive capabilities. Support roles, such as Logistics, require the apropriate Tech 2 Cruiser as a bare minimum, but they should only be flown by experienced players. Smaller hulls, like Frigates and Destroyers, (as well as Tech 1 Cruisers) won't withstand most attacks and are in general not recommended nor accepted. Although you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]] in UNI run Incursion fleets, it's usually highly recommended and in most public fleets simply mandatory.


With these facts in mind the minimum requirements are:
With these facts in mind the minimum requirements are:
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** [[Skills:Engineering#Shield_Upgrades|Shield Upgrades IV]]
** [[Skills:Engineering#Shield_Upgrades|Shield Upgrades IV]]
** [[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation IV]]
** [[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation IV]]


These skills will allow a pilot to fit Tech 2 Resistance and buffer modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days. Though Armor fits are easier to dual purpose into PvP, which is very relevant when the UNI is at War. Please refer to the [[WSOP]] for details.
These skills will allow a pilot to fit Tech 2 Resistance and buffer modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days. Though Armor fits are easier to dual purpose into PvP, which is very relevant when the UNI is at War. Please refer to the [[WSOP]] for details.