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User:Professor Academiac/Magic Merlins: Difference between revisions

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===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 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.
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.
 
{{ShipFitting
{{ShipFitting
| ship=Merlin
| ship=Merlin