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Vanguard Incursion fits: Difference between revisions

From EVE University Wiki
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shipDNA=24694:9327;8:1952;1:2281;2:2553;1:17559;2:519;3:1999;1:2048;1:26082;1:26088;2:2205;10:23717;5:21894;9700:29011;1::|
shipDNA=24694:9327;8:1952;1:2281;2:2553;1:17559;2:519;3:1999;1:2048;1:26082;1:26088;2:2205;10:23717;5:21894;9700:29011;1::|
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers|
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers|
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.</li><li>If there are enough webs in the fleet, one of the webs can be swapped out for a '''Tracking Computer II''' or a '''Target Painter II'''.</li><li>The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Republic Fleet EMP L''', '''Fusion''' or '''Phased Plasma''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to '''800mm Repeating Cannon II''' guns but stick with the faction ammo.}}}}<noinclude>
notes=If there are enough webs in the fleet, one of the webs can be swapped out for a '''Tracking Computer II''' or a '''Target Painter II'''.</li><li>The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Republic Fleet EMP L''', '''Fusion''' or '''Phased Plasma''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to '''800mm Repeating Cannon II''' guns but stick with the faction ammo.}}}}<noinclude>


=== Rokh ===
=== Rokh ===
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shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2205;5:23719;5:21740;12000:28999;1:29001;1:29011;1::|
shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2205;5:23719;5:21740;12000:28999;1:29001;1:29011;1::|
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers|
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers|
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.<p>Alternatively you can drop one of the '''Adaptive Invulerability Field II''' modules for either a '''Tracking Computer II''' or a '''Target Painter'''.</p></li><li>Both '''Federation Navy''' and '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range and either '''Void L''' or faction ammo for short range.}}}}<noinclude>
notes=Both '''Federation Navy''' and '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range and either '''Void L''' or faction ammo for short range.}}}}<noinclude>


=== Hyperion ===
=== Hyperion ===
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shipDNA=24690:7783;6:8641;1:1952;1:2281;2:2553;1:17559;1:1999;3:2048;1:10190;3:26082;1:26088;2:2205;10:22765;5:21740;12000:29011;1::|
shipDNA=24690:7783;6:8641;1:1952;1:2281;2:2553;1:17559;1:1999;3:2048;1:10190;3:26082;1:26088;2:2205;10:22765;5:21740;12000:29011;1::|
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers|
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers|
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Magnetic Field Stabilizer II'''.</li>
notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Federation Navy''' och '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range but keep faction ammo for short range.</li>
<li>The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Federation Navy''' och '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range but keep faction ammo for short range.</li>
}}}}<noinclude>
}}}}<noinclude>


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  Fleet and navy issue ships are no longer cheap enough to be a stepping stone or an alternative. Removing this section atm.
Fleet and navy issue ships are no longer cheap enough to be a stepping stone or an alternative. Removing this section atm.
 
== Fleet & Navy Issue Battleships ==
== Fleet & Navy Issue Battleships ==
These ships have stronger base values than their tech one counterparts and could potentially be slightly more efficient for incursions, but often they aren't good enough to warrant the extra cost and you're better off skipping this ship class in favour of saving up for a proper pirate faction battleship instead.
These ships have stronger base values than their tech one counterparts and could potentially be slightly more efficient for incursions, but often they aren't good enough to warrant the extra cost and you're better off skipping this ship class in favour of saving up for a proper pirate faction battleship instead.