Difference between revisions of "Enyo"
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==Notes== | ==Notes== | ||
− | + | * The February Assault Frigate balance update introduced a new module for HACs and AFs, the Assault Damage Controls, which can replace the Damage Control module for these ships | |
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{{ShipsMatrix}} | {{ShipsMatrix}} | ||
[[Category:Ship Database]][[Category:Assault Frigates]] | [[Category:Ship Database]][[Category:Assault Frigates]] |
Revision as of 13:07, 11 May 2018
RELATED UNI-WIKI REFERENCES
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The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies. SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Enyo is an assault frigate best suited to attacking larger ships. Its blaster weapons platform has enough potential DPS to rival and in some cases exceed some properly fitted T1 cruisers. Its strong tank consists of its low signature radius, high resistances, and adequate capacitor specifications to run an active repair module. Using blasters at close orbit makes the boat very difficult to kill by battlecruisers or battleships without multiple neutralizers or dual webs. This makes the ship ideal for working in tandem with the fleet’s fragile interceptors, replacing their points before they go down or allowing them to get safe. It also works well as an anti-support harassment ship, screaming across the battlefield to tackle that Scimitar or Blackbird kiting at 60 km. This forces the other ship to warp off, the enemy fleet to split weapons fire, or the unlucky pilot to lose their ship.
PVP aside, the ship can easily breeze through level I, II, and the vast majority of Level III combat missions. Its high DPS potential and small signature radius mean that a patient pilot can even run level IV’s solo (albeit very slowly). It is because of this that the Enyo has found some use as a high sec mission ninja: able to complete looting, flipping, and ganking duties without ever leaving grid.
Skills
The Ship Description gives a good starting point:
- Core Competency - Standard [Certificate]
- Armor Tanking - Standard [Certificate]
- Advanced Blaster Turrets - Standard [Certificate]
To get the most of out of this hull you will require a few more skill sets:
- Core Capacitor - Improved [Certificate] - Cap is part of an active armor tank
- Turret Control - Improved [Certificate] - Increase effective DPS from blasters
- High Velocity Helmsmen - Standard [Certificate] - Allows for Afterburner or Microwarpdrive use.
There is also a good handful of other skills that will help out quite a bit:
- CPU Management V - Fitting skill for maximum CPU
- Power Grid Management V - Fitting skill for maximum powergrid
- Armor Compensations skills IV - EM, Thermal, Kinetic, Explosive - Critical to your tanking modules.
- Propulsion Jamming IV - Lowers cap usage of Warp Scramblers.
- Advanced Weapon Upgrades III or IV - Allows you to squeeze certain fits into place
- Capacitor Emission Systems III - Allows the use of T2 small Nosferatu
- Jury Rigging III - Allows for the use of Cap Control Circuits and Ancillary Current Routers
- Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimizes the penalty to powergrid.
Fitting
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Fleeting Compact Stasis Webifier
Warp Scrambler II
5MN Y-T8 Compact Microwarpdrive
Micro Auxiliary Power Core I
Adaptive Nano Plating II
Assault Damage Control II
400mm Crystalline Carbonide Restrained Plates
Small Anti-Explosive Pump II
Small Trimark Armor Pump II
Acolyte II x1
Void S x1000
Null S x1000
Caldari Navy Antimatter Charge S x1000
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Small Capacitor Booster II
Warp Scrambler II
1MN Y-S8 Compact Afterburner
Small Ancillary Armor Repairer
True Sansha Adaptive Nano Plating
Small Armor Repairer II
Assault Damage Control II
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Warrior II x1
Void S x1000
Null S x1000
Navy Cap Booster 400 x10
- Has strong DPS and Tank, but is super slow as for brawlers.
- Can work well against other brawlers.
- With Null can reach up to scram range, but won't be able to hold opponent if he decides to disengage
Light Neutron Blaster II
Light Neutron Blaster II
Small Ghoul Compact Energy Nosferatu
Light Neutron Blaster II
Light Neutron Blaster II
Fleeting Compact Stasis Webifier
Faint Epsilon Scoped Warp Scrambler
5MN Y-T8 Compact Microwarpdrive
Tracking Enhancer II
Magnetic Field Stabilizer II
Adaptive Nano Plating II
EFFA Compact Assault Damage Control
Small Processor Overclocking Unit I
Small Anti-Explosive Pump I
Hobgoblin II x1
Void S x1
Null S x1
Caldari Navy Antimatter Charge S x1
- Be aware it is relatively slow
125mm Railgun II
125mm Railgun II
125mm Railgun II
125mm Railgun II
Balmer Series Compact Tracking Disruptor I
Balmer Series Compact Tracking Disruptor I
1MN Monopropellant Enduring Afterburner
'Refuge' Adaptive Nano Plating I
Corpii A-Type Explosive Plating
Assault Damage Control II
400mm Rolled Tungsten Compact Plates
Small Ancillary Current Router II
Small Trimark Armor Pump II
Acolyte II x1
Spike S x1000
Javelin S x1000
Caldari Navy Antimatter Charge S x1000
Caldari Navy Thorium Charge S x1000
Light Ion Blaster II
Small Ghoul Compact Energy Nosferatu
Light Ion Blaster II
Small Ghoul Compact Energy Nosferatu
Light Ion Blaster II
Stasis Webifier II
Warp Scrambler II
5MN Y-T8 Compact Microwarpdrive
Small Ancillary Armor Repairer
Small Armor Repairer II
EFFA Compact Assault Damage Control
Adaptive Nano Plating II
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x1
Void S x1000
Null S x1000
Caldari Navy Antimatter Charge S x1000
Inherent Implants 'Squire' Power Grid Management EG-601 x1
Nanite Repair Paste x48
Tactics
If you're not familiar with tackling, read up on it and try out a Tristan to get a feel for 'survival' or heavy tackling before making the skill investment and training time for this hull.
- Manual Flying:
- Manual flight is an important factor in keeping an Enyo alive. Learn how to spiral, use it, and abuse it. That's where you utilize double clicking in space to change your direction in relation to your target ship. Add your Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you. Keep the angular up on approach, watch it while you are orbiting close, and if you're webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you. With proper manual flying an AB Enyo can survive a Cynabal trying to kite and kill it. And with enough luck and good timing, that same Enyo can get an overheated scram on the Cynabal to dive in for the kill. That's what manual flying can do for you.
- Chase your own interceptors:
- The Enyo's primary duty is that of secondary tackle. Become good friends with an interceptor pilot you fly with regularly and work as a team to lock down the enemy support ships. The cepter will dive in for the initial tackle and scram to shut down their MWD and you mosy on in behind him so he can get out of harm's way or dive in after the next support ship causing issues out at range. Your boat is strong enough to survive a whole battle pinning down a cruiser or battle cruiser by yourself. You might even be able to kill it if it's buffer tanked or has poor cap stability.
- Shoot drones first:
- The Enyo's nemesis and most constant threat is the drone. More than any other module or weapon systems drones can slowly and effectively grind the best tanked Enyos into space rubble. Fit your anti-matter and keep your speed up to get the drones to trail behind you a bit. Within two or three shots you should be able to kill any drone class (small, medium or large) thanks to the large alpha of your blasters, you just have to wait for the drone angular to drop. If you are MWD fit, with it off and you're holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tracking high enough to hit the close orbiting light drones.
- Your Nos will become a Neut:
- In longer endurance matches your nosferatu will start working as an energy neutralizer, so watch your modules carefully. The three most important modules to keep activated in this situation are your Nos, your warp scrambler, and your armor repair. You can pulse your Repper on and off to keep your guns running if you're not taking too much damage in favor of keeping the guns on. The closer you keep your own cap at zero, the less capacitor your target will have to run his modules such as neuts, webs, and especially their active tanking modules. Using this method an Enyo in a very loooong fight is capable of solo killing poorly fit or support fit battle cruisers and battleships.
Patch History
A long, long time ago... |
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February Balance Update - 29.01.18 We are giving Assault Frigates a substantial balance pass. Every AF is getting a speed boost in the form of increased max velocity and lowered mass. Every AF is also getting base capacitor numbers increased by approximately 30%. Also, we have more significant changes for the Ishkur, Retribution, and Jaguar.
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Notes
- The February Assault Frigate balance update introduced a new module for HACs and AFs, the Assault Damage Controls, which can replace the Damage Control module for these ships