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Vanguard Incursion fits: Difference between revisions

From EVE University Wiki
m Ammo Hauler: - added note about restriction of the frigate escape bay.
Basis don't get a resebo bonus, silly. Added note on the Machariel's reduced status in HQs.
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Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between '''Vanguards''', '''Assaults''' as well as '''Headquarter sites'''. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between '''Vanguards''', '''Assaults''' as well as '''Headquarter sites'''. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
== Logistics (basic and advanced) ==
== Logistics (basic and advanced) ==
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible. Either can be used, but the {{sh|Scimitar}} is favoured in [[Incursion sites#Vanguard sites|Vanguards]] due to its remote tracking bonus and its ability to operate independent of other logi, while the {{sh|Basilisk}} is needed in [[Incursion sites#Assault sites|Assault]] and [[Incursion sites#Headquarter sites|Headquarter]] sites for its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites as well as their remote sensor booster bonus.
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible. Either can be used, but the {{sh|Scimitar}} is favoured in [[Incursion sites#Vanguard sites|Vanguards]] due to its remote tracking bonus and its ability to operate independent of other logi, while the {{sh|Basilisk}} is needed in [[Incursion sites#Assault sites|Assault]] and [[Incursion sites#Headquarter sites|Headquarter]] sites for its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites.
{{note box|Remember that you need to train {{sk|Target Management|V|icon=yes}} and {{sk|Advanced Target Management|III|icon=yes}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time. For the Basilisk this means cap stable with incoming capacitor transmitter.}}
{{note box|Remember that you need to train {{sk|Target Management|V|icon=yes}} and {{sk|Advanced Target Management|III|icon=yes}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time. For the Basilisk this means cap stable with incoming capacitor transmitter.}}
=== Scimitar ===
=== Scimitar ===
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| charge4name=Scan Resolution Script x1
| charge4name=Scan Resolution Script x1
| charge4typeID=29011
| charge4typeID=29011
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Propulsion Jamming|IV|icon=yes}} (needed for T2 webs)</li><li>
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Propulsion Jamming|IV|icon=yes}} (needed for T2 webs)</li><li>The {{sk|Amarr Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an neut/nos bonus (which is not essential to the fit).</li>
| showSKILLS=Y
| showSKILLS=Y
| notes=Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to  {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}.</li><li>The {{co|coral|Heavy Ghoul Compact Nosferatus}} can be used on the rats to keep up your capacitor.</li><li>This fit lacks the EM shield resists used in other fits. Most Vanguard waves have Kin/Ex-heavy damage distribution, and so it is possible to scrape by with lower em resists, particularly with the Bhaalgorn's high EHP. Further, pulse lasers have poor tracking, and so additional tackle modules aid it greatly.
| notes=Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to  {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}.</li><li>The {{co|coral|Heavy Ghoul Compact Nosferatus}} can be used on the rats to keep up your capacitor.</li><li>This fit lacks the EM shield resists used in other fits. Most Vanguard waves have Kin/Ex-heavy damage distribution, and so it is possible to scrape by with lower em resists, particularly with the Bhaalgorn's high EHP. Further, pulse lasers have poor tracking, and so additional tackle modules aid it greatly.
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{{note box|Out of all the '''pirate faction battleships''' the {{sh|Machariel}}, {{sh|Nightmare}} and {{sh|Vindicator}} stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
{{note box|Out of all the '''pirate faction battleships''' the {{sh|Machariel}}, {{sh|Nightmare}} and {{sh|Vindicator}} stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
=== Machariel ===
=== Machariel ===
{{Color box|color=sienna|border=sandybrown|Between a buff to Conflagration, the relative nerf of the Machariel's warp speed, and the existence of the {{sh|Leshak}}, the Machariel is no longer the optimal Headquarters ship it once was. As of September 20, 2020, the Machariel is no longer considered an optimal hull by any of the active Headquarters incursion communities. Please take this into consideration if you are looking into the Mach.}}
{{ShipFitting
{{ShipFitting
| ship=Machariel
| ship=Machariel