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→Skills: Reworked the skills section, outsourcing topics not specifically relevant to this hull to other pages which do those jobs. |
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Pilots should aim to have Tech 2 shield tank modules and should ensure they have respectable shield skills. | Pilots should aim to have Tech 2 shield tank modules and should ensure they have respectable shield skills. | ||
For PvE, typical Level 3 mission fits use Heavy Missiles; if you don't already have Tech 2 HMs, at least train {{Sk|Heavy Missiles}} to IV and use Arbalest ([[ | For PvE, typical Level 3 mission fits use Heavy Missiles; if you don't already have Tech 2 HMs, at least train {{Sk|Heavy Missiles}} to IV and use Arbalest ([[Tech_and_meta_levels|meta]] 4) launchers. If you plan on lots of L3s, and/or if you plan to step up to other ships which can use Heavy Missiles in PvE such as the [[Tengu]], it is well worth the further training for Tech 2 launchers. Support skills from the [[Skills:Missiles|missiles category]] have a big impact on the ship's performance and the DNI deserves to have them all trained to at least IV. | ||
For PvP, typical brawling fits use Heavy Assault Missiles. Having access to Tech 2 HAM launchers will be an immediate priority for PvP, as the extra edge provided by the specialization skill and (in some situations) Tech 2 ammunition can make a crucial difference. | For PvP, typical brawling fits use Heavy Assault Missiles. Having access to Tech 2 HAM launchers will be an immediate priority for PvP, as the extra edge provided by the specialization skill and (in some situations) Tech 2 ammunition can make a crucial difference. | ||