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== Marauders == | == Marauders == | ||
These ships are the apex of Incursions. Owing to their ability to equip the Bastion Module I, they possess a tremendous amount of stopping power. It is not unheard of to have Paladins doing over 3000 DPS, and Kronoses doing over 4000 DPS. Not only this, but they are able to tank the incoming DPS of any site alone (though not always indefinitely). Each of the pirate hulls naturally leads to one of the Marauders - the Nightmare to the Paladin, the Machariel to the Vargur, and the Vindicator to the Kronos. | |||
==== Paladin ==== | ==== Paladin ==== | ||
{| style="padding:0px;" | |||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr empire|48}}</div>[[File:Paladin.jpg|128px|link=]]</div> | |||
| valign="top" style="padding:4px;" | The {{ship|Paladin|tooltip}} is the king of projection - it can apply over 2000 DPS at ranges of 70km or more without breaking a sweat. To pay for this, it suffers slightly from a lack of midslots, hampering it's versatility, and aenemic tracking, and somewhat poor capacitor life. | |||
{{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br> | |||
{{icon|caldari2|28}}{{sk|Marauders}} Increases damage and tank<br> | |||
{{icon|large pulse laser|28}}{{sk|Large Energy Turret}} Increases damage | |||
|} | |||
==== Kronos ==== | |||
==== Vargur ==== | ==== Vargur ==== | ||
= Fit Progression = | = Fit Progression = | ||