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Minmatar Basic Ship and Skill Overview: Difference between revisions

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PvE Mael - Recommended Skills in next edit
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The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead.
The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead.
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===[Maelstrom, PvE]===
{{ShipSkillGuide
|name=[Maelstrom, PvE]
|high=
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
1200mm Heavy 'Scout' Artillery <br>
|mid=
X-Large Shield Booster II <br>
Shield Boost Amplifier II <br>
Cap Recharger II <br>
Invulnerability Field II <br>
Invulnerability Field II <br>
LiF Fueled I Booster Rockets <br>
|low=
Damage Control II <br>
Tracking Enhancer II <br>
Tracking Enhancer II <br>
Gyrostabilizer II <br>
Gyrostabilizer II <br>
|rigs=
Large Capacitor Control Circuit I <br>
Large Capacitor Control Circuit I <br>
Large Capacitor Control Circuit I <br>
|drones=
Warrior II x5 <br>
Valkyrie II x5 <br>
Hornet EC-300 x5 <br>
|charges=
Phased Plasma L
Fusion L <br>
EMP L <br>
|required1=
Minmatar Frigate IV <br>
Minmatar Cruiser IV <br>
Spaceship Command IV <br>
Minmatar Battleship III <br>
Shield Operation V <br>
Shield Management V <br>
Tactical Shield Manipulation IV <br>
Electronics V <br>
|required2=
Engineering V <br>
Energy Grid Upgrades III <br>
Gunnery V <br>
Small Projectile Turret III <br>
Medium Projectile Turret III <br>
Large Projectile Turret I <br>
Weapon Upgrades IV <br>
Hull Upgrades IV <br>
|required3=
Afterburner I <br>
Mechanic III <br>
Jury Rigging I <br>
Drones V <br>
Scout Drone Operation V <br>
Minmatar Drone Specialization II <br>
|recommended1=
Electronic Warfare IV <br>
Electronic Warfare Drone Interfacing I <br>
|recommended2=
in progress <br>
|recommended3=
|notes=
* This is a standard mission fit, taking advantage of the Mael's significant bonus to shield boost. The booster must be 'pulsed' (used when required, then turned off).
* When fighting against Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat.
* T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro.
* Common variants revolve around switching out the Cap Recharger for e.g. a Cap Booster, a SeBo, or a 3rd Hardner. In the last case the DC2 may be dropped for another Gyro.
}}
}}