Difference between revisions of "Maelstrom"
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==Fitting== | ==Fitting== | ||
− | '' | + | {{Fittings |
+ | |name=Maelstrom, PvE | ||
+ | |||
+ | |high= | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <br> | ||
+ | 1200mm Heavy 'Scout' Artillery I <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> | ||
+ | |||
+ | |charges= | ||
+ | Phased Plasma L <br> | ||
+ | Fusion L <br> | ||
+ | EMP L <br> | ||
+ | |drones= | ||
+ | Warrior II x5 <br> | ||
+ | Valkyrie II x5 <br> | ||
+ | Hornet EC-300 x5 <br> | ||
+ | |rigs= | ||
+ | Large Capacitor Control Circuit I <br> | ||
+ | Large Capacitor Control Circuit I <br> | ||
+ | Large Capacitor Control Circuit I <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> | ||
+ | |required2= | ||
+ | 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= | ||
+ | Electronics V <br> | ||
+ | Afterburner I <br> | ||
+ | Mechanic III <br> | ||
+ | Jury Rigging I <br> | ||
+ | Drones V <br> | ||
+ | Scout Drone Operation V <br> | ||
+ | Minmatar Drone Specialization II <br> | ||
+ | |||
+ | |recommended1= | ||
+ | Energy Management IV <br> | ||
+ | Energy Systems Operation V <br> | ||
+ | Shield Compensation IV <br> | ||
+ | Rapid Firing III <br> | ||
+ | Trajectory Analysis III <br> | ||
+ | Surgical Strike III <br> | ||
+ | Large Projectile Turret IV <br> | ||
+ | Sharpshooter IV <br> | ||
+ | Motion Prediction IV <br> | ||
+ | Long Range Targeting IV <br> | ||
+ | Minmatar Battleship IV <br> | ||
+ | Drone Interfacing III <br> | ||
+ | Drone Durability III <br> | ||
+ | |recommended2= | ||
+ | Drone Navigation IV <br> | ||
+ | Gallente Drone Specialization II <br> | ||
+ | Signature Analysis IV <br> | ||
+ | Targeting V <br> | ||
+ | Multitasking I <br> | ||
+ | Electronic Warfare IV <br> | ||
+ | Electronic Warfare Drone Interfacing I <br> | ||
+ | Mechanic IV <br> | ||
+ | Engineering IV <br> | ||
+ | Navigation IV <br> | ||
+ | Evasive Maneuvering III <br> | ||
+ | Warp Drive Operation III <br> | ||
+ | |recommended3= | ||
+ | Small Projectile Turret V <br> | ||
+ | Small Artillery Specialization IV <br> | ||
+ | Medium Projectile Turret V <br> | ||
+ | Medium Artillery Specialization IV <br> | ||
+ | Sharpshooter V <br> | ||
+ | Large Projectile Turret V <br> | ||
+ | Large Artillery Specialization II <br> | ||
+ | Weapon Upgrades V <br> | ||
+ | Advanced Weapon Upgrades I <br> | ||
+ | Small Autocannon Specialization IV <br> | ||
+ | Medium Autocannon Specialization IV <br> | ||
+ | Motion Prediction V <br> | ||
+ | Large Autocannon Specialization II <br> | ||
+ | |||
+ | |notes= | ||
+ | * Cap skills (the first 3 recommended skills) are effectively mandatory. Booster must be 'pulsed' (used briefly when needed). | ||
+ | * When fighting 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. | ||
+ | * Variants: Replace the Cap Recharger with a Cap Booster, a SeBo, or a 3rd Hardner. Drop the DC2 for another Gyro. | ||
+ | * Other rigs to consider are the Large Core Defence Capacitor Safeguard and the Large Semiconductor Memory Cell. | ||
+ | * As always, hardners, ammo and drones should be selected to match the rats' damage and weaknesses. | ||
+ | }} | ||
==Tactics== | ==Tactics== |
Revision as of 08:31, 11 October 2011
RELATED UNI-WIKI REFERENCES
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With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield. SHIP BONUSES
Minmatar Battleship Skill Bonus:
Ship Attributes
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Summary
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone it can also deal lots of damage.
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.
Skills
Further information about additional or recommended skills to pilot Maelstrom for a specific or it's common role(s) can be written here.
Fitting
Tactics
No sub-article about Maelstrom roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Maelstrom here.