Difference between revisions of "Guardian"
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|reqskills=*Amarr Cruiser V<small>29d 15h 6m</small> | |reqskills=*Amarr Cruiser V<small>29d 15h 6m</small> | ||
− | **Spaceship Command III<small> | + | **Spaceship Command II<small>47m</small> |
− | **Amarr Frigate | + | **Amarr Destroyer III<small>8h 53m</small> |
+ | ***Amarr Frigate III<small>8h 53m</small> | ||
+ | ****Spaceship Command I<small>8m</small> | ||
*Logistics I<small>50m</small> | *Logistics I<small>50m</small> | ||
**Spaceship Command III<small>4h 26m</small> | **Spaceship Command III<small>4h 26m</small> |
Revision as of 16:10, 15 July 2013
RELATED UNI-WIKI REFERENCES
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The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships. SHIP BONUSES
Amarr Cruiser Skill Bonus:
Ship Attributes
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Summary
The Guardian is a ship designed for capacitor transfer and remote armor repair. The capacitor transfer is usually put to use trading with another guardian to create capacitor out of thin air, fulfilling the capacitor needs of both ships. Because of its reliance on cap transfer with other ships the guardian is almost exclusively used partnered with other guardianss and never alone. The use of cap transfer to fulfill its cap needs means the guardian can fit a stronger tank, but leaves it more vulnerable to jamming, because if one logistics ship is jammed then the cap chain must be adjusted or soon all will be out of capacitor.
Skills
Like most t2 ships, it is highly recommended to have logistics 4 in order to fly logistic ships. This is especially important for the guardian as otherwise while following a standard two incoming, two outgoing energy transfer setup, you will not be able to run 4 large remote reps. Logistics 5 also allows you to be cap stable with only one incoming energy transfer while still maintaining two outgoing and the full bank of reps, which allows one of the other logis to provide cap to the rest of the fleet if needed, normally the cap hungry laser ships such as Abaddons and Nightmares .
Other skills that should be considered required would be the ability to fit a t2 armour tank with rigs and compensation skills at 3 or 4, all cap related skills to at least 4, as well as the cap reduction skills for the remote reps to 4. The ability to field drones, either logistics, dps, or ecm, is also recommended, the type depending on individual fleet requirements. Good navigation skills and multitasking at 3 are highly recommended, but not required to fly the ship.
Fitting
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Regard' Power Projector
Large 'Regard' Power Projector
10MN Afterburner II
Conjunctive Radar ECCM Scanning Array I
800mm Reinforced Steel Plates II
Dark Blood Armor Thermic Hardener
Dark Blood Armor EM Hardener
Armor Kinetic Hardener II
Energized Adaptive Nano Membrane II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Warrior II x5
- Logistics IV or V
- solid capacitor and armor tanking skills
- less than 200mil ISK
- EHP (Heated): 42.6k (51.5k)
- Resists (Heated): 82.4 (86.7) / 77.1 (82.7) / 86.8 (90) / 85 (85)
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Regard' Power Projector
Large 'Regard' Power Projector
10MN Afterburner II
Conjunctive Radar ECCM Scanning Array I
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor EM Hardener II
Armor Kinetic Hardener II
Corpii C-Type Adaptive Nano Plating
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Light Armor Maintenance Bot II x5
- Logistics V
- Remote Repair Systems V
- Energy Emissions V
- about 350mil ISK
- Pretty tight fit.
- C-Type Deadspace ANPs not too expensive and well worth the money.
- Unfortunately, both rigs are needed for fitting space in order to fit 4 large reps, ETs, and tank.
- 50k EHP Unboosted (61k with Hardeners overheated).
- Resists (Heated) 82.3(86.6)/77(82.6)/86.7(90)/84.9.
Large Remote Armor Repair System II
Large Remote Armor Repair System II
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Regard' Power Projector
Large 'Regard' Power Projector
10MN Afterburner II
Conjunctive Radar ECCM Scanning Array I
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
Dark Blood Armor EM Hardener
Dark Blood Armor Thermic Hardener
Dark Blood Armor Kinetic Hardener
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Warrior II x5
- Logistics V
- very good armor tanking and capacitor skills
- About 435mil ISK
- EHP (heat): 52.5k (63.8k)
- Resists (heat): 83 (87.2) / 77.9 (83.3) / 87.2 (90.4) / 85.6 (85.6)
- Expensive but worth it with an appropriate fleet. Up to 151k EHP with implants and boosts
- More remote repairs thanks to two T2 reppers
Tactics
No sub-article about Guardian roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Guardian here.