Difference between revisions of "Ares"
m |
m |
||
Line 18: | Line 18: | ||
|faction=Gallente Federation | |faction=Gallente Federation | ||
|race=Gallente | |race=Gallente | ||
− | |roles= | + | |roles=Fleet Interceptor |
|variations={{Ship|Atron}}, {{Ship|Taranis}} | |variations={{Ship|Atron}}, {{Ship|Taranis}} | ||
|tech=2 | |tech=2 |
Revision as of 15:52, 8 September 2013
RELATED UNI-WIKI REFERENCES
|
Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. SHIP BONUSES
Gallente Frigate Skill Bonus:
Ship Attributes
|
Summary
The Ares is unique among interceptors for having 4 low slots.
Considered by some as the "King" of fleet Interceptors, the Ares is not only the fastest Interceptor but when fit with a Damage Control II and a Medium Shield Extender II, the Ares is also the "Tankiest" of the Interceptor group.
While the Minmatar Stiletto does have 4 mid slots and provides a little extra utility, it is incredibly skill intensive and expensive to fit.
About Nanofiber Hull: While the added agility bonus is nice, Interceptors are naturally some of the most agile ships in EVE.
In the hands of a skilled pilot, an Interceptor does not really require that extra agility to catch and stay on their target, even more so since the agility boost has a dire price, 15% reduction in Hull HP, 20% with T2.
The Ares is blessed with high Hull hit-points, with decent Mechanics skill(IV and up) and a Damage Control II fitted it can provide just as much, if not more EHP than a Medium Shield Extender. (e.g. EM weapons will do much more damage to shield than Armor and Hull)
You will find yourself counting your lucky stars when you escape a fight with 12% Hull: *** Example... ***
Skills
Required Skills
Recommended skills: (Medium)
- Interceptors IV ***It is highly recommended NOT to fly any Interceptor before your Interceptors skill is at least 4***
- Energy Management IV (important for capacitor stability)
- Energy Systems Operations V (important for capacitor stability)
- Shield Operation III
- Electronics IV
- Mechanics IV
- Jury Rigging III
- High Speed Maneuvering IV (important for capacitor stability)
- Thermodynamics IV (important for sustained overheating of MWD or Point)
Fitting
75mm Gatling Rail II
75mm Gatling Rail II
OE-5200 Rocket Launcher
Limited 1MN Microwarpdrive I
Warp Disruptor II
Medium Shield Extender II
Signal Amplifier II
Micro Auxiliary Power Core I
Overdrive Injector System II
Damage Control II
Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I
Caldari Navy Antimatter Charge S x1
Caldari Navy Scourge Rocket x1
- Very tight on CPU. Downgrade to Meta 4 or similar if you can't fit everything. Has a great tank, can last a long time against targets.
150mm Light Gallium Machine Gun
'Malkuth' Rocket Launcher I
150mm Light Gallium Machine Gun
Limited 1MN Microwarpdrive I
Medium Shield Extender II
Warp Disruptor II
Micro Auxiliary Power Core I
Overdrive Injector System II
Overdrive Injector System II
Damage Control II
Small Ionic Field Projector I
Small Polycarbon Engine Housing I
EMP S x1
Mjolnir Rocket x1
- Less than two months of training for very effective, very educational ship.
- With the recommended skills in the section above, this fit runs for a little over eight minutes.
- AutoCannons require no cap to fire, have longer range than blasters and are easier to fit.
- Feel free to replace the rocket launcher, it is only used for extra anti-drone DPS.
Tactics
No sub-article about Ares roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Ares here.