Difference between revisions of "Ares"
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skills=| | skills=| | ||
notes=Less than two months of training for very effective, very educational ship.</li><li>With the recommended skills in the section above, this fit runs for a little over eight minutes.</li><li>AutoCannons require no cap to fire, have longer range than blasters and are easier to fit.</li><li>Feel free to replace the rocket launcher, it is only used for extra anti-drone DPS.</li>}} | notes=Less than two months of training for very effective, very educational ship.</li><li>With the recommended skills in the section above, this fit runs for a little over eight minutes.</li><li>AutoCannons require no cap to fire, have longer range than blasters and are easier to fit.</li><li>Feel free to replace the rocket launcher, it is only used for extra anti-drone DPS.</li>}} | ||
+ | |||
+ | |||
+ | {{ShipFitting| | ||
+ | ship=Ares| | ||
+ | shipTypeID=11202| | ||
+ | fitName=Fleet Tackle| | ||
+ | fitID=Fleet-Tackle| | ||
+ | high1name=Light Electron Blaster II| | ||
+ | high1typeID=3162| | ||
+ | high2name=Small Diminishing Power System Drain I| | ||
+ | high2typeID=5139| | ||
+ | high3name=Light Electron Blaster II| | ||
+ | high3typeID=3162| | ||
+ | mid1name=Limited 1MN Microwarpdrive I| | ||
+ | mid1typeID=5973| | ||
+ | mid2name=1MN Afterburner II| | ||
+ | mid2typeID=438| | ||
+ | mid3name=Faint Epsilon Warp Scrambler I| | ||
+ | mid3typeID=5443| | ||
+ | low1name=Damage Control II| | ||
+ | low1typeID=2048| | ||
+ | low2name=Overdrive Injector System II| | ||
+ | low2typeID=1236| | ||
+ | low3name=Micro Auxiliary Power Core I| | ||
+ | low3typeID=11563| | ||
+ | low4name=Small Ancillary Armor Repairer| | ||
+ | low4typeID=33076| | ||
+ | charge1name=Nanite Repair Paste x40| | ||
+ | charge1typeID=28668| | ||
+ | charge2name=Caldari Navy Antimatter Charge S x960| | ||
+ | charge2typeID=23009| | ||
+ | charge3name=open| | ||
+ | charge4name=open| | ||
+ | charge5name=open| | ||
+ | rig1name=Small Polycarbon Engine Housing I| | ||
+ | rig1typeID=31177| | ||
+ | rig2name=Small Auxiliary Thrusters I| | ||
+ | rig2typeID=31105| | ||
+ | difficulty=1| | ||
+ | warsop=A| | ||
+ | warsopReason=| | ||
+ | version=RUBI 1.0| | ||
+ | shipDNA=11202:3162;2:5139;1:438;1:5443;1:5973;1:1236;1:2048;1:11563;1:33076;1:31105;1:31177;1:23009;960:28668;40::| | ||
+ | skills=| | ||
+ | notes=Use MWD to close the gap then switch to the afterburner. With all skills at V:</li><li>MWD speed - 4778 m/s (6839 OH)</li><li>Afterburner speed - 1768 m/s (2325 OH)</li><li>EHP: 3,382</li><li>Blasters are to kill drones and apply some dps to the tackled target. Your main objective is tackling not killing.</li><li>You can use Light Ion Blaster IIs if you plug in the +2% powergrid implant (Inherent Implants 'Squire' Engineering EG-602)</li><li>Electron IIs with Caldari Navy Antimatter: 67 dps/96 volley (77/111 OH)</li><li>Ion IIs with Caldari Navy Antimatter: 72 dps/155 volley (82/178 OH)</li><li>NOS is to combat potential Neuts.}} | ||
==Tactics== | ==Tactics== |
Revision as of 05:25, 24 December 2013
RELATED UNI-WIKI REFERENCES
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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
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Summary
The Ares previously held the title of Fastest Fleet Inty, but in Rubicon this is no longer the case. The Ares shares a 4/3/3 slot layout with the Malediction, allowing it to fit a good speed fit, only slightly slower than the Malediction's. It still has 3 mids to fit two tackle modules or a tackle module and tank module for a fleet fit.
The Ares is competent at its role, but has no really distinguishing features. The Malediction is generally superior with the same slot layout, being slightly faster and having a more flexible weapon system.
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***
- Capacitor Management IV (important for capacitor stability)
- Capacitor Systems Operations V (important for capacitor stability)
- Thermodynamics IV (important for sustained overheating of MWD or Point)
- Shield Operation III
- Mechanics IV
- Jury Rigging III
- High Speed Maneuvering IV (important for capacitor stability)
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.
Light Electron Blaster II
Small Diminishing Power System Drain I
Light Electron Blaster II
Limited 1MN Microwarpdrive I
1MN Afterburner II
Faint Epsilon Warp Scrambler I
Damage Control II
Overdrive Injector System II
Micro Auxiliary Power Core I
Small Ancillary Armor Repairer
Small Polycarbon Engine Housing I
Small Auxiliary Thrusters I
Nanite Repair Paste x40
Caldari Navy Antimatter Charge S x960
- Use MWD to close the gap then switch to the afterburner. With all skills at V:
- MWD speed - 4778 m/s (6839 OH)
- Afterburner speed - 1768 m/s (2325 OH)
- EHP: 3,382
- Blasters are to kill drones and apply some dps to the tackled target. Your main objective is tackling not killing.
- You can use Light Ion Blaster IIs if you plug in the +2% powergrid implant (Inherent Implants 'Squire' Engineering EG-602)
- Electron IIs with Caldari Navy Antimatter: 67 dps/96 volley (77/111 OH)
- Ion IIs with Caldari Navy Antimatter: 72 dps/155 volley (82/178 OH)
- NOS is to combat potential Neuts.
Tactics
No sub-article about Ares roles or piloting tactics. You can write them here.
Notes
About Nanofiber Hull: While the added agility bonus is nice, Interceptors are naturally some of the most agile ships in EVE and in the hands of a skilled pilot, an Interceptor does not really require extra agility to catch and stay on their target. The high structure HP that the Ares has means its tank suffers disproportionately from the structure HP penalty of nanofibers. You will find yourself counting your lucky stars when you escape a fight with 12% Hull: *** Example... ***