Difference between revisions of "Raven"
Line 320: | Line 320: | ||
If you've come to the Raven via the Drake, you're used to being cap stable all the time. No longer. Leave your AB and shield booster off most of the time. When your shield drops to about 40%, pulse your shield booster to keep your shield in that range. If you start to run out of cap, warp out and recharge. | If you've come to the Raven via the Drake, you're used to being cap stable all the time. No longer. Leave your AB and shield booster off most of the time. When your shield drops to about 40%, pulse your shield booster to keep your shield in that range. If you start to run out of cap, warp out and recharge. | ||
− | When you've go the money, consider buying Caldari Navy BCSs to | + | When you've go the money, consider buying Caldari Navy BCSs to replace your BCS IIs, and a Caldari Nacy X-Large Shield Booster to replace your Meta 4 or T2 booster. |
==Notes== | ==Notes== |
Revision as of 18:17, 28 April 2014
RELATED UNI-WIKI REFERENCES
|
The Raven is the powerhouse of the Caldari Navy. With its myriad launcher slots and powerful shields, few ships can rival it in strength or majesty. SHIP BONUSES
Caldari Battleship Skill Bonus:
Ship Attributes
|
Summary
The Raven is a dedicated missile boat, that can be fitted with either cruise missile launchers or torpedo launchers and has equal bonuses to both. It is a very popular PvE level 4 mission runner, since it can use any missile ammunition equally well, allowing free choice of damage type. Their low speed and less-than-stellar tank make ravens a rarer sight in PvP, though torpedo firing ravens can make a serious dent in enemy battleships... if they can get in range. When fit with cruise missiles ravens have excellent range without needing to sacrifice slots on tracking enhancers or computers. In PvE this is a nice advantage, but in PvP the long travel time of the missile gives the target ample time to align and warp away unless it is held by a tackler, making ravens unpopular pvp snipers.
Skills
- Caldari Battleship to at least IV to take advantage of the DPS and range Buffs that come with every extra level in the skill.
- The usual L4 mission fit uses Cruise Missiles; train to IV and use Arbalest or Caldari Navy Cruise Missile launchers. T2 Launchers and the accompanying T2 ammo requires Cruise Missiles V and Cruise Missile Specialization, a half-month train that isn't really useful outside of missioning battleships. Torpedos are not typically used as they only offer a slight (<10%) DPS gain for a quite severe range penalty.
- Missile Launcher Operation, Rapid Launch, Warhead Upgrades, skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
- Along with the requisite Engineering and Electronics skills required for adequately fitting most ships. Weapon upgrades and Advanced Weapon Upgrades should be trained to V and IV respectively to help alleviate fitting problems.
- Guided Missile Precision, Target Navigation Prediction and Target Painting to at least IV to combat smaller targets and gain access to the T2 Target Painter module.
- Electronic Warfare should be trained to level III to allow training of Long Distance Jamming which increases the optimal range of target painters by 10% per level.
- Missile Projection and Missile Bombardment to at least IV and ideally V to maximize the range at which all missiles travel.
- Drones V, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Operation I/Minmatar Drone Operation I are all are important for getting as much DPS out of the drone bay as possible.
- Shield Operation and Shield Management should be trained to at least IV to improve shield capacity and recharge rate.
- Tactical Shield Manipulation should be trained to IV reduce shield penetration chance and to allow the use of the T2 Shield Hardeners, taking it to V is considered by some to be a net negative to survivability.
- Shield Upgrades should be trained to IV to allow the use of T2 Resistance Amplifiers, Shield Boosters, Shield Power Relays, Shield Extenders and Shield Rechargers.
- EM Shield Compensation, Thermic Shield Compensation, Kinetic Shield Compensation, and Explosive Shield Compensation trained to level IV to further improve shield resistances.
- Finally, Hull Upgrades should be trained to level IV to allow use of the T2 Damage Control module.
Fitting
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
'Arbalest' Cruise Launcher I
Drone Link Augmentor I
X-Large Clarity Ward Booster I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Shield Boost Amplifier II
Kinetic Deflection Field II
Phased Weapon Navigation Array Generation Extron
100MN Afterburner II
Damage Control II
Power Diagnostic System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Large Warhead Rigor Catalyst I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Hobgoblin II x5
Hammerhead II x5
Mjolnir Cruise Missile x1
- Combat Drone Operation IV
- Drones V
- Drone Durability III
- Drone Interfacing IV
- Drone Navigation IV
- Gallente Drone Specialization II
- Scout Drone Operation V
- Electronics V
- Long Range Targeting III
- Signature Analysis III
- Targeting IV
- Engineering IV
- Energy Grid Upgrades IV
- Energy Management IV
- Energy Systems Operation IV
- Shield Compensation III
- Shield Management V
- Shield Operation V
- Shield Upgrades IV
- Tactical Shield Manipulation IV
- Weapon Upgrades IV
- Jury Rigging I
- Cruise Missiles IV
- Guided Missile Precision III
- Heavy Missiles III
- Missile Bombardment III
- Missile Launcher Operation V
- Missile Projection III
- Rapid Launch IV
- Standard Missiles III
- Target Navigation Prediction IV
- Warhead Upgrades III
- Evasive Maneuvering III
- Navigation IV
- Caldari Frigate IV
- Caldari Cruiser IV
- Caldari Battleship IV
- Spaceship Command IV
- This fitting has missiles and hardeners fitted for Guristas Pirates rats. For different pirates use the hardener types for the damage they do and the missile type that they're weak against.
- Consider making it your goal to purchase more cap-efficent tank modules so that you can start using the Large Warhead Rigor Catalyst I in some of the rig slots. This will give you much better damage against smaller ships, to help out your drones.
- This fit is taken from Battleclinic, which has a long discussion of the pros and cons of various modules.
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Drone Link Augmentor I
X-Large Clarity Ward Booster I
Limited Adaptive Invulnerability Field I
F-90 Positional Sensor Subroutines
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
100MN Afterburner II
Large Micro Jump Drive
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Large Warhead Rigor Catalyst I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Warrior II
Warrior II
Salvage Drone I
Mjolnir Fury Cruise Missile
- This fit is purely based upon a strategy of jump kiting around a room keeping battleships and cruisers at 60-105km. It is a range tank, frigates that approach you will be met by your drones. If you are swarmed align to keep primary targets within firing range and jump. Repeat until room is clear, while jumping keep next gate at apox. 100km and jump to it before room finished to allow 2:30 timer to refresh before entering next room.
- Variations: Swap Adaptive Hardener for mission specific if needed. Drop afterburner for additional harder if needed, this will slow some missions. Replace capacitor rigs with CPU, Power if needed or additional rigors if preferred.
- Weaknesses are time to kill on cruisers and Gurista missions, which require you to focus fire on Jammers and use two Kinetic Hardeners to defend against ranged missiles.
- This Raven requires pilot skill and constant attention, but it is a cheap Level 4 workhorse.
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Heavy Unstable Power Fluctuator I
Prototype 100MN Microwarpdrive I
Large Micro Jump Drive
Large Shield Extender II
Large Shield Extender II
EM Ward Field II
Thermic Dissipation Field II
Adaptive Invulnerability Field II
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Caldari Navy Inferno Cruise Missile x1
Tactics
The Raven is primarily used in PVE, specifically mission running, due to its reliance on missiles for damage dealing. Missiles take time to reach their target, invalidating or handicapping their use in certain other roles.
If you've come to the Raven via the Drake, you're used to being cap stable all the time. No longer. Leave your AB and shield booster off most of the time. When your shield drops to about 40%, pulse your shield booster to keep your shield in that range. If you start to run out of cap, warp out and recharge.
When you've go the money, consider buying Caldari Navy BCSs to replace your BCS IIs, and a Caldari Nacy X-Large Shield Booster to replace your Meta 4 or T2 booster.
Notes
This vessel qualifies for the University PYOS and BYOM programs.