Difference between revisions of "Guardian"
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==Skills== | ==Skills== | ||
Like most T2 ships, it is highly recommended to have {{sk|Logistics|IV}} 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. | Like most T2 ships, it is highly recommended to have {{sk|Logistics|IV}} 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 V 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 [[Abaddon]]s and [[Nightmare]]s . | + | Logistics V 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 [[Abaddon]]s and [[Nightmare]]s. |
Other skills that should be considered required would be the ability to fit a T2 armour tank with compensation skills at 3 or 4, {{sk|Capacitor Systems Operation|IV}} and {{sk|Capacitor Management|IV}}, as well as {{sk|Remote Armor Repair Systems|IV}}. The ability to field drones, either logistics, dps, or ecm, is also recommended, the type depending on individual fleet requirements. Good navigation skills and {{sk|Advanced Target Management|III}} are highly recommended, but not required to fly the ship. | Other skills that should be considered required would be the ability to fit a T2 armour tank with compensation skills at 3 or 4, {{sk|Capacitor Systems Operation|IV}} and {{sk|Capacitor Management|IV}}, as well as {{sk|Remote Armor Repair Systems|IV}}. The ability to field drones, either logistics, dps, or ecm, is also recommended, the type depending on individual fleet requirements. Good navigation skills and {{sk|Advanced Target Management|III}} are highly recommended, but not required to fly the ship. |
Revision as of 12:14, 29 July 2014
RELATED UNI-WIKI REFERENCES
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Name: Guardian SHIP BONUSES
Amarr Cruiser bonuses (per skill level):
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 guardians 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 [[Skills:Logistics IV]] 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 V 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 compensation skills at 3 or 4, Capacitor Systems Operation IV and Capacitor Management IV, as well as Remote Armor Repair Systems IV. The ability to field drones, either logistics, dps, or ecm, is also recommended, the type depending on individual fleet requirements. Good navigation skills and Advanced Target Management III are highly recommended, but not required to fly the ship.
Fitting
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large 'Solace' Remote Armor Repairer
Large 'Solace' Remote Armor Repairer
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
10MN Afterburner II
Conjunctive Radar ECCM Scanning Array I
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
True Sansha Armor EM Hardener
True Sansha Armor Thermic Hardener
True Sansha Armor Kinetic Hardener
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Warrior II x5
- Logistics 5 (4 is workable but significantly worse)
- Excellent Armor Tanking and Capacitor Skills
- About 350mil as of July 2014, well worth the ISK.
- The True Sansha and Dark Blood hardeners have the same stats, so use whichever is cheapest.
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large 'Solace' Remote Armor Repairer
Large 'Solace' Remote Armor Repairer
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
10MN Afterburner II
Conjunctive Radar ECCM Scanning Array I
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
Corpum B-Type Energized Thermic Membrane
Corpii A-Type EM Plating
Corpii A-Type Kinetic Plating
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Warrior II x5
- Logistics 5 (4 is workable but significantly worse)
- Excellent Armor Tanking and Capacitor Skills
- This fit keeps its tank when neuted out which makes it viable for going into higher class WH sites. In W-space it is worth keeping this refit around.
Tactics
No sub-article about Guardian roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Guardian here.