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Created page with "Category:Doctrines Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap, which makes it a great starting point for new pilots..." |
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==Fits== | ==Fits== | ||
Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have | Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have [[Capacitor_Management_101#What_is_a_powergrid.3F|Power Grid]] and/or [[CPU#CPU|Central Processing Unit]] issues. Thus, two Merlin fits are provided including a NewBro Friendly version. Pilots are encouraged to downgrade modules to their meta variants anywhere between the two fits to suit their skills. Other ships are provided with one fit, but again pilots can downgrade modules to their meta variants as needed. Pilots should inform the FC about any significant changes in their fit. | ||
===Damage Dealers=== | ===Damage Dealers=== | ||
This doctrine depends primarily on [[Merlin|Merlins]] to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small [[Turrets#Hybrid_Turrets|Hybrid Turrets]] of 5% damage per level trained of the [[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] skill. Although Blasters deal more [[DPS#DPS|Damage Per Second]] than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one since the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an [[Fleet_Doctrines#Secondary_Roles|Anchor]] to tactically navigate the Merlins can reduce the effort needed from all pilots and the strain of multitasking especially for the FC. | |||
{{ShipFitting | {{ShipFitting | ||
| ship=Merlin | | ship=Merlin | ||
| Line 105: | Line 105: | ||
| skills= | | skills= | ||
| showSKILLS=N | | showSKILLS=N | ||
| notes= | | notes=This is the minimum required fit</li><li>You shouldn't swap modules for different ones</li><li>Inform the FC about any significant changes</li><li>If you have fitting issues consider fulfilling another role | ||
| showNOTES= | | showNOTES=N | ||
| difficulty= | | difficulty=0 | ||
| warsop=A | | warsop=A | ||
| warsopReason= | | warsopReason= | ||