Calm Abyss Assault Frigates
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Last edited: 13 January 2024
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Introduction
Purpose of this article
On this page you can find Assault Frigates fits for T1 Abyssal Deadspace. They were designed with following goals in mind:
- Can beat Calm Abyss without issues
- Cost around 60M-70M ISK
- Do not use Damage Control or Assault Damage Control
- They are able to run higher tiers in fleet with small refit
Contents
Each section contains:
- Notes: Short notes from person who was testing the fit. There are similarities between fits, as they are all brawly with webs, but if there's anything specific, it will be included.
- Fit itself - click "EFT" on fitting window to get fitting in text format, which can be imported in game. All fits contain recommended ammo, Nanite Repair Paste and correct Abyssal filaments
- Youtube link - with video(s) showing runs with specific fit. Do not treat them as definitive guide, but use them to see how others fly specific ship.
- Abyss Tracker link - fits are uploaded to Abyss Tracker, and fleet runs will be uploaded to new "Triglav" Abyss Tracker
Are these fits good?
"It Depends". For T1 runs - they are, as they were tested and all meet Tank/DPS requirements. They should be able to run T2s in fleet with slight refit, but not all combinations were tested extensively. They are probably not suitable for high tier Abyss, as there you want to use dedicated fits - common being 3x Hawks where one has better tank to pull aggro, or 2x Retributions + Logi Deacon. High tier Abyss is beyond scope of this guide.
Fit comparison
Tier | Fit Name | Filament type | DPS[1] | Tank EHP/s [2] |
Fit price ISK |
---|---|---|---|---|---|
S | Abyssal Hawk T1 | T1 Dark | 269 | 116 | 60.7M |
A | Abyssal Vengeance T1 | T1 Dark | 259 | 144 | 65.5M |
B | Abyssal Jaguar T1 | T1 Dark | 203 | 93 | 65.7M |
S | Abyssal Retri T1 | T1 Electrical | 435 | 111 | 57.9M |
A | Abyssal Wolf T1 | T1 Electrical | 310 | 120 | 64.1M |
C | Abyssal Harpy T1 | T1 Electrical | 351 | 166 | 81.4M |
D | Abyssal Ishkur T1 | T1 Electrical | 300 | 162 | 79.6M |
D | Abyssal Enyo T1 | T1 Electrical | 422 | 100 | 53.5M |
General strategy
All fits presented here fly very similar - they utilize high DPS weapon variant and Stasis Webifier to hold enemy in preferred engagement range.
Requirements:
- All fits should have at least 140 DPS with your short range - high DPS T2 ammo (Hail, Void, Rage)
- All fits should have around 100 EHP/s for Electricals and about 80 EHP/s for Darks
Your general strategy:
- Use your short range - high DPS ammo all the time
- Close orbit + web will allow you to shoot stuff
- Devoted Knight and Cynabal - they will web and neut you. Your goal is to get into 500m orbit with AB and Web on - they will not be able to hit you.
- Tessera (drone BC) - they have absurd tracking, and will hit you if you come closer than 10km (a bit less in Darks). Load your long range ammo, orbit at distance, watch your EHP
If there will be any specific advice for specific fit, it will be included in that fit's section.
T1 Dark Fits
Below fits are designed to run Dark weather. They use rockets, which means they are not affected by weather penalty (reduced turret range), and additional speed helps mitigate damage. They are very safe to run, but run times are extended due to lack of resistance penalty in Dark weather.
General advice:
- Hawks are locked into Kinetic DPS, but Vengeance and Jaguar can use all types of rockets. Fits have Inferno Rockets, as they are good enough, but you can run with different rockets and switch depending on enemy resists
- Hawks can run Exotic weather. It will be more dangerous due to lower speed and no penalty to turrets, but it will also be faster as enemies get reduced Kinetic resists
- If you orbit very closely (500m) you will mitigate most of damage, except Tesserra - they have very good tracking.
- Order of ships from the best to the worst: Hawk -> Vengenace -> Jaguar
Abyssal Hawk T1
- No special notes
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Small Shield Booster II
Republic Fleet Small Cap Battery
1MN Monopropellant Enduring Afterburner
Compact Multispectrum Shield Hardener
Fleeting Compact Stasis Webifier
Ballistic Control System II
Ballistic Control System II
Small Capacitor Control Circuit II
Small EM Shield Reinforcer II
Scourge Rage Rocket x5000
Scourge Rocket x5000
Nanite Repair Paste x20
Calm Dark Filament x3
Abyssal Hawk T1 | Abyss Tracker |
Initial investment: | 62 Million ISK |
Youtube: | https://youtu.be/8JB2zMdJYwE |
Abyssal Vengeance T1
- Worse than Hawk, but still can run T1s.
- Use Rage rockets all the time, unless Tessera and you need more range.
- I used Autocannon with Hail for all enemies I could orbit closely - it adds extra 30 DPS, but if it makes it too tight to fit, you can freely skip it.
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
200mm AutoCannon II
1MN Monopropellant Enduring Afterburner
X5 Enduring Stasis Webifier
Republic Fleet Small Cap Battery
Small Armor Repairer II
Ballistic Control System II
Ballistic Control System II
Small Armor Repairer II
Small Thermal Armor Reinforcer II
Small Capacitor Control Circuit II
Inferno Rocket x2000
Hail S x1000
Inferno Rage Rocket x2000
Nanite Repair Paste x20
Calm Dark Filament x3
Abyssal Vengeance T1 | Abyss Tracker |
Initial investment: | 67 Million ISK |
Youtube: | https://youtu.be/YhnyHGgrfPs |
Abyssal Jaguar T1
- Weaker brother of Hawk and Vengeance. Lowest DPS of all missile ships, but still can crack T1s
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
200mm AutoCannon II
Multispectrum Shield Hardener II
Small Shield Booster II
Republic Fleet Small Cap Battery
Fleeting Compact Stasis Webifier
1MN Monopropellant Enduring Afterburner
Ballistic Control System II
Ballistic Control System II
Co-Processor II
Small Capacitor Control Circuit II
Small Capacitor Control Circuit II
Caldari Navy Hornet x4
Inferno Rage Rocket x4
Hail S x2
Inferno Rocket x8000
Nanite Repair Paste x20
Calm Dark Filament x3
Abyssal Jaguar T1 | Abyss Tracker |
Initial investment: | 61 Million ISK |
Youtube: | https://youtu.be/ecB-6lWcmHk |
T1 Electrical Fits
Below fits are designed to run Electrical weather. All of them use short range turrets and each fit relies on Electrical weather bonus to capacitor recharge time. In other weathers they will be very cap-unstable.
General advice:
- All ships have T2 ammo in fit - taking additional ammo (Faction Antimatter, Faction EMP S, Faction Multifrequency) might be useful, but for simplicity fits were tested without them.
- No other weather is possible without major refitting to solve capacitor issues
- If you orbit very closely (500m) you will mitigate most of damage, except Tesserra - they have very good tracking.
- Ships are in rough preference order. Keep in mind that range above 10km is required, which favours Retribution and Wolf, but other fits are also feasible.
Abyssal Retribution T1
- Awesome firepower, sufficient tank for T1s - it will have no issues, and due to DPS should offer fastest clear times
- Your default ammo is Scorch, switch to Conflagration only when in close range
- Against small enemies you can generally go towards biocache/gate, and shoot enemies on the way
Small Focused Pulse Laser II
Small Focused Pulse Laser II
Small Focused Pulse Laser II
Small Focused Pulse Laser II
X5 Enduring Stasis Webifier
1MN Monopropellant Enduring Afterburner
Republic Fleet Small Armor Repairer
Heat Sink II
Multispectrum Coating II
Heat Sink II
Republic Fleet Small Armor Repairer
Small Auxiliary Nano Pump I
Small Energy Collision Accelerator II
Conflagration S x4
Scorch S x4
Nanite Repair Paste x20
Calm Electrical Filament x3
Abyssal Retribution T1 | Abyss Tracker |
Initial investment: | 54 Million ISK |
Youtube: | https://youtu.be/YhnyHGgrfPs |
Abyssal Wolf T1
- Strategy as usual - remember to take Barrage S for Tessera, it's missing from Tracker.
- If you have Repair Systems at V it will not be cap stable - pulse your second repper as needed.
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
X5 Enduring Stasis Webifier
1MN Monopropellant Enduring Afterburner
Republic Fleet Small Armor Repairer
Gyrostabilizer II
Multispectrum Energized Membrane II
Counterbalanced Compact Gyrostabilizer
Republic Fleet Small Armor Repairer
Small Capacitor Control Circuit II
Small Nanobot Accelerator II
Hail S x10000
EMP S x4000
Barrage S x4000
Nanite Repair Paste x20
Calm Electrical Filament x3
Abyssal Wolf T1 | Abyss Tracker |
Initial investment: | 72 Million ISK |
Youtube: | https://youtu.be/x059Zebw0so |
Abyssal Harpy T1
- There are probably better options than Harpy, think twice before taking it
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
1MN Monopropellant Enduring Afterburner
Caldari Navy Small Shield Booster
Fleeting Compact Stasis Webifier
Multispectrum Shield Hardener II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Power Diagnostic System II
Small EM Shield Reinforcer II
Small Core Defense Operational Solidifier II
Void S x5000
Null S x5000
Nanite Repair Paste x20
Calm Electrical Filament x3
Abyssal Hawk T1 | Abyss Tracker |
Initial investment: | 79 Million ISK |
Youtube: | https://youtu.be/iWUMfKtFrNc |
Abyssal Ishkur T1
- Due to lack of bonuses to Hybrid weapons, tracking computer with range script is required
- Will struggle with range (Tesserra!), but having drones helps a bit
- Together with Enyo these are the least optimal ships for Abyss
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
1MN Monopropellant Enduring Afterburner
Small Cap Battery II
X5 Enduring Stasis Webifier
Tracking Computer II
Federation Navy Small Armor Repairer
Magnetic Field Stabilizer II
Federation Navy Small Armor Repairer
Small Nanobot Accelerator II
Small Capacitor Control Circuit II
Imperial Navy Acolyte x10
Void S x4
Null S x5000
Nanite Repair Paste x20
Optimal Range Script x1
Calm Electrical Filament x3
Abyssal Ishkur T1 | Abyss Tracker |
Initial investment: | 72 Million ISK |
Youtube: |
Abyssal Enyo T1
- As Ishkur, needs tracking computer to get range
- Impressive paper DPS, but requires chasing targets
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
1MN Monopropellant Enduring Afterburner
Fleeting Compact Stasis Webifier
Tracking Computer II
Republic Fleet Small Armor Repairer
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Republic Fleet Small Armor Repairer
Small Capacitor Control Circuit II
Small Explosive Armor Reinforcer I
Void S x8000
Nanite Repair Paste x20
Null S x4000
Optimal Range Script x1
Calm Electrical Filament x3
Abyssal Enyo T1 | Abyss Tracker |
Initial investment: | 53 Million ISK |
Youtube: |
Duo & Trio - more powah!
Some of the fits[1] can do T2 Abyss (Agitated) in a fleet of two or three pilots.
Basics - refit and skills
Before starting T2 run, there is one ship modification that should be done:
- Replace one of your DPS modules with Assault Damage Control - you can use EFFA (compact) if you don't have skills for T2 (or if it doesn't fit)
This gives you 8 seconds of awesome resists - which is your only chance to do something when your tank starts breaking. Use it to avoid heavy damage - for example when approaching bigger ship. When ADC is activated, it will (basically) prevent all damage that you take, but since it doesn't affect your reps, it will not make you regain Shield or Armor HP faster. It has 2 minute recharge - preferably you should wait for it to recharge before entering new room.
There are also few skills that should be picked up before starting T2 runs:
- Basic familiarity with T2 spawns - they are different that T1s, and at least one pilot needs to be able to call priorities
- Spiralling in - all pilots need to be able to perform spiral in by themselves
- Cap management - neut pressure in T2 is bigger than T1. Nothing scary, but it's better to run reps when you need to run reps, than to stay at 30% capacitor level all the time
Viable combinations
Missile ships
While all missile ships are capable of running T1, T2 Abyss requires at least one pilot to fly Hawk, due to it's rocket range bonus. Preferred combination is 3x Hawk, but Hawk + Vengeance with very good in-game skills was also very successful. To sum it up:
- 3x Hawk is the best option
- 1x Hawk + 2x other missile ships is a good combination
- 1x Hawk + 1x Vengeance or Jaguar will work, but will be more difficult and will require better piloting
Off color Hawks
Two Hawks will succesfully run T2 Exotic Abyss. It will be more dangerous due to worse incoming damage mitigation, but run times will be better due to resist penalty to enemies.
Tips & Tricks
- Fly-by - when faced with room full of Tessellas, the best way to deal with them is 'fly-by' manouver - do not engage them directly, but approach Bio-cache. They deal decent DPS and have good tracking, but their range (especially in Darks) is very limited - by going straight to the cache you will pass them (you can usually kill one or two during that) and then they will get out of range. It allows the person that got aggroed to have more comfort, and other pilot(s) to shoot Tessellas.
- Call out ADC activation - other pilots need to know when your tank breaks, they might try to save you.
- In frigate Abyss only main cache has it's loot tripled - it's not worth your time to go for side loot, it's better to do one more run
- Some spawns will be hard, and will require proper use of ADC. Since it lasts only 8 seconds, you need to have a plan what to do before you activate it.
References
- ^ Not all fits were tested. Maybe all can do Duo/Trio runs, but it hasn't been thoroughly checked