Enyo
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The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies. SHIP BONUSES
Gallente Frigate Skill Bonus:
Ship Attributes
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Summary
The Enyo is an assault frigate best suited to attacking ships larger than itself. Its blaster weapons platform sports enough DPS potential to rival many properly fitted T1 cruisers. It’s strong tank consists of its low signature radius, high resistances, and adequate capacitor specifications to run an active repair module. Utilizing blasters at close orbit makes the boat very difficult to kill by battle cruisers or battleships without multiple neutralizers or dual webs. This makes the ship ideal for working in tandem with the fleet’s fragile interceptors, replacing their points before they go down or allow them to get safe. It also works well as an anti support harassment ship, screaming across the battlefield to tackle that scimitar or Blackbird kiting at 60 km. This forces the other ship to warp off, the enemy fleet to split weapons fire, or the unlucky pilot to loose their ship.
The Enyo is not without its limitations. Small blasters are notorious for being ineffective against frigates without web support. The two midslot layout means it can only fit a propulsion module and either a scram or web, making proper tackling of other frigates difficult at best. It is also one of the slowest assault ships. A high skill pilot with an afterburner will have troubles getting the ship over 850 m/s without the use of low slot propulsion modules (significantly hurting the tank), or utilizing a MWD - meaning other frigates will be able to dictate range once scrams are applied.
PVP aside, the ship can easily breeze through level I, II, and the vast majority of Level III combat missions. Its high DPS potential and small signature radius means that a patient pilot can even run level IV’s solo (abet very slowly). It is because of this that the Enyo has found some use as a high sec mission ninja: able to complete looting, flipping, and ganking duties without ever leaving grid.
Skills
The Ship Description gives a good starting point:
- Core Competency - Standard [Certificate]
- Armor Tanking - Standard [Certificate]
- Advanced Blaster Turrets - Standard [Certificate]
To get the most of out of this hull you will require a few more skill sets:
- Core Capacitor - Improved [Certificate] - Cap is part of an active armor tank
- Turret Control - Improved [Certificate] - Increase effective DPS from blasters
- High Velocity Helmsmen - Standard [Certificate] - Allows for afterburner or Microwarp drive use.
There are also a good handfull of other skills that will help out quite a bit:
- Assult Ships IV
- Ellectronics V - Fitting skill for maximum CPU
- Engineering V - Fitting skill for maximum powergrid
- Armor Compensations skills IV - EM, Thermal, Kenetic, Explosive - Critical to your tanking modules
- Propulsion Jamming IV - Lowers cap usage of warp scramblers
- Advanced Weapon Upgrades III or IV - Allows you to squeeze certain fits into place
- Energy Emission Systems III - Allows the use of T2 Small nosferatu
- Jurry Rigging III - Allows for the use of cap controll circuts and ancillary current routers
- Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimized the penalty to powergrid.
Fitting
Enyo's are fairly easy to fit. Pick four blasters that will fit with your fitting skills, add a nosferatu, Afterburner or MWD, Scream (Or Web if your buddy is bringing a scram), and then your low slots.
Low slots is where it gets a little tricky. To get the most out of an enyo use a small armor repper. A solid choice is to plug your Explosive hole with either an Energized Reactive plate or Explosive Armor hardener, Add a another resistance plate (the ones that don't require CPU), and then it is up to you whether you want to load a damage control unit or magnetic field stabilizer.
Try not to put armor rigs or armor plates on the Enyo. You will drop its speed down to below that of some cruisers, meaning you will be neither able to close orbit while your MWD is off, or stay alive while webbed with your AB on.
Suicide Fits Don't Work
Below are some examples of how to tailor fit your enyo to the situation you will be going into. I recomend starting with the starter Enyo. It has easy fitting requirements and lets you get a feel for it. That ship will also allow you to swap the Afterburner for a Named Microwarp drive in station without having to re-tool the entire thing. So keep one in your cargo hold.
The last fit is an example of the Suicide Enyo. It functions on the "I'm Assuming I will never be primaried" principal of fighting. There are some people out there that swear by the idea of a suicide enyo, which is one that is fit for pure speed and dps. It is a hold over fromt the pre-nano nerf style of combat. You will see the kill boards littered with their loss mails and have very few genuine kills outside of solo - one on one - ganks. That style of play is baised on "Who Locked Who" first and is an expensive gamble with a 25 million isk ship.
A Note on Ammunition
Enyo's are blaster boats. As with what they will be fighting you need to bring three types of ammunition at all times.
- Void - For fighting larger ships.
- Anti Matter / Faction Anti Matter - For shooting Drones / Frigates.
- Null, to shoot at kiting frigates that web you. In those situations Null is the only chance you have to fight back.
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Tactics
No sub-article about Enyo roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Enyo here.