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 larger ships. Its blaster weapons platform has enough potential DPS to rival and in some cases exceed some properly fitted T1 cruisers. Its strong tank consists of its low signature radius, high resistances, and adequate capacitor specifications to run an active repair module. Using blasters at close orbit makes the boat very difficult to kill by battlecruisers 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 allowing 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 lose their ship.
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 mean that a patient pilot can even run level IV’s solo (albeit 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 Microwarpdrive use.
There is also a good handful of other skills that will help out quite a bit:
- Assault Ships IV
- Electronics 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
- Jury Rigging III - Allows for the use of Cap Control Circuits and Ancillary Current Routers
- Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimizes the penalty to powergrid.
Fitting
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
Small Diminishing Power System Drain I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Limited 1MN Microwarpdrive I
200mm Reinforced Steel Plates II
Adaptive Nano Plating II
Pseudoelectron Containment Field I
Magnetic Field Stabilizer II
Small Trimark Armor Pump I
Small Anti-Explosive Pump I
Hobgoblin II x1
Void S x1
Null S x1
Caldari Navy Antimatter Charge S x1
- MWD Enyo intended to fill a heavy tackle role, holding down larger targets for extended periods while dealing moderate damage.
- As fitted, with all skills at V and before boosts, this ship has 11.8 K EHP, flies at 2047 m/s (2907 m/s overheated) and align in 6.5 s with MWD on (4.5 s off).
- Damage varies between 295 dps at 1.7 + 0.9 km with Void and 216 dps at 3.2 + 2.6 km with Null. Very tight orbiting is therefore required to apply full dps.
- The ship is cap stable
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Small Diminishing Power System Drain I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Limited 1MN Microwarpdrive I
Pseudoelectron Containment Field I
Adaptive Nano Plating II
Tracking Enhancer II
Magnetic Field Stabilizer II
Small Processor Overclocking Unit I
Small Anti-Explosive Pump I
Hobgoblin II x1
Void S x1
Null S x1
Caldari Navy Antimatter Charge S x1
- A variation on the MWD Heavy Tackle fit above, this fitting is more focused on putting out a large amount of DPS while holding down a target. Most effective against lightly tanked enemy support ships such as Electronic Warfare frigates and cruisers, though it can apply a significant amount of damage to nearly every target.
- Requires better fitting skills than the MWD Heavy Tackle.
- As fitted, with all skills at V and before boosts, this ship has 8.2 K EHP, flies at 2260 m/s (3220 m/s overheated) and align in 6.1 s with MWD on (4.3 s off).
- Damage varies between 334 dps at 2.8 + 1.9 km with Void and 244 dps at 5.2 + 5.3 km with Null, a significantly greater range than the MWD Heavy Tackle fit.
- The ship is cap stable
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I
Damage Control II
200mm Reinforced Steel Plates II
Explosive Plating II
Magnetic Field Stabilizer II
Small Ancillary Current Router I
Small Processor Overclocking Unit I
Hobgoblin II x1
Void S x1
Caldari Navy Lead Charge S x1
Null S x1
- Another variation on the MWD Heavy Tackle fit above, with a bit more tank and a bit less range than the MWD DPS fit.
- A bit less skill intensive than the MWD DPS fit.
- As fitted, with all skills at V and before boosts, this ship has 10.2 K EHP, flies at 2252 m/s (3199 m/s overheated) and align in 6.5 s with MWD on (4.7 s off).
- Damage varies between 334 dps at 2.5 + 1.6 km with Void and 244 dps at 4.7 + 4.4 km with Null.
- The ship cap will last 2 min 55 s with Void, and 4 min 32 s with Null.
Tactics
If you're not familiar with tackling, read up on it [[1]] and try out a Tristan to get a feel for 'survival' tackling before making the skill investment and training time for this hull.
- Manual Flying:
Manual flight is an important factor in keeping an Enyo alive. Learn how to spiral, use it, and abuse it. That's where you utilize double clicking in space to change your direction in relation to your target ship. Add your Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you. Keep the angular up on approach, watch it while you are orbiting close, and if you're webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you. With proper manual flying an AB Enyo can survive a Cynabal trying to kite and kill it. And with enough luck and good timing, that same Enyo can get an overheated scram on the Cynabal to dive in for the kill. That's what manual flying can do for you. - Chase your own interceptors:
The Enyo's primary duty is that of secondary tackle. Become good friends with an interceptor pilot you fly with regularly and work as a team to lock down the enemy support ships. The cepter will dive in for the initial tackle and scram to shut down their MWD and you mosy on in behind him so he can get out of harm's way or dive in after the next support ship causing issues out at range. Your boat is strong enough to survive a whole battle pinning down a cruiser or battle cruiser by yourself. You might even be able to kill it if it's buffer tanked or has poor cap stability. - Shoot drones first:
The Enyo's nemesis and most constant threat is the drone. More than any other module or weapon systems drones can slowly and effectively grind the best tanked Enyos into space rubble. Fit your anti-matter and keep your speed up to get the drones to trail behind you a bit. Within two or three shots you should be able to kill any drone class (small, medium or large) thanks to the large alpha of your blasters, you just have to wait for the drone angular to drop. If you are MWD fit, with it off and you're holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tracking high enough to hit the close orbiting light drones. - Your Nos will become a Neut:
In longer endurance matches your nosferatu will start working as an energy neutralizer, so watch your modules carefully. The three most important modules to keep activated in this situation are your Nos, your warp scrambler, and your armor repair. You can pulse your Repper on and off to keep your guns running if you're not taking too much damage in favor of keeping the guns on. The closer you keep your own cap at zero, the less capacitor your target will have to run his modules such as neuts, webs, and especially their active tanking modules. Using this method an Enyo in a very loooong fight is capable of solo killing poorly fit or support fit battle cruisers and battleships.
Notes
You can write additional notes for Enyo here.