Maller
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Quite possibly the toughest cruiser in the galaxy, the Maller is a common sight in Amarrian Imperial Navy operations. It is mainly used for military duty, although a few can be found in the private sector acting as escort ships for very important dispatches. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Maller is the toughest T1 Cruiser, bar none, with a tank equal to or better than most HAC or battlecruisers. It is however fairly slow, and even more than most Amarr ships, difficult to fit when starting in Eve. With its armor resist and medium laser damage bonuses, it is best suited for a role as a Heavy Tackle, relieving frigates and interceptors that have pointed or scrambled the opponent and do not have the tank to withstand damage for long. It can also be used as a bait ship, jumping first through a gate to get an opponent to aggress.
In comparison with other Amarr cruisers, the Maller is tankier, slower and harder to fit than the Omen and especially the Omen Navy Issue. The Augoror Navy Issue can be used as an upgraded version of the Maller. The Arbitrator is rarely flown and is generally considered the worst Amarr cruiser in terms of DPS and tank.
Skills
Further information about additional or recommended skills to pilot Maller for a specific or it's common role(s) can be written here.
Fitting
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
10MN Afterburner I
Cap Recharger I
Cap Recharger I
Damage Control I
Medium Armor Repairer I
Armor EM Hardener I
Armor Thermic Hardener I
Capacitor Power Relay I
Heat Sink I
Hobgoblin I x3
Standard M x5
- This is a barebone/starter fit. Based on your actual fitting skills you might have to pick smaller guns.
- Don't run the armor repairer all the time. Learn to pulse.
- Replace the active hardeners based on the enemy you're going to fight. You can sacrifice some resistances to gain some more Power Grid by using passive hardeners.
- Once you're more proficient with your capacitor usage and skills, you can drop the Capacitor Power Relay for a second Heat Sink to further improve your damage.
- Try to upgrade the capacitor mods to T2 first. This will grant you more flexibility by also opening up more slots for damage mods.
Small Diminishing Power System Drain I
Small Diminishing Power System Drain I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
125mm Light 'Scout' Autocannon I
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I
Republic Fleet EMP S x1
- Basic bait Maller fit. It features an EHP of 87k, which is top of the line for a cheap cruiser sized ship.
- Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.
- Two small neuts and the small sized guns should be enough to fend off frigate sized enemies, and the small nosferatu can be a life saver when the Maller is itself neuted by bigger ships.
- Remember that Mallers are common bait ships so a less obvious ship could have an advantage.
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Heavy Modulated Pulse Energy Beam I
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
800mm Reinforced Steel Plates II
Adaptive Nano Plating II
Adaptive Nano Plating II
Damage Control II
Heat Sink II
Heat Sink II
Medium Trimark Armor Pump I
Medium Anti-Kinetic Pump I
Medium Energy Collision Accelerator I
Hobgoblin II x3
Imperial Navy Multifrequency M x1
- Amarr Cruiser IV
- Gunnery III
- Medium Energy Turret III
- Propulsion Jamming I
- High Speed Maneuvering I
- Small Energy Turret III
- Afterburner III
- Hull Upgrades IV
- Weapon Upgrades IV
- CPU Management III
- Navigation III
- Mechanics III
- Jury Rigging III
- Energy Weapon Rigging I
- Armor Rigging I
- Basic Maller PvP fit.
- Microwarpdrive, stasis webifier and warp scramble can be used all together to hold the target down while the thick tank keeps it alive before the arrival of its fleetmates.
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Experimental 10MN Microwarpdrive I
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Medium Processor Overclocking Unit I
Medium Anti-Explosive Pump I
Medium Anti-Kinetic Pump I
Hobgoblin II x3
Conflagration M x5
Imperial Navy Xray M x5
Scorch M x5
- At all level V skills and before boost, this fit has 44 K EHP and flies at 1300 m/s.
- The capacitor will last 1 min 30
- DPS varies between 430 at 6.8 + 3.8 km with Conflagration and 320 at 20 + 3.8 km with Scorch. Of that, 60 dps is from the drones.
- Tracking with Tech II crystals is poor. Carrying a set of Xray crystals helps.
- Like most Amarr ships, good fitting skills are beneficial.
- This is a good fit for a DD cruiser for close range fights.
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Core Probe Launcher I
Experimental 10MN Afterburner I
Faint Epsilon Warp Scrambler I
Medium Capacitor Booster II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Power Diagnostic System II
Medium Egress Port Maximizer I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hobgoblin II x3
Navy Cap Booster 400 x1
Sisters Core Scanner Probe x1
- A pure neuting fit. Essentially no dps to speak of, but great tank and very good neuting power for a cruiser.
- With all skills at V and before fleet boosts, this ship has 58.2 K EHP, flies at 485 m/s (617 m/s with AB overheated) and align in 9.7 s (7.2 s with AB off).
- The ship is cap stable with all modules on as long as it does not run out of cap charges. Without cap charges, it will run out of cap in 1 min 33 s.
- Will drain 60 GJ/s at a range of 12.6 km, draining a cruiser sized ship in 30 or 40 s.
- Damage is only 59 dps and comes entirely from the drones.
- The scram could be replaced by a point, a web or an ECCM module. The core probe launcher could be replaced by a small energy neut or NOS.
Tactics
No sub-article about Maller roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.