Oneiros
RELATED UNI-WIKI REFERENCES
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Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines. Additionally, its own formidable defenses make it a tough nut to crack. Breaking through a formation supported by an Oneiros is no mean feat. SHIP BONUSES
Gallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level
Ship Attributes
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Summary
The oneiros is considered to be the weaker of the two armor repair logistic boats in regards to large fleet warfare. The lack of high slots, cap transfer ability, and lower power grid prevent it from effectively mounting and running more than two large armor repair modules at a time.
That said, in the hands of a highly skilled pilot the Oneiros can operate solo in situations that would be otherwise impossible to a lone Guardian. The hull’s high number of mid slots allows it to fit additional capacitor modules allowing it to be stable without the need of a second logistics ship. Those same mid slots also allow the ship to be more resilient against ECM attacks and possibly load one or two other utilitarian modules (such as a hacking module or Tracking Link). If fitted correctly the ship can also perma run a self repair module and give reps to others inside the fleet. The utility of having 5 medium drones allow it to field additional armor repair drones that help cover the loss of raw repping ability or fill other roles such as EWAR or Damage.
These attributes make it an excellent choice for micro fleet operations or as the sole logistics pilot for mid to high-level PVE scenarios.
Skills
As with any T2 cruiser hull, the oneiros is skill intensive and is not recomended for low skill pilots.
The ship description itself gives an excellent starting point:
Core Competency Standard [CERTIFICATE]
Armor Tanking Standard [CERTIFICATE]
Logistics Chief Standard [CERTIFICATE]
This is a starting point, but it is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation:
Logistics IV – The heavy capacitor use of remote repair modules are difficult to overcome without this.
Core Capacitor Elite [CERTIFICATE] – Capacitor skills are critical to logi pilots
High Velocity Helmsman Standard [CERTIFICATE] – Allows for the use of Afterburners or Microwarpdrives
Additional Tanking / Fitting skills:
Hull Upgrades V – To Fit T2 armor tank modules
Armor Compensation skills (EM / TH / KN / EX) to IV
Jury Rigging III – To fit Cap Control Rigs if needed
Armor Rigging III – To fit Armor Rigs and diminish their speed drawbacks
Utility Skills:
Electronic Warfare IV – To Fit T2 ECCM modules
Sensor Linking IV – To fit Tracking Links (uncommon fits)
Drones V – To enable a full flight of five drones
Electronic Warfare Drone Interfacing II – To use ECCM Drones
Repair Drone Operation IV or V – To field T1 or T2 repair Drones
Fitting
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Tactics
The tactics you use will depend on the fit and the fleet composition that you are flying in.
Large Fleets (30-255 pilots): If you in a large fleet using an oneiros, you are there as a supplemental pilot to the guardians. Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do. Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts. FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders. Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance. This means whenever you are on grid with that person you orbit them at the specified distance. The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive.
Micro Fleets (5-30 pilots): You have a lot to juggle with this. If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat. If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap. Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in. Warp to your fleet at 30-40km. You need range from your targets to keep you safe. Put your ECM drones on the highest DPS target out there and do your best to stay out of web range.
It takes a lot of courage to fly in a small gang as a solo oneiros pilot as you will be primaried in every engagement by the enemy fleet and ewar. If done correctly you can allow your squad to take on fleets larger / more powerful than what you squad composition would suggest.
PVE: This is a lot easier than the PVP situations. Your biggest threat in PVE are NPC’s that web and scramble you. Use your broad target to flag any ship that has a web or scram and have your fleet take those out asap. Keep your ship moving. Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly. Make sure your squad mates are all on your watch list and keep them in range. Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away. Take a minut to rep up then re-join the fight.
Notes
There are indications that the Oneiros will change significantly in the next expansion.