User:Professor Academiac/Magic Merlins
Magic Merlins is a fun doctrine that is very effective for brawling. The fits are relatively cheap, which makes it a great starting point for new pilots who want to get into the mindset of fleet doctrines. There are different roles to fulfill, providing an opportunity for new pilots explore different ships and fleet roles. Despite this variety, the doctrine is still simple enough to make it a great starting point for aspiring Fleet Commanders (FC)[1].
Fits
Pilots should strictly adhere to the doctrine fits and should not swap modules or fly different ships without informing the FC. However, due to the natural variance in trained skills between different players, it is expected that many will not be able to use specific modules or will have Power Grid and/or Central Processing Unit issues. Thus, two Merlin fits are provided including a NewBro Friendly version. Pilots are encouraged to downgrade modules to their meta variants anywhere between the two fits to suit their skills. Other ships are provided with one fit, but again pilots can downgrade modules to their meta variants as needed. Pilots should inform the FC about any significant changes in their fit.
Damage Dealers
This doctrine depends primarily on Merlins to deal damage to the enemy ships. They are fitted with Small Blasters, which is very appropriate given the Merlin's bonus to Small Hybrid Turrets of 5% damage per level trained of the Caldari Frigate skill. Although Blasters deal more Damage Per Second than their Rail counterparts, they have much shorter range; hence this doctrine is considered to be a Brawling one since the Merlins need to be very close to the enemy ships to apply damage (as opposed to Kiting). The optimal range is around 2,500 meters so the FC should be careful to avoid enemy kiting tactics and make every effort to land the fleet right on top of the enemy. Having an Anchor to tactically navigate the Merlins can reduce the effort needed from all pilots and the strain of multitasking especially for the FC.
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Medium Shield Extender II
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Damage Control II
Micro Auxiliary Power Core II
Magnetic Field Stabilizer II
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I
Caldari Navy Antimatter Charge S x600
- You can downgrade modules for their meta variants based on your skills
- You shouldn't swap modules for different ones
- If you still have fitting issues consider the NewBro Friendly version
- Inform the FC about any significant changes
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Anode Light Ion Particle Cannon I, Caldari Navy Antimatter Charge S
Medium Azeotropic Ward Salubrity I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
F85 Peripheral Damage System I
Micro Auxiliary Power Core I
Magnetic Field Stabilizer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I
Caldari Navy Antimatter Charge S x600
- This is the minimum required fit
- You shouldn't swap modules for different ones
- Inform the FC about any significant changes
- If you have fitting issues consider fulfilling another role