Difference between revisions of "Ashimmu"

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==Fitting==
 
==Fitting==
''No tagged fittings for Ashimmu.''
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{{Fittings
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|name=Ashimmu, Shield Incursion
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|high=
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Heavy Pulse Laser II<br>
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Heavy Pulse Laser II<br>
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Heavy Pulse Laser II<br>
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Medium Diminishing Power System Drain I<br>
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Medium Diminishing Power System Drain I<br>
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Medium Diminishing Power System Drain I
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|mid=
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Adaptive Invulnerability Field II<br>
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EM Ward Field II<br>
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Large Shield Extender II<br>
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Federation Navy Stasis Webifier
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|low=
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Heat Sink II<br>
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Heat Sink II<br>
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Heat Sink II<br>
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Tracking Enhancer II<br>
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Damage Control II
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|charges=
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Scorch M
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|drones=
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Hobgoblin II x5
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|rigs=
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Medium Anti-Thermal Screen Reinforcer I<br>
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Medium Core Defense Field Extender I<br>
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Medium Core Defense Field Extender I
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|recommended1=
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|recommended2=
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|recommended3=
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|notes=
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*Ashimmu has a high price tag comparing to its offensive capability and is not commonly seen in Incursions.
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*The stasis webifier bonus on an Ashimmu makes it suitable for anti-frigate roles in Incursion Vanguard fleets.
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*Lack of shield HP and shield resist is compensated by its small signature radius and decent speed.
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*Ashimmu does not have range bonus on its guns, so the use of T2 Scorch ammo is highly recommended. Scorch M guarantees this fit a reasonable range of 26+6.5 with all V skills, which is enough for Vanguard site.
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*Three medium energy vampires greatly help the cap stability of the fit, though it requires constant micro-management.
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*Fitting overall is very similar to that of an Incursion Vigilant.
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}}
  
 
==Tactics==
 
==Tactics==

Revision as of 13:41, 14 July 2012

EVE University Database
 
Ship Database
Ashimmu
Ashimmu
Amarr Empire
Amarr Empire
Pirate Faction Ships
Ashimmu Class
RELATED UNI-WIKI REFERENCES

In those of the Empire's regions where naughty children are frightened into submission with tales of the Blood Raiders and their gallery of horrors, the terrible spear of the Ashimmu is known by all as a bringer of things worse than death. This is one of the few things that small children and capsule pilots generally agree upon.

Special Ability: 100% bonus to Medium Energy Turret damage

SHIP BONUSES

Amarr Cruiser Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Cruiser Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level

Required Skills
  • Amarr Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Amarr Frigate IV2d 2h 17m
  • Minmatar Cruiser II3h 55m
    • Spaceship Command III4h 26m
    • Minmatar Frigate IV2d 2h 17m
Training Time what's this?
4d 21h 19m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
1,420 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,830 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
175 m/s
Inertia Modifier
inertia modifier (agility)
0.58
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
8.85 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
45 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
19 points
Sig. Radius
signature radius
130 m
Scan Res.
scan resolution
338 mm
Structure
Structure Hitpoints
structure hitpoints
2,325 HP
Mass
ship mass
11,010,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
280 m³
Armor
Armor Hitpoints
armor hitpoints
2,625 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
2,328 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Ashimmu suffers from much the same problems as the Cruor although at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't gank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting gank respectable.

Skills

Further information about additional or recommended skills to pilot Ashimmu for a specific or it's common role(s) can be written here.

Fitting

Template:Fittings

Tactics

No sub-article about Ashimmu roles or piloting tactics. You can write them here.

Notes

For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.