Difference between revisions of "Drake"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 2019-10-16)
* SHIP ATTRIBUTES SECTION (last update : 03.28.2013)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=24698
+
| shipimg=Drake.jpg
|shipid=24698
+
| shipname=Drake
|shipimg=Drake.jpg
+
| class=Combat Battlecruiser
|shipname=Drake
+
| grouping=Standard Battlecruisers
|caption=Drake
+
| hulltype=Drake Class
|class=Battlecruiser
+
| faction=Caldari State  
|grouping=Standard Battlecruisers
+
| variations={{Ship|Nighthawk}}, {{Ship|Drake Navy Issue}}, {{Ship|Alligator}}
|hulltype=Drake Class
+
| tech=  
|faction=Caldari State
+
| powergrid=830 MW
|race=Caldari
+
| cpu=500 tf
|roles=unspecified
+
| capacitor=2,500 GJ
|variations={{Ship|Drake Navy Issue}}
+
| highs=7
+
| turrets=0
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=6
+
| mediums=6
|powergrid=800 MW
+
| lows=4
|cpu=500 tf
+
| mass=13,500,000 kg
|capacitor=2,500 GJ
+
| volume=252,000
|highs=7
+
| cargohold=450
|turrets=0
+
| extrahold=
|launchers=6
+
| extraholdtype=
|mediums=6
+
| dronebay=25
|lows=4
+
| bandwidth=25 Mbit/sec
+
| info=Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.
|mass=14,810,000 kg
+
| bonuses=<b>Caldari Battlecruiser bonuses (per skill level):</b><br>4% bonus to all shield resistances<br>10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage<br><b>Role Bonus:</b><br>•&nbsp;Can use one Command Burst module<br>25% bonus to Missile velocity<br>50% bonus to Command Burst area of effect range<br>
|volume=252,000 m&#179;
+
| structurehp=3,750 HP
|cargohold=450 m&#179;
+
| shieldhp=5,500 HP
+
| shieldem=0
|dronebay=25 m&#179;
+
| shieldexp=50
|bandwidth=25 Mbit/sec
+
| shieldkin=40
+
| shieldtherm=20
|info=Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.
+
| armorhp=3,250 HP
+
| armorem=50
|bonuses=<b>Traits:</b><br><b>Caldari Battlecruiser skill bonus per level:</b><br>4% bonus to all shield resistances<br>10% bonus to kinetic damage of Heavy Missiles and Heavy Assault Missiles<br><br><b>Role Bonus:</b><br>Can fit Warfare Link modules
+
| armorexp=10
+
| armorkin=25
|structurehp=3,750 HP
+
| armortherm=45
|shieldhp=5,250 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| maxvelocity=150 m/sec
|armorhp=3,250 HP |armorem=50 |armorexp=10 |armorkin=25 |armortherm=45
+
| inertia=0.65
+
| warpspeed=3.5 AU/s
|maxvelocity=140 m/s
+
| warptime=12.16 s
|inertia=0.64
+
| targetrange=65.00 km
|warpspeed=3 AU/s
+
| sigradius=295 m
|warptime=12.2 s
+
| maxlockedtargets=8
+
| sensortype=Gravimetric
|targetrange=60 km
+
| sensorvalue=19 points
|sigradius=295 m
+
| scanres=195 mm
|maxlockedtargets=8
+
| reqskills=*{{RequiredSkill|Caldari Battlecruiser|I}}
|sensortype=Gravimetric
+
** {{RequiredSkill|Spaceship Command|III}}
|sensorvalue=19 points
+
** {{RequiredSkill|Caldari Cruiser|III}}
|scanres=195 mm
+
*** {{RequiredSkill|Spaceship Command|II}}
+
*** {{RequiredSkill|Caldari Destroyer|III}}
|reqskills=*Caldari Battlecruiser I<small>50m</small>
+
**** {{RequiredSkill|Caldari Frigate|III}}
**Spaceship Command III<small>3h 39m</small>
+
***** {{RequiredSkill|Spaceship Command|I}}
**Caldari Cruiser III<small>22h 13m</small>
 
**Spaceship Command II<small>38m</small>
 
***Caldari Destroyer III<small>8h 53m</small>
 
****Caldari Frigate III<small>8h 53m</small>
 
*****Spaceship Command I<small>8m</small>
 
|totaltraintime=1d 21h 14m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Drake Drake on Eve Online Wiki]<br>
 
 
|highlights1=Warfare Link Bonus
 
|highlights2=High Amount of High Slots
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=1d 21h 16m 40s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=Can use Command Burst module
 +
| highlights2=High Amount of High Slots
 +
| highlights3=
 +
| highlights4=
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
  
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==Summary==
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== Summary ==
The '''Drake''', well-known for its excellent tanking abilities, is a very popular PvE and PvP ship. In PvE, the Drake can be passively shield-tanked for a stronger tank than a battleship, making L3 missions easy and L4 missions a possibility. However, without very good missile skills L4's will take a long time.
+
The '''Drake''', well-known for its excellent tanking abilities, is a very popular PvE ship. In PvE, the Drake can be passively shield-tanked for a stronger tank than a battleship, making L3 missions easy and L4 missions a possibility. However, without very good missile skills L4's will take a long time.
  
In PvP, the Drake has the ability to field a massive buffer tank. While the Drake can be fit with Heavy Assault Missile Launchers, regular Heavy Missile Launchers are much more common due to the easier fitting and the very short range on HAMs. With Heavy Missile Launchers, the DPS of a Drake is not very impressive for a battlecruiser, but it has a long range for its class.
+
While the Drake was long ago common in PvP fleets, a nerf by CCP has made the Drake unpopular in PvP. It can be fitted with a durable shield buffer tank, but it receives a damage bonus only for kinetic missiles, reducing its flexibility. With Heavy Missile Launchers the DPS of a Drake is not very impressive for a battlecruiser, but it has a long range for its class.
  
As of July 2013, the Drake is not recommended for [[Incursions]] and the EVE University Incursion community stopped accepting battlecruisers into their fleets. See [[Preparing for Incursions]] for more information on where to go from here.
+
The Drake is quite easy to skill for and pilot competently. Its tank bonus makes it forgiving of mistakes, and missiles are an easy to use weapon system that doesn't require the pilot to worry much about angular velocity and range. While it's easy to make it a ''good'' L3 mission boat, it's hard to make it ''fantastic'': it is quite slow, without T2 launchers and ammo it only does okay DPS, and clever piloting can't be used to increase missile damage like it can with turrets.
  
The Drake is quite easy to skill for and pilot competently. Its tank bonus makes it forgiving of mistakes, and missiles are an easy to use weapon system that doesn't require the pilot to worry much about angular velocity and range. However, these factors also mean the ship reaches its maximum potential quickly; it is quite slow, has less damage bonus than other battlecruisers, and clever piloting can't be used to increase missile damage like it can with turrets.
+
== Skills ==
  
==Skills==
+
{| class="wikitable"
*'''[[Skills:Spaceship Command#Caldari Battlecruiser|Caldari Battlecruiser]]''' to at least IV to take advantage of the Drake's massive DPS and Shield Resistance Buffs that come with every extra level in the skill.
+
!
*'''[[Skills:Missiles#Heavy Missiles|Heavy Missiles]] V, [[Skills:Missiles#Heavy Assault Missiles|Heavy Assault Missiles]] V''', and '''[[Skills:Missiles#Heavy Missile Specialization|Heavy Missile Specialization]]/[[Skills:Missiles#Heavy Assault Missile Specialization|Heavy Assault Missile Specialization]]''' to at least I to fit T2 Launchers, which do more damage and are substantially cheaper than meta 4 variants, along with the ability to use T2 ammo types.
+
!Skill & Level
*'''[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|Warhead Upgrades]]''', skills which increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
+
! style="width: 30%;" | Effect
*Along with the requisite '''[[Skills:Engineering#Engineering|Engineering]]''' and '''[[Skills:Electronics#Electronics|Electronics]]''' skills required for adequately fitting most ships. '''[[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Gunnery#Advanced Weapon upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems.
+
!Explanation
*'''[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronics#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module.
+
|-
*'''[[Skills:Missiles#Missile Projection|Missile Projection]]''' and '''[[Skills:Missiles#Missile Bombardment|Missile Bombardment]]''' to at least IV and ideally V to maximize the range at which all missiles travel.
+
| rowspan="3" | <p>Base Skills</p>
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 25m<sup>3</sup> drone bay as possible.
+
| {{sk|Caldari Battlecruiser|IV|icon=yes}}
*Due to the Drake's inherent bonus to shield resistances, '''[[Skills:Engineering#Shield Operation|Shield Operation]], [[Skills:Engineering#Shield Management|Shield Management]]''', and '''[[Skills:Engineering#Tactical Shield Manipulation|Tactical Shield Manipulation]]''' should be trained to at least IV to improve shield capacity, recharge rate and impenetrability.
+
|
*'''[[Skills:Engineering#Shield Upgrades|Shield Upgrades]]''' should be trained to IV to allow the use of T2 '''[[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]]''' and '''[[Shield_Tanking#Shield_Rechargers|Shield Rechargers]]'''.
+
* 4% bonus to all shield resistances
*'''[[Skills:Engineering#EM Shield Compensation|EM Shield Compensation]], [[Skills:Engineering#Thermic Shield Compensation|Thermic Shield Compensation]], [[Skills:Engineering#Kinetic Shield Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Engineering#Explosive Shield Compensation|Explosive Shield Compensation]]''' trained to level IV to further improve shield resistances.
+
* 10% bonus to Kinetic Heavy Missile Heavy Assault Missile damage
*Finally, '''[[Skills:Mechanics#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.
+
| While you can start missioning with this skill at III, skilling to at least IV will provide a foundation of decent [[tank]] and decent [[DPS]].
 +
|-
 +
| {{sk|Heavy Missiles|IV|icon=yes}}
 +
|
 +
* 5% bonus to heavy missile damage per skill level.
 +
| Heavy Missiles, due to their long range, are often used in Level 3 mission fits. Train to IV to maximise your time/benefit ratio.
 +
|-
 +
| {{sk|Heavy Assault Missiles|IV|icon=yes}}
 +
|
 +
* 5% bonus to heavy assault missile damage per skill level.
 +
| Drakes are used in [[Factional Warfare]] PvP, often fit with Heavy Assault Missiles. Heavy Assault Missiles have a shorter range than Heavy Missiles.
 +
|-
 +
| rowspan="6" | <p>Missile Skills</p>
 +
| {{sk|Missile Launcher Operation|IV|icon=yes}}
 +
|
 +
* 2% Bonus to missile launcher rate of fire per skill level.
 +
| This skill is required to operate any rocket or missile launcher. Training it also increases your rate of fire, which means more damage dealt per second.
 +
|-
 +
| {{sk|Rapid Launch|IV|icon=yes}}
 +
|
 +
* 3% bonus to missile launcher rate of fire per level.
 +
| Rapid Launch increases your rate of fire, increasing damage dealt per second.
 +
|-
 +
| {{sk|Warhead Upgrades|IV|icon=yes}}
 +
|
 +
* 2% bonus to all missile damage per skill level.
 +
| Simply deals a direct increase to damage dealt.
 +
|-
 +
| {{sk|Missile Projection|IV|icon=yes}}
 +
|
 +
* 10% bonus to all missiles' maximum velocity per level.
 +
| While this skill decreases the time it takes for missiles to actually deal their damage, it also increases their range. A missile that travels faster is a missile that travels further.
 +
|-
 +
| {{sk|Target Navigation Prediction|IV|icon=yes}}
 +
|
 +
* 10% decrease per level in factor of target's velocity for all missiles.
 +
| Even though this skill doesn't increase on-paper DPS, it does increase your actual in-game damage application. As a target's speed becomes less of a factor, more damage is applied. This is especially helpful against smaller, faster ships. If you're more familiar with turrets, this is analogous to better tracking speed.
 +
|-
 +
| {{sk|Missile Bombardment|IV|icon=yes}}
 +
|
 +
* 10% bonus to all missiles' maximum flight time per level.
 +
| Like Missile Projection, this skill increases range, just in a different way. Instead of making your missiles faster, it makes them fly longer.
 +
|-
 +
| rowspan="2" | <p>Support Skills</p>
 +
| {{sk|Weapon Upgrades|IV|icon=yes}}
 +
|
 +
* 5% reduction per skill level in the CPU needs of weapon turrets, launchers, and smartbombs.
 +
| Helps with fitting a ship by decreasing the (often large) CPU requirements of weapons.
 +
|-
 +
| [[Skills:Engineering]]
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|
 +
* Various effects.
 +
| Engineering skills as needed to fit your ship properly.
 +
|-
 +
| rowspan="5" | <p>Shield Skills</p>
 +
| {{sk|Shield Operation|IV|icon=yes}}
 +
|
 +
* 5% reduction in shield recharge time per skill level.
 +
| This basic shield skill allows you to fit shields but also helps with passive buffer tanks that rely on shield regeneration to tank incoming DPS.
 +
|-
 +
| {{sk|Shield Management|IV|icon=yes}}
 +
|
 +
* 5% bonus to shield capacity per skill level.
 +
| This skill gives a bonus to shield capacity. Larger shield capacity allows for more shield regeneration, again helping passive buffer tanks.
 +
|-
 +
| {{sk|Tactical Shield Manipulation|IV|icon=yes}}
 +
|
 +
* Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
 +
* {{co|red|IMPORTANT: This skill is part of the T2 Shield Tank skill set.|}}
 +
| This skill reduces the change of damage "leakage" between shields and armor. Training it to IV allows for the use of T2 active shield hardeners, one of the building blocks of a good T2 shield tank.
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|-
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| {{sk|Shield Upgrades|IV|icon=yes}}
 +
|
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* 5% reduction in shield upgrade powergrid needs.
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* {{co|red|IMPORTANT: This skill is part of the T2 Shield Tank skill set.|}}
 +
| This skill helps with fitting shields to your ship by reducing how much power they need. Training it to IV allows for the use of T2 shield extenders, T2 passive shield hardeners, T2 shield rechargers
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|-
 +
| {{sk|EM Shield Compensation|IV|icon=yes}}, {{sk|Thermal Shield Compensation|IV|icon=yes}}, {{sk|Kinetic Shield Compensation|IV|icon=yes}}, {{sk|Explosive Shield Compensation|IV|icon=yes}}
 +
|
 +
* 5% bonus to resistance per level for Shield Amplifiers
 +
| Improves the effectiveness of passive shield hardeners.
 +
|-
 +
| rowspan="6" | <p>Drone Skills</p>
 +
| {{sk|Drones|V|icon=yes}}
 +
|
 +
* Can operate 1 drone per skill level.
 +
| Train Drones to V to operate 5 drones. It's important to have a full set of Drones to maximize the effectiveness of your Drake, especially against smaller targets that your Heavy Missiles might have a harder time killing. The Drake only has enough drone bandwidth and dronebay to support 5 light drones, but skilling up those 5 drones can help increase your effectiveness greatly.
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|-
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| {{sk|Light Drone Operation|III|icon=yes}}
 +
|
 +
* 5% Bonus to damage of light drones per level.
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| Increase the effectiveness of your drones by making their pew pew more powerful.
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|-
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| {{sk|Drone Avionics|III|icon=yes}}
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|
 +
* Drone control range increased by 5,000 meters per skill level.
 +
| Useful if you want to attack things that are far away.
 +
|-
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| {{sk|Drone Navigation|III|icon=yes}}
 +
|
 +
* 5% increase in drone MicroWarpdrive speed per level.
 +
| Helps your drones get to their targets faster.
 +
|-
 +
| {{sk|Drone Durability|III|icon=yes}}
 +
|
 +
* 5% bonus to drone shield, armor and hull hit points per level.
 +
| Drones are pretty fragile. This skill will make them a little less fragile, but only a little less.
 +
|-
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| {{sk|Drone Sharpshooting|III|icon=yes}}
 +
|
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* Increases drone optimal range.
 +
| This skill is important for sentry drones (due to their immobility) in particular, but can provide a little boost for combat drones as well, despite combat drones having MWDs.
 +
|-
 +
| rowspan="6" | <p>Advanced Skills</p>
 +
| {{sk|Heavy Missiles|V|icon=yes}}, {{sk|Heavy Missile Specialization|IV|icon=yes}}, {{sk|Missile Launcher Operation|V|icon=yes}}
 +
|
 +
* Allows use of Heavy Missile Launcher II and T2 Heavy Missiles
 +
| This train may not be worth it if you're just leveling up to Level 4 missions. However, if you've got a [[Tengu]] in your future, or if you're grinding Level 3 missions for standings, you'll want to train this sooner rather than later.
 +
|-
 +
| {{sk|Heavy Assault Missiles|V|icon=yes}}, {{sk|Heavy Assault Missile Specialization|IV|icon=yes}}, {{sk|Missile Launcher Operation|V|icon=yes}}
 +
|
 +
* Allows use of Heavy Assault Missile Launcher II and T2 Heavy Assault Missiles
 +
| Same as above.
 +
|-
 +
| {{sk|Guided Missile Precision|IV|icon=yes}}
 +
|
 +
* 5% decrease per level in factor of signature radius for all missile explosions.
 +
| Like Target Navigation Prediction, this skill helps take the edge off smaller targets. This is in the advanced skill category as it requires Missile Launcher Operation V as a prerequisite.
 +
|-
 +
| {{sk|Weapon Upgrades|V|icon=yes}}, {{sk|Advanced Weapon Upgrades|IV|icon=yes}}
 +
|
 +
* Reduces CPU and Powergrid requirements, respectively, for weapons.
 +
| If you're going to try to fit T2 launchers on a Drake, you're probably going to want this. These skills will also make fitting many other ships much easier.
 +
|-
 +
| {{sk|Light Drone Operation|V|icon=yes}}, {{sk|Gallente Drone Specialization|IV}}
 +
|
 +
* Allows T2 Gallente light drones.
 +
| Substitute any other racial variant for the Drone Specialization skill. If you want to squeeze the most DPS out of the Drake's tiny drone bay, T2 drones are the way to go. They're expensive but worth it. They're superior to T1 drones in almost every way.
 +
|-
 +
| {{sk|Hull Upgrades|IV|icon=yes}}
 +
|
 +
* Allows for the use of the Damage Control II module.
 +
| Although many Drake fits do not use a DCII module, it can be useful in some cases.
 +
|}
  
==Fitting==
+
This list of skills may seem daunting at first, but you don't need all of them to start doing things! Make it up as you go -- start doing what you want to do and figure out where you need to go from there. You may start with a weak shield and weak missile DPS, but you can have fun right away.
{{ShipFitting|
 
ship=Drake|
 
shipTypeID=24698|
 
fitName=Mission Basic|
 
fitID=Mission-Basic|
 
high1name='Malkuth' Heavy Missile Launcher I|
 
high1typeID=8101|
 
high2name='Malkuth' Heavy Missile Launcher I|
 
high2typeID=8101|
 
high3name='Malkuth' Heavy Missile Launcher I|
 
high3typeID=8101|
 
high4name='Malkuth' Heavy Missile Launcher I|
 
high4typeID=8101|
 
high5name='Malkuth' Heavy Missile Launcher I|
 
high5typeID=8101|
 
high6name='Malkuth' Heavy Missile Launcher I|
 
high6typeID=8101|
 
high7name=Small Tractor Beam I|
 
high7typeID=24348|
 
mid1name=Large F-S9 Regolith Shield Induction|
 
mid1typeID=8529|
 
mid2name=Large F-S9 Regolith Shield Induction|
 
mid2typeID=8529|
 
mid3name=Adaptive Invulnerability Field I|
 
mid3typeID=578|
 
mid4name=M51 Iterative Shield Regenerator|
 
mid4typeID=6485|
 
mid5name=M51 Iterative Shield Regenerator|
 
mid5typeID=6485|
 
mid6name=M51 Iterative Shield Regenerator|
 
mid6typeID=6485|
 
low1name=Ballistic Control System I|
 
low1typeID=12274|
 
low2name=Ballistic Control System I|
 
low2typeID=12274|
 
low3name=Beta Reactor Control: Shield Power Relay I|
 
low3typeID=8333|
 
low4name=Beta Reactor Control: Shield Power Relay I|
 
low4typeID=8333|
 
drone1name=Hobgoblin I x5|
 
drone1typeID=2454|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scourge Heavy Missile x1|
 
charge1typeID=209|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Purger I|
 
rig1typeID=31802|
 
rig2name=Medium Core Defense Field Purger I|
 
rig2typeID=31802|
 
rig3name=Medium Core Defense Field Purger I|
 
rig3typeID=31802|
 
difficulty=0|
 
warsop=A|
 
warsopReason=No T2 tank|
 
version=RET 1.0|
 
shipDNA=24698:8101;6:24348;1:578;1:6485;3:8529;2:8333;2:12274;2:31802;3:2454;5:209;1::|
 
skills=Caldari Battlecruiser III</li><li>Caldari Cruiser III</li><li>Caldari Frigate IV</li><li>Combat Drone Operation III</li><li>Drone Interfacing III</li><li>Drone Navigation III</li><li>Drone Sharpshooting III</li><li>Drones V</li><li>Energy Grid Upgrades II</li><li>Energy Management III</li><li>Energy Systems Operation III</li><li>Evasive Maneuvering III</li><li>Guided Missile Precision III</li><li>Heavy Missiles III</li><li>Jury Rigging III</li><li>Long Range Range Targeting III</li><li>Mechanic III</li><li>Missile Bombardment III</li><li>Missile Launcher Operation V</li><li>Missile Projection III</li><li>Rapid Launch III</li><li>Science III</li><li>Scout Drone Operation III</li><li>Shield Management III</li><li>Shield Operation III</li><li>Shield Rigging I</li><li>Shield Upgrades III</li><li>Signature Analysis III</li><li>Spaceship Command IV</li><li>Light Missiles III</li><li>Tactical Shield Manipulation III</li><li>Target Navigation Prediction III</li><li>Targeting III</li><li>Warhead Upgrades III</li><li>Weapon Upgrades I|
 
notes=It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.}}    {{ShipFitting|
 
ship=Drake|
 
shipTypeID=24698|
 
fitName=Advanced PvE|
 
fitID=Advanced-PvE|
 
high1name=Heavy Missile Launcher II|
 
high1typeID=2410|
 
high2name=Heavy Missile Launcher II|
 
high2typeID=2410|
 
high3name=Heavy Missile Launcher II|
 
high3typeID=2410|
 
high4name=Heavy Missile Launcher II|
 
high4typeID=2410|
 
high5name=Heavy Missile Launcher II|
 
high5typeID=2410|
 
high6name=Heavy Missile Launcher II|
 
high6typeID=2410|
 
high7name=Small Tractor Beam I|
 
high7typeID=24348|
 
mid1name=Large Shield Extender II|
 
mid1typeID=3841|
 
mid2name=Large Shield Extender II|
 
mid2typeID=3841|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=Kinetic Deflection Amplifier II|
 
mid4typeID=2547|
 
mid5name=Thermic Dissipation Amplifier II|
 
mid5typeID=2539|
 
mid6name=10MN Afterburner II|
 
mid6typeID=12058|
 
low1name=Ballistic Control System II|
 
low1typeID=22291|
 
low2name=Ballistic Control System II|
 
low2typeID=22291|
 
low3name=Beta Reactor Control: Shield Power Relay I|
 
low3typeID=8333|
 
low4name=Beta Reactor Control: Shield Power Relay I|
 
low4typeID=8333|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scourge Heavy Missile x1|
 
charge1typeID=209|
 
charge2name=Mjolnir Heavy Missile x1|
 
charge2typeID=207|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Purger I|
 
rig1typeID=31802|
 
rig2name=Medium Core Defense Field Purger I|
 
rig2typeID=31802|
 
rig3name=Medium Core Defense Field Purger I|
 
rig3typeID=31802|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=24698:2410;6:24348;1:2281;1:2539;1:2547;1:3841;2:12058;1:1422;2:22291;2:31802;3:2456;5:207;1:209;1::|
 
skills=Missile Launcher Operation V</li><li>Shield Upgrades III</li><li>Tactical Shield Manipulation IV</li><li>Energy Grid Upgrades II</li><li>Drones V</li><li>Caldari Battlecruiser IV</li><li>Missile Bombardment III</li><li>Guided Missile Precision III</li><li>Missile Projection III</li><li>Weapon Upgrades V</li><li>Rapid Launch III</li><li>Target Navigation Prediction III</li><li>Warhead Upgrades III</li><li>Shield Management V</li><li>Scout Drone Operation V</li><li>Engineering IV</li><li>Electronics IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Advanced Weapon Upgrades I</li><li>Shield Operation IV</li><li>Shield Upgrades IV</li><li>Shield Compensation IV</li><li>Heavy Missiles V</li><li>Heavy Missile Specialization IV</li><li>Combat Drone Operation III</li><li>Shield Rigging I</li><li>Caldari Frigate IV</li><li>Caldari Cruiser III</li><li>Spaceship Command IV|
 
notes=It is recommended to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] as soon as possible.</li><li>Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.</li><li>Use Meta 4 items if you cannot fit T2. Except for the Launchers as they are too expensive.</li><li>With very good tank and dps skills you may use three Ballistic Control Systems and only one Shield Power Relay.</li><li>Amend the passive shield resistance modules (amplifiers) to the resistance you need for your mission.</li><li>Swap your afterburner for a second Adaptive Invulnerability Field if you encounter problems with your tank.</li><li>You can use Warrior drones against Angels instead of Hobgoblins.</li><li>Mjolnir Heavy Missiles deal more damage against Sansha and Bloodraiders even if you have Battlecruiser IV.</li><li>Optional in the highslot: Drone Link Augmentor instead of Small Tractor Beam I, but this will require a CPU implant.}}
 
{{ShipFitting|
 
ship=Drake|
 
shipTypeID=24698|
 
fitName=Advanced PvP HAM|
 
fitID=Advanced-PvP-HAM|
 
high1name=Heavy Assault Missile Launcher II|
 
high1typeID=25715|
 
high2name=Heavy Assault Missile Launcher II|
 
high2typeID=25715|
 
high3name=Heavy Assault Missile Launcher II|
 
high3typeID=25715|
 
high4name=Heavy Assault Missile Launcher II|
 
high4typeID=25715|
 
high5name=Heavy Assault Missile Launcher II|
 
high5typeID=25715|
 
high6name=Heavy Assault Missile Launcher II|
 
high6typeID=25715|
 
high7name=Small Energy Neutralizer II|
 
high7typeID=13003|
 
mid1name=Adaptive Invulnerability Field II|
 
mid1typeID=2281|
 
mid2name=Adaptive Invulnerability Field II|
 
mid2typeID=2281|
 
mid3name=Large Shield Extender II|
 
mid3typeID=3841|
 
mid4name=Stasis Webifier II|
 
mid4typeID=527|
 
mid5name=Warp Scrambler II|
 
mid5typeID=448|
 
mid6name=Experimental 10MN Microwarpdrive I|
 
mid6typeID=5975|
 
low1name=Ballistic Control System II|
 
low1typeID=22291|
 
low2name=Ballistic Control System II|
 
low2typeID=22291|
 
low3name=Power Diagnostic System II|
 
low3typeID=1541|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
drone1name=Warrior II x5|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Scourge Heavy Assault Missile x1|
 
charge1typeID=27413|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Core Defense Field Extender I|
 
rig3typeID=31790|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=24698:13003;1:25715;6:448;1:527;1:2281;2:3841;1:5975;1:1541;1:2048;1:22291;2:31790;3:2488;5:27413;1::|
 
skills=Caldari Battlecruiser IV</li><li>Missile Bombardment III</li><li>Missile Launcher Operation III</li><li>Guided Missile Precision III</li><li>Missile Projection III</li><li>Missile Launcher Operation V</li><li>Heavy Assault Missiles V</li><li>Heavy Assault Missile Specialization I</li><li>Tactical Shield Manipulation IV</li><li>Energy Grid Upgrades II</li><li>Drones V</li><li>Rapid Launch III</li><li>Target Navigation Prediction III</li><li>Warhead Upgrades III</li><li>Shield Management V</li><li>Thermodynamics V</li><li>Scout Drone Operation V</li><li>Engineering IV</li><li>Electronics IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Energy Emission Systems II</li><li>Propulsion Jamming IV</li><li>Shield Operation IV</li><li>Shield Upgrades IV</li><li>Shield Compensation IV</li><li>Combat Drone Operation III</li><li>Shield Rigging I</li><li>Caldari Frigate IV</li><li>Caldari Cruiser III</li><li>Spaceship Command IV|
 
notes=It is required to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] on battlecruisers or larger according to E-UNI wartime regulations.</li><li>Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.</li><li>Use Meta 4 items if you cannot fit T2 weapons. Meta 4 (Arbalest) HAM Launchers are fairly affordable compared to their Heavy Missile variant.</li><li>However due to the often fatal nature of PvP, T2 weapons are often suggested and strongly recommended, as they give a significant DPS boost.</li><li>T2 HAM Launchers also offer the use of T2 ammo. Rage (Higher DPS, for larger targets) and Javelin (Lower dps, for smaller, faster targets).</li><li>Faction ammo is strongly recommended to gain an advantage on the battlefield.</li><li>Your role as a HAM Drake in an E-UNI fleet is as a super-heavy tackle and as short-range dps. Your shield buffer tank will be much higher than most of your peers, and so your goal is to fit as much DPS as possible, and get right up on the enemy's faces to gain their attention.}}    {{ShipFitting|
 
ship=Drake|
 
shipTypeID=24698|
 
fitName=Advanced PvP Heavy Missile|
 
fitID=Advanced-PvP-Heavy-Missile|
 
high1name=Heavy Missile Launcher II|
 
high1typeID=2410|
 
high2name=Heavy Missile Launcher II|
 
high2typeID=2410|
 
high3name=Heavy Missile Launcher II|
 
high3typeID=2410|
 
high4name=Heavy Missile Launcher II|
 
high4typeID=2410|
 
high5name=Heavy Missile Launcher II|
 
high5typeID=2410|
 
high6name=Heavy Missile Launcher II|
 
high6typeID=2410|
 
high7name=Small Energy Neutralizer II|
 
high7typeID=13003|
 
mid1name=Adaptive Invulnerability Field II|
 
mid1typeID=2281|
 
mid2name=Large Shield Extender II|
 
mid2typeID=3841|
 
mid3name=Stasis Webifier II|
 
mid3typeID=527|
 
mid4name=Stasis Webifier II|
 
mid4typeID=527|
 
mid5name=Warp Scrambler II|
 
mid5typeID=448|
 
mid6name=10MN Microwarpdrive II|
 
mid6typeID=12076|
 
low1name=Ballistic Control System II|
 
low1typeID=22291|
 
low2name=Ballistic Control System II|
 
low2typeID=22291|
 
low3name=Nanofiber Internal Structure II|
 
low3typeID=2605|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
drone1name=Warrior II x5|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Scourge Heavy Missile x1|
 
charge1typeID=27441|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Core Defense Field Extender I|
 
rig3typeID=31790|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=24698:2410;6:13003;1:448;1:527;2:2281;1:3841;1:12076;1:2048;1:2605;1:22291;2:31790;3:2488;5:27441;1::|
 
skills=Caldari Battlecruiser IV</li><li>Missile Bombardment III</li><li>Missile Launcher Operation III</li><li>Guided Missile Precision III</li><li>Missile Projection III</li><li>Missile Launcher Operation V</li><li>Heavy Assault Missiles V</li><li>Heavy Assault Missile Specialization I</li><li>Tactical Shield Manipulation IV</li><li>Energy Grid Upgrades II</li><li>Drones V</li><li>Rapid Launch III</li><li>Target Navigation Prediction III</li><li>Warhead Upgrades III</li><li>Shield Management V</li><li>Thermodynamics V</li><li>Scout Drone Operation V</li><li>Engineering IV</li><li>Electronics IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Energy Emission Systems II</li><li>Propulsion Jamming IV</li><li>Shield Operation IV</li><li>Shield Upgrades IV</li><li>Tactical Shield Manipulation IV</li><li>Shield Compensation IV</li><li>Combat Drone Operation III</li><li>Shield Rigging I</li><li>Caldari Frigate IV</li><li>Caldari Cruiser III</li><li>Spaceship Command IV|
 
notes=It is required to fit a [[Full_T2_Tank#Shield_Tank|T2 shield tank]] on battlecruisers or larger according to E-UNI wartime regulations.</li><li>Training [[Missile_Launchers#Missile_Support_Skills|missile support skills]] will increase DPS output.</li><li>Use Meta 4 items if you cannot fit T2 weapons. Meta 4 (Arbalest) HAM Launchers are fairly affordable compared to their Heavy Missile variant.</li><li>However due to the often fatal nature of PvP, T2 weapons are often suggested and strongly recommended, as they give a significant DPS boost.</li><li>T2 HAM Launchers also offer the use of T2 ammo. Rage (Higher DPS, for larger targets) and Javelin (Lower dps, for smaller, faster targets).</li><li>Faction ammo is strongly recommended to gain an advantage on the battlefield.</li><li>Your role as a HAM Drake in an E-UNI fleet is as a super-heavy tackle and as short-range dps. Your shield buffer tank will be much higher than most of your peers, and so your goal is to fit as much DPS as possible, and get right up on the enemy's faces to gain their attention.}}
 
  
==Tactics==
+
Remember as well that all of these skills are useful for fitting other ships. You're not going to somehow outgrow these skills, even if you outgrow your Drake.
This is tactics from [http://wiki.eveonline.com/en/wiki/Drake eveonline.com]:
 
  
With high resistances and the traditional [[Caldari]] bonus to kinetic missile damage, it is a powerful force against Guristas and Serpentis. It has already proven to be incredibly popular, with [http://wiki.eveonline.com/en/wiki/E-ON_Magazine E-ON magazine] reporting tens of thousands in service, more than any other battlecruiser.
+
== Tactics ==
 +
If you are coming to the Drake from L2 missions, you are probably used to flying into the middle of the NPCs and killing everything. That's a good way to get yourself killed in an L3 mission; many feature enough NPC firepower to overwhelm even a Drake's tank. Here are a few pointers to start L3 missioning in a Drake:
 +
* If the mission is unfamiliar to you, read about it on [http://eve-survival.org/ EVE-Survival].
 +
* Because the Drake is almost always passively tanked, you have no tools apart from running to mitigate excessive damage. If your shield drops to 50%, align to a celestial and start your afterburner. If it drops to the 25% alarm, warp out, dock, and then come back for more later. When you do come back, warp in at a long range (like 50 or 100km).
 +
** Remember that the Drake is big and slow. You won't be able to sig tank or speed tank incoming damage. Range can be one the most effective ways of mitigating incoming DPS while piloting a Drake.
 +
* Shoot the biggest NPCs first (usually other Battlecruisers); they're the ones damaging you the most.
 +
** However if you're out of range of the Battlecruisers and you're being hit by something else, shoot that instead,
 +
* Against Sansha and Blood Raiders, use Mjolnir Heavy Missiles unless you have Caldari Battlecruiser V. In all other cases, use Scourge Heavy Missiles.
 +
* Orbiting the NPC blob at 30km works reasonably well.
  
The Drake is heavily armed, well-tanked, and can feel like a pocket battleship at times. However, the Drake is particularly slow, and whilst its defenses can match those of a battleship with ease, it utilizes a high proportion of its slots to do so. This makes most conventionally fit Drakes inflexible for solo PvP.
+
== Notes ==
 +
The name of the Drake could have come from the legendary English explorer and pirate, but given the avian theme of the Caldari ships, it is more likely that the ship was named for the official name of a male duck.
  
One of a Drake's primary strengths lie in its potential immunity to [[nosferatu]] and energy neutralizer systems. As missile launchers do not require any capacitor energy to fire, a passively tanked Drake will not suffer any degradation in offense or defense at the hands of energy draining weapons. Drake pilots fielding invulnerability fields as opposed to passive hardeners may run into issues against ships that employ heavy neuting.
+
== Patch History ==
 +
{{Expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
  
==Notes==
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.
+
 
 +
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s)
 +
}}
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]
+
 
 +
[[Category:Ship Database]]
 +
[[Category:Standard Battlecruisers]]

Latest revision as of 13:16, 14 November 2023

EVE University Database
 
Ship Database
Drake
Drake
Caldari State
Caldari State
Standard Battlecruisers
Drake Class
Highlight
Can use Command Burst module
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honored combat tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying.

SHIP BONUSES

Caldari Battlecruiser bonuses (per skill level):
4% bonus to all shield resistances
10% bonus to kinetic Heavy Missile and Heavy Assault Missile damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

Required Skills
Training Time what's this?
1d 21h 16m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Nighthawk
Nighthawk.jpg
CornerT2s.png
Nighthawk
Command Ships Drake Class
Icon highlights.pngCan Use Command Burst modules
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (5/2) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,000 MW Icon cpu.png560 tf
Icon velocity.png150 m/sec
Icon capacity.png700 m³
, Drake Navy Issue
Drake Navy Issue.jpg
CornerTFs.png
Drake Navy Issue
Faction Battlecruisers Drake Class
Icon highlights.pngCommand Bursts
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png8 (7/0) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png950 MW Icon cpu.png550 tf
Icon velocity.png180 m/s
Icon capacity.png450 m³
, Alligator
?size=128&.png
Alligator
Pirate faction Battlecruisers Drake Class
Icon highlights.pngCommand Bursts
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (6/0) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png830 MW Icon cpu.png500tf
Icon velocity.png160 m/s
Icon capacity.png450 m3

Ship Attributes

Fittings
Powergrid
powergrid
830 MW
CPU
cpu output
500 tf
Capacitor
capacitor
2,500 GJ
High
high slots
7
Launchers
launcher slots
6
Turrets
turret slots
0
Medium
medium slots
6
Low
low slots
4
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
150 m/sec
Inertia Modifier
inertia modifier (agility)
0.65
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
12.16 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
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65.00 km
Max Locked Targets
max. locked targets
8
Gravimetric Sensor
Gravimetric sensor strength
19 points
Sig. Radius
signature radius
295 m
Scan Res.
scan resolution
195 mm
Structure
Structure Hitpoints
structure hitpoints
3,750 HP
Mass
ship mass
13,500,000 kg
Volume
ship volume
252,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
3,250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
5,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Drake, well-known for its excellent tanking abilities, is a very popular PvE ship. In PvE, the Drake can be passively shield-tanked for a stronger tank than a battleship, making L3 missions easy and L4 missions a possibility. However, without very good missile skills L4's will take a long time.

While the Drake was long ago common in PvP fleets, a nerf by CCP has made the Drake unpopular in PvP. It can be fitted with a durable shield buffer tank, but it receives a damage bonus only for kinetic missiles, reducing its flexibility. With Heavy Missile Launchers the DPS of a Drake is not very impressive for a battlecruiser, but it has a long range for its class.

The Drake is quite easy to skill for and pilot competently. Its tank bonus makes it forgiving of mistakes, and missiles are an easy to use weapon system that doesn't require the pilot to worry much about angular velocity and range. While it's easy to make it a good L3 mission boat, it's hard to make it fantastic: it is quite slow, without T2 launchers and ammo it only does okay DPS, and clever piloting can't be used to increase missile damage like it can with turrets.

Skills

Skill & Level Effect Explanation

Base Skills

Icon skillbook2.png Caldari Battlecruiser IV
  • 4% bonus to all shield resistances
  • 10% bonus to Kinetic Heavy Missile Heavy Assault Missile damage
While you can start missioning with this skill at III, skilling to at least IV will provide a foundation of decent tank and decent DPS.
Icon skillbook2.png Heavy Missiles IV
  • 5% bonus to heavy missile damage per skill level.
Heavy Missiles, due to their long range, are often used in Level 3 mission fits. Train to IV to maximise your time/benefit ratio.
Icon skillbook2.png Heavy Assault Missiles IV
  • 5% bonus to heavy assault missile damage per skill level.
Drakes are used in Factional Warfare PvP, often fit with Heavy Assault Missiles. Heavy Assault Missiles have a shorter range than Heavy Missiles.

Missile Skills

Icon skillbook2.png Missile Launcher Operation IV
  • 2% Bonus to missile launcher rate of fire per skill level.
This skill is required to operate any rocket or missile launcher. Training it also increases your rate of fire, which means more damage dealt per second.
Icon skillbook2.png Rapid Launch IV
  • 3% bonus to missile launcher rate of fire per level.
Rapid Launch increases your rate of fire, increasing damage dealt per second.
Icon skillbook2.png Warhead Upgrades IV
  • 2% bonus to all missile damage per skill level.
Simply deals a direct increase to damage dealt.
Icon skillbook2.png Missile Projection IV
  • 10% bonus to all missiles' maximum velocity per level.
While this skill decreases the time it takes for missiles to actually deal their damage, it also increases their range. A missile that travels faster is a missile that travels further.
Icon skillbook2.png Target Navigation Prediction IV
  • 10% decrease per level in factor of target's velocity for all missiles.
Even though this skill doesn't increase on-paper DPS, it does increase your actual in-game damage application. As a target's speed becomes less of a factor, more damage is applied. This is especially helpful against smaller, faster ships. If you're more familiar with turrets, this is analogous to better tracking speed.
Icon skillbook2.png Missile Bombardment IV
  • 10% bonus to all missiles' maximum flight time per level.
Like Missile Projection, this skill increases range, just in a different way. Instead of making your missiles faster, it makes them fly longer.

Support Skills

Icon skillbook2.png Weapon Upgrades IV
  • 5% reduction per skill level in the CPU needs of weapon turrets, launchers, and smartbombs.
Helps with fitting a ship by decreasing the (often large) CPU requirements of weapons.
Skills:Engineering
  • Various effects.
Engineering skills as needed to fit your ship properly.

Shield Skills

Icon skillbook2.png Shield Operation IV
  • 5% reduction in shield recharge time per skill level.
This basic shield skill allows you to fit shields but also helps with passive buffer tanks that rely on shield regeneration to tank incoming DPS.
Icon skillbook2.png Shield Management IV
  • 5% bonus to shield capacity per skill level.
This skill gives a bonus to shield capacity. Larger shield capacity allows for more shield regeneration, again helping passive buffer tanks.
Icon skillbook2.png Tactical Shield Manipulation IV
  • Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
  • IMPORTANT: This skill is part of the T2 Shield Tank skill set.
This skill reduces the change of damage "leakage" between shields and armor. Training it to IV allows for the use of T2 active shield hardeners, one of the building blocks of a good T2 shield tank.
Icon skillbook2.png Shield Upgrades IV
  • 5% reduction in shield upgrade powergrid needs.
  • IMPORTANT: This skill is part of the T2 Shield Tank skill set.
This skill helps with fitting shields to your ship by reducing how much power they need. Training it to IV allows for the use of T2 shield extenders, T2 passive shield hardeners, T2 shield rechargers
Icon skillbook2.png EM Shield Compensation IV, Icon skillbook2.png Thermal Shield Compensation IV, Icon skillbook2.png Kinetic Shield Compensation IV, Icon skillbook2.png Explosive Shield Compensation IV
  • 5% bonus to resistance per level for Shield Amplifiers
Improves the effectiveness of passive shield hardeners.

Drone Skills

Icon skillbook2.png Drones V
  • Can operate 1 drone per skill level.
Train Drones to V to operate 5 drones. It's important to have a full set of Drones to maximize the effectiveness of your Drake, especially against smaller targets that your Heavy Missiles might have a harder time killing. The Drake only has enough drone bandwidth and dronebay to support 5 light drones, but skilling up those 5 drones can help increase your effectiveness greatly.
Icon skillbook2.png Light Drone Operation III
  • 5% Bonus to damage of light drones per level.
Increase the effectiveness of your drones by making their pew pew more powerful.
Icon skillbook2.png Drone Avionics III
  • Drone control range increased by 5,000 meters per skill level.
Useful if you want to attack things that are far away.
Icon skillbook2.png Drone Navigation III
  • 5% increase in drone MicroWarpdrive speed per level.
Helps your drones get to their targets faster.
Icon skillbook2.png Drone Durability III
  • 5% bonus to drone shield, armor and hull hit points per level.
Drones are pretty fragile. This skill will make them a little less fragile, but only a little less.
Icon skillbook2.png Drone Sharpshooting III
  • Increases drone optimal range.
This skill is important for sentry drones (due to their immobility) in particular, but can provide a little boost for combat drones as well, despite combat drones having MWDs.

Advanced Skills

Icon skillbook2.png Heavy Missiles V, Icon skillbook2.png Heavy Missile Specialization IV, Icon skillbook2.png Missile Launcher Operation V
  • Allows use of Heavy Missile Launcher II and T2 Heavy Missiles
This train may not be worth it if you're just leveling up to Level 4 missions. However, if you've got a Tengu in your future, or if you're grinding Level 3 missions for standings, you'll want to train this sooner rather than later.
Icon skillbook2.png Heavy Assault Missiles V, Icon skillbook2.png Heavy Assault Missile Specialization IV, Icon skillbook2.png Missile Launcher Operation V
  • Allows use of Heavy Assault Missile Launcher II and T2 Heavy Assault Missiles
Same as above.
Icon skillbook2.png Guided Missile Precision IV
  • 5% decrease per level in factor of signature radius for all missile explosions.
Like Target Navigation Prediction, this skill helps take the edge off smaller targets. This is in the advanced skill category as it requires Missile Launcher Operation V as a prerequisite.
Icon skillbook2.png Weapon Upgrades V, Icon skillbook2.png Advanced Weapon Upgrades IV
  • Reduces CPU and Powergrid requirements, respectively, for weapons.
If you're going to try to fit T2 launchers on a Drake, you're probably going to want this. These skills will also make fitting many other ships much easier.
Icon skillbook2.png Light Drone Operation V, Gallente Drone Specialization IV
  • Allows T2 Gallente light drones.
Substitute any other racial variant for the Drone Specialization skill. If you want to squeeze the most DPS out of the Drake's tiny drone bay, T2 drones are the way to go. They're expensive but worth it. They're superior to T1 drones in almost every way.
Icon skillbook2.png Hull Upgrades IV
  • Allows for the use of the Damage Control II module.
Although many Drake fits do not use a DCII module, it can be useful in some cases.

This list of skills may seem daunting at first, but you don't need all of them to start doing things! Make it up as you go -- start doing what you want to do and figure out where you need to go from there. You may start with a weak shield and weak missile DPS, but you can have fun right away.

Remember as well that all of these skills are useful for fitting other ships. You're not going to somehow outgrow these skills, even if you outgrow your Drake.

Tactics

If you are coming to the Drake from L2 missions, you are probably used to flying into the middle of the NPCs and killing everything. That's a good way to get yourself killed in an L3 mission; many feature enough NPC firepower to overwhelm even a Drake's tank. Here are a few pointers to start L3 missioning in a Drake:

  • If the mission is unfamiliar to you, read about it on EVE-Survival.
  • Because the Drake is almost always passively tanked, you have no tools apart from running to mitigate excessive damage. If your shield drops to 50%, align to a celestial and start your afterburner. If it drops to the 25% alarm, warp out, dock, and then come back for more later. When you do come back, warp in at a long range (like 50 or 100km).
    • Remember that the Drake is big and slow. You won't be able to sig tank or speed tank incoming damage. Range can be one the most effective ways of mitigating incoming DPS while piloting a Drake.
  • Shoot the biggest NPCs first (usually other Battlecruisers); they're the ones damaging you the most.
    • However if you're out of range of the Battlecruisers and you're being hit by something else, shoot that instead,
  • Against Sansha and Blood Raiders, use Mjolnir Heavy Missiles unless you have Caldari Battlecruiser V. In all other cases, use Scourge Heavy Missiles.
  • Orbiting the NPC blob at 30km works reasonably well.

Notes

The name of the Drake could have come from the legendary English explorer and pirate, but given the avian theme of the Caldari ships, it is more likely that the ship was named for the official name of a male duck.

Patch History