Difference between revisions of "Legion"

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*Neuts for 1620 every 12 seconds unheated (135 per second) and is cap stable
 
*Neuts for 1620 every 12 seconds unheated (135 per second) and is cap stable
 
*Heated neuts 1620 every 10.2 seconds (about 160 per second) and theoretically cap lasts for more than 1 hour, although you'll only be able to heat for 1 minute 30 @ all Vs
 
*Heated neuts 1620 every 10.2 seconds (about 160 per second) and theoretically cap lasts for more than 1 hour, although you'll only be able to heat for 1 minute 30 @ all Vs
 +
*Example situation,4 of these will cap out a dread in about 1 minute (in Wormholes, one use for neuting Legions is to cap out dreads so they can't blap the bhaal who might not necessarily be going for dreads)
 
*109,416/123,090 EHP
 
*109,416/123,090 EHP
 
*Resists (heated) 87.2(90.3)/83.3(87.4)/81.3/90
 
*Resists (heated) 87.2(90.3)/83.3(87.4)/81.3/90

Revision as of 08:35, 29 November 2012

EVE University Database
 
Ship Database
Legion
Legion
Amarr Empire
Amarr Empire
Strategic Cruisers
Legion Class
RELATED UNI-WIKI REFERENCES

Revelation burrows through the material world, devours creation’s soil, digests the thoughtless void, and produces significance with God’s grace. From emptiness comes meaning, essence from existence, soul from matter.

Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God’s soldiers, weapons, glory. Our people are God’s army. Together, we are the legion.

-The Heresies of Hinketsu

SHIP BONUSES

Amarr Strategic Cruiser Skill Bonus:
5% Reduction in the amount of heat damage absorbed by modules per level.

Required Skills
  • Amarr Strategic Cruiser I41m
    • Amarr Cruiser V29d 15h 6m
    • Amarr Defensive Systems I8m
    • Amarr Electronic Systems I8m
    • Amarr Offensive Systems I8m
    • Amarr Propulsion Systems I8m
    • Amarr Engineering Systems I8m
Training Time what's this?
29d 16h 30m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
00 MW
CPU
cpu output
00 tf
Capacitor
capacitor
100 GJ
High
high slots
0
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
0
Low
low slots
0
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
10 m/s
Inertia Modifier
inertia modifier (agility)
0.41
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
3.87 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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
0 km
Max Locked Targets
max. locked targets
5
RADAR Sensor
RADAR sensor strength
0 points
Sig. Radius
signature radius
150 m
Scan Res.
scan resolution
0 mm
Structure
Structure Hitpoints
structure hitpoints
1,954 HP
Mass
ship mass
6,815,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
00 m³
Armor
Armor Hitpoints
armor hitpoints
100 HP
Armor Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
0
KIN
kinetic resistance
0
EXP
explosive resistance
0
Shields
Shield Capacity
shield hitpoints
100 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
0
KIN
kinetic resistance
0
EXP
explosive resistance
0


Summary

The Legion is the Amarr Strategic Cruiser. The legion is very popular in incursions for its ability to do outstanding damage at well over 20km when fit with pulse lasers with scorch ammo. Like other Tech 3 Strategic Cruisers, it is also popular in wormholes because of its Battleship level tank and high damage in a cruiser sized package. Similar to other Amarr ships, it doesn't have the highest DPS, but its projection is higher than that of similar ships. For example, when compared to the Proteus, it does less damage, but it has nearly triple the optimal with short range ammo. Neuting Legion is also quite popular thanks to neuting subsystem and large Amarr cap.

Skills

To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Engineering 5, Electronics 5, Weapon Upgrades 5, Gunnery 5, etc). Some of these skills are already included in the prerequisites, but there are some skills that are not technically required to fly it that are HIGHLY recommended before flying. Among these are :

  • T2 Armor Tanking - Hull Upgrades 5, Armor Compensations at least to 3 (preferably 4) - ABSOLUTELY MANDATORY!
  • Fitting Skills: Engineering and Electronics 5 are prerequisites. It is also recommended to have Weapon Upgrades to 5 (for Advanced Weapon Upgrades[AWU]), and AWU to at least 3 or 4
  • Strat Cruiser Skills: Amarr Strat Cruiser to 4, all Subsystems at 4 is key, Subsystems to 5 is recommended
  • T2 Lasers - Medium Pulse Lasers 5, Medium Pulse Specialization 3 - This is not mandatory, but access to Scorch ammo could be very important to flying this ship effectively as a HAC style ship.
  • Cap Skills - In addition to being useful for lasers, these are good for neuting Legions as well. Energy Management 4 and Operation 5 are recommended. If you plan to do neuting Legion, look at having Energy Emission Systems to 4 or 5, and finishing off Energy Management 5.
  • Gunnery Support Skills - Try to have all applicable gunnery supports up to at least 4, especially Controlled Bursts (Cap is life!) Again these are not necessarily needed, but highly recommended.
  • Other PvP Skills: Legion is bonused to reduce heat damage, and requires Engineering 5. Thermodynamics up a few levels (at least 3) is a no brainer. Skills in the Navigation set such as Evasive Maneuvering, Acceleration Control, etc, are important for moving about the battlefield, and can help with tanking as well. In addition T2 warp disruption (including scrams) are a quick train and definitely worth the time if you haven't gotten them already
  • If you want to do Missile Legion, you'll want good missile skills in addition to or instead of gunnery skills.
  • Drone Legion also exists, for which you would need strong drone skills, however, many fits have 0 drone space/bandwidth so other than prerequisites, it is not necessary to have amazing drone skills unless your set up is calibrated that way.

Fitting

Template:FittingsTech3Template:FittingsTech3Template:FittingsTech3Incursion Fitting

Tactics

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

Notes

You can write additional notes for Legion here.