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eve:ships:cruisers:legion

Legion

Overview

Ship Description

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 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.

Required Skills

  • Amarr Strategic Cruiser I
    • Amarr Cruiser V
      • Spaceship Command II
      • Amarr Destroyer III
        • Amarr Frigate III
          • Spaceship Command I
  • Amarr Defensive Systems I
    • Mechanics V
    • Shield Operation III
      • Power Grid Management I
  • Amarr Electronic Systems I
    • CPU Management V
  • Amarr Engineering Systems I
    • Power Grid Management V
  • Amarr Offensive Systems I
    • Gunnery V
    • Drones III
  • Amarr Propulsion Systems I
    • Navigation V

To fly a Legion (or any other Tech 3 Cruiser for that matter), you will want a strong set of core skills (Power Grid Management 5, CPU Management 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 - Power Grid Management and CPU Management 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
  • Strategic Cruiser Skills - Amarr Strategic Cruiser at least 3 and Defensive Subsystem 5 are essential. For DPS Legions Offensive Subsystem 5 is recommended, neut Legions should have Electronics Subsystem 5.
  • T2 Lasers - Medium Energy Turret 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. Capacitor Management 4 and Capacitor System Operation 5 are recommended. If you plan to do neuting Legion, look at having Capacitor Emission Systems to 4 or 5, and finishing off Capacitor 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 Power Grid Management 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.

Ship Bonuses

Amarr Defensive Systems bonuses (per skill level):

• bonus to all Amarr Defensive Systems effectiveness

Amarr Electronic Systems bonuses (per skill level):

• bonus to all Amarr Electronic Systems effectiveness

Amarr Offensive Systems bonuses (per skill level):

• bonus to all Amarr Offensive Systems effectiveness

Amarr Propulsion Systems bonuses (per skill level):

• bonus to all Amarr Propulsion Systems effectiveness

Amarr Engineering Systems bonuses (per skill level):

• bonus to all Amarr Engineering Systems effectiveness

Amarr Strategic Cruiser bonuses (per skill level):

5% reduction in module heat damage amount taken

Fittings

[Legion, DPS]

Heat Sink II
1600mm Rolled Tungsten Compact Plates
Damage Control II
Kinetic Armor Hardener II
EM Armor Hardener II
Armor Thermic Hardener II

10MN Afterburner II
Small Capacitor Booster II
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I

Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M
Heavy Beam Laser II, Aurora M

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

Legion Defensive - Augmented Plating
Legion Electronics - Dissolution Sequencer
Legion Engineering - Power Core Multiplier
Legion Offensive - Liquid Crystal Magnifiers
Legion Propulsion - Fuel Catalyst
Required Implants

Inherent Implants 'Squire' Power Grid Management EG-601 A 1% is required with all Vs, a 2% implant (EG-602) required if you have Engineering IV or AWU IV. If you have both at IV, fly something else, or invest in a 6% implant (no, don't do that).

Alternate Fittings

Tracking disruptor can be changed at FC discretion If upgrading plate, Syndicate Plate should be used though no bonus to SRP

Ammo

Faction Multifrequency M Faction Ultraviolet M Aurora M Gleam M

[Legion, Test Legion Mk2]
Energized Adaptive Nano Membrane II
Damage Control II
Heat Sink II
Imperial Navy 1600mm Steel Plates
Imperial Navy Energized Adaptive Nano Membrane
Armor Thermic Hardener II

10MN Afterburner II
Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script
Phased Muon Sensor Disruptor I, Scan Resolution Dampening Script
Small Capacitor Booster II, Navy Cap Booster 400

Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M

Medium Ancillary Current Router I
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

Legion Defensive - Augmented Plating
Legion Electronics - Dissolution Sequencer
Legion Engineering - Power Core Multiplier
Legion Offensive - Liquid Crystal Magnifiers
Legion Propulsion - Fuel Catalyst
Required Implants
  • Inherent Implants 'Squire' Power Grid Management EG-602 if you have Amarr Engineering 4
  • A 1% is required with all Vs, a 2% implant (EG-602) required if you have Engineering IV or AWU IV. If you have both at IV, fly something else, or invest in a 6% implant (no, don't do that).
Alternate Fittings

Ewar midslots can be swapped at the FC's discretion.

Ammo

Faction Multifrequency M Faction Ultraviolet M Aurora M Gleam M

PvP

How to Fly

Make sure to mix in a handful of long point fit proteii with the rest. Otherwise nerds might run away from all that swag.

*tips for T3s

You are in a 700m isk ship, that requires lots of skills, you are at the point to where the FC isn't going to babysit you.

Know your ammo types and ranges, ex: don't be using antimatter at 90k. While shit talking on comms on the way to system, switch your ammo around so you know what type does what. If you have tracking enhancers etc switch those on and off and figure out some neat combinations that may let you use hard hitting ammo at normally out of range ranges.

Know when to turn off/on propmods - Mainly for aligning, example: if you are in a bubble, 99% of the time your secondary goal is getting out of the bubble, so thats a good time to turn it on. Another would be when aligning to disengage, turn it off (if not in a bubble etc) so you enter warp quicker.

Know drug types, Drop increases your tracking, sweet, now you can wreck face harder. X-Instinct lets you not have your face wrecked, sweet. Make sure to take these AT THE CORRECT TIMES. Don't pop them on the undock so the effects wear off and you look like a moron. Save X-Ins until you are starting to get shot at, and save drop til you are doing the shooting. The higher your drug skills the better chance of not having a side effect, so save strong boosters until you have the proper skills. Standard is a good start, and improved is a bit better.

Have your need armor broadcast set to a keybind. If you are still click the button in the fleet window you are doing it wrong. Know when to broadcast as well. Don't yell on mumble that your dying unless you are important. Suffer in silence. Simply - (ship) in fleet chat. - When being primared you should know to overheat hardeners and break align if needed, if you are burning at tengus for example, you'll want to turn and burn at a 90 degree angle away to maximize your traversal.

With all my ships, i carry extra hardeners in the cargo, if you happen to be next to a carrier or something to refit off of, when you get shot, its a good tactic to refit to full tank. If you know what you're fighting beforehand, you can also gimmick tank to their type - ask the FC before doing this though.

Bring repair paste for between fights, or dock if possible. Around 300 is a healthy amount.

eve/ships/cruisers/legion.txt · Last modified: 2022/07/14 07:37 by Fof