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eve:ships:frigates:malediction [2016/02/04 05:20]
bast_antollare created
eve:ships:frigates:malediction [2020/07/14 14:59] (current)
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 ====== Malediction ====== ====== Malediction ======
 +<WRAP round column alert 60%>​Looking for **[[military:​doctrines:​start|DOCTRINE FITS]]**?</​WRAP>​
 +----
 +{{https://​image.eveonline.com/​Render/​11186_256.png?​nolink}}
 +===== Description =====
  
-===== Overview ===== +Interceptors ​utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.
- +
-==== Required Skills ==== +
- +
-  * Amarr Frigate V +
-     * Spaceship Command I +
-  * Interceptors ​+
-     * Spaceship Command III +
-     * Evasive Maneuvering V +
-        * Navigation II+
  
-==== Ship Description ====+Developer: Khanid Innovations ​
  
 +In addition to robust electronics systems, the Khanid Kingdom'​s ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.
 +====Helpful Information====
 The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction'​s 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor'​s main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances. The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction'​s 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor'​s main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.
  
 The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction'​s 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors. The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction'​s 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.
  
-The Malediction'​s armor resist bonus means a small armour ​rep can give it a decent active ​armour ​tank and opens up options to use it as a brawling inty. The Malediction'​s four lows allow it to be speed and agility fit.+The Malediction'​s armor resist bonus means a small armor rep can give it a decent active ​armor tank and opens up options to use it as a brawling inty. The Malediction'​s four lows allow it to be speed and agility fit.
  
 +----
 +===== Overview =====
  
-==== Ship Bonuses ==== 
  
-== Amarr Frigate bonuses (per skill level): ​==+Amarr Frigate bonuses (per skill level):
  
   * 5% bonus to Rocket Launcher rate of fire   * 5% bonus to Rocket Launcher rate of fire
   * 4% bonus to all armor resistances   * 4% bonus to all armor resistances
-== Interceptors ​bonuses (per skill level): ​==+Interceptor’s ​bonuses (per skill level): ​
  
   * 15% reduction in Microwarpdrive signature radius penalty   * 15% reduction in Microwarpdrive signature radius penalty
   * 5% bonus to Warp Scrambler and Warp Disruptor optimal range   * 5% bonus to Warp Scrambler and Warp Disruptor optimal range
-== Role Bonus: ​==+Role Bonus: ​
  
   * 80% reduction in Propulsion Jamming systems activation cost   * 80% reduction in Propulsion Jamming systems activation cost
   * Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor   * Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor
  
-===== Fittings ===== 
  
-==== Small Gang Tackler With Rep ====+---- 
 +===== Requirements =====
  
-<​EFT>​[Malediction,​ Small Gang Tackler with rep] 
  
-Light Missile Launcher I, Mjolnir Light Missile +  * Amarr Frigate V 
-Light Missile Launcher ​I, Mjolnir Light Missile +     * Spaceship Command ​
-[Empty High slot] +  * Interceptors ​
-[Empty High slot] +     * Spaceship Command III 
- +     * Evasive Maneuvering V 
-Limited 1MN Microwarpdrive ​+        * Navigation ​II
-Warp Disruptor II +
-Small Capacitor Booster II, Cap Booster 200 +
- +
-Nanofiber Internal Structure ​II +
-Small Armor Repairer II +
-Energized Adaptive Nano Membrane II +
- +
-Small Ionic Field Projector I +
-Small Targeting System Subcontroller I</​EFT>​ +
- +
-This is a slow (for an interceptor) fit that's intended to keep anything slower than itself (which is basically everything except interceptor-like ships) from warping off. Cruisers generally have trouble hitting it due to its speed and the range at which it operates (which is up to 30km with a t2 point and all 5 skills). Drop or add more missile launchers as you can fit them, or switch them out for a tractor beam and salvager as for all intents and purposes it does the same: tackle shit and repair incoming damage hopefully faster than it comes in. +
-Without cap booster, it runs for 30 seconds and without rep and booster it's stable at around 35%. Tackle range with all 5s is 30km with a t2 point. It'll repair close to 50 DPS while the rep is running against omni damage at all 5s. This may not sound like a lot, but you'll be traveling at around 4.3km/s (6+km/s with heat) with a very small signature radius (75ish m with all 5) so most damage will not even begin to hit you. If you can shell out the extra 10-15m for a Gistii B-Type or Coreli C-Type MWD do it. They gives you more overheat time, a smaller sig radius, and better cap use (if you use a Gistii). +
- +
- +
-==== Fleet Tackle Fit ==== +
- +
-<​EFT>​[Malediction,​ Tackle] +
- +
-Damage Control II +
-Overdrive Injector System II +
-Overdrive Injector System II +
- +
-Limited 1MN Microwarpdrive I +
-Faint Epsilon Warp Scrambler I +
-Warp Disruptor II +
- +
-Dual Light Pulse Laser II, Scorch S +
-Dual Light Pulse Laser II, Scorch S +
-Rocket Launcher II, Caldari Navy Mjolnir Rocket +
-Small Nosferatu I+
  
-Small Ionic Field Projector I 
-Small Polycarbon Engine Housing I</​EFT>​ 
  
 +----
 +===== Non Reimbursable Fits =====
  
-Goes really fast which is what you want for a fleet interceptor. If you can shell out the extra 10-15m for a Gistii B-Type or Coreli C-Type MWD do it. They gives you more overheat time, a smaller sig radius, and better cap use (if you use a Gistii).+<​code>​ 
 +[Malediction,​ Nul-sec Solo PvP] 
 +Rocket Launcher II 
 +Rocket Launcher II 
 +Rocket Launcher II
  
 +5MN Y-T8 Compact Microwarpdrive
 +Fleeting Compact Stasis Webifier
 +Warp Scrambler II
  
 +Small Ancillary Armor Repairer
 +Federation Navy 200mm Steel Plates
 +Ballistic Control System II
 +'​Refuge'​ Multispectrum Coating I
  
 +Small Bay Loading Accelerator II
 +Small Hydraulic Bay Thrusters I
 +</​code>​
  
 +Nul-sec fit only (any decent low-sec FW frigate will smash you apart). You want to fight combat interceptors and perhaps some navy frigates that see you as an easy interceptor kill. Stay on the edge of scram range to mitigate incoming DPS.
eve/ships/frigates/malediction.1454563226.txt.gz · Last modified: 2016/02/04 05:20 by bast_antollare