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eve:ships:frigates:vengeance [2019/02/13 08:46] ALargeRock |
eve:ships:frigates:vengeance [2020/07/14 15:10] (current) |
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- | ======Vengeance====== | + | ====== Vengeance ====== |
- | =====Overview===== | + | <WRAP round column alert 60%>Looking for **[[military:doctrines:start|DOCTRINE FITS]]**?</WRAP> |
+ | ---- | ||
+ | {{https://image.eveonline.com/Render/11365_256.png?nolink}} | ||
+ | ===== Description ===== | ||
The Vengeance represents the latest in the Kingdom's ongoing mission to wed Amarr and Caldari tech, molding the two into new and exciting forms. Sporting a Caldari ship's launcher hardpoints as well as an Amarr ship's armor systems, this relentless slugger is perfect for when you need to get up close and personal. | The Vengeance represents the latest in the Kingdom's ongoing mission to wed Amarr and Caldari tech, molding the two into new and exciting forms. Sporting a Caldari ship's launcher hardpoints as well as an Amarr ship's armor systems, this relentless slugger is perfect for when you need to get up close and personal. | ||
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Constantly striving to combine the best of two worlds, Khanid Innovation have utilized their Caldari connections to such an extent that the Kingdom's ships now possess the most advanced missile systems outside Caldari space, as well as fairly robust electronics systems. | Constantly striving to combine the best of two worlds, Khanid Innovation have utilized their Caldari connections to such an extent that the Kingdom's ships now possess the most advanced missile systems outside Caldari space, as well as fairly robust electronics systems. | ||
+ | ====Helpful Information==== | ||
+ | While the vengeance definitely shares many of the traits of the punisher, it's different in three very important ways. Firstly it's black, which looks awesome. Secondly it has an extra mid, with a 4/3/4 slot layout compared to the punisher's more restrictive 4/2/4. Finally, like other khanid designs the vengeance is a rocket ship - literally. | ||
- | ---- | + | The defining theme of the vengeance is tank. The vengeance's armor resist bonus, combined with the built in racial bonuses to explosive and kinetic resists, make this ship a really tough nut to crack. While it can be buffer tanked for over 20k ehp (which is over twice what you'd expect on a regular assault frig), the vengeance really shines when active tanked. The naturally strong amarr capacitor combined with a bonus to cap regen and capless weapons means that the vengeance is able to run a single rep along with all its other mods indefinitely, without even using a nos. Even with a single rep, this ship is able to tank the dps of most t1 frigates entirely. With a dual rep fit it can tank a small gang, although doing so for any length of time requires using a cap booster. |
- | ====Requirements==== | + | |
- | * Amarr Frigate V | + | Unfortunately for the vengeance pilot, that's about where its bonuses end. While the third mid slot gives the option of a web (or dual propulsion), the vengeance is slow even by AF standards. On top of this, the vengeance's dps output is fairly poor - in fact, it's out-damaged by a lot of t1 frigs. That said, missiles as a weapon system do allow the vengeance to apply that damage fairly consistently, especially against a webbed target. |
- | * Spaceship Command I | + | |
- | * Assault Frigates I | + | When going up against a vengeance the best advice I can give is to bring plenty of dps, and perhaps a neut (although if you rely on cap for your own tank, you'll probably find it gives out long before the vengeance's does). As with the jag, the resists on the vengeance are counter-intuitive - thermal is the best resist to hit, followed by EM. Many pilots fill their thermal hole, but even then it's still one of the better options. The vengeance may not have great dps, but if you can't break its tank it simply doesn't need to - it can hold you down (providing it has a web and you don't), and simply take its sweet time. |
- | * Spaceship Command III | + | |
- | * Power Grid Management V | + | Remember that when fighting a missile ship, it's only your speed that matters - not your angular velocity. Because of this, the best way to minimize the vengeance's damage output is to orbit wide and keep your speed as close to maximum as possible. Assuming, of course, you can still put out dps yourself at this range. |
- | * Mechanics V | + | |
---- | ---- | ||
- | ====Traits==== | + | ===== Overview ===== |
Role bonuses: | Role bonuses: | ||
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* 4% bonus to all armor resistances | * 4% bonus to all armor resistances | ||
* 5% bonus to ship capacitor recharge rate | * 5% bonus to ship capacitor recharge rate | ||
+ | |||
---- | ---- | ||
- | ====Useful Guidelines==== | + | ===== Requirements ===== |
- | While the vengeance definitely shares many of the traits of the punisher, it's different in three very important ways. Firstly it's black, which looks awesome. Secondly it has an extra mid, with a 4/3/4 slot layout compared to the punisher's more restrictive 4/2/4. Finally, like other khanid designs the vengeance is a rocket ship - literally. | ||
- | The defining theme of the vengeance is tank. The vengeance's armour resist bonus, combined with the built in racial bonuses to explosive and kinetic resists, make this ship a really tough nut to crack. While it can be buffer tanked for over 20k ehp (which is over twice what you'd expect on a regular assault frig), the vengeance really shines when active tanked. The naturally strong amarr capacitor combined with a bonus to cap regen and capless weapons means that the vengeance is able to run a single rep along with all its other mods indefinitely, without even using a nos. Even with a single rep, this ship is able to tank the dps of most t1 frigates entirely. With a dual rep fit it can tank a small gang, although doing so for any length of time requires using a cap booster. | + | * Amarr Frigate V |
- | + | * Spaceship Command I | |
- | Unfortunately for the vengeance pilot, that's about where its bonuses end. While the third mid slot gives the option of a web (or dual propulsion), the vengeance is slow even by AF standards. On top of this, the vengeance's dps output is fairly poor - in fact, it's out-damaged by a lot of t1 frigs. That said, missiles as a weapon system do allow the vengeance to apply that damage fairly consistently, especially against a webbed target. | + | * Assault Frigates I |
- | + | * Spaceship Command III | |
- | When going up against a vengeance the best advice I can give is to bring plenty of dps, and perhaps a neut (although if you rely on cap for your own tank, you'll probably find it gives out long before the vengeance's does). As with the jag, the resists on the vengeance are counter-intuitive - thermal is the best resist to hit, followed by EM. Many pilots fill their thermal hole, but even then it's still one of the better options. The vengeance may not have great dps, but if you can't break its tank it simply doesn't need to - it can hold you down (providing it has a web and you don't), and simply take its sweet time. | + | * Power Grid Management V |
+ | * Mechanics V | ||
- | Remember that when fighting a missile ship, it's only your speed that matters - not your angular velocity. Because of this, the best way to minimise the vengeance's damage output is to orbit wide and keep your speed as close to maximum as possible. Assuming, of course, you can still put out dps yourself at this range. | ||
---- | ---- | ||
- | ====Fitting==== | + | ===== Non Reimbursable Fits ===== |
- | <WRAP center todo> | + | |
- | Fittings Outdated | + | |
- | </WRAP> | + | |
- | **Fras Siabi's Super Tackle Vengeance** | ||
<code> | <code> | ||
- | [Vengeance, Super Tackle] | + | [Vengeance, Solo PvP DoubleRep] |
+ | Rocket Launcher II | ||
+ | Rocket Launcher II | ||
+ | Small Energy Nosferatu II | ||
+ | Rocket Launcher II | ||
+ | Rocket Launcher II | ||
- | Damage Control II | + | Fleeting Compact Stasis Webifier |
- | 200mm Reinforced Rolled Tungsten Plates I | + | Warp Scrambler II |
- | Adaptive Nano Plating II | + | 1MN Afterburner II |
+ | |||
+ | Energized Adaptive Nano Membrane II | ||
+ | Small Ancillary Armor Repairer | ||
Small Armor Repairer II | Small Armor Repairer II | ||
+ | FFR Enduring Assault Damage Control | ||
- | Catalyzed Cold-Gas I Arcjet Thrusters | + | Small Auxiliary Nano Pump I |
- | Warp Scrambler II | + | Small Auxiliary Nano Pump I |
- | Stasis Webifier II | + | |
- | Rocket Launcher II, Mjolnir Rocket | ||
- | Rocket Launcher II, Mjolnir Rocket | ||
- | Rocket Launcher II, Mjolnir Rocket | ||
- | Rocket Launcher II, Mjolnir Rocket | ||
- | Small Anti-Thermic Pump I | + | |
- | Small Trimark Armor Pump I | + | Caldari Navy Inferno Rocket x600 |
+ | Caldari Navy Mjolnir Rocket x600 | ||
+ | Caldari Navy Nova Rocket x600 | ||
+ | Caldari Navy Scourge Rocket x600 | ||
+ | Nanite Repair Paste x50 | ||
</code> | </code> | ||
- | This is a frigate that thinks its a cruiser. Depending on skills, you should have around 12k ehp and be able to run the MWD and armor rep for around 50 seconds if you get into too much trouble. To maximize your resists and ehp, train up your various Armor Compensation skills to at least 3 (takes just over a day with +3s and is worth it). You will of course want to use T2 rockets if you can, and use Gremlins for POS shooting. If you can't use T2 launchers, you can swap the ANP II for an EANP II for better resists and the Stasis Webifier II for a meta for some more CPU. This might be a tight fit if you dont have decent fitting skills. Fly it like a rifter, but don't expect much dps. It'll lock and tackle anything within two seconds and stick around long enough for backup to arrive. | ||
- | |||
- | **Time Funnel's Armor Fleet Vengeance** | ||
<code> | <code> | ||
- | [Vengeance, Armor Fleet] | + | [Vengeance, Solo PvP Buff+SAAR] |
+ | Rocket Launcher II | ||
+ | Rocket Launcher II | ||
+ | Small Ghoul Compact Energy Nosferatu | ||
+ | Rocket Launcher II | ||
+ | Rocket Launcher II | ||
- | [Empty High slot] | + | Stasis Webifier II |
- | [Empty High slot] | + | Warp Scrambler II |
- | 'Malkuth' Rocket Launcher I | + | |
- | 'Malkuth' Rocket Launcher I | + | |
- | + | ||
- | Limited 1MN Microwarpdrive I | + | |
1MN Afterburner II | 1MN Afterburner II | ||
- | Warp Scrambler II | ||
- | Damage Control II | + | 200mm Crystalline Carbonide Restrained Plates |
- | 400mm Reinforced Rolled Tungsten Plates I | + | True Sansha Multispectrum Coating |
- | Adaptive Nano Plating II | + | Assault Damage Control II |
- | Micro Auxiliary Power Core I | + | Small Ancillary Armor Repairer |
- | Small Trimark Armor Pump I | + | Small Nanobot Accelerator I |
- | Small Trimark Armor Pump I | + | Small Auxiliary Nano Pump I |
- | </code> | + | |
- | 37 Sig Radius - 17.4k EHP - 715m/s AB - 1810m/s MWD | ||
- | This is meant to get into range, apply scrambler and stay alive with a little bit of [[eve:ships:cruisers:guardian|Guardian]] love. It could run with ahac or any armor fleet. Even without a remote repper it has a big buffer tank and will go down very slowly. | ||
- | **FoxCat Super Tackler** | + | Caldari Navy Inferno Rocket x400 |
- | <code> | + | Caldari Navy Mjolnir Rocket x400 |
- | [Vengeance, FoxCat Tackle] | + | Caldari Navy Nova Rocket x400 |
- | + | Caldari Navy Scourge Rocket x400 | |
- | Internal Force Field Array I | + | Nanite Repair Paste x50 |
- | Armor Kinetic Hardener II | + | |
- | Energized Adaptive Nano Membrane II | + | |
- | Armor Thermic Hardener II | + | |
- | + | ||
- | 10MN Afterburner II | + | |
- | X5 Prototype Engine Enervator | + | |
- | J5 Prototype Warp Disruptor I | + | |
- | + | ||
- | [empty high slot] | + | |
- | [empty high slot] | + | |
- | [empty high slot] | + | |
- | [empty high slot] | + | |
- | [empty high slot] | + | |
- | + | ||
- | Small Ancillary Current Router I | + | |
- | Small Ancillary Current Router I | + | |
</code> | </code> | ||
- | |||
- | This ship is intended as a heavy tackler for FoxCat fleets. It has plenty of speed/sig/armor resistance for a tank and should be able to receive reps. The 10MN AB allows moving at MWD speeds without blooming your signature and even when hit with a warp scrambler, but it destroys any sort of agility so a wide orbit is needed to maintain speed. | ||
- | |||
- | How to fly: | ||
- | |||
- | Unlike normal tackle, your role is two fold. When warping on top or when requested by FC to "tackle, tackle, tackle, tackle" -- you DIVE in and point/web hostiles like usual. HOWEVER, when asked to simply anchor -- you will assume a 20km orbit on the main fleet anchor and just sit there, tanking and waiting for bombers/hostile tackle/dumb hostiles to come close. You are durable and with logi/triage support you will tank 200 Tengus shooting at you, as long as you keep in range of the fleet. | ||
- | |||
- | When you get warped on top of the enemy or when they panic run -- THEN you will engage hero mode and move out of the rep range. | ||
- |