Attack Frigates are designed with speed and tackle in mind, but this does come at a cost of less resilience than their combat frigate brethren. Speed is life for these ships and if flown correctly you can avoid or mitigate the incoming damage enough that you can still dictate your terms for this fight.
Amarr
Executioner
Amarr Frigate Bonuses (per skill level) :
10% reduction in Small Energy Turret activation cost
5% bonus to small energy turret damage
Role bonus:
80% reduction in propulsion jamming systems activation cost.
The Executioner follows the aggressive pattern of some Amarr ships with both of its bonuses going to its turrets. The executioner shines out of the attack frigate class because it can switch from a kiter to a brawler almost instantly due to its pulse lasers with Scorch and Imperial navy multifrequency respectively. Most executioners fall into two categories, AB fit or MWD fit. The first of which is your standard brawler with the ability to dictate range with a scram and web and sit right out at the edge of both to mitigate incoming damage.
[Executioner, AB]
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Heat Sink II
Limited 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Small Diminishing Power System Drain I
Small Energy Burst Aerator I
Small Energy Collision Accelerator I
148 dps at 3.4+1.9km with Imperial Navy Multifrequency
118 at 10.1+1.9km with Scorch
2.57k ehp
1247m/s
7 minuteso f cap stability(NOS)
1min 20 secs (without)
Dropping the Nos will give you room to upgrade the guns but I prefer to have a utility nos.
[Executioner, MWD no-tank]
Nanofiber Internal Structure II
Heat Sink II
Heat Sink II
X5 Prototype Engine Enervator
Faint Warp Disruptor I
Limited 1MN Microwarpdrive I
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I
137dps at 15.9+2.5km with scorch
1.61k EHP
3867m/s 5519m/s(heated)
Think of this version as a ghetto imperial navy slicer. The purpose of it is to stay at kite range so ideally you will be keeping at around 15-17km. Watch out for webs with this fit because you do not want to get caught brawling in it. use your web defensively to pull range again and do it quickly.
Caldari
Condor
Caldari Frigate bonuses (per skill level) :
10% bonus to kinetic Light Missile and Rocket damage
Role Bonus:
80% reduction in propulsion jamming systems activation cost
The condor is almost exclusively designed to be a kiting ship. There are a few who run scram kiter setups but at <3km it is out damaged by all the other attack frigates. It's 4/4/2 slot layout provides an ideal setup for Ewar mods to help enhance damage mitigation.
[Condor, Kite]
Ballistic Control System II
Nanofiber Internal Structure II
Limited 1MN Microwarpdrive I
Warp Disruptor II
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Medium Ancillary Shield Booster, Cap Booster 50
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Small Ancillary Current Router I
Small Ancillary Current Router I
Small Processor Overclocking Unit I
Object here is to stay out of web and scram range. Use your mwd and long point to keep them at about 20-22km and the td on optimal range to slow any incoming damage. Use the ASB to pull range in the beginning but don't get scramed.
[Condor, Rocket Brawl]
200mm Reinforced Steel Plates II
Damage Control II
Experimental 1MN Afterburner I
Faint Epsilon Warp Scrambler I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Fleeting Propulsion Inhibitor I
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Small Unstable Power Fluctuator I
Small Trimark Armor Pump I
Small Anti-Kinetic Pump I
Small Anti-Explosive Pump I
100 dps at 8.4km
1050m/s 1355m/s(heated)
33m Signature radius
Cap stable at 42% w/nuet
Trick to this ship is to stay right at that sweet spot of 6.6km nuet web scram td and afterburner around. it will slow their dps to almost nothing and eventually you will nuet them out and shut off their guns if Amarr or Gallente. Against minmatar I would pull out to the edge of scram web range and keep with the optimal range script so they are forced to switch to long range ammo.
Next week I'll cover the other half of the Attack frigates Gallente and Minmatar.
o7
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