Zif W

Thursday, May 29, 2014

The Art of War: Combat Frigates Part One

Now that I'm back its time to continue on with the Art of War series. We last left off on attack frigates so this week I'll be covering combat frigates for Amarr.

Tormentor

Traits:
Amarr frigate skill bonus per level:
10% bonus to small energy turret capacitor use
5% bonus to small energy turret damage
Slot layout: 3H/3M/3L

This ship used to sport mining bonuses back in the day, and boy am I glad they changed that. Now it's a very unassuming damage dealer sporting both light drones and energy turrets. The tormentor fulfills the tackle role better than the Punisher because of its third mid slot; granting the ability to fit prop mod, web, and scram.

[Tormentor, Brawler]
Pseudoelectron Containment Field I
Small Ancillary Armor Repairer
Small Armor Repairer II
Heat Sink II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

Small Focused Pulse Laser II, Imperial Navy Multifrequency S
Small Focused Pulse Laser II, Imperial Navy Multifrequency S
Small Focused Pulse Laser II, Imperial Navy Multifrequency S

Small Semiconductor Memory Cell I
Small Semiconductor Memory Cell I
Small Auxiliary Nano Pump I

Warrior II x 2

It's an unassuming little ship with the ability to put out 166 dps before heat with imperial navy while still being able to retain its tank. Run the small armor rep the entire fight and burst the AAR as you need it. With everything except the AAR on you get 2min 45 of cap which should be more than enough to finish the fight. Always carry Conflag and Scorch also, Amarr ships can change their ammo crystals practically immediately so never be afraid to swap out depending on engagement range. I leave scorch in by default and swap to imperial navy for frigs or conflag for cruisers. Some people prefer to use two auxiliary nano pumps and a nanobot accelerator, but I'm terrible at cap management when it comes to amarr ships. I've noticed I pulse too early on the AAR and end up capped out way too early in the fight.

[Tormentor, kite]
Pseudoelectron Containment Field I
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II

Limited 1MN Microwarpdrive I
J5 Prototype Warp Disruptor I
Medium F-S9 Regolith Shield Induction

Dual Light Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S

Small Energy Collision Accelerator I
Small Energy Locus Coordinator I
Small Ancillary Current Router I

Warrior II x2

There's one problem with this boat that you guys should be able to guess by now. It suffers terribly from Amarr's cap hungry condition. You won't be able to leave everything running for too long so use this kiter very carefully. Overheat everything and hope for the best. Keep at range at the edge of your optimal.

Crucifier 

Traits:
Amarr frigate bonus per skill level:
7.5% bonus to tracking disruptor effectiveness
10% bonus to tracking disruptor optimal range
Slot layout: 2H/4M/3L

This boat really used to shine until they upgraded the sentinel, its tech II older brother, now not many people fly it because the sentinel does everything this boat does and more. If money is an issue and you'd like to learn how to fly a sentinel this is the boat to stepping stone with.

[Crucifier, Crucifier]
Nanofiber Internal Structure II
Heat Sink II
Micro Auxiliary Power Core II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
X5 Prototype Engine Enervator

Small Focused Pulse Laser II, Imperial Navy Multifrequency S
Small Focused Pulse Laser II, Imperial Navy Multifrequency S

Small Energy Collision Accelerator I
Small Energy Metastasis Adjuster I
Small Energy Metastasis Adjuster I

Warrior II x3

This is the best I can come up with and I gotta say I'm hard pressed to do anything with it. Its dps is low and tank is low and its not amazingly fast. Mwd fit it would run out of cap too soon but this way it runs stable, you could swap the nano for a small armor rep but I don't see it buying you much time due to its pitiful base armor hp. I feel like the ticket here is to stay at scram range and use your tracking disruptor to mitigate damage. The sentinel does it better because its neuts wreak havoc on the enemies active mods and guns. Thoroughly unimpressed though, please prove me wrong and show me how to fly this.

Punisher

Traits:
Amarr frigate skill bonus per level:
5% bonus to small energy turret damage
4% bonus to armor resistance
Slot layout: 4H/2M/4L

Last but not least the almost perfect brawler, I say almost perfect because this hull really needs that 3rd mid slot to shine but it's still a decent option.

[Punisher, Plate Rep]
Damage Control II
Small Ancillary Armor Repairer
400mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I

Dual Light Pulse Laser II, Imperial Navy Multifrequency S
Dual Light Pulse Laser II, Imperial Navy Multifrequency S
Dual Light Pulse Laser II, Imperial Navy Multifrequency S
[empty high slot]

Small Energy Burst Aerator II
Small Trimark Armor Pump I
Small Trimark Armor Pump I

9.5k ehp with a 130dps heated tank all while doing 119 dps unheated makes for a mean little brawler. If you require a nos you can downgrade the guns to make one fit but as long as you're pulsing the AAR cap shouldn't be an issue. You'll be hard pressed to find something you can't out brawl in the < 8km range. 

That's all for this segment. Next week will be Caldari combat frigs. Always feel free to Convo or eve mail me if you have any questions or comment below.

Fly ballsy o7

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