Monday, March 7, 2011

The Road to Yarrr: Gallente

If everyone knew exactly what I was going to say, then there would be no point in my saying it, would there?
--Douglas Adams

One of the worst parts about writing a series of posts is that I run out of things to write before the jump break.  You all knew this was coming, so let's get on with it already.  This time, we'll take a look at everyone's favorite freedom loving Space Race; the Gallente.

Your job will be to go grab EVEMon, my job will be to provide you with a two week skill plan on how to start your Piracy off right.  Now that we both know each other's role in this thing, let's see where it takes us.

Intro

The Gallente ships follow two basic design paths.  The first of which is to launch more drones at you than you can shake a stick at.  The second is to run in and head butt you in the face with blasters.  At this early point in our Gallente career, however, we're sort of seeing a taste of both with the Gallente frigates.  The choice of which ship to fly was pretty easy really, with several notable Pirates in EVE starting their career in the Incursus, that too is where we shall begin.

Phase I

First thing we'll want to do is remap our skills.  Unlike previous times, we'll be going with an all out guns approach that will require Perception at 27, Willpower at 21 and all other skills at 17.  As always, with our 2 free remaps for a starting character, you'll be able to change this later to suite a long term skill plan and shouldn't worry too much about it.  After our first day of skill training is complete, you should be flying the following:



[Incursus, Gallente]
Damage Control I
Overdrive Injector System I


Cold-Gas I Arcjet Thrusters
'Langour' Drive Disruptor I
J5b Phased Prototype Warp Scrambler I


Limited Light Ion Blaster I, Antimatter Charge S
Limited Light Ion Blaster I, Antimatter Charge S
Limited Light Ion Blaster I, Antimatter Charge S


Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I
[empty rig slot]




Hobgoblin I x1


Looking like it's never heard of the concept of tank before, this little guy focuses on offense at the cost of defense.  Let's see what it can do with a single day of training.

Effective Hit Points: 1,949
Top Speed: 949m/s
Damage you can tank per second: 2
Damage you can deal per second: 69
Damage you can deal per volley: 162
Your capacitor will last: 1m 58s
Damage you can tank after that: 2
Total Cost: 732,150isk
Skillbook Cost: 280,950isk


At day one, you're already pumping out what would be considered respectable DPS for any other frigate, but this is a Gallente blaster boat, and that just won't do.  This ship will really benefit more than any of the other day one starters with a little ISK love.  If the 700kisk price tag seems a little too small for you already, consider Caldari Navy Antimatter ammunition, which will mean you have more isk invested in bullets than the ship itself, but bumps the DPS up to 78.  Upgrading to Modal Light Ion Blasters with Caldari Navy Antimatter can see 84 DPS on your first day.  The ship cost with guns is around 1misk, and the Faction Ammo costs about 550isk each, but the 20% increase in DPS is nothing to dismiss.

The ship flies almost like you're trying to commit suicide, with optimal ranges of 700 meters, you'll not be messing around too much with orbits or tanking.  The two minutes of cap may seem small, but it'd be a miracle if you lasted any longer than that in a fight.  Your only hope is to overwhelm your opponent, but with two minutes of fire you have the potential to do over eight thousand damage, enough for most frigates.  Let's see just how much more damage we can do with a week of training.

Phase II

[Incursus, Gallente copy 1]
Damage Control I
Overdrive Injector System I

Cold-Gas I Arcjet Thrusters
'Langour' Drive Disruptor I
J5b Phased Prototype Warp Scrambler I

Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S

Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I
[empty rig slot]


Hobgoblin I x1

Upgrading weapon system continues our pursuit of more gank at the expense of tank.  The results are as follow.

Effective Hit Points: 1949 (0% Increase)
Top Speed: 1001m/s (5% Increase)
Damage you can tank per second: 2 (0% Increase)
Damage you can deal per second: 104 (51% Increase)
Damage you can deal per volley: 230 (42% Increase)
Your capacitor will last: 2m 32s
Damage you can tank after that: 2 (0% Increase)
Total Cost: 2,106,150 (188% Increase)
Total Skillbook Cost: 1,956,450isk (596% Increase)

The increase to DPS doesn't change our tactics any.  Still needing to get up close and personal in order to apply full DPS, all you'll be doing is flying in fast and firing hard.  Those same tactics won't change much over the next week either.

[Incursus, Gallente copy 2]
Damage Control II
Overdrive Injector System II

Cold-Gas I Arcjet Thrusters
X5 Prototype I Engine Enervator
J5b Phased Prototype Warp Scrambler I

Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S

Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I
[empty rig slot]


Hobgoblin I x1


Finally upgrading our low slots, we'll be spending most of the week training gunnery support skills in order to get our DPS as high as it will go.  The named Stasis Web just barely fits at this point, but you can always downgrade to the Langour if cost is an issue.  So, let's check out just what it can do.

Effective Hit Points: 2,321 (19% Increase)
Top Speed: 1020m/s (7% Increase)
Damage you can tank per second: 2 (0% Increase)
Damage you can deal per second: 128 (86% Increase)
Damage you can deal per volley: 266 (64% Increase)
Your capacitor will last: 3m 7s (58% Increase)
Damage you can tank after that: 2 (0% Increase)
Total Cost: 3,484,150 (376% Increase)
Total Skillbook Cost: 3,099,450isk (1,003% Increase)

While sporting a very small HP buffer, it has the DPS to shred most Cruisers in under a minute and enough speed to keep itself alive long enough to do it.  Nothing much has changed since we started with this ship, but things are working fine as is.  If you're interested in increasing your tank you can lose the Overdrive Injector for a Reactive Plating.  You'll lose around 100m/s, but plug the Explosive Resist hole in your Armor, or a Plate can add some raw EHP.  With better fitting and Capacitor skills, a Small Armor Repairer can also make the ship more survivable in longer fights, or when you're just tasked with tackling for a larger gang.

Closing Thoughts

The Gallente's lineup of ships are peerless in close-range firepower.  Gallente ships also offer some variety with the two distinct fighting styles of Drones or Blasters found in the Vexor/Thorax, Brutix/Myrmidon and Dominix/Megathron.  This skill plan puts us more on the path to the Enyo or a blaster fit Taranis.  While the Taranis is feared in lowsec, you'd do well to pick up your drone skills once you find the time as the additional DPS really will add up.  While the suicidal approach to PvP of close-up Blaster combat isn't favored by most Pirates, the versatility and range of Drones can provide viable alternatives once your ship losses start to hurt your wallet.  Come back next week and we'll take a look at the Minmatar, a race respected for its speed and ability to disengage when things go wrong.

Regarrrds,

FNG

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