Merlin setup eve
The NOS is useful for keeping your guns, and mods running - and give you a chance to get a shield rep cycle in here and there.
Most people don't use blasters on merlins because theyre slow, and have no damage bonus. I'd like to point out, you still get a range bonus, and during combat a lot more of your shots will hit the target than an incursus, because most times your combat is not in optimal.
I used to use 2 rocket launchers on this setup for more damage, but without a cap charger its difficult to maintain your tank. The Merlin gets very nice resist bonuses - your shield rep tank can make use of that by having to rep less damage per cycle.
Pick your battles, its a slow and heavy ship. Once you're in - you're committed - you will surprise many pilots especially c o c k y Rifter pilots once you get close and have webbed your target and NOSed them. Your minuscule optimal ranges means you basically have to face hug your enemies. Unless you are faster than your opponent this will fail, so in solo PvP Merlins are usually fit with dual webs or overdrive injector systems to make up for the speed gap.
In fleet PvP a group of Merlins can apply a large number of webs to targets making this less important. Remember to turn off your MWD once you get in close to the opponent in a fleet - it's easy to overshoot the enemy when you have the MWD on.
When flying a rail Merlin, stay just outside your opponents range. It's uncommon to see rail MWD kiting Merlins given the lack of a range bonus for the ship. Usually they are fit with two webs, and afterburner, and a warp scrambler or disruptor. The two webs help prevent an opponent from getting in a close orbit under your guns.
Because Merlins are slow but tough, tackle Merlins usually serve as second tackle, applying a scram and web to hold a target still after faster frigates secure the initial point. Their significant DPS is a bonus in this role. Given the avian theme of Caldari ship names, the Merlin is probably named after the merlin , a common small falcon, rather than after the legendary wizard.
Jump to: navigation , search. LOW Priority Target. Unlike modules, rigs cannot be removed without being destroyed. This is designed as a brawling fit. Fly in close to your targets and begin orbiting them at about m, applying your web to slow them down. If having difficulty hitting small targets, you can try turning off your Afterburner, or using the Keep At Range command rather than orbiting, though the damage you take will increase as well.
This ship has a Capacitor Booster. As the charges for it are quite bulky, you can carry only a limited number. Try to save the Booster charges for emergencies when you need the extra capacitor to run your repair module continuously. The above fit should be usable with starting skills unless otherwise noted, and it uses relatively cheap and widely-available modules. As you accumulate skill points and ISK, you will be able to fit more potent modules to your ship, increasing its effectiveness.
These modules may not be readily available outside of trade hubs, but it can be worth the trip. Skill 1 Assault Medicine C : Remove one buff from all enemies. Remove one debuff from all allies.
Recover HP for all allies. Increase Buff Removal Resist for a single ally 3 turns. Increase NP Strength for a single ally 3 turns. Remove Offensive Buffs from all enemies.
Decrease DEF for all enemies 3 turns. I'm going to start first. Apply Invincible to self 1 time. NP Caress of the Medusa : Deal damage to a single enemy. Chance to inflict Stun on a single enemy 1 turn. How dare you!!! Break "Chacha wants to join the snowball fight too! Inflicts Burn for all enemies 5 turns.
Welcome to the Challenge Quest of the Christmas event, featuring four break bar Servants, one of which is Santa Nightingale herself! She is accompanied by three child Servants eagerly awaiting presents from her.
One of them, Chacha will come in from the back line after a frontline Servant is defeated. This battle's primary gimmick is that defeating Nightingale will cause all remaining Servants to gain buffs : Paul Bunyan grants all allies 1 extra NP bar tick per turn for 5 turns if she is on the field when Nightingale is defeated.
Defeating all other Servants before Nightingale is the safest option, particularly if using a team that won't defeat all enemies before their NPs come out. Note all break effect buffs are removable , so bringing a Servant that removes buffs is also a decent option.
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