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Which Force Auxiliary?

Author
Exorcist Clone
Arcana Noctis
#1 - 2017-05-30 23:54:50 UTC
I'm looking to start training for force auxiliaries but am not sure which one to chose. I fly with a lot of smaller fleets/gangs of about 10-20 people at a time. What are the pros/cons of each fax and what are some recommended builds for ones that support small gang/fleet operations. I need sustainability mainly... I am not concerned with the skill requirements for each as I will train directly for whichever I decide upon. All advice and suggestions will be greatly appreciated. Thank you in advance!
Do Little
Bluenose Trading
#2 - 2017-05-31 08:13:50 UTC
Your corp/alliance should have doctrine fits for capitals. Force auxiliaries you need to decide if you will be repairing shield or armor and whether the ship will be solo or part of a cap chain. They are all the right choice in the right situation.
Soel Reit
The Scope
Gallente Federation
#3 - 2017-05-31 12:14:45 UTC
amarr for armor.
gallente for shield.

that's what i would train.
Muffinmixer
Republic Military School
Minmatar Republic
#4 - 2017-06-01 14:47:37 UTC
Soel Reit wrote:
amarr for armor.
gallente for shield.

that's what i would train.


You mean Caldari for shield? Gallente is armor.
HandelsPharmi
Pharmi on CharBazaar
#5 - 2017-06-01 18:00:25 UTC
Minmatar and Gallente have a bonus on Armor and Shield CYCLE time. Not for the amount beeing repaired.

Gallente are easier / cheaper to fit compared to Minmatar.
I would prefere the Armor for "solo" and small gang PvP.

And I suggest to fit at least 1, better 2 Cap Batteries for Neut-resistance, which is more worth than any additional cap booster.


Caldari and Amarr have a bonus on they repaired AMOUNT.
normal cap, more EHP repaired
resistance on top

Minmatar / Gallente: more cap (shorter cycle) for same EHP
cap booster effectivness on top

Vatik Yomem
Sing to Me
#6 - 2017-06-06 18:09:55 UTC
As mentioned, this is really something you must coordinate with the group you fly with. Not worth showing up in a fleet Apostle if you live in a WH that primarily uses shield sleips.

For smaller gangs and limited escalations (wormholes, bumfuck null/low), Lif/Ninazu is king. You can use a shield repping Ninazu or armor repping Lif, doesn't matter if you're the only friendly logi on grid.
For larger fleets and inevitable escalations (literally anywhere else), Minokawa if you're using shields, Apostle if you're using armor.

All this being said, the skills are pretty much the same. You're gonna want JDCV, you're gonna want a T2 triage, you're gonna want perfect cap, tanking and fitting skills...all this stuff is general, it cross trains very nicely.