Welcome to Jester's Trek.
I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Thursday, July 14, 2011

Fit of the Week: Incursion Basilisk

[Basilisk, Incursion]
Damage Control II
Power Diagnostic System II

Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II
Large Shield Extender II
Large Shield Extender II

Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Large 'Regard' I Power Projector
Large 'Regard' I Power Projector

Medium Ancillary Current Router I
Medium Core Defence Field Extender I

Light Shield Maintenance Bot I x5


As noted in my previous post, this seems to be the favored Basilisk for dealing with high-level Incursions.

This ship is all about tanking.  Any Basilisk with a Logistics V pilot is cap-stable as long as it is receiving the output of a Large Energy Transfer from someone, and any Basilisk without such a cap transfer will very quickly cap himself out.  As a result, the idea with Basilisks is to make a tough, resilient Basilisk trio.  Each Basi transfers energy to the two others, meaning that:
  • the Basis are individually very tough to take out, since two Basis already have the Basi being fired on locked up for reps; and,
  • even if you somehow manage to lose one of your Basis, the other two are still transferring cap to each other.
This arrangement scales up to larger numbers of Basis (and is also used for Guardians), which means that a Basi/Guardian "cap chain" can criss-cross around the fleet.  Many fleets have a dedicated Logi CO whose job it is to keep track of and manage this cap chain and ensure that it is operating as it should.  In this way, Basis are highly dependent on their brothers, which is a big weakness when compared to its Logistics cousin, the Scimitar.  However, Basis make up for it by being tougher to kill, often with double the EHP of a Scimitar.

Each Basilisk has four large shield transfers by default, meaning that each Basi provides about 300 shield HP per second, which can translate to 750 or more DPS for a battleship, depending on the affected ship's resistances.  The shield transfer drones supplement this slightly, though those drones are usually assigned one of the Basi's cap-transfer partners.

Everything else on this ship is about tank, tank, tank.  Incursion "mom sites" feature a 10-ship bomber wing, each ship firing a torpedo that does about 4000 points of damage to a cruiser-sized target, minus resists.  Ten of these at 70% resist equate to 12000 points of shield damage, which this Basi can take as long as his brothers are quick to provide a few reps.  Anything less than a total tank will result in disaster, though.  As this analysis clearly shows, lesser-tanked Basis can expect to die under a mom site's torpedo barrages.

Fitted this way, this Basi has about 11000 shield HP with 75% or more resists across the board, more if those Invuls are overheated strategically.  The ship isn't particularly fast, but will be able to keep up both with its brothers and the battleships that make up the cornerstone of Incursion fleets.  However, for lesser sites such as other Headquarters and Vanguards, it's probably safe to go ahead and replace one of the LSEs with a 10MN Afterburner II for the extra speed.  If the FC declares that the battleships need to fit their ABs, so do you.

If the ship has a weakness, it's that it requires either a 4% power grid implant, or a 2% power grid implant and Shield Upgrades V skill.  It is therefore a ship that requires either a deep bankroll or a skilled pilot... though often the pilot of this ship will be both.

Happy Incursion farming!

EDIT (30/Aug/2011): This  fit survived the second low-sec mom to be destroyed by the BTL PUB channel.  Only changes I made to this fit were to Tech2 rep drones, an Ancillary Current Router II to solve the power problem, and to rearrange the highs and mids into a PvP configuration..  You can read about the fight.

7 comments:

  1. A T2 Ancillary Current Router rig will solve all your power grid problems.

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  2. Also true, though it'll bump the cost of the hull by about 30-40%, so don't die. ;-) Though that might be worth it if you don't want to mess with PG implants or don't have Shield Upgrades V.

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  3. I wonder if the mom site torpedoes are designed to ignore speed, because in typical game designer fashion someone got lazy and decided to let the computer cheat? :)

    But one data point does not an analysis make.

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  4. Also true. I was kind of hoping that I *would* get primaried by those bombers, just to see what would happen. Didn't happen, though.

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  5. And one question that has been hanging in my brain for a while - why PDS II instead of Reactor Control II? That lets you put another Core Defence Field Extender rig on the basilisk and gives you more extra shield than the PDS does.

    Shield recharge is pointless, and capacitor stats don't really matter since you'll be running out of cap in about 20s flat with or without the extra 5% capacity.

    Heck, splurge for a Dark Blood, upgrade those shield projectors to T2, and while we're spending stupid amounts of ISK on our hisec ISK-printing boat, replace the invulns with CN Invulns. That's a couple of weekend's worth of dedicated incursion running, for a couple of percentage points higher resists.

    And for what it's worth, I've managed to get the lion's share of aggro in incursion sites by running an ECCM. If you can predict where the aggro's going to go, you can be better prepared to handle it :)

    Will come back to post my actual T2 fitting later. Right now I'm just wasting time at the office, daydreaming about a 2B ISK fit for my basilisk. What could possibly go wrong?

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  6. I can tell you why I do it: a PDS2 adds buffer without increasing sig radius.

    As for the faction stuff, I do not pimp out my incursion Basilisk very much because incursion Basilisks die a lot. A plain old high-sec True Creations HQ site can kill this Basilisk, no problem, if you catch aggro in the first minute. A few hundred more EHP on the tank doesn't matter a bit when that happens...

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  7. Ah, sig radius. Based on previous write-ups I was wondering how many of the usual mechanics of EVE combat those Sansha torpedoes are ignoring.

    Sig radius can be reduced further using Republic Fleet shield extenders: identical fitting and bonuses to T2 extenders, 19m sig radius instead of 25m (for what that's worth). But I'm at the office, no idea if these are 80M or 300M.

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