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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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Wednesday, May 29, 2013

Fit of the Week: HAC fleet Ashimmu

Quick: not counting the new pirate noob ships, how many pirate faction ships are there in EVE?

Given the impact and reach that they have on PvP and PvE in the game, it's surprising how few there really are.  There are no T2 pirate faction ships, and no pirate faction destroyers or battle cruisers.  The correct answer is 16: five each of the frigates, cruisers, and battleships, plus the Revenant super-carrier.  But over the last year or so, a lot of them are being over-shadowed by the rebalanced T1 ships of the same class which are matching or beating their capabilities.  The pirate faction ships are awaiting their turn in the rebalancing line.

In the meantime, a number of them remain competitive in niche areas.  The Daredevil remains one of the strongest and most interesting frigates in EVE Online.  The five pirate battleships all remain quite popular among varying audiences, though the Bhaalgorn is going to take a hit from the re-imagined Geddon and the Rattlesnake will suffer a bit in comparison to the new Caldari options, notably the Raven Navy Issue.  In the cruisers, the Gila, Cynabal, and Vigilant still have lots of fans.  But even with all the T1 ship buffs, my favorite pirate faction cruiser remains the Ashimmu.

[Ashimmu, HAC Ashimmu]
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier

Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Corpum A-Type Medium Nosferatu

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Warrior II x2

Two things right off the bat: this is an expensive fit, and it's a sllllooowww ship.  You have to be on the ball if you want to fly this ship, because if you're not you're going to die it in generating a rather expensive kill-mail.  This is also a gang ship; it needs a really decent size gang around it (25 or so) for it to be worthwhile to bring and to be able to do its job properly.  I'll discuss that in a bit, but I wanted to make the point right off: don't fly Ashs casually; the Ash is a srsbsns ship.

Let's start with the tank.  Your major disadvantages are that you're a T1 cruiser with T1 resists and a larger than average sig (130m).  Triple trimark has become the norm for armor ships and with good reason: if you're going to pay the expense of an armor rig, you may as well use it for buffer.  Sadly, armor resist rigs cost just as much as the trimarks so put your resists into your lows.  In that case, this is a pair of EANMs.  You're going to suffer slightly from diminishing returns vis a vis the EANMs and your likely Damnation or Legion links.  But you're going to suffer even more if you try to chase the holes.  Double plates give you a tremendous buffer (20k armor HP), but you're going to need it because you're going to make yourself an obvious primary.  It's the biggest downside to this ship so be ready for it.

It is for this reason I fit faction EANMs on mine.  It increases the risk, but also greatly increases your survivability and the likelihood that your fleet's reps will be able to keep you up.  For this reason, this isn't a ship I can recommend flying until all of your armor compensation skills are at Level V.

Likewise, the faction webs on this fit are terribly expensive and also worth it.  As I said, this is a mid-size fleet support ship.  Not only should you have Damnation or Legion links, you should have Claymore or Loki links as well.  Those will push your web range up to about 26km, and because of the Ash's bonuses, those are 90% webs at 26km.  There isn't much reason to put more than one of them on a target but if you do, that target's speed will be slowed to near zero, even if he's -- say -- a frigate crashing back to gate.

A fun, common trick is to fit either your Claymore or your Damnation with three Remote Sensor Boosters with Scan Resolution scripts.  This boosts the Ash's scan res to about 2100mm, which is a one second lock time on a typical frigate.  That gives the enemy frigate a grand total of two seconds before he's got one or two 90% webs on him.  Under some conditions, this can be used to catch and web down cloakies too if the pilot in question is not paying 100% attention.  This is one of the reasons you can't fly an Ash casually and have to be on-the-ball at all times.  It also makes the Ash an ideal low-sec tackler and gate-camping companion.  Supported this way it gets fast locks on just about anything, and can still survive the gate guns during a fight.  It is for these low-sec adventures that I keep a point on mine.

This Ash fitting carries weapons, but they're frankly incidental intended primarily for self-defense against drones and the occasional tackle frigate.  Against them, you'll do 100-120 DPS.  Combined with your neuts, that will be enough to scare off or kill anything but a serious effort to tackle you.  Likewise, your neuts and NOS are primarily defensive in nature due to their limited range.  Many Ash pilots go with a full rack of neuts and NOSes of various sizes in the high slots and that's also a quite valid approach.  Fitted this way, the Ash is slow, so pair it with Warriors in the drone bay.  Although your NOS is also defensive, a dead-space NOS will greatly increase its range and allow you to use it casually against a variety of targets.  As of this writing, dead-space medium NOSs are remarkably cheap.

Perhaps no ship in the game benefits more from a Quafe Zero booster than an Ashimmu.  Chances are your fleet is counting on you to get an initial tackle in a variety of situations and what they don't want to hear is "I couldn't get him locked in time."  In addition, the Quafe will do nice things for your ship's velocity.  If you don't want to use Quafe Zero for some reason, definitely use X-Instinct of some type.  There are a few cruisers with bigger sigs than you, but not many.

In the right gang, with the right links and support, the Ash is a tremendously fun and engaging ship to fly.  You have to be alert both offensively and defensively.  It's also a bit of a rush putting that much ISK on the field and then practically daring someone to kill it.  ;-)  But if you're looking to generate tears, there's few ships that can match it in that department.  Anything the Ash locks down is almost certainly gonna die, and die painfully.

Point, double web!

All Fits of the Week are intended as general guidelines only.  You may not have the skills needed for this exact fit.  If you do not, feel free to adjust the fit to suit to meet your skills, including using meta 3 guns and "best named" defenses and e-war.  Ships can also be adjusted to use faction or dead-space modules depending on the budget of the pilot flying it.  Each FOTW is intended as a general guide to introduce you to concepts that will help you fit and to fly that particular type of ship more aggressively and well.


  1. while the ashimmu is a beuatifull ship and has awesome bonuses, i could never see how someone could make use of this ship.

    i mean that thing works best within 10km range. with loki bonuses and faction webs you can probably reach 20km.
    for gatecamps thats enough, you only have the problem that the lockspeed sucks. a daredevil does a better job.
    for fleets you have the problem that your tank is terrible and you are slow at the same time.

    i cant see how that is usefull. if you are able to move with this thing in web range, the target is so slow that there is no need for webs at all o.O

  2. The rattlesnake will probably be threatened more by the improved damage projection of the dominix than the better caldari options.

    Also it should be noted that remote sensor boosters are getting nerfed due to exactly the scenario you are using them for.

  3. I have used a Vigilant in much the same manner, granted less tank and heavier damage.

  4. In a fleet-setup I can only guess why you would still want those lasers on there. As you said yourself the damage is almost negligible, and a full rack of neuts makes much more sense. The range may not be enhanced, but 6 bonused medium neuts make short work of any cruiser+'s cap.

    If you drop one plate, and put on 2 active hardeners instead (when neuting you expect to be cap fed by a guardian anyway) doesn't that also give way better results, especially in your hac fleet, so links, setting.

    1. A lot of AHAC fleets are being supported by Oneiros instead of Guardian these days; cap transfers aren't always guaranteed to be present. I agree that if you're going to go with a single-plate fit, go with 4-5 neuts.

      So, single-plate. With a mindlinked Damnation on field:
      * DC, 2x IN EANMs, 2x RT plates: 110k EHP, 82/76/73/71
      * Exp+Kin hards, 2x IN EANMs, T2 plate: 82k EHP, 79/72/81/80

      It ends up being a wash on resists -- you gain versus Lokis, and lose versus Zealots. (A better call might be an explosive membrane plus a Reactive Armor Hardener; if you can survive the first 15 seconds of being primary and fully acclimatize, you'll probably survive it entirely.)


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