Drake
From Goonwiki
| Drake | ||
|---|---|---|
![]() Of the meticulous craftsmanship the Caldari are renowned for, the Drake was born. It was found beneath such a ship to rely on anything other than the time-honoured tradition of missile fire, while the inclusion of sufficient CPU capabilities for decent electronic warfare goes without saying. | ||
| High slots | 8 | |
| Medium slots | 6 | |
| Low slots | 4 | |
| Rig slots | 3 | |
| Power output | 850 MW | |
| CPU output | 525 tf | |
| Turret slots | 0 | |
| Launcher slots | 7 | |
| Max targets | 8 | |
| Shield capacity | 5469 | |
| Shield resists (EM/EXP/KIN/THERM) | 0/50/40/20 | |
| Armor HP | 3906 | |
| Armor resists (EM/EXP/KIN/THERM) | 50/10/25/45 | |
| Capacitor | 2250 | |
| Drones | 25 m3 | |
| Drone Bandwidth | 25 Mbit/s | |
| Cargo | 345 m3 | |
| Max Speed | 140 m/sec | |
| Insurance Cost | 11,400,000.00 | |
| Insurance Payout | 38,000,000.00 | |
| Updated for Booster Patch | ||
| Required Skills | ||
| Primary | Caldari Cruiser | III |
| Secondary | Battlecruisers (skill) | II |
| Tertiary | N/A | |
| View Ships by Type | ||
Contents |
[edit] Overview
Caldari Tier 2 battlecruiser. Uses missiles. Has a ton of mid slots available for shield tank and a resist bonus, making it one of the toughest T1 ships in the game. With rigs, it's possible to push it to over 100,000 hitpoints and still deal over 270 DPS out to 70km. There are a lot of possible ways to fit it, particularly leaning more towards either tank or damage and possibly fitting tackling gear. It's also a very newbie-friendly PvP ship, thanks to missiles and shield tanking both training relatively quickly and the fact that single-LSE fittings don't even require Advanced Weapon Upgrades.
Some FCs like flying them in fleets and small gangs due to them being low-priority targets (therefore not likely to be primaried), and because of their ability to augment an FC's leadership skills with Warfare Links.
[edit] Bonuses
- 5% bonus to kinetic damage of heavy missiles and heavy assault missiles per level.
- 5% bonus to shield resistances per level.
- 99% reduction in the CPU need of Warfare Link modules.
[edit] Fittings
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Hey you! | ![]() |
[edit] PvP Setups
[edit] Generic Cheap T2 Heavy Missile Drake
Requires KMB-25 +1% CPU implant
- High
- 7x Heavy Missile Launcher II (Caldari Navy Scourge)
- Mid
- 1x 10MN Microwarpdrive I
- 1x Warp Disruptor II
- 2x Large F-S9 Regolith Shield Induction
- 2x Invulnerability Field II
- Low
- 2x Ballistic Control System II
- 1x Beta Reactor Control: Diagnostic System I
- 1x Damage Control II
- Drones
- 5x Hobgoblin II or Warrior II
- Rigs
- 3x Medium Core Defence Field Extender I
Generic T2 heavy missile Drake. Has lots of EHP and can do a lot of damage to a lot of targets at a lot of ranges without costing a lot of ISK. 6% less EHP than the reimbursement fit, but 25% more damage.
If you switch to a scrambler (T2 or named) or a named disruptor you don't need a CPU implant, and you can also upgrade the PDS back to T2 (although you need EGU 5 to fit a T2 scrambler if you do that).
[edit] Fucking Die Already, Jesus
- High
- 7x 'Malkuth' Heavy Missile Launcher I (Scourge)
- Mid
- 1x 10MN Microwarpdrive I
- 1x Warp Scrambler II
- 2x Large Shield Extender II
- 2x Invulnerability Field II
- Low
- 3x Power Diagnostic System II
- 1x Damage Control II
- Drones
- 5x Hobgoblin II or Warrior II
- Rigs
- 3x Medium Core Defence Field Extender I
A tackling drake with one purpose and one purpose only: to fly at an enemy BS and put two points on it without dying. The same high-EHP philosophy as the Tacklemaller, but in a BC-sized platform friendly to those training Caldari or shield-tanking skills. It can easily tank a doomsday and actually dish out some DPS on ships as it approaches. Perfect skills and T2 gear as listed in this setup give you a comical 116K EHP, and it scales nicely too, with all Level 4s and T1 shield gear it still clears 85K EHP. With Electronics V and the appropriate missile spec you can upgrade the launchers to T2.
[edit] Jackal79's Faceraping Drake
- High
- 7x Heavy Assault Missile Launcher II
- Mid
- 1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive
- 1x Warp Scrambler II
- 1x Fleeting Propulsion Inhibitor I
- 2x Invulnerability Field II
- 1x Large Shield Extender II
- Low
- 3x Ballistic Control System II
- 1x Damage Control II
- Rigs
- 3x Core Defense Field Extender I
- Implants
- Slot 6: Hardwiring - Inherent Implants 'Squire' PG4 (3% powergrid implant)
- Drones
- 5x Hobgoblin II
This setup tanks nearly as much as the top of the line, but does a whopping 200 dps more. With maxed missile and drone skills, you're looking at 677 dps with Terror Rage Assault Missiles. Even with Javelin HAMs, which hit out to 30k, it does 505 dps, which is more than the top of the line does with tech 2 rage heavies. Because of the limitations of HAMs and the warp scrambler, your engagement range is severely limited, so stay near gates to ensure a getaway if things go south, and wait for the opponent to engage you rather than vice versa.
[edit] The Top of the Line
- High
- 7x Heavy Missile Launcher II (with Caldari Navy Scourge Heavies)
- 1x Medium 'Gremlin' Power Core Disruptor I (or Better)
- Mid
- 1x 10MN MicroWarpdrive II
- 1x Stasis Webifier II
- 1x Warp Disruptor II
- 2x Invulnerability Field II
- 1x Large Shield Extender II
- Lows
- 2x Power Diagnostic System II
- 2x Ballistic Control System II
- Rigs
- 3x Core Defence Field Extender I
- Drones
- 5x Hobgoblin II
- Implants
- Hardwiring - Zainou 'Gnome' KVA1000 (3% bonus to shield capacity)
- Hardwiring - Zainou 'Gnome' KYA1000 (3% bonus to shield recharge rate)
- Hardwiring - Zainou 'Gypsy' KMB-50 (3% bonus to CPU)
Often the best damage battlecruiser out to 75km thanks to heavy missiles hitting almost anything cruiser-sized or larger for full damage. Kinetic is also the lowest/second lowest resistance type for Angel ratters and Amarr/Minmatar HACs. Has similar resists and regen to a 1x Medium Rep Myrmidon, but has over three times the raw HP and still carries a MWD+point+web+Neut. Good fitting skills are required to shoehorn all the tech II items into this setup. If you find yourself having problems fitting it all, drop the Neut and switch to a named web and disruptor.
Expensive setup, but it shows off the Drake's capabilities more than any other. Expect top damage on a lot of killmails, and don't be afraid to take it out solo. 1v1 with good skills, this setup will take out HACs (Vagabond Zealot Cerebus Deimos) and other battlecruisers with ease. Aggressively engage interceptors, they often don't expect your MWD and web, allowing you to swat them in 1-2 volleys when they get under 10k from you. Fitting by paradigmblue.
For fleet work, this setup can be downgraded to T1/named as needed. According to Paradigmblue, T2 or best-named launchers are more or less required in the solo version.
Going cheap: Downgrade modules to t1/named and remove rigs (or go with dirt cheap shield resist rigs), you will still have a good heavy tackler with a decent tank.
If you have AWU 5, you can squeeze another 11k EHP out of this setup by swapping one PDS for a Damage Control II and downgrading the MWD to T1 or best-named ("Y-T8") and the LSE to best-named ("F-S9"). If you don't have EGU 5, you also need to switch the web to best-named ("Fleeting") if you also want the T2 disruptor, although a best-named web is just as good as a T2 web anyway (it's just more expensive).
[edit] Ultimate Small Gang Drake
- High
- 7x Heavy Assault Missile Launcher II (Faction or Rage Terror Assault Missiles Only)
- Mid
- 1x Sensor Booster II (Scan Resolution Script)
- 1x Stasis Webifier II
- 1x Warp Disruptor II
- 1x 10MN MicroWarpdrive II
- 1x Invulnerability Field II
- 1x Large Shield Extender II
- Low
- 1x Inertia Stabilizers II
- 3x Ballistic Control System II
- Rigs
- 1x Ancillary Current Router I
- 2x Hydraulic Bay Thrusters I (Very important)
- Drones
- 5x Hobgoblin II
Designed for small gangs of no more than 10 or 15 people. This will easily do over 500 DPS at over 20km with decent skills. It is much more fun to fly than a typical heavy missile drake. Simply rush the enemy with your MWD, web him and watch him melt. You will usually get top damage on larger targets even if you're flying in a gang with HACs and Command Ships (don't forget to utilize your drones). Except for when you are certain of the target's resists, use only kinetic missiles or your DPS will be substantially lower.
Although the tank is fragile compared to the typical drake tank, the tank and speed of this setup is often enough for you to escape tight situations. For larger gangs, more range than this setup offers is nice to have. Javelins may work, however I recommend using a good heavy missile setup for larger gangs.
Substitute T2 modules with best named modules as your skills dictate. Note that this is an expensive drake setup.
[edit] PvE Setups
[edit] Low-Skill L3 Mission Runner
- High
- 7x 'Malkuth' Heavy Missile Launcher I (or better as skills allow)
- 1x Small Tractor Beam I
- Mid
- 3x Mission Specific Hardener
- 3x Named Large Shield Extenders
- Lows
- 2x Power Diagnostic System I
- 2x Ballistic Control System I (or 1x BCS I and 1x Damage Control I)
- Drones
- 5x Mission Specific Drones I
- Rigs
- Your choice. I use a Warhead Rigor Catalyst for more damage against tanking frigates, since it doesn't stack with the BCS mods. Rigs aren't necessary at all. 3x Core Defence Field Extender I would greatly increase your tank.
Requires Electronics IV, Engineering IV, Shield Upgrades II, Weapon Upgrades II.
This will tear through any L3 mission with even low-moderate skills. I've never needed the Damage Control with Battlecruisers II. (This can be modified into a L2 mission setup by swapping the heavy launchers out for normal assault launchers.)
- Note for Newbies
To minimize risk in L3 missions you've never run before, any of the following will prevent the nastier scrambling frigates from tying you down:
- Substitute two heavy launchers for two assault launchers (improved damage against fast, small ships at the expense of cruiser/battlecruiser damage)
- Train Target Navigation Prediction III as soon as possible. This is less than a day of training (vastly improved damage against frigates)
- Faster Variations
Once you're comfortable that you can tank Level 3's without dropping below 50% shields, you can:
- Replace one extender with an afterburner.
- Replace one diagnostic system with a named nanofiber or overdrive (note that these reduce your cargo capacity).
This will make mission running much faster, since it will more than double your velocity, especially when acceleration gates are over 50km away. Not recommended for your first run through a mission, however.
- Higher SP Variation
For the fastest possible running for the horrible, horrible R&D agent grind:
- Fit T2 heavy launchers, remove the tractor beam.
- Replace an extender with a T2/Domination afterburner.
- Use 2xSPR II, 2xBCS in the lows.
- Fit 3xCore Defence Field Extender to make up for the lost extender in nastier missions.
Requires Elec/Eng V, WU IV, Energy Systems Operation IV, Energy Management III and all T2 module requirements. This should be the best balance between slowboating speed, damage, capacitor recharge and tank. You have less than 3 grid/CPU left over, so it's a pretty inflexible fitting.
[edit] High Skilled Omni Tank Setup
- High
- 7x Heavy Missile Launcher II (Scourge Heavy Missiles)
- Mid
- 2 x Large Shield Extender II
- 2 x Invulnerability Field II
- 1 x Heat Dissipation II
- 1 x Photo Scattering Field II
- Lows
- 1x Co-Processor II
- 3x Ballistic Control System II
- Drones
- 5x Rat Specific Light Drones
- Rigs
- 2 x Core Defence Field Purger I
- 1 x Core Defence Field Extender I
Does ~370 DPS and can tank ~260 DPS (84k+ effective Hitpoints) with complete cap stability with decent skills. Should be able to take on any belt spawn in Eve and will breeze through L3 missions. Feel free to swap around hardeners to tailor for specific rats, though this is quite effective against Angels as the tougher battleships dish out plenty of EM and Thermal damage. Both of the rigs are good choices, I like this layout for a good balance between shield regen and HP total. Tank can be massively increased by swapping BCUs for Shield Power Relay IIs, at the cost of DPS.
[edit] Crazy-Passive Tank Setup
- High
- 7x Heavy Launchers
- 1x Small Tractor Beam -or- 1x Drone Link Augmentor
- Mid
- 3x Large Shield Extender
- 2x Primary rat-specific hardener
- 1x Secondary rat-specific hardener
- Low
- 3x Shield Power Relay
- 1x Power Diagnostic System
- Drones
- 5x rat-specific damage type
This setup has a crazy passive regen, but the SPRs do hurt the cap regen a bit - an SPR can be swapped out for a Ballistic Control System for more damage and better cap regen, especially once your skills climb more and you don't need quite as much shield regen. Passive shield regen can be massively increased by installing Core Defence Field Purger rigs.
Fits easily with Engineering 4 and Shield Upgrades 2.
I needed Shield Upgrades IV to be able to fit this setup, otherwise it works as advertised -Argos Rickover
You'd need SU IV to fit the T2 variants of some of this stuff. I can't remember which rely on SU off the top of my head - Prae
Hardeners require Tactical Shield Manipulation to IV for the T2, the shield extender requires Shield Upgrades to IV for the t2, the Cap Power Relay requires energy grid upgrades to IV for t2 as does the Power diagnostic system. Still, this setup is retarded because you should really use at least one if not two ballistic control systems on any serious drake setup- Cippalippus"
It is worth noting that when ratting Angels, using kinetic (Scourge) missiles over explosive (Havoc) will result in higher DPS at BC V, as the 25% damage increase outweights the Angels' higher kinetic resistance.
[edit] Mindless Angel Ratter
by: Hottie McGee
- High
- 7x Named Heavy Missile Launcher I (needs to be Limos, Malkuth, or Arbalest) with Havocs
- Mid
- 1x Invulnurability Field II
- 1x Ballistic Deflection Field II
- 1x Heat Dissipation Field II
- 3x Large Shield Extender II
- Lows
- 3x Ballistic Control System II
- 1x Shield Power Relay II
- Drones
- 5x Warrior II
- Rigs
- 3x Core Defense Field Purger I
Notes: I've been using this fitting to rat while doing other shit at the same time. This needs Electronics/Engineering 5 and Advanced Weapon Upgrades 3 to fit (with 2.5 grid to spare, and 13 cpu if using Limos launchers), but a pds can be put in instead of the spr2 for some extra power grid, and can fit with malkuths with wu/elec 4. This setup can hit around 300+ dps at all lvl 5, but realistically expect around 230 before drones. It can also omni-tank 285 dps with bc3 and shield skills at 4, with resists of 40.5/77.4/83/70.3 em/th/ki/ex. I can't take tripple seraphim spawns that easily, but besides that I've yet to have a problem in this ship.
For a sansha/blood variant, swap the shield hardeners to 2x Photon Scattering Field II's and 1x Heat Dissipation Field II, while using Thunderbolt missiles and Hobgoblin drones (acolytes are shit).
[edit] More Info
Base shield resists per level of battlecruiser.
| Level | EM | Exp | Kin | Therm |
|---|---|---|---|---|
| 2 | 10 | 64 | 46 | 28 |
| 3 | 15 | 66 | 49 | 32 |
| 4 | 20 | 68 | 52 | 36 |
| 5 | 25 | 70 | 55 | 40 |
See Passive Tanking for more information how to tank a Drake.

