Enyo

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Enyo
Enyo
Name: Enyo

Hull: Incursus Class

Role: Assault Ship

The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.

High slots 5
Medium slots 2
Low slots 4
Rig slots 2
Power output 50 MW
CPU output 145 tf
Turret slots 4
Launcher slots 1
Max targets 6
Shield capacity 372
Shield resists
(EM/EXP/KIN/THERM)
0/50/85/60
Armor HP 879
Armor resists
(EM/EXP/KIN/THERM)
50/10/83.75/67.5
Capacitor 343
Drones 5 m3
Drone Bandwidth 5
Cargo 165 m3
Max Speed 278 m/s
Insurance Cost 1,025,310.00
Insurance Payout 3,417,700.00
Updated for Booster Patch
Required Skills
Primary Gallente Frigate V
Secondary Assault Ships I
Tertiary N/A
View Ships by Type



Contents

[edit] Overview

Probably the best assault frigate in the game for tanking/PVE, due to its 4 low slots, 4 turret hardpoints and 1 launcher hardpoint. Higher grid than usual and a huge tracking bonus allows it to use blasters very effectively at low skill levels. However, its low top speed and only two midslots make it a very poor choice for solo PvP.

[edit] Bonuses

  • Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage
  • Assault Ships Skill Bonus: 10% bonus to Small Hybrid Turret optimal range and 7.5% bonus to Small Hybrid Turret Tracking Speed per level

{Tracking bonus has been increased from 5%}

[edit] Fittings

[edit] Blood/Serpentis Faction Hunter

Unrigged Version

Highs
4x Light Neutron Blaster II's w/ Void
1x Rocket Launcher II w/ Gremlins (Blood) or Foxfire (Serpentis)
Mids
1x Afterburner II
1x Web II
Lows
2x Magnetic Field Stabilizer II's
1x SAR II
1x OD II
Drones
1x Hobgoblin II
Instruction Manual

This fitting requires Eng/Elc/AWU V/V/IV as shown, but downgrading certain modules to best named (don't do it with the guns) will make it easier to load out. With good nav skills you cruise along at 720m/s which is enough to close on rats and orbit fast enough so none of the big ones can hit you. With good cap skills you can run everything but the repper forever, and that's exactly what you do. This ship puts out around 270 dps which will take down any spawn you come across (albeit slowly). The intended purpose for this ship is to either hang out in the vast amount of NPC sov systems for Blood Raiders or Serpentis and warp through belts looking for faction spawns. An assault frigate warps quickly and can escape gankers pretty easily, making it ideal for this task. The natural armor resists will keep it alive against either of these factions, and though you shouldn't be getting hit to begin with, the rep will keep you alive if you do. Just watch out for Bloods with neuts and you'll be fine.


Rigged Version

Highs
4x Light Neutron Blaster II's w/ Void
1x Salvager I
Mids
1x Afterburner II
1x 'Langour' Drive Disruptor I
Lows
2x Magnetic Field Stabilizer II's
1x SAR II
1x Nanofiber Internal Structure II
Drones
1x Hobgoblin II
Rigs
Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I
Instruction Manual

This fitting requires Eng/Elc/AWU V/V/IV as above, plus Hybrid Weapon Rigging IV. If you need more grid either drop the salvager or downgrade the SAR II to a best-named alternative. The use of this ship is as the above fitting, but I've found the nano to be more useful (fast, better orbit and quicker align time) and dropping to 4 guns with rigs adds about 30dps and removes the need to carry rockets. - Collutio