Phoenix

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Phoenix
Phoenix
In terms of Caldari design philosophy, the Phoenix is a chip off the old block. With a heavily tweaked missile interface, targeting arrays of surpassing quality and the most advanced shield systems to be found anywhere, it is considered the strongest long-range installation attacker out there.

While its shield boosting actuators allow the Phoenix, when properly equipped, to withstand tremendous punishment over a short duration, its defenses are not likely to hold up against sustained attack over longer periods. With a strong supplementary force, however, few things in existence rival this vessel's pure annihilative force.

High slots 4
Medium slots 7
Low slots 5
Rig slots 3
Power output 450000 MW
CPU output 875 tf
Turret slots 1
Launcher slots 3
Max targets 7
Shield capacity 187500
Shield resists
(EM/EXP/KIN/THERM)
0/50/40/20
Armor HP 156250
Armor resists
(EM/EXP/KIN/THERM)
50/10/25/45
Capacitor 48750
Drones 150 m3
Drone Bandwidth
Cargo 9500 m3
Max Speed 60 m/s
Insurance Cost 462,465,330 ISK
Insurance Payout 1,541,551,100 ISK
Updated for Booster Patch
Required Skills
Primary Capital Ships I
Secondary Caldari Dreadnought I
Tertiary Jump Drive Operation I
View Ships by Type

Contents

[edit] Overview

The Caldari Dreadnought.

The Phoenix is a little different than the other dreadnoughts. Its in-game description is actually fairly accurate, for once. It's the only one that relies entirely on shield tanking and citadel torpedoes to function. It can fit the toughest burst tank out of any of the dreadnoughts, but the shield booster simply uses too much cap to be run sustainably without investing in officer modules. It can choose its damage types, although it only receives a damage bonus to kinetic torpedoes. It can also choose its engagement range, and it can siege towers anywhere from point blank to 200km out (if you're willing to wait out the extremely slow torpedo travel time).

The Phoenix is a distant third behind the Moros and the Revelation, but is still better than the Naglfar. The Phoenix suffers from travel time of its missiles, explosion radius of its missile against POS mods, on top of the fact that a very low number of smartbomb activations will destroy a citadel torpedo before it ever reaches it's target. It's good for sieging towers but in ranged capital PvP it suffers quite a bit.

Note: Since Apocrypha 1.2, Citadel Torpedoes travel significantly faster, and are no longer destroyed by smartbombs a few. In addition, the Naglfar is actually worth half a shit now and is no longer definitely worse than the Phoenix.

Note: All Dread's have been more or less balanced in terms of DPS.

[edit] Bonuses

  • 5% bonus to kinetic missile damage per level
  • 5% bonus to Capital Launcher rate of fire per level
  • 99% reduction in CPU need for Siege Module

[edit] Recommended Skill Packs

  • Capital - Jump Calibration
  • Capital - Tanking - Shield
  • Capital - Torpedoes
  • Support - Capacitor 3
  • Support - Drones 2
  • Support - Fitting 3
  • Support - Missile 2
  • Support - Navigation 2
  • Support - Survival 2
  • Tech2 - Drones - Light
  • Tech2 - Drones - Heavy

[edit] Fittings

Keep in mind that the below fittings are not endorsed (or recommended) by the corp. In order to get corp-approved fittings, get a capital and join the capital group.

[edit] Mercenary Coalition Setup

High
3x Citadel Torpedo Launcher I
1x Siege Module I
Mid
1x Capital Shield Booster I
1x Gist X-Type Shield Boost Amplifier
1x Dread Guristas Photon Scattering Field
1x Dread Guristas Heat Dissipation Field
1x Dread Guristas Invulnerability Field
2x Cap Recharger II
Low
3x Power Diagnostic System II
1x Ballistic Control System II
1x Internal Force Field Array I

This was posted on EVE-O by Jin Entres, the topic is here (the setup in the OP is retarded): http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=355057&page=1