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Executioner - Guide

Breacher
Executioner
Rifter
Vigil
Vigil Miner

This guide will show you how an Executioner can be the hardest frigate to hit in EVE. -- Correction, one of the hardest as new research has shown. However, this little thing moves so fast and is so light (which gives off a lower signature radius) that it's very hard to hit. Of course a webifier (or two) would stop that, but for the most part you're safe. I like to use it to pick up cargo, make trips and such while being invulnerable to NPCs. Why you may ask? Because, you'll be flying at 2.5km plus or minus (depending on skills and modules) with a 31 signature radius! Indefinately.

 

Skills

Yes you will unfortunately need rather high skills as normal with anything I touch. Of course you can't be a complete newbie and have the best ships....oh yea I'm the one with 2 million skill points at the time of writing this =) So maybe you can!

Engineering level 3+
Energy Systems Operation level 4
Energy Management level 4
Acceleration Control level 2+
Navigation level 4
Fuel Conservation level 3++
Controlled Bursts level 2+
Motion Prediction level 2+

Of course all the skills to fly the Executioner.
I would suggest at least Amarr Frigate level 4


 

Fitting

 

HI SLOTS
2x Dual Light Pulse Laser I
(Dual Afocal Pulse Maser and Dual Modal Pulse Lasers are steps up. I suggest Dual Modal Pulse Lasers, they should be easy enough to come by next to True Sansha or something.) Tech2 would be wonderful by the way if you can use them.


MED SLOTS
1x 10mn Afterburner (Y-S8 if you can get one off escrow or somewhere)

LOW SLOTS
2x Micro Auxiliary Power Core
1x Heat Sink (named heat sinks are even better) or a Tracking Enhancer could be useful.


You may need to train up Fuel Conservation to level 4 or have Amarr frigate at level 5 to sustain this.
Yes you can kill things with this, but as you can tell it probably won't get you through any harder npcs. I bet you can do level2 agent missions though. At least you won't be getting hit, I know that much.


 

Tactics

 

Orbit at 5km and leave your afterburner on. NPCs shouldn't hit you that often and when they do it will be for very little. Like .9 and such. Sometimes when you're going up to your orbit from a distance you're still going straight and this is when you may get hit for a little bit. I've seen wrecking hits of 30 or more. Don't be alarmed. Once you're in your orbit you shouldn't be getting hit. If you find yourself to be getting hit more than you like, find that named afterburner or train up acceleration control, navigation, evasive maneuvering even for agility to make a tighter orbit faster.

If you find yourself not hitting anyting, train up motion prediction. Also consider putting the tracking enhancer on instead of the heat sink. You will be firing very slightly slower and doing a little less damage, but you should hit more. Remember it's no good to do twice as much damage if you only hit every other time. You really want to be landing as many hits as you can.

You will want to test out which crystals give you the optimal ranges of 5-7km. You won't make a perfect 5km orbit. It will be something like 6 or 7km. This is due to agility and you can make it tighter the higher your evasive maneuvering skill. So you want to keep checking crystals to see which comes closest in optimal range to your orbit range. You can also try orbiting at 10km for less of a shift in your orbit. You'll be orbiting at 10.5 or 11km perhaps. So then find a cyrstal that gives you a range of 10-11km. Probably Infrared or Radio even depending on your laser. Named ones have more range.

You may or may not want to take this ship to 0.0. It has no electronic warfare; however, it's very fast and has a very low signature radius. This is one of the hardest to hit frigates in the game. Approaching the difficulty of hitting an interceptor. I have recently found a frigate to be faster, so fast in fact it's faster than an interceptor and harder to hit than one. That guide to come...maybe =)


 

 

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