Friday, December 5, 2025

πŸ”₯ DPS: The Blade of the Fleet

Faction Warfare Fleet Roles — DPS

When people talk about “winning fleet fights,” they usually talk about the FC, fleet comps, or the logi. But fights are actually won when DPS pilots do their job correctly. In a fleet, DPS is not just about raw damage — it’s about applying the right damage, at the right time, in the right way.

Whether you’re flying a blaster Merlin, a dual-web Firetail, an Algos with drones, or a Caracal in a cruiser gang, these fundamentals apply to every fleet engagement in faction warfare.

Let’s break down what good DPS really means. Not solo duels. Not theorycraft wars. Fleet execution.

TL;DR — Fleet DPS:

Load the right ammo before the fight, focus on damage application (range, tracking, and controlled speed), and use short overheat bursts to break reps. Keep drones on the called primary, communicate only what matters, and follow target calls instantly. Discipline, not damage numbers, wins fleet fights.


🟦 1. Damage Types: Know What You're Loading

A good FC will tell the fleet what ammo to load.

“Pre-load Caldari Navy Inferno"
“Change ammo type to Caldari Navy Nova..”
“Swap to Caldari Navy Mjolnir now.”

Why? Because different factions have different resist profiles, and fleet damage needs to be unified.

Quick FW rules:

  • Explosive = best all-around vs armor

  • Thermal = safe, consistent, never wrong

  • Kinetic = reliable vs most Caldari/Gallente hulls

  • EM = situational, often worst vs armor tanks

DPS pilots should carry multiple ammo types and pre-load based on intel before entering the plex. If you don't know which ammo type to load, ask the FC.

The fight starts before you activate a module.


🟩 2. Damage Application: You Can’t Kill What You Can’t Hit

In fleets, application matters more than paper DPS.

Four things decide your ability to actually do damage:

A. Range

  • Listen for FC range commands

  • Use approach, orbit, or keep at range as directed

  • A DPS pilot's goal is to fight at optimal range

B. Tracking

  • Webs make blasters and autocannons double their value

  • Scrams turn MWD off, reducing enemy speed drastically

  • Never sit still, a stationary target is an easy target

C. Signature & Speed

  • Lower signature = harder to hit

  • Speed reduces enemy tracking

  • But speed can also reduce your own tracking

Overheating an AB in a brawl helps you survive the initial damage window, but it can also make your own shots miss if you’re orbiting too fast or too close.

Fleet rule:

Heat AB to close target, then deactivate heat once webs and/or scram land.

If you want reliable hits:

  • Use webs

  • Adjust orbit distance

  • Reduce angular velocity

Speed keeps you alive; controlled speed kills targets.

D. Target priority

DPS pilots shoot the called target ONLY.

If FC says “Primary is the Algos,”
Don’t shoot the Atron. Don’t shoot the Tristan.
Shoot the Algos.

Fleet DPS is concentrated damage, not “everyone picks a target.” That said, however, if an enemy fleet is about to bail, the FC may call "spread scrams" - then you can pick a target to scram.


🟨 3. Overheating: An Underused Fleet Skill

Overheating is free damage — and in fleets, it helps break through:

  • Tanked heavy ships

  • Logi reps

  • ECM cycles

Overheat principles:

  • Unless told otherwise, overheat guns for 2–3 cycles

  • Stop heat before burnout, or as directed

  • Use Nanite paste between fights to repair heat damage

Controlled heats win fights.
Burnt-out guns lose them.


🟧 4. Ammo Discipline: Every DPS Pilot’s Quiet Skill

Good fleet DPS is not just “lock and shoot.”

It’s:

  • Preloading correct ammo

  • Swapping ammo as required/directed

  • Reloading before entering plex gates

Fleet-level ammo behavior:

A good FC will call:

“Pre-load Caldari Navy Inferno.”
“Change ammo type to Caldari Navy Nova.”
“Swap to Caldari Navy Mjolnir now.”

Why?
Because uniform damage breaks tanks.
Mixed damage means slower kills or, in the worst case, logi wins.


πŸŸ₯ 5. Burst vs. Sustain: Know Which One You Are

Burst DPS

  • Alpha strike

  • Volley damage

  • Perfect to kill logi or ECM first

Examples:

  • Artillery

  • HAM burst

  • Overheated blasters

  • Gank-fit destroyers

Alpha is the instant visual damage spike; Volley is the amount of that spike measured per weapon cycle.

Sustain DPS

  • Long engagements

  • Drone boats

  • Rail or autocannon fits

Examples:

  • Algos

  • Tristan

  • Caracal fleet

In fleets:

Burst breaks ships.
Sustain cleans up the field.


πŸŸͺ 6. Drone DPS (Fleet Focused)

Even in small fleets, drones are force multipliers when used correctly.

Simple fleet rule:

  • Warriors for chase

  • Hobgoblins for DPS

  • Don’t split drones unless FC orders it

Drones are fleet assets, not personal pets.


🟫 7. Communication: The DPS Pilot’s Hidden Job

Say only what matters on comms:

  • “Scram/Point/Web on Primary and/or Secondary”

  • “Friendly logi is holding”

  • “FC down, Cabon Scout new target caller.”

  • “Spike in local.”

Don’t call targets, unless direct to do so

Don’t shout "I'm dying FC!". Just die in peace, and then get your POD off grid

Don’t openly second-guess the FC.

Information wins fights. Chatter loses them.


🧾 Final Thoughts

Fleet DPS is about discipline first, damage second.

Load the right ammo, apply it correctly, use heat wisely, and respect target calls. Good DPS pilots don’t just make killmails — they make FCs look brilliant.

This was a quick overview. Next up: Tackling. Because you can't kill what you can't catch.

Stay tuned — Fly boldly. o7


Thursday, December 4, 2025

🧭 The Core Roles of an EVE Online Fleet

If you’ve flown in Faction Warfare for any length of time, you already know there’s more to a fleet than just “shoot the target.” Every successful group in EVE is made up of different pilots doing different jobs — often quietly, often without recognition, but always with purpose. Understanding these roles is the first step toward becoming a dependable fleet mate, and eventually a confident FC.

In this post, I’ll introduce the five primary roles you’ll find in most faction warfare fleets, whether it’s a quick two-man roam or a disciplined twenty-pilot operation. I'll also introduce some advanced roles to consider. I won't dive deeply into any of them just yet — consider this a roadmap. Each of these roles will get its own detailed post in the coming days.


1. DPS (Damage Dealers)

These are the ships that actually kill things.

DPS pilots apply damage to the FC’s targets, manage ammunition, overheat properly, and work to maintain optimal range and tracking. They’re the backbone of every fleet — without DPS, you’re just sightseeing.


2. Tackle

Tackle pilots start every fight.

Their job is to land that first point or scram so the target can’t escape. Good tackle makes kills possible; bad tackle lets them slip away. This role can be fast, chaotic, and extremely rewarding when done well.


3. Logi (Logistics)

Logistics ships keep the fleet alive.

They remote-repair armor or shields, stabilize damage spikes, and prevent critical ships from going down right as the fight gets interesting. Good logi pilots don’t always get the glory, but every FC knows who saved the fleet.


4. EWAR (Electronic Warfare)

EWAR pilots control the battlefield without firing a shot.

They jam, damp, disrupt tracking, or paint targets to make them easier to hit. EWAR turns a fair fight into a one-sided engagement, and it’s one of the most overlooked ways to influence a fight in low-sec.


5. Scout / Intel

Scouts see the fight before it happens.

They stay ahead of the fleet, watch local, read d-scan, track enemy movement, and report ship types and fleet compositions. A good scout can prevent bad engagements, find perfect ones, and save fleets from disaster.


6. Advanced Roles

Beyond the core positions, there are specialized roles that appear in larger or more organized fleets:

  • Links / Command Boosters

  • Secondary FCs / Anchors

  • Specialty pilots (probers, bait ships, cap chain managers, etc.)

You won’t always see these roles in small FW fights, but when they’re present, they take fleets from “good” to dangerously efficient.


🧩 Final Word

Each of these roles deserves its own discussion, because each one requires a different mindset, different fits, and different priorities during combat. In the next series of posts, I’ll take a deeper look at every fleet role — what makes a player effective at it, what ships excel, and how it fits into Faction Warfare combat.

Stay tuned — the next post will cover DPS in more detail.

Fly boldly. o7

Monday, December 1, 2025

Buffer vs. Resistance: Understanding Your Tank in EVE Online

One of the first lessons every PvP pilot learns in EVE Online is this:

Your tank matters just as much as your weapons.

But when you’re new, the game throws a lot of tanking terms at you — buffer, resists, active tank, passive tank, EHP, rigs, shield vs. armor — and it gets overwhelming fast.

Hopefully, this guide will simplify somethings.

Master buffer and resistances, and tanking suddenly makes sense.


πŸ›‘️ What Is “Buffer”?

Buffer is the raw hitpoints your ship has:

  • Shield HP

  • Armor HP

  • Hull HP

Modules that add buffer:

  • Shield Extenders

  • Armor Plates

  • Bulkheads

  • HP rigs

What buffer DOES:

  • Gives you more HP

  • Helps survive alpha

  • Buys time for logistics

  • Lets you endure short, violent engagements

What buffer does NOT do:

  • Reduce incoming damage

  • Make reps stronger

  • Improve survivability over time

Buffer only delays death. It never prevents damage — you just start dying from a bigger number.

Buffer also comes with penalties:

  • Shield extenders increase signature radius

  • Armor plates slow you down

Bigger sig = easier to hit.
Lower speed = easier to track.


πŸ“‰ What Are “Resistances”?

Resistances reduce the amount of incoming damage actually applied to your HP.

If you have 50% Thermal resist, half the Thermal damage never reaches your buffer.

Modules that increase resistances:

  • Multispectrum hardeners

  • EM/Therm/Kin/Exp hardeners

  • Multispectrum Shield Hardeners 

  • Damage Control

  • Resistance rigs

  • Reactive Armor Hardener

What resists DO:

  • Reduce incoming DPS

  • Make every point of HP worth more

  • Multiply the strength of logistics reps

  • Multiply the strength of your own active reps

What resists do NOT do:

  • Add new hitpoints


πŸ•Ά️ Resistances Are Like Sunglasses

Here’s the simplest way to picture resistances:

Resistances are your ship’s sunglasses.

Sunglasses don’t make your eyes stronger — they reduce how much sunlight actually hits them.

Same idea:

  • Lower resist = light sunglasses → more damage gets in

  • Higher resist = darker sunglasses → less damage gets in

  • Specific hardeners = sunglasses tuned for specific wavelengths (EM, TH, KIN, EXP)

This makes the tanking relationship easy to understand:

  • Buffer = Your eyeball size

  • Resists = The sunglasses filtering the light

A giant eyeball with no sunglasses still burns.
A smaller eyeball with dark sunglasses can stare at the sun twice as long.

That’s EVE tanking in a nutshell.


πŸ”₯ Why Resistances Multiply Your Tank (and Buffer Doesn’t)

Resistances don’t just reduce damage — they multiply both:

  • your buffer

  • your reps (active and logistics)

Example:
A shield booster repairs 90 HP per cycle.

  • At 20% resist → 112 EHP

  • At 60% resist → 225 EHP


Double the repair power thanks to sunglasses (resists).

This is why some experienced pilots say:

“Active tanks and logistics live and die by their resist profile.”


🟦 How Buffer vs. Resists Changes Based on How You Fight

The “best tank” isn’t universal. It depends heavily on what you’re doing:

  1. Fleet with logistics

  2. Solo/small-gang active tank

  3. Solo brawler with pure buffer

Let’s break down each.


🟩 1. Fleet Fights (Especially With Logistics)

Resistances matter more than anything.

Why?

  • Logistics reps stack multiplicatively with resists

  • Higher resists = fewer reps needed

  • Lower resists = logi works twice as hard

Buffer is still useful, but resists absolutely dominate in fleets.

A good rule for fleets with logistics support:
πŸ‘‰ Moderate buffer + strong resist profile.


🟧 2. Active Tank (Solo or Small Gang)

Active boosters become dramatically stronger with more resists.

Why?

Because a booster doesn’t add EHP — it adds raw HP.
Resists convert that raw HP into larger chunks of effective HP.

Rule for active tank:
πŸ‘‰ If you boost, your sunglasses must be dark.


πŸŸ₯ 3. Solo Brawlers — Where Big Buffer Shines

This is where the meta flips.

In short, violent, one-on-one brawls:

  • No logi

  • No time for reps

  • Burst DPS decides the winner

  • The fight is over before resist multipliers matter

Here, raw buffer is king.

✔ Example: Caracal Navy vs Vexor Navy Fight

Caracal Navy fit:

  • 2× Large Shield Extenders

  • Multispectrum Hardener + DCII

  • HAMs + AB + Web + Scram

  • Core Defense Field Extender rigs

This is a pure buffer brawler.


It’s designed to:

  • Survive 20–45 seconds

  • Apply brutal HAM DPS

  • Win the damage race before your giant shield pool runs out

And against a drone ship like a VNI?

  • Your AB mitigates drone damage

  • Your huge buffer absorbs the initial wave

  • Your HAMs punch through faster than drones can kill you

In that environment:

Buffer wins the trade because the fight ends fast.
There’s no time for resist scaling to matter.

This is why your CNI wins that matchup.



🟑 So When Does Big Buffer Beat High Resists?

When the fight is:

  • Short

  • Violent

  • Solo or limited target

  • No logistics

  • No active repairs

  • High burst damage

Buffer wins short trades.
Resists win long trades.
Fleet logi wins everything — but only if your resists aren’t trash.


🧩 The Right Balance

For "most PvP", especially FW frigates and cruisers:

πŸ‘‰ One solid buffer module + strong resist profile


This gives you:

  • Enough HP to avoid being erased

  • A manageable sig radius

  • Strong EHP

  • Good performance with or without logi

  • Superb synergy with active boosting

Only switch to pure buffer stacking when you’re building a solo slugfest brawler like your CNI.


πŸš€ Simple Summary for New PvP Pilots

BUFFER = “How big is your health bar?”
✔ More raw HP
✘ Bigger sig / slower / no damage reduction

RESISTS = “How much of the enemy’s damage do you stop?”
✔ Stronger boosters & logi
✔ Lower incoming DPS
✔ Higher effective HP
✘ No new raw HP

BEST TANK = A healthy mix for most PvP,
with resistances doing the heavy lifting.
Pure buffer only shines in short violent solo trades.

Fly Boldly. o7






Saturday, November 29, 2025

Thermal Ammo - Don't undock without it!

If you're going into a fight without any intel on your opponent; for example, out roaming the war zone, the single best general-purpose damage type to preload in EVE Online is Thermal. 

Here’s why Thermal is the safest, most universal choice:


1. Thermal is the “middle ground” of resist profiles

Across nearly all ship classes and factions, Thermal is never the highest resistance, and it’s rarely the lowest—but it is consistently average to below average on most hulls.

This means you’re unlikely to run into a brick wall of Thermal resist the way you might with:

  • EM vs shield tanks

  • Explosive vs armor tanks

  • Kinetic vs certain Caldari hulls (especially T2)

Thermal tends to perform reliably no matter who you end up fighting.


2. Thermal is the universal “fallback” for drone and missile users

CCP intentionally makes Thermal the "balanced" damage type for:

  • Drones

  • Missiles

  • Hybrid weapons (blasters/rails)

  • Lasers (half their damage is always Thermal)

Because of this, ships are designed with Thermal balanced into their damage resist layout.


3. Most faction and T2 resist holes never make Thermal terrible

Different factions have known resist patterns:

  • Amarr (laser) → EM / Thermal: Thermal usually better

  • Caldari → Kinetic / Thermal: Thermal is always viable

  • Gallente → Explosive is usually best, but Thermal is always okay

  • Minmatar → Very spread resists; Thermal still a solid second choice

And importantly:

T2 ships have extreme resist spikes

Example:

  • Caldari T2 (Hawks, Harpies) → insanely high Kinetic resist

  • Amarr T2 (Retris, Sacrilege) → huge EM resist

  • Minmatar T2 (Wolves, Jaguars) → huge Explosive resist

But none of the T2 lines have a huge Thermal resist spike—making Thermal the most consistent.


Verdict: If you don’t know what you’re about to fight…

Load Thermal first.

You'll never be perfectly optimized, but Thermal gives you:

  • No crippling matchups

  • Solid results versus any tank type

  • Safety against T2 extreme resist spikes

  • Across-the-board reliability in FW space, where every faction shows up


If you want one backup ammo loaded in cargo, it's thermal:

  • If you don’t know the target:

    πŸ”₯ Thermal is the safest assumption in EVE.
    πŸ”₯ It’s never the worst choice.
    πŸ”₯ It avoids all Tech II resist spikes.

    Nothing else can say that.

Fly Boldly. o7


Kiting, Scram-Kiting, and Brawling: The Three Pillars of PvP in EVE Online

When you strip away the ship classes, doctrines, and weapon systems, almost every solo PvP fight in EVE Online boils down to one of three engagement styles: kiting, scram-kiting, and brawling. Each has its own strengths, weaknesses, and “feel” in a fight. Understanding these styles—both how to fly them and how to fight against them—is one of the biggest steps toward improving as a PvP pilot, especially in the chaos of low-sec faction warfare.

Below are the basics of all three engagement styles, plus examples of popular FW frigates that excel in each one.


1. Kiting — Fight From a Distance

Kiting is all about range control. You apply damage outside your opponent’s effective range while denying them the ability to hit you or apply tackle.

How It Works

You stay outside scram range—usually 13–20 km—and use speed, agility, and long-range weapons to whittle down your target. Typical fits use:

  • Microwarpdrives

  • Long-range weapons (Rails, Beams, Rapid Light Missile Launchers)

  • Range bonuses and tracking enhancers

  • High speed and low mass hulls

Pros

  • Safest fighting style — you dictate range, and you can often escape if things go bad.

  • Can pick your fights by disengaging before heavier ships land tackle.

  • Good vs. brawlers who can’t close distance.

  • Strong solo style when flown with discipline and patience.

Cons

  • MWD bloom makes you easy to hit if you're slingshotted or webbed.

  • Weak in tight spaces (inside plexes with short warp-ins).

  • Scram pilots are your worst nightmare if they catch you.

  • Lower DPS compared to brawlers and scram-kites.

Ideal For

Ships like the Slicer, Hookbill (light kite variant), Condor, and Orthrus thrive here. Kiting rewards awareness, manual piloting, and good judgment about when to disengage.


2. Scram-Kiting — The Middle Ground

Scram-kiting sits between pure kiting and brawling. You fight inside scram range but outside optimal brawler range, usually around 7–9 km.

How It Works

You lock your opponent down with a scram + web, position yourself just outside their ability to apply full damage, and use weapons that excel at close-to-medium range.
Typical fits include:

  • Scram + Web

  • Afterburner

  • Close-to-mid range guns (autocannons, blasters with null, pulse lasers with scorch)

  • Strong tracking and decent speed

Pros

  • Excellent vs. brawlers — they can’t catch you, and their DPS falls off hard.

  • More forgiving than kiting because you don’t rely on a fragile MWD.

  • Many Caldari/Gallente frigates excel here with AB + scram control.

  • Good sustained DPS while still controlling the engagement bubble.

Cons

  • Weak vs. long-range kiters — you can’t chase what you can’t catch.

  • Requires strong piloting to maintain your ideal orbit and avoid their optimal.

  • If you lose range control for even a moment, you get deleted by real brawlers.

  • Struggles vs. heavy web ships like Daredevils or Navy Maulus drones with tracking bonuses.

Ideal For

Ships like the Hookbill (AB/Scram/Web), Firetail, Comet, Breacher, Navy Slicers (scram variants), and dual web Merlin scram-kites all perform extremely well here.


3. Brawling — Face-Punching Range

Brawling is the most straightforward style: get close, hit hard, and break them before they break you.

How It Works

You close the distance, scram them, web them, and unload high DPS at 1 km or less.
Brawlers rely on:

  • High DPS short-range weapons (blasters, ACs, rockets)

  • Strong tank (dual reps, buffer plates, or ancillary boosters)

  • Capacitor stability for sustained fights

  • Sticking to the target like glue

Pros

  • Highest DPS of all engagement styles.

  • Dominant inside 1 km — if you land tackle, many ships simply melt.

  • Simple decision-making: get on top of the target and burn.

  • Great in tight plexes and small spaces where range control is limited.

Cons

  • Easily kited — brawlers die hard when they can’t catch their targets.

  • Scram-kites ruin your day by sitting just outside your optimal.

  • Cap warfare and neuts can shut you down fast, especially as an active repper.

  • Landing the initial tackle is everything — losing it is usually death.

Ideal For

Merlins, Atrons, Incursus, Tristans, Rockets Breachers, and Punishers are classic brawlers.


Which One Should You Fly?

Each engagement style shines in different situations:

  • Kiting if you want control, safety, and the ability to pick your fights.

  • Scram-kiting if you enjoy finesse, positioning, and punishing brawlers.

  • Brawling if you want raw DPS, simple mechanics, and brutal, fast-paced fights.

Many pilots specialize in one style, but the best FW pilots understand all three. Not so they can fly everything—but so they can counter everything.

In the warzone, knowledge is power. Range control is life. And whichever engagement style you choose, what matters most is knowing how—and when—to commit.

Fly boldly. o7

1v1 Crucifier Navy Issue vs. Maulus Navy Issue — Lessons Learned the Hard Way

I took a fight yesterday in my Crucifier Navy Issue (CNI) that I absolutely should not have taken—and I paid for it. The opponent was a Maulus Navy Issue (MNI), and the main reason I lost wasn’t his piloting. It was my own ignorance. I went in blind, made assumptions, and completely misread what the ship was capable of.

Going into the fight, I noticed the MNI had four low slots and only three mids, which made me assume it was armor-fit. That assumption led me straight into trouble. What I failed to consider—because I didn’t take thirty seconds to look it up—was that the MNI has enough drone bay and bandwidth to field ten light scout drones, with hull bonuses that make those drones far more dangerous than standard light drones.

Had I checked the stats, I would have seen:

  • 10% bonus to drone hit points and tracking speed

  • 10% bonus to Warp Scrambler optimal range

  • +2 innate scramble strength to all warp scramblers

That last point is crucial: a basic T2 scram on an MNI hits for -4 points. In other words, I was never getting away once he got tackle.

On top of that, his drones weren’t just filler. Based on his killboard history, his fit almost certainly included two Drone Damage Amplifiers, giving his five fielded drones about 141 DPS by themselves. Add 150mm light autocannons, and his total applied DPS climbed to around 200–210 DPS. Combine that with a scram range boosted to roughly 13.5 km, and I was completely outclassed before the fight even began.

And here’s the painful truth: my Crucifier Navy Issue actually warns me not to pick this fight. The CNI is all about range control and application support. Its bonuses—tracking disruption amount, tracking disruption optimal range, and reduction in capacitor use for weapon disruptors—make it fantastic at neutering turret ships. But against a drone-heavy platform like the MNI, which doesn’t rely heavily on turrets to apply damage, most of my ship’s strengths simply weren’t relevant. I walked in with the wrong hull for the matchup.

So yes—charging at a Maulus Navy Issue in a Crucifier Navy Issue was a terrible call.

But I did walk away with lessons that will absolutely make me a better pilot:

  1. Never go into a fight blindly.
    Thirty seconds of research can save your ship.

  2. Know your enemy’s capabilities before committing.
    Hull bonuses tell the story more often than killboard history does.

  3. Pick your fights wisely.
    The Crucifier Navy Issue is a fantastic ship—but it’s not the right tool for every job.

Today the Maulus Navy Issue got the better of me. Next time, I plan to return the favor—with knowledge, preparation, and the right ship for the fight.


Thursday, November 27, 2025

2v1: My Vexor vs. a Thorax and a Stiletto

Revenant Masterless Warriors – Caldari Militia

Every now and then New Eden hands you one of those fights that reminds you why solo and small-gang PvP is the heart of Faction Warfare. This was one of those moments: me in a standard solo Vexor, suddenly facing down a Thorax and a Stiletto at the same time.

The Engagement

My fit was my usual FW brawler setup: Heavy Electron Blaster IIs, dual Medium Armor Repairer IIs, a Medium Cap Booster, and my full drone bay—

  • 2 Ogres

  • 2 Hammerheads

  • 1 Hobgoblin

  • 5 Warriors

  • 5 Acolytes

As soon as I landed, I locked both targets. The Thorax dove straight into scram/web range, so I grabbed him and started chewing through his armor with Void-loaded blasters. The Stiletto began its usual orbiting dance, so I sent my five Warriors after him to try to force him off.

In the moment, separating my damage felt like the right call. In hindsight… not so much.

How the Fight Played Out

I eventually broke the Thorax, but it took noticeably longer than it should have. With my Warriors chasing the Stiletto, I was effectively fighting him with only my blasters—about 273 DPS.
If I had kept my full drone flight on the Thorax, I would have been pushing roughly 559 DPS, nearly double the pressure.

The difference was huge.

Fortunately, my dual reps and cap booster kept me in the fight long enough to finish the Thorax. As soon as he exploded, the Stiletto disengaged and warped off, leaving me bruised but alive.

Lessons Learned

This fight drove home a simple but important lesson:

Don’t split DPS in a 2v1 unless you know you can force one target off immediately.

Warriors might chase a fast tackle, but they’re not deleting one, and the lost DPS nearly cost me the fight against the Thorax—the real threat.

If I could redo the engagement, I’d:

  • Lock both targets

  • Scram/web the Thorax immediately

  • Unload both blasters and my full damage drone flight into him

  • Ignore the Stiletto until the Thorax is dead or forced off

Secure the kill, then deal with the slippery stuff.

Final Thoughts

Despite the misplay, it was a great fight—exactly the kind of scrap that makes Faction Warfare worth logging in for. Even after years of flying, EVE still finds ways to teach you something new.

Fly dangerous,
Revenant Masterless Warriors

πŸ”₯ DPS: The Blade of the Fleet

Faction Warfare Fleet Roles — DPS When people talk about “winning fleet fights,” they usually talk about the FC, fleet comps, or the logi. B...