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FOD:Wolf Rayet Doctrine
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= Tactics = Every DPS fit here flies pretty much the same way: spiral in on whatever the FC calls as primary with the afterburner on (don't just hit approach) until you're in close range. Then orbit the primary with close-range ammo. When the primary dies, repeat on the next one. It's very important to shoot what the FC says to shoot and nothing else, since accidentally shooting triggers can spawn additional waves prematurely and overwhelm the fleet. Make sure to spread out webs and tracking disruptors among the Sleepers. There's no need to use warp scramblers against anything except Drifters. T3Ds have access to tactical modes, which boost various ship stats. A T3D being shot at should immediately switch to Defense Mode. If not being shot at, the default should be Sharpshooter Mode. Propulsion Mode is useful for traveling and getting to distant ongrid targets. Command Destroyers should fly similarly to mitigate incoming damage, but should attempt to stay within command burst range (32.9km with max skills) of all ships in the fleet if possible. T2 logi cruisers are larger, slower, and much tankier than destroyers. While orbiting at close range works well against Drifters, it may not be realistic against Sleepers. However, keeping up transversal is always useful for reducing incoming damage. In short: don't sit still on warpin like a potato. It's critical to broadcast for reps early and often so logi has a chance to catch you. Broadcast when yellowboxed (enemies are targeting you). Broadcasting when red (they're already shooting you) could very well be too late for logi to stop them from punching into your <s>hull</s> pod. == How 2 Sleeper == High-class wormhole sites feature waves of a few Sleeper battleships sometimes supported by cruisers and frigates. Since Sleeper frigate and cruiser damage applies much better to small targets like destroyers than battleship damage, frigates and cruisers are usually the best targets to clear first. Sleepers deal omni-damage and have flat resists, so just use whichever ammo gets you the most raw damage regardless of damage type. The easiest site to get started with is probably the '''Core Citadel''', since it primarily spawns battleships with no sentries and a few weak frigates for support. == How 2 Drifter == Clearing a site will spawn a Decloaked Transmission Relay structure. Aggressing this structure in any way will spawn a Drifter Response Battleship. This battleship doesn't have a doomsday, and has only 20 points of tracking. This means that it struggles to hit small targets like destroyers, especially with the Wolf Rayet bonus and tracking disruptors. However, the Drifter has extremely strong neuts and moves fast, at 3.5km/s. It also has a web. The strategy for taking down the Drifter is very straightforward. All ships should orbit the Drifter up close with ABs on while webbing and tracking disrupting it. Unlike Sleepers, the Drifter doesn't have omni-resists. Its shield is weakest against thermal, and its armor is weakest against EM. This means that projectile ships should use Phased Plasma against Drifter shields and EMP against armor instead of just using Hail. Drone ships should use Gallente drones against shields and Amarr against armor. Beam ships should use Gleam against shields and Multifrequency against armor. When the Drifter hits 25% armor, it'll attempt to warp out with 3 points of warp core strength. This means that at least 2 scrams need to be on the Drifter as it's bleeding armor. The Drifter will only try to warp once. It's even more important to broadcast against the Drifter, as taking several hits from it without reps can be deadly. T3Ds should switch to Defense Mode the moment they start getting Drifter aggro.
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