A fit can be described as good in one situation and bad in another. Some fits are fairly general purpose and work well in multiple situations while others are considered bad for any situation. Even if a fit “works” in a given situation does not make it a good fit – it will not perform as well as other fits with comparable or better costs and/or skill requirements.
There is no singular best fit for any situation. If you ask for general fitting advice and someone responds with a singular answer, distrust that answer and that person for fitting advice.
There are for main considerations revolving every fit; when asking for fitting advice, always specify your answers to the five considerations. This will provide a rough idea as to what you are looking for. Further considerations will mold the fit based on costs, skillpoints, and specific fleet requirements. While there may not be one ultimate fit to beat them all, the various recommended fits will be similar and vary only on relatively minor tradeoffs.
Here is a good example of asking for fitting advice while stating the five considerations: “What fit would be good for a Gallente pilot looking to solo L3 PVE missions? I want to be able to escape if I am ambushed by wartargets”. In this example, the ship size class is not explicitly specified, but it is implied with the mission level. In this example, acceptable ship size would be Cruiser and up (Destroyer for getting started), and kiting attack ships, brawling combat ships, or speed tanking attack ships would be suitable recommendations.
The Five Main Fitting Considerations
- What ship race(s) do you specialize in?
- What is the purpose of my fleet? (For all intents and purposes, flying solo is considered a “one-man fleet”)
- What is my role in the fleet?
- What ship size and class best suits my fleet role? (You might not know this up front, but the answers to the other questions will at least narrow it down)
- In general, what is my PVP ambush response strategy? Examples:
- Fight back – We have the capability of defeating the anticipated enemy forces
- Cause diversion – We can’t win, but I can help cover everyone else’s escape
- Hold ground – Escaping is either not feasible or undesireable. My offensive capabilities are minimal, but I have the defensive capability to survive the skirmish
- Forfeit – My ship is so expendable it isn’t worth escaping. (This is typically true for T1 Frigates and Destroyers)
Ship Quality Considerations
- How important is it to the fleet’s success that I personally accomplish some or all of my assigned goals in the fleet?
- How important is it to the fleet’s success that I personally survive most or all of the duration of the fleet?
- How should I balance my role effectiveness with survivability and my ability to respond to adverse, changing battle conditions?
- Is a relatively negligible increase in the performance of one area worth a more substantial increase in another?
Ship Quality Review
- Am I excelling at my intended role?
- Am I performing well at a few things, or doing many things poorly?
- Is this a ship I can afford to lose?
- Do the benefits of each module and rig outweigh their opportunity cost?
- Just because your current fit can be used for the current endeavor doesn’t make it a good fit to use. Example: Mining in a Titan is a total waste
- Just because your current fit has a bonus relevant to the current endeavor doesn’t make it a good fit to use. Examples: Even though a Miasmos has a tremendous ore hold (42k m^3), it still makes a poor mining vessel. Just because a Phobos (Heavy Interdiction Cruiser) has 20% bonus to armor resistance doesn’t make it a good Combat-class, non-Interdiction ship than a proper Heavy Assault Cruiser (like the Deimos)
- Just because your current fit is able to perform a current endeavor sufficiently doesn’t make it a good fit if it cannot do so effectively. For example: Many fits can be used to solo L4 missions, but the best fits complete them very quickly, obtains all the loot and salvage, and is able to escape PVP ambush
- Bigger is not always better: Frigates have as much of an important role to play in battle as Titans do. In particular, smaller ships are well suited to take down larger ships
- When evaluating fits, we rate it against its known potential. For example, just because you have a Battleship that can solo L4 missions doesn’t make it a good fit if it completes missions slowly, requires a lot of consumables, and/or is not prepared to respond appropriate to a PVP ambush as compared to other fits with similar cost and skill requirements.
- Avoid using a ship in ways other than its intended role.
- For example: Heavy Interdictors should not be used as if they were Heavy Assaults when a proper Heavy Assault class ship performs far better and has comparable costs.
- There are few and narrow exceptions to the rule, namely those that concern “poor man’s versions” of T2 ships. For example, destroyers can make for good “poor man’s Noctis”, and heavily defended industrial ships make for good “poor man’s blockade runner”
- Always using a fitting manager to plan your fit before you buy the parts. Before buying a fit and realizing it was a poor or unusable choice, a fitting manager enables you to:
- Ensure you have the skills to use the fit, or can acquire the skills within an acceptable time period
- Get a rough idea of how much the fit costs
- Play with different fits and see if you can come up with an even better build for the money/skillpoint requirements
- Get second opinions on your fit to ensure you are getting the best you can for the money/skillpoint requirements before buying what could have been a bad fit
- Check out our endorsed 3rd party resources page to see what fitting manager we recommend
- Balance resistance with actual and effective HP. High resistances don’t amount to much if it applies to a very small HP pool. Resistance tanking is more sensible on larger ships, and buffer tanking is more sensible on smaller ships. You might want to skip resistance tanking all together on smaller vessels like frigates, especially if they speed tank
- Shield extenders increase shield regeneration rate
- Capacitor batteries extend capacitor regeneration rate
- Consider using Capacitor Boosters to overcome capacitor stability without sacrificing performance
- Use ancillary repair units to repair more health than regular units, but without expending capacitor energy. You’ll need to carry some cap boosters or nanite paste in your cargo hold, but it is a small price to pay for better repair and more sustainable capacitors. These can be used alongside regular repair units (verify?)
- Mission Running fits:
- Always adjust your damage output type and your resistances to match the faction of enemy you will be fighting. Ammo used and resistance modules used should be updated on a updated on a per-mission basis. For this reason, it is not recommended that resistance rigs be used for mission ships unless they are intended to raise the minimum effective HP (ie. cover the lowest resistances)
- On ships size medium and up, consider installing at least two warp stabilizers to dramatically increase chance of escape from enemies ambushing you at the mission site