Surprise Warden (Alpha friendly)
As an experienced EFT-warrior, I have many weird, if not simply obscure, fits for EVE ships. Some of them are so bizarre that if I posted them on Reddit without explanation, people might think I’d lost my mind.
I believe that surprise is the biggest advantage in EVE Online PvP, so I often look at off-meta ships - something that makes opponents wonder, "What are the bonuses of that ship?" Moreover, I try to fit them with something unexpected.
Today, I present to you the Maulus Navy Issue!
I’ll start with a fit:
[Maulus Navy Issue, Melamori's Surprise Warden]
Drone Damage Amplifier II
Damage Control II
Vigor Compact Micro Auxiliary Power Core
Micro Auxiliary Power Core II
Warp Scrambler II
Medium Shield Extender II
10MN Y-S8 Compact Afterburner
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Small Low Friction Nozzle Joints I
Small Polycarbon Engine Housing I
Small Core Defense Field Extender I
Hobgoblin II x5
Hornet EC-300 x5
Hail S x1000
Please note, that this fit is VERY tight, using 99.72% of CPU and power grid (PG). You can use a 3% PG implant or simply remove one or both 125mm Autocannons, as they are not crucial. At the end of the post, there will be also a lite-version for Day-0 rookie pilots.
Key Points
Cheap - the price is about 19 million ISK, less if you use your LP to buy the hull. This is one of the reasons why I recommend it for Faction Warfare.
Durable - it has 6.15k EHP, which is quite impressive for a frigate. Another bonus is its shield tank, and since it’s Gallente, it has good hull HP, giving you some time to withdraw if combat does not go in your favour.
Very cap stable - it maintains 75% capacitor with everything running.
Oversized 10MN Afterburner - this makes it unstoppable. I will cover this in the tactics section.
Drones as a weapon system - thanks to hull bonuses they have incredible tracking and the ability to apply damage up to 60km.
Solid damage - it deals 183 DPS combined without overheating or implants, and realistically 119 DPS with drones at a very long distance, with many wrecking shots due to tracking bonuses. You can also add Warden II sentry, for a whopping 56 instant dps on 80km! (that's wild, but for small gangs might work, while you guard your logistics, the sentry can apply some damage to primary targets)
Long reach scram - 13.5km (16.2km heated) with 4 points strength.
New players and Alpha friendly, with a simple Micro Auxiliary Power Core II replacement to a t1.
Tactics and Usage
Group PvP - With a long targeting range and durable drones, you can play it safe. Provide damage assistance while protecting your fleet mates from brawlers with the long scrambler.
Solo PvP - Your ultimate goal is to stay and control brawlers at around 12-13km. Your speed is about 2k m/s, up to 2.8k m/s when heated. Since you’re using an Afterburner, you are pretty much immune to anyone holding MWD + Web or AB + Scram and trying to jump on you. Be very careful with AB + Web brawlers; their speed is around 1.2k m/s, so keep yourself outside their web range to stay safe. Your typical speed while webbed is around 900 m/s (1271 m/s if heat)
Long-range kiters - Your goal is to force them into the 16km zone to land your scram and turn off their propulsion. For this, you need to do manual piloting and carefully overheat your AB. Luckily, your drones will still apply damage. You can potentially out-DPS and out-EHP some kiters, forcing them to retreat. Alternately, thanks to a 50m3 drone bay, you can load a flight of Hornets EC-300 and jam the attacker to escape.
Hi-slot guns - These are there to eliminate enemy drones quickly or to apply maximum damage if someone manages to catch you.
PvE - Occasionally, you can even run a 3/10 DED plex. The shield regen and kiting techniques, paired with long-range drone control, allow you to enjoy some PvE action from time to time.
Weaknesses:
Agility - Due to the 10MN Afterburner, your mass is about five times greater than regular frigates. You need to be careful when playing on the edge of your scrambler range, as a smart opponent with an agile ship can break the orbit and escape.
Overheating the Afterburner - Overheating the 10MN AB is different from regular 1MN or 5MN propulsion. First, let your ship reach around 85% of its speed, then overheat the module. I highly recommend some practice before actual combat. It’s not hard, it’s just different.
Finally, look at the stats on Zkill. There are not many of them involved in combat, meaning people rarely see them and have no idea how to counter them. I can guarantee that most capsuleers have no idea what bonuses your ship carries, giving you precious seconds for a surprise attack. They also have a very high efficiency of 91.6%, suggesting that around 10.86 ships are destroyed for every 1 Maulus Navy Issue lost.
Finally, let's look at an Alpha version for new players. You can drop some T2 modules and autocannons, as they are not essential for the build, and run this ship from day one. Sure, the stats won't be as impressive, but if you use the 1 million SP bonus and apply these skill points to key parameters, you'll get a very capable machine.
Stats here with absolute zero skills.
Sponsor of this fit once again Melamori, so...
Ship name: Melamori's Surprise Warden
Character Username: Melamori
Short description: A versatile Maulus Navy Issue build designed for both new and experienced players. This off-meta fit emphasizes durability, long-range scrambling control, and high speeds with oversized propulsion module. Ideal for surprising opponents and effective in group or solo combat.
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