Gallente Basic Ship and Skill Guide
Contents |
This guide provides general information and recommendations for T1 ships of a single player faction.
For more advanced and in-depth information on specific ships refer to the new ship index. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.
This guide aims to provide an overview of the different ships and their roles rather than specific fits. For these, take a look at the individual ship's page (eg Atron).
Gallente General Information
The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships.
Gallente Federation Characteristics
Tank Type: | Armor |
Main Weapon Systems: | Hybrid Turrets and Drones |
Electronic Warfare: | Remote Sensor Dampening and Warp Prevention |
Skills
For general skills that benefit all pilots, see Basic Skills and Support Skills.
Every pilot should think about which skills they want to train in order to reach their goals. The following only touches on basic and essential skills and should only serve as a guideline.
One may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
Ship Command Skills
In order to fly a ship, pilots must train the appropriate skill for that ship. For Gallente these include:
- Gallente Frigate
- Gallente Destroyer
- Gallente Cruiser
- Gallente Battlecruiser
- Gallente Battleship
- Gallente Industrial
Fitting Skills
In order to fit almost any ship effectively and efficiently, certain skills should be trained:
Capacitor Skills
For Gallente ships capacitor is important for active armor tanking, propulsion modules, and hybrid weapons. Certain skills can be trained in order to achieve an optimal size, recharge rate and efficiency for a ships capacitor.
Mobility Skills
- Main article: Mobility skills
Mobility skills increase the agility and speed of a ship, which can be a lifesaver, even for the most cumbersome of ships.
Armor Tanking Skills
- Main article: Armor Tanking skills
Gallente ships are generally designed to armor tank. This means that it is necessary to achieve a certain level of proficiency in armor support skills, including eventually being able to fit T2 armor tanking modules. To do this, following skills can be trained:
Weapons Skills
Hybrid Turrets
- Main article: Hybrid Turret skills
To maximize the effectiveness of hybrid turrets, pilots can train:
- Gunnery
- Hybrid Turrets
- Small Hybrid Turret for Frigates/Destroyers
- Medium Hybrid Turret for Cruisers/Battlecruisers
- Large Hybrid Turret for Battleships
- Motion Prediction
- Rapid Firing
- Sharpshooter
- Surgical Strike
- Trajectory Analysis
- Controlled Bursts
Drone Skills
- Main article: Drone skills
Many Gallente ships can fit drones, some even specializing in them. Pilots planning to use drones, or fly a drone boat can train:
- Drones
- Drone Interfacing
- Drone Sharpshooting
- Drone Durability
- Drone Navigation
- Drone Avionics
- Advanced Drone Avionics
Additionally, depending on the type of drones planned for use, type specific drone skills are required:
Rookie Ship
The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships. Rookie ships are not particularly strong, although are useful for the initial tutorials and as a free shuttle.
Velator
Frigates
Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
Atron
The
Atron
Standard FrigatesAtron Class
4
(0/3) 3
3
37 MW
147 tf
420 m/sec
145 m³
|
Incursus
Standard FrigatesIncursus Class
3
(0/3) 3
4
45 MW
135 tf
340 m/sec
165 m³
|
Catalyst
Standard DestroyersCatalyst Class
High Amount of High Slots
8
(0/8) 2
3
70 MW
178 tf
265 m/sec
450 m³
|
The Atron is a great hull for new pilots interested in learning how to +1, The agile but fragile ship will assist new pilots in understanding some of the limitations of [Interceptor#Interceptors|Interceptors], It can serve as an amazing long-point tackle ship.
"Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the
Incursus
Standard FrigatesIncursus Class
3
(0/3) 3
4
45 MW
135 tf
340 m/sec
165 m³
|
Slasher
Standard FrigatesSlasher Class
4
(0/3) 4
2
36 MW
140 tf
430 m/s
120 m³
|
Imicus
The
Imicus
Standard FrigatesImicus Class
3
(0/1) 4
3
21 MW
250 tf
330 m/s
400 m³
|
Helios
Covert OpsImicus Class
Can Use Covert Ops Cloak
2
(0/2) 5
3
20 MW
290 tf
330 m/sec
175 m³
|
Incursus
The
Incursus
Standard FrigatesIncursus Class
3
(0/3) 3
4
45 MW
135 tf
340 m/sec
165 m³
|
Tristan
Standard FrigatesTristan Class
3
(0/2) 3
3
35 MW
130 tf
315 m/sec
140 m³
|
Tristan
Standard FrigatesTristan Class
3
(0/2) 3
3
35 MW
130 tf
315 m/sec
140 m³
|
Maulus
The
Maulus
Standard FrigatesMaulus Class
2
(0/2) 4
3
28 MW
230 tf
375 m/sec
275 m³
|
The
Navitas
Standard FrigatesNavitas Class
3
(0/2) 3
3
49 MW
145 tf
410 m/sec
280 m³
|
Exequror
Standard CruisersExequror Class
3
(0/3) 4
6
610 MW
275 tf
240 m/sec
495 m³
|
Oneiros
Logistics CruisersExequror Class
4
(0/2) 4
5
1,050 MW
370 tf
230 m/sec
600 m³
|
Exequror
Standard CruisersExequror Class
3
(0/3) 4
6
610 MW
275 tf
240 m/sec
495 m³
|
Oneiros
Logistics CruisersExequror Class
4
(0/2) 4
5
1,050 MW
370 tf
230 m/sec
600 m³
|
Augoror
Standard CruisersAugoror Class
5
(0/3) 3
5
650 MW
275 tf
235 m/sec
465 m³
|
Guardian
Logistics CruisersAugoror Class
6
(0/3) 2
5
1,075 MW
310 tf
209 m/sec
465 m³
|
Tristan
The
Tristan
Standard FrigatesTristan Class
3
(0/2) 3
3
35 MW
130 tf
315 m/sec
140 m³
|
Incursus
Standard FrigatesIncursus Class
3
(0/3) 3
4
45 MW
135 tf
340 m/sec
165 m³
|
Destroyer
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, and they have more high slots. They are often used in PvE for level 1 missions, and as salvaging ships for pilots that have not yet acquired a
Noctis
OREPrimae Class
High Amount of High Slots
Salvage Specialist
8
(0/0) 2
3
250 MW
300 tf
155 m/sec
1,460 m³
|
Algos
The
Algos
Standard DestroyersAlgos Class
6
(0/5) 3
3
55 MW
160 tf
245 m/sec
350 m³
|
Tristan
Standard FrigatesTristan Class
3
(0/2) 3
3
35 MW
130 tf
315 m/sec
140 m³
|
Vexor
Standard CruisersVexor Class
4
(0/4) 4
5
800 MW
300 tf
195 m/sec
480 m³
|
Catalyst
Standard DestroyersCatalyst Class
High Amount of High Slots
8
(0/8) 2
3
70 MW
178 tf
265 m/sec
450 m³
|
Vexor
Standard CruisersVexor Class
4
(0/4) 4
5
800 MW
300 tf
195 m/sec
480 m³
|
Catalyst
The
Catalyst
Standard DestroyersCatalyst Class
High Amount of High Slots
8
(0/8) 2
3
70 MW
178 tf
265 m/sec
450 m³
|
Noctis
OREPrimae Class
High Amount of High Slots
Salvage Specialist
8
(0/0) 2
3
250 MW
300 tf
155 m/sec
1,460 m³
|
Cruiser
Cruisers are Eve's medium-sized ships, larger than frigates and destroyers but still much smaller, faster and nimbler than battlecruisers and battleships. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots.
Celestis
The
Celestis
Standard CruisersCelestis Class
3
(3/3) 5
5
575 MW
375 tf
210 m/sec
320 m³
|
Maulus
Standard FrigatesMaulus Class
2
(0/2) 4
3
28 MW
230 tf
375 m/sec
275 m³
|
Exequror
The
Exequror
Standard CruisersExequror Class
3
(0/3) 4
6
610 MW
275 tf
240 m/sec
495 m³
|
Thorax
The
Thorax
Standard CruisersThorax Class
5
(0/5) 4
5
820 MW
330 tf
240 m/sec
465 m³
|
Vexor
Standard CruisersVexor Class
4
(0/4) 4
5
800 MW
300 tf
195 m/sec
480 m³
|
Vexor
The
Vexor
Standard CruisersVexor Class
4
(0/4) 4
5
800 MW
300 tf
195 m/sec
480 m³
|
Myrmidon
Standard BattlecruisersMyrmidon Class
Can Use Warfare Links
5
(0/5) 5
6
1,050 MW
400 tf
145 m/sec
400 m³
|
Dominix
Standard BattleshipsDominix Class
High Amount of Low Slots
6
(0/6) 5
7
10,000 MW
600 tf
109 m/sec
600 m³
|
The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor.
Among T1 cruisers the Vexor is a little more skill demanding than the
Thorax
Standard CruisersThorax Class
5
(0/5) 4
5
820 MW
330 tf
240 m/sec
465 m³
|
Battlecruiser
Battlecruisers are larger, slower and have more slots than cruisers, but they're smaller than battleships and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to destroyers' position between frigates and cruisers, although battlecruisers are much more versatile and widely-used than destroyers.
Brutix
The
Brutix
Standard BattlecruisersBrutix Class
Can Use Warfare Links
High Amount of High Slots
7
(0/6) 4
6
1,125 MW
435 tf
160 m/sec
475 m³
|
Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.
Myrmidon
The
Myrmidon
Standard BattlecruisersMyrmidon Class
Can Use Warfare Links
5
(0/5) 5
6
1,050 MW
400 tf
145 m/sec
400 m³
|
Drake
Standard BattlecruisersDrake Class
Can Use Warfare Links
High Amount of High Slots
7
(6/0) 6
4
830 MW
500 tf
150 m/sec
450 m³
|
Brutix
Standard BattlecruisersBrutix Class
Can Use Warfare Links
High Amount of High Slots
7
(0/6) 4
6
1,125 MW
435 tf
160 m/sec
475 m³
|
Talos
The
Talos
Standard BattlecruisersTalos Class
8
(0/8) 4
5
1,100 MW
360 tf
220 m/sec
600 m³
|
Megathron
Standard BattleshipsMegathron Class
High Amount of High Slots
High Amount of Low Slots
7
(0/7) 4
8
15,500 MW
600 tf
122 m/sec
675 m³
|
Thorax
Standard CruisersThorax Class
5
(0/5) 4
5
820 MW
330 tf
240 m/sec
465 m³
|
Battleship
Battleships ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialised for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using covert cynosural fields.
Dominix
The
Dominix
Standard BattleshipsDominix Class
High Amount of Low Slots
6
(0/6) 5
7
10,000 MW
600 tf
109 m/sec
600 m³
|
Armageddon
Standard BattleshipsArmageddon Class
High Amount of High Slots
High Amount of Low Slots
7
(5/5) 4
7
13,500 MW
550 tf
100 m/sec
600 m³
|
Armageddon
Standard BattleshipsArmageddon Class
High Amount of High Slots
High Amount of Low Slots
7
(5/5) 4
7
13,500 MW
550 tf
100 m/sec
600 m³
|
The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance.
Hyperion
For PvP fleets the
Hyperion
Standard BattleshipsHyperion Class
High Amount of High Slots
7
(1/6) 5
7
16,000 MW
600 tf
115 m/sec
675 m³
|
Vindicator
Pirate Faction ShipsMegathron Class
High Amount of High Slots
High Amount of Low Slots
8
(0/8) 5
7
17,500 MW
630 tf
132 m/sec
665 m³
|
Megathron
The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship.
Industrial
The Gallente industrial hauler ships provide tremendous flexibility in hauling. The
Nereus
Standard Industrial ShipsNereus Class
2
(0/1) 5
5
215 MW
350 tf
130 m/sec
2,700 m³
|
Iteron Mark V
Standard Industrial ShipsIteron Mark V Class
Has Large Cargohold
2
(0/1) 4
5
85 MW
270 tf
105 m/sec
5,800 m³
|
Nereus
Standard Industrial ShipsNereus Class
2
(0/1) 5
5
215 MW
350 tf
130 m/sec
2,700 m³
|
Iteron Mark V
Standard Industrial ShipsIteron Mark V Class
Has Large Cargohold
2
(0/1) 4
5
85 MW
270 tf
105 m/sec
5,800 m³
|
Kryos
Standard Industrial ShipsKryos Class
Has Large Mineral Hold
2
(0/1) 4
4
110 MW
250 tf
120 m/sec
550 m³
|
Epithal
Standard Industrial ShipsEpithal Class
Has Large Planetary Commodities Hold
2
(0/1) 4
4
130 MW
270 tf
120 m/sec
550 m³
|
Miasmos
Standard Industrial ShipsMiasmos Class
Has Large Ore hold
2
(0/1) 4
4
120 MW
260 tf
120 m/sec
550 m³
|
T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the Creating an Alt Hauler article for more information.
Nereus
The
Nereus
Standard Industrial ShipsNereus Class
2
(0/1) 5
5
215 MW
350 tf
130 m/sec
2,700 m³
|
Kryos
The
Kryos
Standard Industrial ShipsKryos Class
Has Large Mineral Hold
2
(0/1) 4
4
110 MW
250 tf
120 m/sec
550 m³
|
Epithal
The
Epithal
Standard Industrial ShipsEpithal Class
Has Large Planetary Commodities Hold
2
(0/1) 4
4
130 MW
270 tf
120 m/sec
550 m³
|
Miasmos
The
Miasmos
Standard Industrial ShipsMiasmos Class
Has Large Ore hold
2
(0/1) 4
4
120 MW
260 tf
120 m/sec
550 m³
|
Iteron Mark V
With the Odyssey 1.0 expansion, the Iteron V was the largest T1 industrial available. However, the Ody-1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.[1]
Ammunition, Range, and Kiting
You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so it is recommend to use the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns will often have difficulty tracking enemies. Enemies should be kept close to optimal with the 'keep at range' option, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.
Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. Or better yet, use EFT and import your character skills to see all of your ship's stats.
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Javelin (rails) has half the optimal of antimatter, better tracking, and similar DPS. Void (blasters) has slightly better DPS than faction antimatter, and better optimal, worse falloff, worse tracking, and worse cap consumption. Void can be useful in some circumstances, especially if the target has multiple webs applied to it. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.
Tech and Meta Levels
- See also: Techs, Tiers and Meta levels
These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are usually expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules. Some meta 4 modules are nearly always used instead of the T2 version, because the T2 having worse attributes and being harder to fit, like for armor plates.
In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser with T2 fittings.
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium waepons are reasonably priced, but many are not, and will only make your ship into a loot piƱata for the enemy when it is destroyed, for very little increase in effective dps. It is recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.
Meta level can be checked in the 'show info' window under the attributes tab. Items without a meta level displayed in the attributes tab are meta 0. Meta level can also be displayed in a ship or station hangar when the items are displayed in list mode. To add the Meta column, right-click the header and select 'show meta lvl'.
Drones
Small drones should be used against frigate sized enemies, medium drones should be used against cruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well those.
Amarr drones are not recommended; due to their low damage multiplier, they are rarely useful. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. However, the Amarr curator sentry drones can be good to use against rats with a low EM resist (depending on range and tracking). Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against many rat types. It is strongly recommended to fit the best drone types to match rat weaknesses.
- Caldari scout drones: Guristas, Mordu's Legion, Mercenaries, Serpentis
- Gallente scout drones: Blood Raiders, Sansha's Nation, Rogue Drones
- Minmatar scout drones: Angel Cartel
Some of these factions have ships with variable resists in different ship sizes. It is advised to check the two lowest resist options and compare drone damage reports. NPC Damage Types
Drone aggro should be watched. When arriving in a mission room, aggro should be acquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats. Some missions have particular aggro rules that can lead to drones getting shot, check Eve Survival mission reports for details.
Keyboard shortcuts are recommended for drone management. Drones need to be initially launched manually from the drone window, but shortcuts can be set for attack and return to drone bay commands.
In PvP, Gallente and Minmatar scout drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch. Explosive damage is also better than thermal against a wider range of T2 ships that have augmented resists. Amarr drones are sometimes used in PvP to gank mission runners and ratters that have a weak EM hole. For sentries, bouncers are popular for their damage type and range.
In general, it is better to keep drones in passive mode. In missions and wormholes, drones on active can trigger a new wave earlier than desired. In PvP, drones on active mode can lead to having an aggression timer when it is not wanted and being unable to dock or jump through a gate.
See Drones and Using Drones for more advice on drone selection and deployment.
Related Links
- Ship Fitting wiki editing parser
- Basic Skills and Support Skills Training support skills is the first step in flying a ship well. Read up on support skills here.
- Fitting Guidelines Some general guidelines for fitting ships.
- Fitting Modules and Rigs Guide A list of rigs and module types with short descriptions.
- Full T2 Tank Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
- NPC Damage Types and NPC Ship Attributes To see which resists to use and damage type to deal against NPC rats.
- Creating an Alt Hauler Having an alt hauler can be essential to be able to make shopping trips during wartime.
- Failheap Challenge The new incarnation of Scrapheap Challenge. A good place for experienced pilots to find fittings, and many threads also had tactic discussions on how to use them.