From a09c087b4603f1417f61a96d028c5e6c5f963f55 Mon Sep 17 00:00:00 2001 From: b3nw Date: Sun, 19 Apr 2026 14:50:06 +0000 Subject: [PATCH] [AGENT] Update: ships/amarr/battleships/apocalypse --- content/ships/amarr/battleships/apocalypse.md | 27 +++++++------------ 1 file changed, 10 insertions(+), 17 deletions(-) diff --git a/content/ships/amarr/battleships/apocalypse.md b/content/ships/amarr/battleships/apocalypse.md index dce224c3..94a2417a 100644 --- a/content/ships/amarr/battleships/apocalypse.md +++ b/content/ships/amarr/battleships/apocalypse.md @@ -19,7 +19,7 @@ esi_data: skill_id: 3339 type_id: 642 velocity: 113 -last_updated: '2026-04-19T05:13:13.601748' +last_updated: '2026-04-19T14:50:06.027489' source: eve-university source_stats: armorem: 50 @@ -105,27 +105,20 @@ type_id: 642 validation_score: 1.0 --- -Summary +## Summary The Apocalypse (or "Apoc") is a Tech 1 Amarr battleship. It is the ultimate entry in the Amarr line of sniping laserboats after the Tormentor, Coercer, Omen, and Harbinger. It has bonuses to large energy turret optimal range and tracking speed. Together with the ability of energy turrets to switch crystals instantly, these bonuses make it perform well at different engagement ranges. Pulse laser Apocalypses with Tech 2 Scorch ammunition are able to deliver good damage at a decent distance. Apocalypses are also well suited to beam laser long-range fits. The Apocalypse lacks the raw firepower or tank of the Abaddon, but with its better tracking it can fight well against signature-tanking cruisers that would normally be difficult for battleships to hit. - - Skills +## Skills As a Tech 1 Battleship, the Apocalypse deserves good general support skills as well as all of the skills for a Tech 2 tank. Tech 2 weapons are very expensive to skill into and are not essential, but are very helpful, as they give a MASSIVE boost to DPS. - , , , and to at least III to boost your resists. - to V to make use of the Tech 2 energized membranes, armor plates, armor hardeners, damage control, and armor coatings. - to use the tech 2 armor repairers. - to IV to use the tech 2 armor repairers and to reduce their capacitor use. + EM Armor Compensation, Thermal Armor Compensation, Kinetic Armor Compensation, and Explosive Armor Compensation to at least III to boost your resists. + Hull Upgrades to V to make use of the Tech 2 energized membranes, armor plates, armor hardeners, damage control, and armor coatings. + Mechanics V to use the tech 2 armor repairers. + Repair Systems to IV to use the tech 2 armor repairers and to reduce their capacitor use. All gunnery support skills to IV or higher. All of the basic fitting and capacitor skills. - - Tactics +## Tactics No sub-article about Apocalypse roles or piloting tactics. You can write them here. - - Notes +## Notes "Apocalypse" comes from an early Greek word meaning "revelation". This word begins the Book of Revelation in the New Testament, and so the Book of Revelation sometimes came to be called the "Apocalypse". Since Revelation describes the end of the world, the word "apocalypse" gradually developed its modern association with doom and final endings. - - Patch History - -Category:Ship Database -Category:Standard Battleships \ No newline at end of file +## Patch History \ No newline at end of file