Posted Thu, May 12, 2011 by Space Junkie
The drake is a fine vessel, and essentially the lowest common denominator of large-scale PvP, especially of the sort that takes place between the large alliances. The drake's virtues lie in an overabundance of shield and resistances that allow it to absorb huge amounts of damage and potentially be repaired by other ships during the time afforded by having such fierce defenses. The drake's tank is superior to that of most battleships, despite only being a battlecruiser.
En masse, drake fleets are the terror of null-sec: nearly everybody has the skills to fly them, and with scimitars backing them up they can be terrifyingly effective. Unlike the other two dominant strategies (revolving around heavy assault cruisers and maelstroms, respectively) it is relatively easy to build and pay for large groups of pilots to be equipped with them, and replacing losses is pretty cheap. Nearly any alliance can put together a respectable fleet of drakes.
Your drake already has incredibly powerful shields, now you just need to get the most out of your missile launchers.
The first five items are a collection of implants that let the drake inflict more missile damage and give it some more leeway with fittings. With the right implants, you can cheaply accrue an aggregate of small bonuses that serve to enhance your capabilities as a drake pilot. And fear not about prices tags, the drake's virtues as an expensive ride are preserved by our budget-conscious implants!
Note that all implants here are hardwirings with convoluted EVE Online in-game corporate names. For ease of reference they are given here by their identifiable letters and series. Just search for the initials (with or without the numbers) on the market and you will find what you need. To learn more about implants, read this guide.
The total cost of all of these implants is 8.37 ISK. Not bad at all, especially since in many battles it is perfectly possible to escape with your pod intact, implants and all. If you are truly space rich, there are versions of the implants that offer 3% bonuses or even higher, though often at a cost of 25mil ISK or more, apiece.
Combat boosters are an infrequently-used game mechanic used chiefly by high-end PvPers and capital pilots. Though you can read more about them in our guide here, the gist of their use is that you consume one and gain a temporary bonus (a bit less than an hour) while suffering the possibility of a drawback. The boosters come in varying flavors that offer different bonuses, while each flavor is offered in several degrees of potency with heightened bonuses and correspondingly increased drawbacks.
The reason most players eschew using boosters is that they are illegal. Moving them around in high-security space is risky, especially if the ship in question is not a covert ops vessel.