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Bringing the right tools to
a fight is key to winning.

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Whether you're setting
out on your next mission,

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or diving into the unknowns
of wormhole space,

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fitting your ship well is the
best way to help ensure success.

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In this video,

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you'll learn about
the fitting process,

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and how you can design a
ship to take on any challenge.

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The first step to fitting for purpose
is to pick the right ship for the task.

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When taking on missions, for example,

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you can start level 1 missions
with just a Tech 1 frigate.

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As you progress to level 2 missions you
should look to upgrading to a destroyer.

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Level 3 missions usually
require at least a Tech 1 cruiser,

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and level 4's are
much more difficult,

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requiring the use of a battleship.

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When picking your ship,
sometimes referred to as your hull,

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take note of the ship bonuses seen in
the 'Show Info' window in the traits tab.

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Using modules to match these bonuses

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is the best way to make sure that
you're getting the most out of your fit.

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You can get further clues
about how best to fit the ship

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by hovering over the 'Ship Characteristics'
icon at the top of this window.

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When you're ready to start fitting,

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it can useful to begin
with a simulated fit.

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To enter fitting simulation,

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first open the fitting window,

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then click on the 'Simulate'
button in the top right.

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This will show a holographic
image of your ship,

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and a list of modules
on the left hand side.

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Any changes you make now
will not apply to your actual ship,

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allowing you to freely
try out different options

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without having to buy
all the modules first.

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You can even use the 'Hulls & Fits' menu
to create fits for ships you don't yet own,

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save your fits for future use,

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or browse a selection of
community-created fittings.

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With your ship hull selected,

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you can now start adding
modules to see how it performs.

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You can browse modules
on the left hand panel,

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and click 'Show Info' to get
an idea of what they all do.

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Each module you add will take up some of
the ship's power grid and processing power.

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These are represented
on the lower right.

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Modules exceeding your power grid or
CPU will be offline and unable to be used.

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You can also see a breakdown of
the ships stats in the panel on the right.

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Theorycrafting and fitting for PvE is a
balancing act between four main pillars,

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as you improve one aspect of the fit,

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you will probably need to make
sacrifices in other areas to make it work.

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The four pillars to balance
any successful fit are:

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the amount of damage per second,

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or DPS, that your ship
can apply on target,

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your tank, meaning how much
incoming damage your ship can survive,

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your mobility, how quickly
you can move around in space,

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and finally your capacitor,

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the energy your ship has to
use modules while in space.

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For the first pillar,
we have your outgoing damage.

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There are many different
weapon systems in EVE,

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each with their own
strengths and weaknesses.

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Your choice of weapon type
will be decided by the ship hull,

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but you can further specialize based
on how you plan to fly your ship.

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Projectile weapons, for example,
fit onto Minmatar ships,

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and are split into close-range
autocannons or long-range artillery.

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Weapons are always fitted
into the high slots of your ship.

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We can also use the low slots to add
damage modules to make our guns hit harder.

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For our autocannons here,

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we are fitting two Tech 2 Gyrostabilizers

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and loading close-ranged
Fusion ammunition.

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This ammo primarily fires explosive which
is effective against Angel Cartel pirates

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information which can be
found in the 'Show Info' panel

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when you click on any NPC pirate.

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For the second pillar,

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 we want to focus on our
defensive capability, our tank.

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When improving the
shields or armor of any ship,

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you can choose between using
active modules such as a 'Shield Booster',

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or 'Armor Repairer',

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or buffer modules like the 'Shield
Extender' and 'Armor Plate'.

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There is also a third kind of tank

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that boosts the passive regeneration
of your shield to stay alive.

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For missions, you will likely
want to use an active tank.

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This will allow you to repair your ship
while in space and fighting,

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instead of running away when
your shield or armor are low.

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Your choice in shield or armor is also
usually decided by the ship hull,

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and how many types of each slot it has.

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Shield modules tend to use mid slots, and
armor modules fit into low slots.

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We'll use a 'Shield Booster' here
to repair our shields,

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and a 'Hardener' module
to improve our resists.

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If you know which type
of damage you will be taking,

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then you can fit specific resists here,

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but we're going to go with the
'Multispectrum Shield Hardener'

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which boosts all
resists simultaneously.

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It can also be useful
to fit a 'Damage Control'.

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This module improves your
shield, armor, and hull resists,

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and takes up a low slot,
which we have plenty of.

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After fitting that 'Damage Control',
we're now over on CPU.

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To fix that,

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we're going to fill our last low
slot with a new type of module,

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a fitting module.

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In this case, we want a 'Co-Processor'
to improve the ship's CPU output.

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Now that we have tank and damage,

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we need to consider
the third pillar, mobility.

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Our autocannons are short-ranged,

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and will only apply half their
damage at their 10km falloff.

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To make sure we can
destroy pirates effectively,

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we're going to fit a 'Microwarpdrive'.

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This module will let us move
extremely quickly to new targets

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at the cost of high capacitor usage,

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and an increased
ship signature radius.

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The alternative option to a
'Microwarpdrive' would be an 'Afterburner'

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which is slower,

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but uses less capacitor and
does not increase your signature.

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Signature radius indicates
how easy it is to target your ship.

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A smaller signature radius
makes you hard to hit,

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and allows you to take less
damage from larger weapons.

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This can help you tank using signature or
speed by getting under your opponents guns,

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effectively dodging their bullets.

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Such a fit might also use a 'Nanofiber'
to increase their speed and agility.

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We're going to keep the
'Microwarpdrive' for now,

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but notice how it
uses a lot of fitting,

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and has overloaded
our CPU once again.

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Instead of using another fitting module,

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we can instead try swapping
out some of our Tech 2 modules

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for compact
versions instead.

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In this case, we're going to use two
'Counterbalanced Compact Gyrostabilizers',

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and the 'IFFA Compact Damage Control'

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which have slightly lower stats,
but reduced fitting costs.

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Finally, onto the last pillar.

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We need to fix our capacitor,

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the amount of energy our ship
can use to activate modules.

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Right now it runs out in only
20 seconds

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due to our 'Shield Booster'
and 'Microwarpdrive'.

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We can start to fix
that by using our rig slots.

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Rigs can improve nearly
any function of your ship,

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but they cannot be removed
without breaking them.

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Fortunately, as this is a simulation,

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we can test them before
fitting them for real.

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In this case,

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we are going to use three
small 'Capacitor Control Circuits'

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to improve our capacitor recharge speed.

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Our capacitor is still a bit unstable,

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so we're going to exchange some
of our defence or 'tank' for capacitor

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by dropping the 'Multispectrum
Shield Hardener' for a 'Cap Recharger',

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making us cap stable.

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Being fully cap stable
isn't always necessary,

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but it´s nice to have and prevents
us from running into a situation

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where our 'Shield Booster' stops working.

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There are plenty of other
modules to improve your capacitor

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such as 'Cap Batteries',
'Cap Flux Coils', or 'Power Relays'.

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Each does something unique,

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so be sure to read
the module descriptions.

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You may have noticed that
doing this freed up a lot of CPU

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since the 'Cap Recharger'
has lower fitting requirements.

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We can now remove that 'Co-Processor' that
we added earlier, freeing up a low slot.

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This slot is an excellent place
to put in an application module

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like the 'Tracking Enhancer'.

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This will improve the
tracking of our guns

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while also extending
our range out to 12km.

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Good application of damage on
target is vital in both PvE and PvP.

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Your ship might have
really high damage,

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but if you can't hit small targets
then you'll never destroy them.

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Our fit is now complete.

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We can now save it,

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drag the fit name
into chat to share it,

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or even buy it all now
with the 'Buy All' button.

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There are more efficiency
improvements you can make to your fit,

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but figuring that out
is the art of fitting itself.

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This may involve getting out there,

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and seeing how different
pirate factions behave,

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and how you need to prepare
yourself to deal with their damage types,

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and electronic warfare.

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Being properly prepared for a fight

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is the key component to being
successful as an Enforcer in EVE Online.

