Logi Tactics, Tips, and Tricks

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Hey all this is by no means a finished work or definitive primer on being a logi pilot, but understanding these things have made me successful as a logi pilot, and I would love for you to share your tips and tricks to being a better logi pilot here in this thread.

  • Order of operations as you land in a site
    1. start locking first/all shield broadcasts
    2. establish your orbit at 15km on the AAA
    3. Check for new shield broadcasts and start locking them- repeat this step after each step from here on
    4. lock start locking support targets (cap chain, resebo target, link targets)
    5. apply first rep (as you should have the first target locked by now) pause for 2-3 seconds and activate your second rep
    6. check your target's shield level if they are at 50% or less activate a 3rd rep, 25% or less activate a 4th.
      1. cycle down to 2 reps as the target stabilizes above the suggested amount
    7. Apply support modules (cap chain, resebo  target, link targets)
    8. Ensure you have at least 1 rep available as often as possible, and your reps are staggered at even intervals so you can quickly switch them from one target to another in the event of a hard switch.


  • The importance of staggered reps
    • First, what exactly does staggering reps mean?  Staggering reps is the most important thing you can do as a logi.  It is the simple way for saying you should activate each of your remote repair modules 1/3 to 1/2 of the of the way through the cycle time of the last remote repair module you activated so each rep starts and finishes at a different time.  This has a large number of benefits.  First, it prevents you from "over-repping" a target and increasing your priority as a target for the Sansha.  Second, it staggers your activation time meaning you have a second or two for your capacitor to recover between activations.  This may not seems important, but it will often mean the difference between just capping out or being able to stretch your capacitor for 1-3 minutes if something happens to the cap chain as a basilisk, or being able to keep your ab and invul on as a scimitar if you get targeted by deltoles.  Some additional benefits of staggered reps are explained in the Damage Waves section below.  Remember that shield reps happen as soon as you activate the module while armor/hull reps happen at the end of the cycle so as a shield fleet we're already "ahead" of the game. (pardon the pun I couldn't resist.)


  • Damage Waves:
    • Remember damage comes in waves.
      • Remember that Frigates, Cruisers, and Battleship weapons have different cycle times, in a room where all enemies have already spawned upon entrance, this means "3 waves of damage" our goal is to have reppers slide in between each wave to stabilize our targets as much as possible to avoid the "yo-yo" effect and prevent any potential armor damage bleed through. Since all pilots must have a minimum of Tactical Shield Manipulation 1 to use dead space/faction invulnerability fields, the highest shield percentage this bleed could occur is 20% of the targets total shields. Armor bleed happens only at 5% shields if they have skill level 4 and will never occur at level 5, so if they can us T2 Adaptive Invuls this concern is mostly mitigated.
      • In rooms where enemies spawn after entrance remember that increases the "waves" of incoming damage to a target by a factor of 3 per wave (3 for no spawns, 6 for 1 spawn, 9 for 2 spawns, etc.) this is one of several things that makes a TCRC entrance so "difficult" for logi because we have 2 staggered spawns upon entrance, which means 9 waves of damage, and those 9 could be split 6 on 1 target and 3 on a different target.  Smaller divisions can and do happen so you have to prioritize who appears to be the least stable at any given time.  Use good judgment and be flexible, sometimes that means being willing to activate 2 reps on 1 target and 1 rep on another.  Other times you'll have 1 rep on 3 different targets and be pulsing your forth rep on and off, don't panic and stay calm this is normal and aggro will consolidate soon.


  • Aggro Switches:
    • Soft switch:
      • Every 45-65 seconds the Sansha choose a target based on a variety of factors we call this a soft switch, or more commonly just a switch when they slowly agress in time with their normal weapon cycles.  Usually, this will look something like the frigs will switch then the cruisers, and a cycle or two later the battleships will follow.  Sometimes the battleships won't follow for another 45-65 seconds when they would normally choose a new target.
    • Hard switch
      • There are two circumstances I would call a hard switch, in both cases you get little to no warning that the Sansha about to switch targets and shoot someone else.  In both cases, you'll need to lock the new target which will take you long enough that they will get 2-3 cycles of damage in so you'll have some catching up to do to keep the target up, just remember to stagger your reps and if it's a hard switch I recommend activating 1 more rep than you normally would if possible.  Don't forget to cycle down your reps once you catch the target (2-3 module cycles usually).
        • First when the Sansha skip the yellow box phase of targeting and all apply damage at once to a single new target
        • Second when they switch back and start shooting someone that they previously had targeted and had stopped shooting.
Edited by NilesGrey

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Thank you so much, very helpful for a logibro like myself ! :)

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While typing up another guide I discovered something else to mention here.  The configuration of your shield transfer modules on a basilisk is important, and I recommend the following:

In the ship fitting window set them up in one of the two following configurations:

Option 1 (My preference):

  1. Large Remote Shield Booster II (F1)
  2. Large 'Regard' Remote Capacitor Transmitter (combat cap/down cap)
  3. Large Remote Shield Booster II (F3)
  4. Large Remote Shield Booster II (F4)
  5. Large 'Regard' Remote Capacitor Transmitter (up cap chain position)
  6. Large Remote Shield Booster II (F2)

Option 2:

  1. Large Remote Shield Booster II (F1)
  2. Large Remote Shield Booster II (F2)
  3. Large 'Regard' Remote Capacitor Transmitter
  4. Large 'Regard' Remote Capacitor Transmitter
  5. Large Remote Shield Booster II (F3)
  6. Large Remote Shield Booster II (F4)


Once you undock rearrange your reps carefully to the order given.  If you have to overheat your reps the first configuration maximizes the length of time you can overheat without burning out your remote repairers, and then once you cool you can alternate your decycled repairer to repair the heat damage with nano paste.  This allows you to heat your remote reppers in slots F1-F3 with minimal risk of losing anything except your combat cap and you can always repair it with nano paste between cycles if needed to keep it operational.

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