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Mujir
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Posted - 2009.08.06 06:26:00 -
[1]
Edited by: Mujir on 06/08/2009 06:33:28
Please rate my Arbitrator setup and tell me what you think. Plan is to stay around 5km range hopefully nailing target down to prevent it from running, cutting its dps by some ewar, and then it is all a matter of whose tank will go down faster. Very low cap dependency, if I get neuted hopefully I'll be able to pump some cap back with small nos. One problem I see will be getting into that 5km range - do I really need that mwd fitted?
Lows: crystalline 1600mm plate damage control II energized adaptive membrane II reactor control II Meds: Y-S8 10MN afterburner stasis webifier II warp scrambler II tracking disruptor II with optimal range script Highs: 2x gallium 180 autocannon w/ RF emp heavy assault launcher w/ CN hellfire small 'knave' nosferatu drones: hammerheads, warriors and small ecm ones
I've gone over several arbi setups with medium neuts/nos fitted. But without the curse/pulgrim bonuses, are those really worth it?
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Macky Alcaz
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Posted - 2009.08.06 10:43:00 -
[2]
fly a curse instead
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Cletus Graeme
Caldari Deep Core Mining Inc.
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Posted - 2009.08.06 11:06:00 -
[3]
Edited by: Cletus Graeme on 06/08/2009 11:09:44
That's a decent setup for an Arbi. The only major drawback is that an AB doesn't allow you to control range at all but hopefully fights will come to you anyway.
An alternative setup would be to drop the missile launcher and RCU and squeeze on a SAR instead which is nice for solo pvp.
The main thing is to be setup as best you can for close combat survivability - which you've done.
Just don't forget that when medium and small rigs are introduced it might become cost effective to rig it too!
Good Luck.
EDIT: Also, the small ecm drones dont have enough jam strength to be useful so I would use meds or not bother with them at all and carry valkyries + warriors instead.
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Wideen
Warped Mining Strip Mining Club
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Posted - 2009.08.06 11:08:00 -
[4]
The arbitrator cannot perform the same roles as its t2 brothers pilgrim/curse hence there's no real point in trying. It has a lousy pg so fitting neuts/nos is impractical and you can forget about tank.
Here's what I'd use:
[Arbitrator, PvP Plate] 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
10MN MicroWarpdrive I Tracking Disruptor II, Optimal Range Disruption Tracking Disruptor II, Optimal Range Disruption Warp Disruptor II
Gatling Pulse Laser II, Multifrequency S Gatling Pulse Laser II, Multifrequency S Small Energy Neutralizer II Small Energy Neutralizer II
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x5
High slots are solely for anti-support, gatling pulses for drones (which can have 9km optimal with scorch) and the small neuts for frigs/af/moron ceptors getting too close. Stay at about 15-20km orbiting your target, i.e. gun ships only or a really crappy missile boat.
Using the arbitrator as it was intended it's truly an awesome cruiser
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Mujir
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Posted - 2009.08.06 20:27:00 -
[5]
Edited by: Mujir on 06/08/2009 20:27:56
Thanks for all the comments guys 
Originally by: Cletus Graeme That's a decent setup for an Arbi. The only major drawback is that an AB doesn't allow you to control range at all but hopefully fights will come to you anyway.
On this setup the heavy assault launcher can be substituted for a rocket launcher and then microwarpdrive will fit. I was hoping afterburner will give me a bit more of range control over targets who come fitted with a scrambler and a web of their own. I've constructed it as a bit of a fishing setup - hoping not to lose sec status myself - but for a more aggressive approach a bit of dps can be sacrificed for the mwd.
Originally by: Wideen The arbitrator cannot perform the same roles as its t2 brothers pilgrim/curse hence there's no real point in trying. It has a lousy pg so fitting neuts/nos is impractical and you can forget about tank.
Yep that is what I figured. Other T1 cruisers would do a much better job in the neut/nos role having more pg and more capacitor available.
Originally by: Wideen Here's what I'd use:
[Arbitrator, PvP Plate] 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
10MN MicroWarpdrive I Tracking Disruptor II, Optimal Range Disruption Tracking Disruptor II, Optimal Range Disruption Warp Disruptor II
Gatling Pulse Laser II, Multifrequency S Gatling Pulse Laser II, Multifrequency S Small Energy Neutralizer II Small Energy Neutralizer II
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x5
High slots are solely for anti-support, gatling pulses for drones (which can have 9km optimal with scorch) and the small neuts for frigs/af/moron ceptors getting too close. Stay at about 15-20km orbiting your target, i.e. gun ships only or a really crappy missile boat.
The first Arbitrator setup I have constructed was a 15km one. But then I noticed that it is one of the slowest cruisers in game having base speed of 159 m/s. Pretty much every other combat T1 cruiser is faster than the Arbi, except for Vexor which has the same base speed. I also live in Minmatar space where Ruptures and Stabbers are common. Now I don't have a lot of pvp experience in this ship but it seems to me that with a 1600mm plate on being one of the slowest T1 cruisers it will have much trouble dictating range against anything else fitted with a mwd. Thus I have decided to instead fit it to grab on to whatever comes my way and gets into 10km range and just hold it down instead of trying to dictate that 15km range myself. The dual or even triple tracking disruptor setup that holds distance in my opinion is more viable for small gang pvp where somebody else is doing the close-up tackling for you.
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fmercury
Queens of the Stone Age Rote Kapelle
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Posted - 2009.08.06 20:29:00 -
[6]
Originally by: Wideen The arbitrator cannot perform the same roles as its t2 brothers pilgrim/curse hence there's no real point in trying. It has a lousy pg so fitting neuts/nos is impractical and you can forget about tank.
Here's what I'd use:
[Arbitrator, PvP Plate] 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
10MN MicroWarpdrive I Tracking Disruptor II, Optimal Range Disruption Tracking Disruptor II, Optimal Range Disruption Warp Disruptor II
Gatling Pulse Laser II, Multifrequency S Gatling Pulse Laser II, Multifrequency S Small Energy Neutralizer II Small Energy Neutralizer II
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x5
High slots are solely for anti-support, gatling pulses for drones (which can have 9km optimal with scorch) and the small neuts for frigs/af/moron ceptors getting too close. Stay at about 15-20km orbiting your target, i.e. gun ships only or a really crappy missile boat.
Using the arbitrator as it was intended it's truly an awesome cruiser
Pretty much this.
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fmercury
Queens of the Stone Age Rote Kapelle
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Posted - 2009.08.06 20:32:00 -
[7]
Originally by: Mujir
The first Arbitrator setup I have constructed was a 15km one. But then I noticed that it is one of the slowest cruisers in game having base speed of 159 m/s. Pretty much every other combat T1 cruiser is faster than the Arbi, except for Vexor which has the same base speed. I also live in Minmatar space where Ruptures and Stabbers are common. Now I don't have a lot of pvp experience in this ship but it seems to me that with a 1600mm plate on being one of the slowest T1 cruisers it will have much trouble dictating range against anything else fitted with a mwd. Thus I have decided to instead fit it to grab on to whatever comes my way and gets into 10km range and just hold it down instead of trying to dictate that 15km range myself. The dual or even triple tracking disruptor setup that holds distance in my opinion is more viable for small gang pvp where somebody else is doing the close-up tackling for you.
Maybe so, but inside webrange it's even more outclassed, so what's your point. Be quick with overheating your MWD, or substitute a web for the second td, you'll have no trouble dictating range against most things.
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SuiJuris
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Posted - 2009.08.06 20:46:00 -
[8]
You have 2 Choices for Arby fits, Tanking the hell out of it, As posted above, Although I end up with 2 Medium Pulse II's on mine rather then Gatling Pulse II's.
Or you can Nano / Gank fit it, if you do this you can control range and kite other cruisers. Even if they are using long range turrets 1x TD with Optimal range scripts will make sure they cannot shoot out much past 10. I usually orbit at about 14-18km.
Highs Focused Medium Pulse II's Heavy Assault Missile Launcher II Small Neut for tackling frigates
Mids MWD Med Cap Booster 200 or 400 charges your flavor. 1x TD II 1x Warp Disruptor II
Lows DCU II+3x Nanofibers
or DCU II+SAR II + 2 nanofibers.
I have kited and killed both Ruptures and thorax's in this setup no problem.
The Tank setup is MUCH better for fleet work and for dealing with Small ships, I've personally jumped it into 4-8 man frig gangs and came out ontop in the tank setup.
The Nano setup is better for beating cruisers, however a Caracal will kick your ass as the average caracal does the same DPS and has more EHP.
I haven't had any success with any Neut fits on a arbitrator. --- It's like my mom always said... "I knew I should of drowned that one." |

Mujir
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Posted - 2009.08.06 21:17:00 -
[9]
Edited by: Mujir on 06/08/2009 21:16:55
Originally by: fmercury Maybe so, but inside webrange it's even more outclassed, so what's your point. Be quick with overheating your MWD, or substitute a web for the second td, you'll have no trouble dictating range against most things.
My point is that that decreasing agility and speed of a ship that is reliant on keeping range to survive and is outclassed like you say in the web range is counterproductive, like mixing strategies and in the end not being very effective in either. Overloading is good, but the other party can overload too (I am not looking to fight 1-month old noob thoraxes running on 1mn afterburners).
Originally by: SuiJuris
Highs Focused Medium Pulse II's Heavy Assault Missile Launcher II Small Neut for tackling frigates
Mids MWD Med Cap Booster 200 or 400 charges your flavor. 1x TD II 1x Warp Disruptor II
Lows DCU II+3x Nanofibers
or DCU II+SAR II + 2 nanofibers.
Thanks, I like this setup. I originally made something like this but was discouraged that it seemed to be a tad slow. Guess I will just have to go out and test it more in practice 
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SuiJuris
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Posted - 2009.08.06 21:20:00 -
[10]
Don't get me wrong the Tank fit is awesome and ify ou check my losses the tank fit is what I fly most, The Nano fit has its place in very small gang or solo roams, Once more then 3-4 targets are on the field it gets eaten alive if it gets anywhere near any of them.
The thing is if you Nano your arbitrator and they stick a 1600 plate on there rupture your faster, Same for thorax's, You also don't even need to use your TD on the thorax as its range is just laughable. --- It's like my mom always said... "I knew I should of drowned that one." |

fmercury
Queens of the Stone Age Rote Kapelle
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Posted - 2009.08.07 07:02:00 -
[11]
Originally by: Mujir Edited by: Mujir on 06/08/2009 21:16:55
Originally by: fmercury Maybe so, but inside webrange it's even more outclassed, so what's your point. Be quick with overheating your MWD, or substitute a web for the second td, you'll have no trouble dictating range against most things.
My point is that that decreasing agility and speed of a ship that is reliant on keeping range to survive and is outclassed like you say in the web range is counterproductive, like mixing strategies and in the end not being very effective in either. Overloading is good, but the other party can overload too (I am not looking to fight 1-month old noob thoraxes running on 1mn afterburners).
Yes, theoretically they can overload too. In practice they quite often don't, and even if they do there is a significant delay between them seeing you pulling range and processing that they need to get closer, and then overheating their MWD (Which is, on average, 50% of the way thru its cycle, thus adding another 5 seconds to the reaction time). All this is more than enough time for you to get enough of an advantage in damage that, even if they did catch up to you and get in web range, you could kill them anyway. It works. In reality. Maybe in EFT your numbers don't add up, but this is the game.
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Wideen
Warped Mining Strip Mining Club
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Posted - 2009.08.07 07:08:00 -
[12]
I get 1143 out of my setup which is more than enough to dictate range, because not many things are going to be faster than you. And as always it's a matter of picking your targets. You don't really want to try to kill the nanoed hurricane for instance.
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Adeena Torcfist
Caldari Dark Underground Forces
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Posted - 2009.08.07 18:57:00 -
[13]
i killed an arby in my curse. took me a while, he was busy killing my drones, & i was trying to spamm more out rather than recall, to kill him quicker.
arbi for a cheap person, curse for a dedicated solo imobilising ship.
tho, if i was within 5km against a plated arby, i'd be toast! 
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