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Kharanid
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Posted - 2009.09.29 13:12:00 -
[1]
Hey all,
I've got a dominix that is barely cap stable without guns running(+0,1%) in EFT, but sometimes it suddenly turns unstable and i run out of cap if both reps are on. Does cap have a optimal recharge like shields? Seems to happen when i turn both reps on at the same time and it takes a huge chunk of cap out at once.
Setup:
Low: 2x Shadow Serpentis Large Armor Reps 5x N-Type Hardeners I
Medium: 6x Cap Recharger II
High: 1x(or 2) Drone Link Augmentor I(the control range thingy)
Rigs: 2x Large Capacitor Control Circuit 1x Large Sentry Damage Augmentor
Can i change the setup in any way to get more dps? Right now i use Protoptype medium 250's because i dont have the Large Turret skill yet. I can use Faction/T1 large guns in about a week.
My skills will let me just barely fit 5x Gallente Navy Dual 250mm Railgun, or 5x Gallente Navy Electron Blaster Cannon when i get the large guns skill. While i guess the rails will be best all round, how do i deal with close range orbiting BC or BS NPC's?(closer than 20km i doubt the rails will track well enough). I dont want to have to buy both sets of guns... I rely mostly on Sentry drones(tech I), but I have tech II mediums and tech I large. Any tips how to get around this issue? Id rather use a bit more isk then wait for skills, and since im kinda new and need to be able to semi afk a bit i would prefer to use 2 reppers.
5x faction railguns with antimatter nets me about 110dps in EFT with reload time included :( I get about 250dps in EFT from my 5x Curator I drones. I was thinking of using a cap booster and some damage mods, but then i loose another gun due to pg.. Only other thing i can come up with is faction ammo, but it feels like a isk sink since the dps my guns make up is so small.
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tehSiner
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Posted - 2009.09.29 13:30:00 -
[2]
same as shields, cap has a peak recharge at around 1/3.
2 reps and 5 hardners? a bit overkill. use 2 for main dmg, 1 for secondary, and a dcu2. now u can fit a mag stab or a cpr to free a med slot (painter, weber, whatever).
abnormal behavior of abnormal brain makes me normal |
Von Kapiche
Minmatar
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Posted - 2009.09.29 13:44:00 -
[3]
Edited by: Von Kapiche on 29/09/2009 13:45:17 Drop a rep, drop a hardener, add mag stabs. Then you can drop cap rechargers for omni tracking links, a couple of those will let Gardes hit close orbiting stuff. Best way to handle close orbiting npcs is shoot them before they get to you though.
For guns, you'll need to use faction 350s for a bit if your fitting skills aren't so hot, you can fit five reasonably well provided you're not consuming all your grid with the extra LAR. Cap stability is rather overrated, but you can get a good fit that's cap stable with the guns off fairly easily; seeing as guns are extra damage + not main, that's actually reasonably useful.
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caboaddict
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Posted - 2009.09.29 18:38:00 -
[4]
What are your engineering skills at? Particularly Energy systems Operations as that skills directly affects cap recharge time.
I would also recommend getting Hull upgrades V as soon as possible. This will allow you to fit T2 hardeners. This was one of the biggest differences for me in going from just barely managing L4's to AFK'ing. More resist means less damage which means less cap usage from your dual LAR's.
Also, the Damage Control 2 is one of the most important modules in the game!!! Every ship should have this module.
My current setup is:
Low: 2 x shadow serprentis LAR 1 x Damage Control 2 2 x T2 Hardeners (one primary one secondary damage) 1 x EANM II 1 x Mag stab II
Med: 6 x Cap Recharger II's
High: 1 x 350 Rail II 2 x 425 Rail II 1 x salvager 1 x tractor 1 x Drone Link Augmentor
Rig: 3 x CCC I
With the T2 Rails I am not cap stable (until I finish Energy System Operation V), but I have 10 min cap time which is with everything on including both LAR's, which to be honest hardly happens. At most I am toggling the 2nd LAR when I get down to 70% which takes a long time and normally is when all the ships are dead (or a new wave has spawned outside of damage range).
I use T1 sentries/heavies and T2 light/mediums.
I think you are really doing yourself a disservice by not having large hybrids. My recommendation is go back to your BC and farm L3's until your Large Hybrids are at least level 3 (and training to level 4). At that point you will be able to do Level 4's. After that I would max your mechanic skills to increase your LAR potential (if mechanic and repair systems aren't already maxed). Then get your Cap related Engineering skills to at least 4 (5 with engineering and ESO). Then depending on your skill progression go for T2 hybrids or T2 Sentries/Heavies.
GL
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Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.09.30 21:31:00 -
[5]
try dual 250 guns, you loose minor DPS and range, but way easier to fit. ------- "Because the Dominix is the Chuck Norris of Eve!" |
Janae Velius
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Posted - 2009.09.30 22:09:00 -
[6]
You really don't want a DCU on a PvE set-up. If you need more resist, then you need more of the right hardners. If you don't, then you want a damage or cap mod. In this case, I really think you're overkilling with 2 reps. *shrug*
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Ith Ratheos
Gallente
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Posted - 2009.09.30 23:03:00 -
[7]
Not sure why you even need two reppers. If you're only fitting to mission specific resists you can use the setup below. Change from faction to T2 guns if you have the skills:
[Dominix, Missions T2] True Sansha Large Armor Repairer True Sansha Armor Thermic Hardener True Sansha Armor Thermic Hardener True Sansha Armor Kinetic Hardener True Sansha Armor Kinetic Hardener Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer
Cap Recharger II Cap Recharger II Cap Recharger II Omnidirectional Tracking Link I Omnidirectional Tracking Link I
Shadow Serpentis 350mm Railgun, Antimatter Charge L Shadow Serpentis 350mm Railgun, Antimatter Charge L Shadow Serpentis 350mm Railgun, Antimatter Charge L Shadow Serpentis 350mm Railgun, Antimatter Charge L Shadow Serpentis 350mm Railgun, Antimatter Charge L Drone Link Augmentor I
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Sentry Damage Augmentor I
Garde II x5 Bouncer II x5 Hobgoblin II x5 Ogre II x4
It's not cap stable with everything on, but I only pulse the repper when I need to, as I can usually kill everything before it gets close enough to really do any damage. Alternatively, you could always just remove the extra omni and put another recharger on.
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Thingymawotzit
Kangaroos With Frickin Lazerbeams Negative Ten.
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Posted - 2009.09.30 23:48:00 -
[8]
Ummmm... watch Forever pirate?
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Yalezorn
Gallente
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Posted - 2009.10.01 03:24:00 -
[9]
You don't need 2 rep's for missions, if that's what you're doing. 1 rep, 4 hardeners, and a DCU is the only tank you need.
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Jesslyn Daggererux
Private Nuisance
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Posted - 2009.10.01 04:16:00 -
[10]
so your new, have crappy skills, and sporting faction....is this your domi flying character and can i join your corp?
Originally by: CCP Fallout
Hola, esta forum es ingles solamente.
This forum is English only. Welcome to my lock. Now please, zip your pants. I don't need a show.
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Bad Eyeshadow
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Posted - 2009.10.01 10:52:00 -
[11]
Skills. You are running tech one resists, you don't have the skills you need. Get up to tech II hardeners, that way you don't need two armor reps and don't drain so much cap.
Another poster mentioned your engineering skills. The two critical ones should be at V, the cap capacity and cap recharge one. You will never regret having cap, so get those skills trained early.
I would also wager you need to look at your skills that boost your armor resists. Are those at IV yet?
Stop worrying about DPS until you have the basic skills.
FYI, I run the mission Domi with the same rigs and only 3 Cap Recharger IIs, so you havea lot of room to skill up.
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Xian Cthulhu
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Posted - 2009.10.01 10:55:00 -
[12]
I know from experience that you can run domi cap stable with 5 x dual 250mm guns, dual LAR and mids full with cap rechargers so I guess you need train energy systems operation, energy management and controlled bursts up a bit.
4 x 350mm guns with dual reppers will last like 20mins with perfect cap skills
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Footoo Rama
Gallente Caldari Illuminati
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Posted - 2009.10.01 22:34:00 -
[13]
Originally by: Xian Cthulhu I know from experience that you can run domi cap stable with 5 x dual 250mm guns, dual LAR and mids full with cap rechargers so I guess you need train energy systems operation, energy management and controlled bursts up a bit.
4 x 350mm guns with dual reppers will last like 20mins with perfect cap skills
Can you please pass me your crack... dual reps and 5 guns stable... umm i do not think so. ------- "Because the Dominix is the Chuck Norris of Eve!" |
Dr Therikal
Gallente Center for Advanced Studies
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Posted - 2009.10.02 00:40:00 -
[14]
Originally by: Footoo Rama
Originally by: Xian Cthulhu I know from experience that you can run domi cap stable with 5 x dual 250mm guns, dual LAR and mids full with cap rechargers so I guess you need train energy systems operation, energy management and controlled bursts up a bit.
4 x 350mm guns with dual reppers will last like 20mins with perfect cap skills
Can you please pass me your crack... dual reps and 5 guns stable... umm i do not think so.
With a pair of CCC's, the 5 dual 250's will perma run with dual reps.. With five 350's and a dual rep, you need three CCC's.
--------------------------------- But courage which goes against military expediency is stupidity, or, if it is insisted upon by a commander, irresponsibility. -Erwin Rommel |
Echo Ten
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Posted - 2009.10.02 03:20:00 -
[15]
Originally by: Kharanid
Setup:
Low: 2x Shadow Serpentis Large Armor Reps 5x N-Type Hardeners I
Medium: 6x Cap Recharger II
High: 1x(or 2) Drone Link Augmentor I(the control range thingy)
Rigs: 2x Large Capacitor Control Circuit 1x Large Sentry Damage Augmentor
I threw up when I saw this fit.
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Markesian
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Posted - 2009.10.02 09:23:00 -
[16]
Originally by: Footoo Rama Can you please pass me your crack... dual reps and 5 guns stable... umm i do not think so.
[Dominix, dual LAR + guns] Shadow Serpentis Large Armor Repairer Shadow Serpentis Large Armor Repairer Armor Kinetic Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Shadow Serpentis Power Diagnostic System Gallente Navy Magnetic Field Stabilizer
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Dread Guristas 350mm Railgun, Antimatter Charge L Dread Guristas 350mm Railgun, Antimatter Charge L Dread Guristas 350mm Railgun, Antimatter Charge L Dread Guristas 350mm Railgun, Antimatter Charge L Dread Guristas 350mm Railgun, Antimatter Charge L Dread Guristas 350mm Railgun, Antimatter Charge L
Ancillary Current Router I Capacitor Control Circuit I Capacitor Control Circuit I
The DG 350's are surprisingly cheap, infact the entire DG large rail line is, fits better at the cost of some dmg but with increased range.
For domi though, I say shieldtank. You can shoehorn 6x DG 425's on there with a quite respectable permatank. To get it into dual LAR dps ranges though you'd have to go deadspace on the booster.
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Kharanid
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Posted - 2009.10.02 14:14:00 -
[17]
Thanks for your help pointing out the skills i need, but i have a billion different things i want to train for so even if they are really good skills ill have to put them off for a while.
The only reason im using faction stuff, is because i dont have the skills for t2 modules. Ive tried finding the cheapest and lowest fitting requirement faction modules, and ended up with a fit that will cost me a bit less than 200mill with rigs. (Dread G. 350mm rails was a very good tip, i got 5 for just over 100mill). The price is just low enough that i can afford loosing the ship, even if it would put a dent in my economy.
I ended up with a ~500dps tank, and about 400dps. Like i mentioned my skills arent all that good, so for me its quite decent stats. (3%over on both pg and cpu)
Low: 1x Shadow Serp LAR 1x Mag Stab 5x Active Hardeners
Medium: 1x Omnidirectional Tracking Link 1x Tracking Computer 1x 100mn AB 2x Cap Rechargers II
High: 5x Dread Guristas 350mm Rails 1x Drone Link Augmentor
Rigs: 2x CCC 1x SMC
Cap stable if I don't use the AB or the guns, dont know if i need the tracking comp since i havent tried the guns yet, but ill find that out soon. Mabe it will be good together with a sensor booster.
I will read any comments/flames on the setup, but I finally figured out that i need to try stuff in-game to find out how they work. Not just look at numbers and fits in EFT/Forum.
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Kittamaru
Gallente Democracy of Klingon Brothers Wicked Nation
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Posted - 2009.10.02 14:36:00 -
[18]
Dominix - Heavy Omni Tank T2 Large Armor Repairer T2 Large Armor Repairer Armor Explosive Hardener II Adaptive Nano Membrane II Adaptive Nano Membrane II Damage Control II Cap Power Relay II
Drone Tracking Unit Drone Navigation Array Cap Recharger II Cap Recharger II Cap Recharger II
2x Drone Control Units 1x Large Pulse Lasers w/ Standard 1x Large Energy Neut II 2x Large NOS II
Capacitor Control Circuit I Capacitor Control Circuit I Capacitor Control Circuit I
5x T2 Heavies/Meds/Lights/Sentries (I use Gallente)
If I want to really **** a mission, I swap for all mission specific hardeners and drone damage.
This setup is cap stable without nos/neut with a single armor rep, and cap stable with the NOS on using dual reps. Remember, NPC's have infinite capacitor!
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Dasalt Istgut
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Posted - 2009.10.02 15:11:00 -
[19]
[Dominix, PVE] Damage Control II Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane Large Armor Repairer II Large Armor Repairer II Capacitor Power Relay II Magnetic Field Stabilizer II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II Omnidirectional Tracking Link I
Dual 250mm Railgun II, Uranium Charge L Dual 250mm Railgun II, Uranium Charge L Dual 250mm Railgun II, Uranium Charge L Dual 250mm Railgun II, Uranium Charge L Dual 250mm Railgun II, Uranium Charge L Drone Link Augmentor I
Capacitor Control Circuit I Capacitor Control Circuit I Sentry Damage Augmentor I
Garde II x5 Curator II x5 Hammerhead II x5 Hobgoblin II x5 Infiltrator II x5
----------------------
400+ dps permatank, 650-700+dps.
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