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AIDSth3STDeath
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Posted - 2009.12.13 06:11:00 -
[1]
High: 1x Medium Unstable Power Fluctuator I 2x Small Energy Neutralizer II 1x Focused Medium Pulse Laser w/ amarr multifreq
Medium: 1x Warp Scrambler II 1x Tracking disruptor II w/ speed script 1x 10MN mwd I 1x Small cap booster II
Low: 1x DC II 1x 800 rolled tungsten 2x EANM II
Rigs: 1x trimark 2x Egress port maximizer
Drones: Hammerhead II and warrior II
Tactic: warp in, target, activate tracking disruptor, orbit at 5-6km. Use all neuts to drain cap of target, but after three cycles switch off the med one. Have drones and laser go to work, and pulse mwd and cap booster accordingly.
What's it need?
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Kingwood
Amarr Hello Kitty Pyjama Piwates
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Posted - 2009.12.13 06:37:00 -
[2]
Will die to a Rupture. Use 1600mm plate imo
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rekina
Neo-Asia Dynamic Instrument
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Posted - 2009.12.13 08:38:00 -
[3]
Edited by: rekina on 13/12/2009 08:40:25
1600mm plate is too hard to put on the Arbitrator. I recommend get off the turret and put at least 2 medium neutralizers on the high. And switch the scrambler to disruptor, TD's speed script to range script. Tactics is simple. Keep distance 10km from target with microwarpdrive and blow their caps quickly. If they are cruisers and down they won't run mwd, repper, even maybe turrets except projectile.
There are three points. First, this setup will not work effective against missile boat. Second, change TD's script to speed one immediately if target fitted with longrange turret. Three, if you sure that target's tank is gone(mean cap is gone), turn off medium neutralizers and keep run only small neuts. And then repair your armor.
This is my setup. Drones are your choice.
[High] 2x Small Energy Neutralizer 2x Medium Energy Neutralizer
[Medium] 1x 10mn Microwarpdrive 1x Warp Disruptor 1x Tracking Disruptor w/ Tracking Speed, Optimal Range script 1x Medium Capacitor Booster w/ Cap Booster 800
[Low] 1x Medium Armor Repairer 1x Damage Control 1x Energized Adaptive Nano Membrane 1x 400mm Armor Plate
[Rig] 2x Medium Anciliary Current Router
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Kingwood
Amarr Hello Kitty Pyjama Piwates
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Posted - 2009.12.13 09:02:00 -
[4]
Will die even faster to a Rupture. Look, you can't kite at a range of less than 13km because of overloaded web range. Thorax, Vexor, Rupture will kill your ship faster than you can go "ooooh".
So, either kite at 20km range, or go in close and fly it like a Pilgrim (which means 1600mm plate).
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rekina
Neo-Asia Dynamic Instrument
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Posted - 2009.12.13 09:12:00 -
[5]
You are right. Overloaded web or faction web makes me always critical But I think they won't keep fire if we blow their cap. And one more thing, I believe there is any ships any weakpoint even expensive ships. So Arbitrator must be choice her enemy always carefully.
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Khors
Amtek Inc
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Posted - 2009.12.13 11:10:00 -
[6]
[Arbitrator, shield] Power Diagnostic System II Power Diagnostic System II Power Diagnostic System II Damage Control II
10MN MicroWarpdrive I Large Shield Extender II Large Shield Extender II Warp Disruptor II
Medium Energy Neutralizer II Small Nosferatu II Small Nosferatu II Medium Energy Neutralizer II
Medium Anti-EM Screen Reinforcer I Medium Core Defence Field Extender I Medium Core Defence Field Extender I
Hammerhead II x5 Vespa EC-600 x5 Warrior II x10
Kite. I know the neuts only go 12km, so basically you choose if you need to kite at pointrange or be within 12km neut them useless. They are also very handy for getting rid of people that lands on top of you, which does happen sometimes. Its not a hard tactic now that everyone trimarks whatever they own.
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Demolishar
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Posted - 2009.12.13 15:19:00 -
[7]
[Vexor, Better Arbitrator] 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
10MN MicroWarpdrive I Medium Electrochemical Capacitor Booster I, Cap Booster 800 Warp Scrambler II
Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I [empty high slot]
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
about 20,000 more ehp than your Arbitrator. And with a 1% grid implant you can even fit a fifth neut...
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rekina
Neo-Asia Dynamic Instrument
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Posted - 2009.12.13 16:59:00 -
[8]
Edited by: rekina on 13/12/2009 17:00:57
Originally by: Demolishar [Vexor, Better Arbitrator] 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
10MN MicroWarpdrive I Medium Electrochemical Capacitor Booster I, Cap Booster 800 Warp Scrambler II
Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I [empty high slot]
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
about 20,000 more ehp than your Arbitrator. And with a 1% grid implant you can even fit a fifth neut...
Low cap neutralizing amount, no tracking disruptor, where is hell a module at mid slot...You want to check Arbitrator again. Your empty slot is not high but medium one. A fifth neut on Arbitrator? Man it is impossible even a god.
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Ardiea
Amarr SniggWaffe Greater Pathetic Community
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Posted - 2009.12.13 17:43:00 -
[9]
I knew that was me before I even clicked the link. How are things out in the Sham area? IIRC that was a very close fight and I had you in hull.
Still, pretty fail fit on my part. Listen to the man. 1600mm plate. Two small neuts. Other stuff.
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Khors
Amtek Inc
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Posted - 2009.12.13 17:47:00 -
[10]
Originally by: rekina Edited by: rekina on 13/12/2009 17:00:57
Originally by: Demolishar [Vexor, Better Arbitrator] 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
10MN MicroWarpdrive I Medium Electrochemical Capacitor Booster I, Cap Booster 800 Warp Scrambler II
Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I Small Unstable Power Fluctuator I [empty high slot]
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
about 20,000 more ehp than your Arbitrator. And with a 1% grid implant you can even fit a fifth neut...
Low cap neutralizing amount, no tracking disruptor, where is hell a module at mid slot...You want to check Arbitrator again. Your empty slot is not high but medium one. A fifth neut on Arbitrator? Man it is impossible even a god.
It's a vexor.
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AIDSth3STDeath
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Posted - 2009.12.13 18:23:00 -
[11]
Ive remade this fit more times than I can count, using all of the suggestions posted here. Some problems I'm running into: Is there enough dps without the gun? Will four small neuts drain a cruiser's cap fast enough? I can fit a 1600mm plate, but i need to use three three ACR I think. To the vexor idea: I might try this, my only issue is the lack of a tracking disruptor, how effective is this in pvp?
thanks
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Khors
Amtek Inc
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Posted - 2009.12.13 19:11:00 -
[12]
Originally by: AIDSth3STDeath Ive remade this fit more times than I can count, using all of the suggestions posted here. Some problems I'm running into: Is there enough dps without the gun? Will four small neuts drain a cruiser's cap fast enough? I can fit a 1600mm plate, but i need to use three three ACR I think. To the vexor idea: I might try this, my only issue is the lack of a tracking disruptor, how effective is this in pvp?
thanks
Yes, there is enough dps without the single unbounsed gun. No, small neuts will not drain a cruisers cap fast enough. No, you can fit a 1600mm plate without ACR's, but that will leave you to small neuts. That setup is basically just a vexor without blasters and less drones. Im still holding with my shield tanked without tracking disruptors cause it can dictate range. I am not familiar with using tracking disruptors much either and havent felt that they are of much use against same size targets cause they will still track. Using optimal range scrips might help but it needs you to stay at your distance as well, as it's no point in putting down an enemies range to 5km if you are orbiting at 2,5 etc.
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Psiri
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Posted - 2009.12.13 19:47:00 -
[13]
I think that some of you must be confused, the Arbitrator is not a curse. It doesn't have a bonus for energy neutralizers, it doesn't live or die by its neuts.
1. Fit a TD, otherwise you'll be far better off flying a Vexor. Unless you wish to utilize the mids for some speedy shield tank kinda setup which I doubt fare well.
2. Fit a 1600mm plate unless you can't stand the agility loss, in which case I don't recommend engaging other cruisers with it at all. I don't recommend getting a 1600mm Rolled Tungsten Plate because they're too expensive for a cruiser atm (you'll be better of flying a BC). Along with your plate of choice you'll want 2 x T2 EANM:s and a T2 DCU.
3. The ship doesn't have any turret bonus, light autocannons are a pretty good option (if available to you) as tackle aside you won't be depending on cap. Either way you want to utilize your turret hardpoints.
4. Fit a named or T2 warp disruptor or scrambler. It's up to preference, I prefer a scrambler myself.
5. Fit a T1 MWD.
6. Fit a named X5 web OR a small capacitor booster. Once again, up to preference and wether you opt for a web/cap booster and/or nos.
7. Slap on at least one neut, with a nos being optional in case you didn't go with a capacitor booster. One medium neut or two small neuts will suffice versus frigates and can give some Cruisers trouble aswell.
8. Toss in a set of Hammerheads or Valkyries, along with some Warrior II's. I prefer Valkyries myself for the damage type, seing as most targets will be other armor tanked T1 ships.
- Follow these steps and you should be looking at a fairly respectable fit, being able to take on frigates of all kinds, other T1 Cruisers and even some larger stuff (thanks to your TD).
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Diomidis
Amarr Mythos Corp RAZOR Alliance
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Posted - 2009.12.13 20:40:00 -
[14]
The TD is what distinguishes the Arbitrator - a ewar cruiser - to the "good" gank cruisers, like Vexor, Rupture, Thorax etc. If you don't exploit the TD, you are simply out-ganked and out-tanked by most of those.
Also the TD with tracking script is not that good against med/small gangs...so it's down to range disruption and dictating the range of the engagement once more...you have to be further as further as possible and maintain that range...
Kitting is an option, so we are talking MWD, 24km point and at least one TD...
In scram range, and since most of those cruisers will also have a scram fitted, a web is a must too, in order to keep the opponent slow-boating and TDed to mitigate dmg long enough.
Scram without web setups are not very good...the vexor and thorax can do it...the arbi can't - unless you are hoping staying away from other T1 pvp cruisers, i think you have to have a web. Join the Biggest Greek Corp! www.Mythos-eve.com - Join Mythos Channel in game! |
AIDSth3STDeath
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Posted - 2009.12.13 23:43:00 -
[15]
So is it better to fit a 24km point and kite the damage using speed and agility and the optimal on the tracking disruptor, or fit a 1600 and get up close, neut the hell out of them, and let the drones finish them off?
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MalVortex
Reaper Industries Cry Havoc.
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Posted - 2009.12.13 23:57:00 -
[16]
TBH
[Arbitrator, Thoroughbred] 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
10MN MicroWarpdrive I Warp Scrambler II Tracking Disruptor II, Optimal Range Disruption Tracking Disruptor II, Optimal Range Disruption
Small Nosferatu II Small Nosferatu II Medium Pulse Laser II, Scorch S Medium Pulse Laser II, Scorch S
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hammerhead II x5
Can drop an EANM for small rep and/or switch the MWD for an AB depending on pilot preference - the AB is better for maneuvering once the fight has started, MWD is better for actually getting that fight and ducking bad matchups. Switch out scripts depending on the present situation - if the target gets close, go to tracking speed and orbit manually as close as possible.
The Pulse lasers are good supplemental damage and get rid of freaking annoying shield tanks where your thermal and explosive drones don't do much (WTB: non-crap infiltrators). Nos keeps everything important going.
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AIDSth3STDeath
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Posted - 2009.12.14 00:02:00 -
[17]
why opt range if you have a scrambler? and aren't the two nos useless?
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Khors
Amtek Inc
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Posted - 2009.12.14 00:12:00 -
[18]
Originally by: AIDSth3STDeath So is it better to fit a 24km point and kite the damage using speed and agility and the optimal on the tracking disruptor, or fit a 1600 and get up close, neut the hell out of them, and let the drones finish them off?
Indeed, but you wont neut the hell out of them with small neuts, I'd say. Maybe eventually, but fast enough? Im not so sure.. Another positive thing about being light and agile is the ability to gtfo if the one you attacked was a bait or you get more company in some way.
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MalVortex
Reaper Industries Cry Havoc.
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Posted - 2009.12.14 00:12:00 -
[19]
Originally by: AIDSth3STDeath why opt range if you have a scrambler? and aren't the two nos useless?
You can switch to small neuts if you wanted to, but the nos protect the scrambler + TDs against medium neut fit cruisers. Without those TDs, its just a low damage vexor. You use optimal range disruption on the approach, and if you have an AB fit, you sit at 8 or 9 km and laugh as no cruiser-gun can reach you at that point.
But like I said, you switch the scripts out depending on the situation. If a throax gets up at 500m from you, you simply switch to tracking speed and start manually orbiting the target. This is where Afterburners really help if you don't mind losing the MWD.
Looking at the ship though, I hadn't updated it to take into account the new projectile changes. 2x 280mm IIs w/ Faction EMP may be superior to the twin mediums. 7 less dps, tripple the alpha, can switch to fusion on armor tanks. Tremor shoots out to 27km You could even fit 2x D180s if you use the afterburner version and a 3% grid implant, though MPL come awfully close to the dps of D180s with less hassle.
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Psiri
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Posted - 2009.12.14 01:18:00 -
[20]
Damage Control II 1600mm Reinforced Crystalline Carbonide Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Tracking Disruptor II, Optimal Range Disruption X5 Prototype I Engine Enervator 10MN MicroWarpdrive I J5b Phased Prototype Warp Scrambler I
150mm Light AutoCannon II, Republic Fleet EMP S 150mm Light AutoCannon II, Republic Fleet EMP S Assault Missile Launcher II, Caldari Navy Piranha Light Missile E5 Prototype Energy Vampire
Valkyrie II x7 Warrior II x5 Vespa EC-600 x5
It's what I'd use. I don't feel any need for a neut versus frigs with bonused drones and light guns. Neuts aren't that useful versus other cruisers, due to their larger capacitor and the fact that many tend to be buffer tanked, use capless weapons and/or have bonused drones. The Thorax is an exception but you shouldn't have any problem versus one if you only can maintain your lock.
The small neut is for for maintaining tackle on the target in case you get neuted yourself. The choice of named mods is for keeping the cost down.
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ThePhoniex
Amarr Army of the Monkey God
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Posted - 2009.12.14 01:41:00 -
[21]
Edited by: ThePhoniex on 14/12/2009 01:42:48 So it the choices are either long range or short range arbriter? long range lows: have to have :DC, 1600 plate, EANM x1 last slot either a repairer, second EANM or nano? Mids: have to have at least 1 TD, MWD, and a warp disrupter last slot possibly a cap injector, second TD, or a scrambler/web if the target gets too close? High: small nos to keep things running if target gets too close medium neut to try and shut down the targets cap Short range Lows:DC, 800/1600 plate, EANMx2 Mids:TD, MWD, warp scrambler and either a web or a cap booster or a second TD Highs: with 1600 plate- small nos to keep TD and MWD running if possible or medium neuts and small neuts with a cap booster in the mids with a 800 plate to try to cap out the target
both rigged with trimarks? these the 2 basic choices?
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AIDSth3STDeath
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Posted - 2009.12.14 02:26:00 -
[22]
Edited by: AIDSth3STDeath on 14/12/2009 02:26:57 So many of you have posted, and there are so many different ways to go about fitting this ship. As of right now, my current fitting and logic is as follows:
High: 3x Small Energy Neutralizer II 1x Small Nosferatu II
Med: 2x Tracking Disruptor II 1x Warp Scrambler II 1x 10MN MicroWarpdrive I
Low: 1x DC II 1x 1600mm crystalline plate(to keep cost down a bit) 2x EANM II
Drones: Hammerhead II x10 OR 5 hammers and 5 Valkyrie II Hobgoblin II x5 Warrior II x 5
Rigs: 2x Medium trimark 1x Egress port maximizer
So all of this tries to incorperate the suggestions in this post. I move to a 1600 plate for a much larger buffer, I use 2 tracking disruptors to decreas the damage taken and to play to the ship's bonuses, I use the three small neuts to generally make life hell for my opponant, and I use the small nos to keep tackle going if I get neuted.
What do you think?
EDIT: This fit has 30k ehp and deals just under 200 dps with my skills
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AIDSth3STDeath
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Posted - 2009.12.14 03:00:00 -
[23]
Considering possibly switching to meta 4 neuts and nos, then replacing one TD with a small cap inj
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Kingwood
Amarr Hello Kitty Pyjama Piwates
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Posted - 2009.12.14 12:35:00 -
[24]
Originally by: Ardiea I knew that was me before I even clicked the link. How are things out in the Sham area? IIRC that was a very close fight and I had you in hull.
Still, pretty fail fit on my part. Listen to the man. 1600mm plate. Two small neuts. Other stuff.
Heya mate, yeah, I don't run into Arbis that often. I think I was in low armor. Keep in mind though that I was being dumb again and had left my drones at home.
We've moved out of Derelik. Internal alliance drama, etc.
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