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Ellmar
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Posted - 2010.01.23 18:01:00 -
[1]
Edited by: Ellmar on 23/01/2010 18:05:28 Edited by: Ellmar on 23/01/2010 18:05:11 After beeing extremly pure caldari I've finaly decided to jump the amarr bandwagon, mostly for our very frequent RR armor fleets.
My goal is to get into an decent heavy armor buffer RR abbadon as soon as possible and then for each skill after that increase dps until the point I got perfect t2 mega pulse skills and almost perfect armor skills.
The route to actually pilot the ship itself is pretty straight forward but asking for direction what order to grab the skills and what additional gunnery skills I should aim for.
The goal in itself is based off fleetfits and not interested in arguing abba vs apoc or anything like that.
edit: skillsheet: http://eve-sheet.com/skills/Ellmar Thanks in advance.
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Kurfin
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Posted - 2010.01.23 20:51:00 -
[2]
You look like you are already on the right path with the armour skills.
For gunnery; Controlled bursts is important for any laser boat, especially the Abba as it has no cap reduction bonus. Very important this one.
Trajectory analysis is fine left at lvl 4 as we don't have much falloff to bonus. Mostly for unlocking the tracking comps and projectiles.
Motion prediction lvl 5 is a prerequisite for tech 2 pulses. Sharpshooter is the prereq for the t2 beams, even if you don't intend using them, more optimal is always good.
Surgical strike is nice, but a rank 4 skill, lvl 5 not urgent
Rapid firing, increases dps but will make cap harder to manage. I wouldn't train this one straight to lvl 5, leave it until you are used to Abba's legendary cap use before taking it too high.
In case you hadn't already noticed the t2 gunnery tree isn't quite as easy as the missile one. One of the prereqs for large pulse specialization is medium pulse specialization lvl 4, which in turn has small pulse spec lvl 4 as a prereq. You need to train small and medium t2's even you never intend using them.
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RavenPaine
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Posted - 2010.01.23 22:33:00 -
[3]
In the mean time , you can join those fleets with a plated up Raven and RR armor with it . It will most likely be primaried a lot , but for fleet purposes it can absorb alot of DPS before they move on to your fleetmates. And it can pump out the DPS with torps and specific damage types loaded. Insurance makes it a nice first target to sacrifice , and good torps will put you in the "top damage dealt" fairly often.
As for skilling amarr buffer fits . Tank skills first , then gank second .Skill your guns from the top down . Large guns first , then you can use the 5% while the other 20ish days of the small guns are training .
For pure DPS you want the Geddon btw. and Heavy drones 5 (not arguing your op)
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Ellmar
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Posted - 2010.01.24 03:02:00 -
[4]
well that was two worthwhile responses dealing with exactly what I asked for, I'm amazed and thank you both :)
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Zoe Midoru
Eve University Ivy League
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Posted - 2010.01.25 14:52:00 -
[5]
Originally by: Ellmar well that was two worthwhile responses dealing with exactly what I asked for, I'm amazed
lol lern2play noob avatar or GTFO everybody knows that you dont crosstrain amarr with caldari
(Is that more what you expected? I'm here to help. ^_^)
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Psychotic Maniac
Caldari Head Shrinkers
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Posted - 2010.01.25 18:14:00 -
[6]
many rigs skills will need to be at 4 for fitting up the ship the right way. enegy weapons and armor for starters. being dn pilot you alread have awu 5 which is very important for fitting ships. becides getting all the pre. to use t2 beams. controlled burst 4 and rapid firing 5 are a must to pwn your enemy. don't forget trajectory analysis for t2 tc and te.
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Valen Itrius
Gallente Imperium Signal Corps Underworld Excavators
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Posted - 2010.01.26 09:17:00 -
[7]
Edited by: Valen Itrius on 26/01/2010 09:17:05 Coming from a similar background to yourself I decided to train for T2 rails, as well as throwing in a bit of minmatar training too.
Skills
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Viscount Hood
V I R I I Cult of War
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Posted - 2010.01.26 13:45:00 -
[8]
Skills
you have forgotten about hull upgrades level 5
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Psychotic Maniac
Caldari Head Shrinkers
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Posted - 2010.01.27 02:07:00 -
[9]
Originally by: Viscount Hood
Skills
you have forgotten about hull upgrades level 5
LOL, actually all his mech. skills look like noob armor tanker. better work on them A.S.A.P.
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Ellmar
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Posted - 2010.01.27 02:30:00 -
[10]
Edited by: Ellmar on 27/01/2010 02:35:33
Originally by: Psychotic Maniac LOL, actually all his mech. skills look like noob armor tanker. better work on them A.S.A.P.
I guess this is closer to what I expected :) If you bothered reading between foaming from your mouth then you'd realize I'm about 3 days into amarr. Hull upgrade 5 is done and will start with just getting the reduction % skills to 3 before I'm satisfied with the gunnery skills which is what the thread is about.
Still with so weak armor skills the standard fleet fit will bring me more than twice the ehp of my trustworthy raven which kindof suprised me.
again thanks for the usefull suggestions.
edit: and yea valen I understand the temptation of doing it that way aswell. Another fleet option would be typhoon but wanted to get away from the damage delay. Rails work better that way though.
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Commander Shag
No Trademark
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Posted - 2010.01.27 20:42:00 -
[11]
Edited by: Commander Shag on 27/01/2010 20:42:31 Here, I'm in the middle of the same transition, so you're welcome to look at mine for ideas.
Curse/Pilgrim/Harbi was my 1st goal, now I'm working on the BS and next I'll work on CS5.
Skills Sheet
edit: actual link
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Viscount Hood
V I R I I Cult of War
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Posted - 2010.01.29 11:44:00 -
[12]
Originally by: Commander Shag Edited by: Commander Shag on 27/01/2010 20:54:19 Here, I'm in the middle of the same transition, so you're welcome to look at mine for ideas.
Curse/Pilgrim/Harbi was my 1st goal, now I'm working on the BS and next I'll work on CS5.
Skills Sheet
edit: actual link
not much to say about yours, your sheet is pretty awesome. finish those learning skills lvl 5 for all of them torpedoe/cruise spec lvl 5 but only if interested.
looks like you are cross training to amarr, in which case look at your armor compensation skills plus armor/energy weapon rigging. then tech 2 energy turret skills straight to lvl 5
amarr battleship lvl 5 railguns maybe?
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RaVeN Revenge
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Posted - 2010.01.29 18:38:00 -
[13]
To put some numbers on it:
You'll need about 2.5 mil more in Mechanic to be maxed out there.The Repair systems are important .
Gunnery needs about 4 to 5 mil in the comps and lasers dept.
Then of course the ship itself . Level 4 BS is about a week away I think ?
I can see by your skill sheet that your used to getting things maxed out. So 7 mil SP from now you should have a fairly specced out Amarr BS
Whats more important , your skills will apply to all ships at that point .You will sit in any race with max tank skills available . Congrats , and GL .
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Last Wolf
Caldari Provisions
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Posted - 2010.01.30 04:13:00 -
[14]
Edited by: Last Wolf on 30/01/2010 04:12:53 I'm sort of doing the same thing also.
http://eveboard.com/pilot/Last_Wolf Besides, I'm never gonna give you up, never gonna let you down |
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