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Dark Ritual
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Posted - 2010.03.05 04:21:00 -
[1]
Here is my current skill list. Dark Ritual
I am wanting to fit a pvp abaddon, but I am using Tachyon Modulated Energy Beam lasers and I run out of cap way to fast, and I have to use 3 Cap Recharger 2s and 2 Capacitor Power Relay 2s, which takes up all of my slots just about.
Any suggestions on a nice Abaddon PvP fit I can use?
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ShahFluffers
Gallente Vitharr's Vengeance
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Posted - 2010.03.05 05:14:00 -
[2]
Edited by: ShahFluffers on 05/03/2010 05:23:15 3 things:
1. Amarr ships are VERY, VERY cap intensive. Rare is it that you'll have a completely cap stable PvP fit Amarr ship.
2. Check your capacitor and support skills. Skills such as Energy Management and Energy System Operation directly affect your capacitor size and recharge rate (respectively) and other skills such as High Speed Maneuvering reduce the cap consumption of certain mods like Microwarpdrives.
3. In PvP being stable is an afterthought, at best. It should instead have enough cap to carry it through battle (most "small-ish" engagement last little more than 30 seconds to 2 minutes... large engagements can last for up to an hour, provided that your ship lives in the first place).
Anyways, here is a fit I use for the Abaddon:
[Lows] 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control Unit II Heat Sink II
[Mids] Warp Disruptor II Sensor Booster II (Scan Resolution) 100MN Microwarpdrive II Heavy Cap Booster II (800 Cap Battery)
[Highs] Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L) Mega Pulse Laser II (Multifrequency L)
[Drone Bay] 3x Heavy Armor Repair Bot
NOTE: you can also take out of the guns and put in an Remote Armor Repair Unit and/or put in Warriors and Hammerheads into the drone bay. It's just a matter of taste.
With mostly lvl 4 skills and MWD off the cap lasts little over a minute. Hence the cap booster. This is by no means an endurance fit. However, if you still desire cap stability then play around with the mids:
[Mids] Cap Recharger II Cap Recharger II 100MN Microwarpdrive Sensor Booster II (Scan Resolution)
Change the ammo too. Standard L deals less damage but uses 45% less cap per gun
edit: mis-typed some skill names. _______________________
"Just because I look like an idiot doesn't mean I am one." ~Unknown |

Xenia Karaxis
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Posted - 2010.03.05 05:18:00 -
[3]
I don't have a full fit for you, but I can give you some pointers.
Unless you are in some sort of large fleet engagement, you'll get more mileage out of pulse lasers than beams. They will do more damage, track better, and use less cap at the expense of range. Megapulses with multifrequency crystals still have an optimal range somewhere around 10km, which is plenty. Tachs are out aroud 30km which is beyond warp disruptor range so anybody you are fighting at that range can just run away.
Instead of fitting a bunch of cap mods, use a Heavy Cap Booster or two with Cap Booster 800 charges which frees up a lot of slots for tank/tackle/damage mods.
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ShahFluffers
Gallente Vitharr's Vengeance
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Posted - 2010.03.05 05:22:00 -
[4]
Edited by: ShahFluffers on 05/03/2010 05:22:48 oops... quoted myself.  _______________________
"Just because I look like an idiot doesn't mean I am one." ~Unknown |

Toshiro GreyHawk
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Posted - 2010.03.05 05:32:00 -
[5]
Edited by: Toshiro GreyHawk on 05/03/2010 05:33:33
To emphasize a point from above - most of your Navigation Skills either cause you to use less cap to do the same thing - OR - they cause you to do something faster so that you use less cap that way.
Another skill that works like that is Salvaging. If you train the Salvaging skill up - it will increase the likely hood of a salvage on any one cycle - and because that will decrease the average cycles you need - you will need to expend less cap per wreck.
Look for things like that where you can make the cap usage of your ship more efficient and the cumulative effect can add up.
Also, there are things you can do about the way you operate the ship, turning cap using devices off when you don't need them - which mostly involves paying attention to when something has completed it's task. Armor Repairers, Shield Boosters (which of course your ship doesn't use) and After Burners come to mind. Other things, like your DC II, use such little cap that you can leave them running all the time.
The more being Cap Conscious becomes part of your routine the less you have to actually think about it - which is what you want - so that you aren't thinking a lot about managing your cap when you need to be thinking about blowing someone else up - or keeping him from doing that to you.
One advantage of working with Amarr ships is that it sort of trains you to be aware of your cap so that cap management becomes second nature, where as less cap intensive ships don't create as much cap awareness since it isn't as important ... most of the time ... This can be an advantage to you in moving to other ships as you tend to be more aware of your cap usage and can make what you have work more efficiently than people who haven't had to really keep an eye on it.
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