Kara Valkyrien
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Posted - 2010.07.01 07:33:00 -
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Edited by: Kara Valkyrien on 01/07/2010 07:36:00 Seriously Bored's Baby Varg fit CAN be faster than an arty maelstrom, but my theory is with maelstroms is that if you can't go T2 large guns then go arty, if you can go T2 guns, then go AC (it's all because of the insanely-helpful T2 barrage ammo for ACs). This is my arty fit for lvl 4s and I have had great success with it.
Arty Maelstrom
Highs- 8x 1400mm Scout Arties (republic fleet ammo) (go down a meta level if you can't afford) (not that expensive thou)
Meds- 1x 100MN AB II 1x XL Shield Booster II 1x Shield Boost Amp. II 1x Invul. Field II 2x {Rat-specific) Hardeners II
Lows- 3x Republic Fleet Gyro 2x Republic Fleet TE
*Alternate Lows* (if you cant afford the republic fleet lows) 3x Gyro II 1x TE II 1x Co-processor
Rigs- 3x CCC
Drones to taste (mine are 5x warrior (small) II, and 5x Valkyrie (medium) II since I'm against Angels mostly. Angels have fast ships which are what minmatar fast drones are good for and angels have a weak exp resist)
I use faction ammo because the 1400 have a really SLOW rate of fire so it conserves your ammo quite nicely. Why 1400 over 1200? mostly personal preferences, 1400 hits like the train of all trains, (I can one shot npc battlecruisers in one volley, or slam through shields and half or even all of the armor off a npc battleship in one volley, truly satisfying if you ask me ) Yes 1400 tracking is poorer than 1200, but that is negligible when the enemies are on approach when tracking becomes a whole lot easier, plus I have an AB fitted so I'm able to control the range easier. (shorter mission times too!)
This shield tank fit is NOT cap-stable at all (it is cap-stable with XL shield booster off), I last about a minute and a half with everything running. XL shield booster are that powerful that you do NOT need to keep it running permanently, unless you are truly in a screwed-up situation, so only pulse that XL shield booster. With the Sheild boost Amp, the XL shield booster boosts about 14% of my shields every time I pulse it (SO ONLY PULSE IT!). I RARELY had any problems with cap in lvl 4s, most missions I prolly only need to touch my XL booster a few times if I use my artys correctly. Even if you're starting to run low on cap, just warp out and recharge and presto. I fight against mostly angels so I have an invul field in there since angels deal all damages (mostly exp and kin).
The lows, republic fleet lows can be expensive but it will be worth it, however I advise you to go with the alternate lows for your first maelstrom since you're most likely to lose it in a lvl 4 (I learned it the hard way by putting republic fleet lows on my first maelstrom ) When you feel confident enough, upgrade to republic fleet lows. Alternative lows has a co-processor in it because of not enough cpu room for 3 gyros II and 1 TE II, but if you get republic fleet lows, it all fits within the cpu load.
Rigs, CCCs because they help with the cap life and makes the fit cap stable with the XL booster off, (plus VERY cheap!). Projectile rigs will not work since this fit is EXTREMELY tight on power, (this fits for me with advanced weapon upgrades at 2).
Also, Don't group up the guns, since they hit like a mofo truck. (saves more ammo)
Feel free to ask, criticize, or flame!
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