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Ayasena Ishmuru
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Posted - 2010.09.01 18:21:00 -
[1]
Alright, other then the skills needed to fly and outfit the Abaddon, with the fitting shown here - What else are good skills to learn? Assuming that I have -no- other skills trained for combat.
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SurrenderMonkey
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Posted - 2010.09.01 19:37:00 -
[2]
Edited by: SurrenderMonkey on 01/09/2010 19:39:01 That fitting is pretty bad, I can't recommend it.
As for skills... Capacitor skills, drone skills, gun skills, armor tank skills, gun skills, etc. --------------- Faction-Militia:Player-Alliance::Newbie-corp:Player-corp |
Xai Rayna
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Posted - 2010.09.01 20:59:00 -
[3]
go for the Core Capacitor Elite certificate.
I'd get repair systems to 5 as well.
I've yet to find a mission that requires dual LARs, granted I fly Gallente BSs.
As for the fit, I wouldn't use Vespas, I'd go with Minmatar or Gallente Drones.
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Estel Arador
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Posted - 2010.09.01 22:01:00 -
[4]
Controlled Bursts Hugely important skill of Abaddon pilots.
I used an Abaddon for quite some time, the fit you linked to is horrible. It seems to aim for cap stability and plenty of tank, it'll probably take ages to finish a mission. Both can be reduced quite a bit if you fit for gank. I used faction turrets in highs, 3x cap recharger and AB in mids, 2x heat sink, 1x LAR, 4x resistance mod (switch one for a heat sink whenever you feel bold) - everything faction or T2, of course. I never have had to warp out of a mission, though I do have perfect tanking and gunnery support skills and I do pay attention to triggers in missions.
Free jumpclone service|1092 stations! |
Ayasena Ishmuru
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Posted - 2010.09.02 06:54:00 -
[5]
Well I don't suppose someone could link me a file to EVEMon with all the skills I'd need support-wise?
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Baneken
Gallente School of the Unseen
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Posted - 2010.09.02 07:03:00 -
[6]
what you need to clear for a lvl 4 mission is something in the lines of:
[Abaddon, New Setup 1] True Sansha Armor EM Hardener True Sansha Armor Thermic Hardener Imperial Navy Large Armor Repairer Damage Control II True Sansha Heat Sink True Sansha Heat Sink True Sansha Heat Sink
Heavy Capacitor Booster II, Cap Booster 800 Heavy Capacitor Booster II, Cap Booster 800 Tracking Computer II, Tracking Speed Tracking Computer II, Tracking Speed
Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L Tachyon Beam Laser II, Imperial Navy Multifrequency L
Large Ancillary Current Router I Large Ancillary Current Router I Large Ancillary Current Router I
Hammerhead II x5 Hobgoblin II x5
This fit a rather crap as far as capacitor goes and needs a 3% grid implant but it does more damage then my Domi with max skills though while having an equal tank. Second cap booster might be overkill but imho you need 2x for Amarr ships.
http://desusig.crumplecorn.com/sigs.html |
Dusica
Amarr
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Posted - 2010.09.02 12:56:00 -
[7]
This fit is very bad dont go for it .
Dont get obsesed with beeing cap stable on paper look for some decent cap stability of 5 to 1o minutes it should be more then sufficient and usualy more effective then standard afk brain free cap stable fits. First You can go standard mega pulses and even add some afterburner like i do like it alowes you to faster finish missions . Suggested with t2 mega pulses since you want scorch.
If you want beams you will use mega beams or tachyons meta 4 with only 1 anciliary and 3% pg implant. I suggest this route if you do not have tech 2 guns.
Once you get tech 2 guns work towards navy apocalypse it is very good with mega pulses. Eternal Will. |
Dodgy Past
Amarr Trans-Solar Works Rooks and Kings
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Posted - 2010.09.02 15:21:00 -
[8]
Used to use this versus sansha, for other stuff I'd swap in an IN EANM for a heat sink. [Abaddon, New Setup 2] True Sansha Heat Sink True Sansha Heat Sink True Sansha Heat Sink Armor EM Hardener II Armor Thermic Hardener II True Sansha Large Armor Repairer True Sansha Capacitor Power Relay
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L Mega Modulated Energy Beam I, Imperial Navy Multifrequency L
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Auxiliary Nano Pump I
Hammerhead II x5 Hobgoblin II x5
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Star P'ergish
Minmatar DELUXE INVEST
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Posted - 2010.09.04 19:47:00 -
[9]
[Abaddon, Abaddon Mission T2] Large Armor Repairer II Armor EM Hardener II Armor EM Hardener II Armor Thermic Hardener II Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink
Tracking Computer II Cap Recharger II Cap Recharger II Cap Recharger II
Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit II
Hammerhead II Hobgoblin II
'Squire' CR8 'Gunslinger' AX-2 'Squire' CC8 'Gunslinger' CX-2 'Lancer' G2-Epsilon
It will move through any level 4 mission in Amarr space like hot knife through butter. Keep the implants for Paladin.
If you donĘt care where you are, you ainĘt lost. |
kggdhrtswwar
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Posted - 2010.09.07 11:11:00 -
[10]
Edited by: kggdhrtswwar on 07/09/2010 11:11:59 Some basic abaddon skills would be energy management - for cap energy systems operation - for cap controlled bursts - for cap amarr battleship - because of abaddon bonuses tank+damage weapon upgrades - for fitting + t2 heat sinks electronics and engineering - as needed for fitting hull upgrades - for t2 hardeners + membranes energy grid upgrades - for cap rechargers, cap power relays, etc... mechanic - to get t2 armor repairers if needed skills for t2 pulse lasers if you want them - t2 pulses are ok on abaddons the biggest benefit being able to use scorch crystals motion prediction , rapid firing, repair systems, sharp shooter (for pulse range) and to a lesser extent trajectory analysis (less difference than sharp shooter)
You will also need drone skills to kill frigates and especially warp scramblers. Like scout drone operation, drones, combat drone operation, drone interfacing (a good skill increases damage by 20% per level), electronic warfare drone interfacing (not really needed but the extra drone range is useful for getting extra damage on ships that orbit farther away) |
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Caldari citizen52145894561
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Posted - 2010.09.07 23:21:00 -
[11]
could replace the hardeners with t2 nano adaptive membranes for an insane omni-tank or simply have the ENAM IIs but with lvl 4 passive tank skills since ENAMs benefit from passive resistance skills
Originally by: Star P'ergish [Abaddon, Abaddon Mission T2] Large Armor Repairer II Armor EM Hardener II Armor EM Hardener II Armor Thermic Hardener II Imperial Navy Heat Sink Imperial Navy Heat Sink Imperial Navy Heat Sink
Tracking Computer II Cap Recharger II Cap Recharger II Cap Recharger II
Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II
Large Capacitor Control Circuit I Large Capacitor Control Circuit I Large Capacitor Control Circuit II
Hammerhead II Hobgoblin II
'Squire' CR8 'Gunslinger' AX-2 'Squire' CC8 'Gunslinger' CX-2 'Lancer' G2-Epsilon
It will move through any level 4 mission in Amarr space like hot knife through butter. Keep the implants for Paladin.
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Idicious Lightbane
Percussive Diplomacy
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Posted - 2010.09.08 21:51:00 -
[12]
Edited by: Idicious Lightbane on 08/09/2010 21:52:42 Just wanted to note after reading one of the replies T2 guns are BETTER than faction guns and do more damage, faction is just the best alternative if you can't fit T2 guns yet. The only guns better than t2 are officer, and that, especially with Amarr is highly situational at best because you can't use T2 Ammo (and yes scorch is as awsome as everyone says it is)
Fit for gank, not tank as many have said. If the NPC's die before they can do much damage you won't have to tank as much and the mission will go faster.
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WhiteWarp
Amarr 24th Imperial Crusade
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Posted - 2010.09.10 02:09:00 -
[13]
Originally by: Idicious Lightbane Edited by: Idicious Lightbane on 08/09/2010 21:52:42 Just wanted to note after reading one of the replies T2 guns are BETTER than faction guns and do more damage, faction is just the best alternative if you can't fit T2 guns yet. The only guns better than t2 are officer, and that, especially with Amarr is highly situational at best because you can't use T2 Ammo (and yes scorch is as awsome as everyone says it is)
I would agree with you completely for pulse lasers, but for beams there is a significant trade off that makes both faction and tech 2 worth considering. Tech 2 ammo for beams isn't as important unless you're trying to do extreme long range sniping. Faction large beams require considerably less cap. Although I don't remember the numbers exactly, it's roughly comparable to the difference between controlled bursts 5 and not having the skill at all. In exchange for that extra cap use, you'll see an extra 5% damage or so at specialization 4.
So with less than perfect cap skills, faction beams are a legitimate option.
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