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Spectre Wraith
Darwin Inc.
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Posted - 2010.12.23 12:39:00 -
[1]
Edited by: Spectre Wraith on 23/12/2010 12:41:59 It's already been said but I'll restate it. If you want to armor tank, the Pilgrim is better at it. The speed reduction from the added armor doesn't affect the Pilgrim much as it's a "sneak in + brawl close range" recon.
The Curse relies on it's range + tracking disruption + speed/agility to tank. There's no point to put an armor tank on a Curse when given it's speed without the added armor it tanks just fine. If you're too slow and can't dictate range then you will lose in a Curse.
Range dictation is also a factor in a Pilgrim however it gives up speed for being able to close the range distance fully cloaked. You'll rely on your target not being able to hit you at all in a Curse with TD, speed, and shutting down their cap. In a Pilgrim you rely on your target not being able to gtfo by scraming, webbing, and draining their cap.
The Curse is a kiter, the Pilgrim is a trapdoor spider.
As far as dps outside of drones, keep in mind you'll completely shut down their cap so your drone dps is more effective then you think. I wouldn't put anymore then 2x hvy launchers on a Curse and a Pilgrim. The other added benefit of hvy launchers being the freedom to pick any dmg type.
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Spectre Wraith
Darwin Inc.
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Posted - 2010.12.26 20:28:00 -
[2]
Edited by: Spectre Wraith on 26/12/2010 20:32:03 You're not throwing away the TD bonus on a shield tanked Curse. A greater part of your tank on a shield Curse is the TD. You only need 1 Invuln-2 and 1-2 extenders (Large/Large+Medium).
The rest of the incoming damage is mitigated by your range, speed/agility, and disruption. The bare minimum shield tank is there only to soak up whatever damage does happen to get through those other factors.
Granted you won't be taking on a gang with a shield tank Curse. It's not outside the realm of possibilities though of being able to take on and handle a gang of 4-5 pilots depending on the situation and your kiting ability + target management. Making sure to neut out any frigate hull tacklers that get within 30km of you, extending the group while kiting and picking off those much faster or much slower then the core of the group is the plan.
In that case though it's more of a solo/duo type setup. Maybe in a roaming shield gang depending on logi but I'd expect to be primary or close to it so I'd want more buffer/range.
The armor Curse isn't a bad idea, I've tried it a few times, I just think you're really giving up too much and not taking advantage of it's bonuses by doing so.
Edit - And personally, I wouldn't put small neuts on a Curse. I prefer to keep all modules with close to similar range as possible. That also means using a Domi/DB point. You can cycle medium neuts and wipe a frig/ceptor out at range rather then rely on someone being in range for the small.
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Spectre Wraith
Darwin Inc.
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Posted - 2010.12.28 04:17:00 -
[3]
Edited by: Spectre Wraith on 28/12/2010 04:21:35 Like I said, if it the frig scenario you're concerned with, 1 medium neut cycle is enough to shut them down before they get within tackling range. You won't be sitting idly still, you'd be kiting, so shutting them down will give you alot more distance from them as their mwd/ab will be off and you can focus on others until they recoup cap and gain ground again.
I'd put heavy missiles in their place. 1 medium nos isn't a bad idea either as nos/neuts work very well together and nos takes nothing to run but will give you cap and take theirs once your cap is below theirs. Nos is there to counter cap boosters basically. They boost, have more cap then you, the nos cycles, and you have effectively stolen their cap boost.
Edit - And there's no range effect on neuts. They're either in range or not, proximity won't make the neuts take more or less. You don't want to get scrammed so the idea is to cap out any possible tacklers befre they get within 25+km with a medium neut cycle. This means alot more target management but properly done you can handle a small group. I could see having 1 small neut on a Pilgrim since you're so close but the Curse's strength lies in it's range.
And I personally wouldn't use Egress, use CCC in their place.
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Spectre Wraith
Darwin Inc.
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Posted - 2010.12.28 04:24:00 -
[4]
Edited by: Spectre Wraith on 28/12/2010 04:25:05 You don't need superb missile skills. A few arby launchers with some faction heavys works just as well. It's just added dps to compliment the drones.
You'll eventually want missile skills for other ships, it won't take much to make them useable.
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