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JonnyRandom
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Posted - 2011.02.21 17:28:00 -
[1]
Supposedly, it's the best ship for blitzing missions in Amarr space. However, it is a shield tank. That means it's weak to EM, which is what most of the rats in Amarr space are going to be doing. So then it needs to equip more tank modules to plug that EM hole compared to the Paladin, which gets an inherent 50% EM resistance on its armour. Wouldn't that mean that it would actually be doing less damage because it requires more modules dedicated to tanking compared to the Paladin?
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Voith
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Posted - 2011.02.21 17:31:00 -
[2]
Originally by: JonnyRandom Supposedly, it's the best ship for blitzing missions in Amarr space. However, it is a shield tank. That means it's weak to EM, which is what most of the rats in Amarr space are going to be doing. So then it needs to equip more tank modules to plug that EM hole compared to the Paladin, which gets an inherent 50% EM resistance on its armour. Wouldn't that mean that it would actually be doing less damage because it requires more modules dedicated to tanking compared to the Paladin?
The shield tank helps because it frees up the low slots for Heat Sink and tracking computers. Yes, you will need to put some extra mods in to help the EM resist, but the Nightmare melts ships fast enough where you don't need that much of a tank.
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Loraine Gess
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Posted - 2011.02.21 17:32:00 -
[3]
Damage mods = Low slots Shield tank = Mid slots
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JonnyRandom
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Posted - 2011.02.21 17:51:00 -
[4]
Right, nevermind, I just had a brain fart. Really tired tonight.
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Cambarus
Thunderfury Blessed Blade of the Windseeker
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Posted - 2011.02.21 18:49:00 -
[5]
The more damage you do, the less tank you need. The nightmare I use has like a 300 DPS sustained tank with the cap booster running, and most missions I don't even need that much |
Siriani Blue
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Posted - 2011.02.21 19:09:00 -
[6]
Why tank excessively? :)
As the people above pointed out, low slots are used for gank and nightmare fits its tank in mids. I'll provide one counter for that, which has already been touched on in another post here, gank is quite often better than tank (particularly when you're not tired and can keep an eye on what you're doing) so you still have options if you're already very close to flying a paladin.
Paladin also works v.nicely, specially when fit with 4 heat sinks. A decent low end repper (think Core C-type or IN LAR) and 2 resists is more often than not enough provided you rig for armor reps and use a cap booster to keep you running (should you ever really need it). 2 scripted Tracking comps in mids I've found provides ample tracking.
I do have a nightmare as well, I just haven't got into the habit of using it much
In short both ships rock and in my eyes are roughly equal, but please keep in mind Nightmare is vertical but Paladin is shiney gold & red.
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Versuvius Marii
Browncoats of Persephone
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Posted - 2011.02.21 19:35:00 -
[7]
2 x Photon, 2 x Thermic, 3 slots left over(I use a large repper, T2 boost amp and a cap recharger). That's pretty much all you need, as said above the Nightmare relies mostly on its gank. And when you can put out just over 1000 DPS with implants at a range of 41km or more, you really don't need to worry too often about being smacked. If it were Angel Cartel I'd worry because they get in close and fast, whereas Blood take forever to get close and more often than not, you've completed the mission before they've even hit you. Sansha are different as they are capable of hitting from range, but even then you should be able to wipe them out.
Slightly off-topic, this is what amuses me about when people moan about cap stability - or the Nightmare's lack of. You don't need it to be, you only need to run the repper long enough to get you out of trouble and bring your guns to bear on your target. And if you do find you suffer, you can always turn your guns off and the tank will run forever - or turn guns and tank off and the cap will recharge very quickly allowing you to continue inflicting pain - the Nightmare's built-in buffer should allow you to fly it like this no worries.
To finish off, the Nightmare is indeed in theory the best for Amarr space but it still needs good skills to really make the most of it - just like the Paladin and all other Marauder-class BS. You also can't just go afk like with an Apoc, you have to pay attention to it purely because of its lack of cap stability. Don't group your guns though, for maximum application of DPS - you'll find you only need 3 turrets to kill a BC rat, and that means you're wasting a turret that could be popping something else. Don't waste DPS! And don't bother with cap boosters, your recharge rate and gank power should be good enough. If you're using cap boosters, it's just extra ammo to be lugging around and spending ISK on >_>
TL:DR - gank tank ftw.
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King Rothgar
Amarrian Retribution
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Posted - 2011.02.21 20:31:00 -
[8]
I always liked the paladin better tbh. But the key is not to over tank. If you've got less than 3x heatsinks and 2x faction webs on a paladin, you're doing it wrong.
Thus far you shall read, but no further; for this is my sig. |
Patient 2428190
DEGRREE'Fo'FREE Internet Business School
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Posted - 2011.02.21 21:03:00 -
[9]
For the Nightmare, all the lows, and 2-3 of the mids should be gank mods. Heat sinks, TEs for the lows, tracking computers and *maybe* a target painter in the mids.
Lvl 4s deal laughable DPS, and it becomes even less of an issue when you pump a whole lot of gank. ...Then when you stopped to think about it. All you really said was Lalala. |
freshspree
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Posted - 2011.02.21 21:16:00 -
[10]
You'll need some faction goodies on that ship if you want to enjoy it. The more the love you show it the more the love you get in return. 3 tanking mods is all i use on my NM be it sansha or ninjas or whatever. Just saying
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