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Solar Pulse
Amarr
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Posted - 2011.05.24 04:08:00 -
[1]
I'm going to take all the skills to lvl 5 on Solar Pulse after which I want to ask advice as you see this is a pvp toon. I was wondering if I were to put marauders to 5 and maybe do the same with black ops. Would this hurt the toon? As well I wondered what skills to make it an ever better PVP without hurting or wasting skills not needed. Is cap ships wanted or needed in this instance?
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Remus09
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Posted - 2011.05.24 07:08:00 -
[2]
two skills you might want to consider are "Remote Armor Repair Systems" and "Interceptors". go with BlackOps rather than Marauders if you continue on the PVP road. cheers, -rem
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Solar Pulse
Amarr
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Posted - 2011.05.24 14:24:00 -
[3]
Thank you for the advice I will forget mauraders I did forget to ask even tho amarr is mostly all armor tankers is it smart to train the shield resists to 5 for the added protection in pvp?
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DestroyRoid
Caldari Confederated Armed Traders
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Posted - 2011.05.24 14:59:00 -
[4]
no, unless you are going to fit non active hardners
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DestroyRoid
Caldari Confederated Armed Traders
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Posted - 2011.05.24 15:02:00 -
[5]
also grab advanced ship command and train that to 3 real quick
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DemolisherII
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Posted - 2011.05.24 17:15:00 -
[6]
Originally by: DestroyRoid also grab advanced ship command and train that to 3 real quick
No, don't do this. That skill only affects Capitals, and you need it to 5 to fly any Capital.
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DestroyRoid
Caldari Confederated Armed Traders
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Posted - 2011.05.24 18:30:00 -
[7]
Originally by: DemolisherII
Originally by: DestroyRoid also grab advanced ship command and train that to 3 real quick
No, don't do this. That skill only affects Capitals, and you need it to 5 to fly any Capital.
oh wow youre right,
for some reason i thought it was for command ships/hacs
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RavenPaine
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Posted - 2011.05.25 02:35:00 -
[8]
I wouldnt do Black Ops OR Marauders if I had it to do over.
BC 5 is nice Gallente Drone Spec to 4 Electronic Warfare Drones ! All the gunnery suports to 5 Thermodynamics
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