
Antarea Starfallis
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Posted - 2006.06.12 06:29:00 -
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I've just got the Domi and started doing all level 3s regularly, but I'd like to know where I need to be stat wise to handle tanking a level 4.
High 4 Drone Link 1 Heavy Ghoul 1 200mm named rail (agro puller)
Med T2 Afterburner 3 F-B10 Cap rechargers 1 Large Cap Battery
Low Large Accomodation Rep 2 Faction specific hardeners 2 Energized Adaptive Nano Mem. 1 1600 Armour 1 Cap Power Relay.
Questions:
1. Are the Cap Recharger 2s in place of F-B10 going to make THAT much difference? I have Energy Sys Operation to 5 and energy management at 4. We're talking 2.75% more per CR2, if there aren't diminishing returns. I still can't believe 17mil for a F***ing battery... 2. I was told that when you enlarge the cap total (large cap battery), the recharge rate stays the same, thus more recharge. I've had some success with it, but I'm wondering if another recharger would do just as good? 3. What percentage are your resists when fighting level 4 Guiristas (kin/therm)? I just can't get enough of popping those skull bunnies... 4. Been considering trading the AB for a Omni Tracking Link. I don't mind being slow if my sentries actually hit something at range. Right now, unless its immobile I'm not hitting Jack or S***. 5. If I'm getting what people are doing with the 2x LAR and 4x Hardeners, you put all 4 hardeners on at the beginning of the battle, use one LAR when they get you down to armour and pull the second LAR in and out as needed. This about right? 6. I keep hearing all of these, "I have 15 million points in Engineering". what I want to know is exactly where you put your points besides Energy System Operation and Energy Management to get better cap? The two combined make 1 mil, so I'm very interested in hearing where they crammed 14 million more in there somewhere. 7. Skill-wise, I'm maxing out everything I can to help armour tanking (except resistance skills, those kinda suck). SO..
Energy Management and Energy Systems Operation = Cap skills = 1 mil skillpoints Hull Upgrades, Mechanic, Repair Systems Operation = Armour Tank skills = 1 mil skillpoints
So... what am I missing here? I could add Energy Emissions to lower NOS draw, but seriously, I've used 3 Heavy Ghouls before and saw VERY little gain (with the skill at 3).
Any and all help is appreciated.
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