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Master Jimrod
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Posted - 2006.07.17 00:59:00 -
[1]
Hi Guys, only been playing a few weeks (about a million Skill points) and just bought a Prophecy, this is my layout and I have not seen it used anywhere, I was wondering if it would be any use for lvl 3 missions?
Highs - 5 x Medium Pulse lasers (cant remember name but are small size ones with around 6k range and 4.6 damage with my skills) - 1 x Missile launcher and 1 x Nos
Mids - 2 x cap rechargers (Barton) and 1 x named battleship AB (odd I know but puts my speed at 700+ and will last for about a minute whilst still leaving some usable cap).
Lows - 1 x nano adaptive hardener and 3 x kin/therm/exp hardeners - 1 damage control and 1 x Named med armour repper.
This gives me 72-77% on all armour resists with all active and what I think from stats is good damage if I can stay close (hence BS AB) the small beams seem to be better dps than medium and just sacrifice range. No Webbers are needed due to better tracking speed too. I have plenty of grid and cpu left over with this set up and could probably swap the missile launcher for another Nos to aid cap if neccessary. The cap requirements all seem as though they are usable though as AB will only be used in bursts to gain on ships that stay out of range (ie. Stabbers).
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Benglada
Mom 'n' Pop Ammo Shoppe Axiom Empire
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Posted - 2006.07.17 01:01:00 -
[2]
Drop the missile launcher, useless on an amarrian ship.
Use heavy beam lasers
Drop the ab for another cap recharger
Use all specific 50% hards and a medium armor rep 2 (its not got much skill Reqs)
Use SPECIFIC hards, not general ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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Master Jimrod
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Posted - 2006.07.17 01:19:00 -
[3]
Thanks for info, just wondering with heavy beams what to do against small ships up close, have drones but only just got them and not sure how effective they are?
With regard to hardeners, I do use specific but have types all fitted so I can fly freely when ratting esp if a human rat jumps me and does different damage than the mob I am fighting. I seem to be ok on room and stats to cope with this and not have any problems.
I'll get the T2 Repper when I have my next skill slot completed :)
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Benglada
Mom 'n' Pop Ammo Shoppe Axiom Empire
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Posted - 2006.07.17 03:27:00 -
[4]
if you post with your main i can talk to you in game, please do. ---------------------------
Originally by: Wrangler Unfrtinately you dnot get to vote.. 
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Saldun Zexu
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Posted - 2006.07.17 04:47:00 -
[5]
I'm running lvl 3 missions on my prophecy 6xFocused Medium Beam Laser,E50 nosf 10MN AB,X5 web,cap rech(factoin,T2,Eutectic) MAR,1600mm tungsten plate,RCU,3x N-Type Hardeners(depends on NPC) and 5xWarroir or 5xHobgoblin(depends on NPC)
I'm using T2 fits but you can use T1 w/o problems with fits I hope. T1 modules require less CPU/PG.
soon I'll replace 3xHardeners to 3xTS/DB Membrane when I finish my resists skills they will give same amount of resists but no cap 
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Aramendel
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Posted - 2006.07.17 05:50:00 -
[6]
Edited by: Aramendel on 17/07/2006 05:52:09
Quote: Highs - 5 x Medium Pulse lasers (cant remember name but are small size ones with around 6k range and 4.6 damage with my skills)
No. No. No. No. No.
If try to you use that with lvl3s you can already start collecting a couple of replacement prophecies in your hangar bay.
You NEED medium sized (aka heavy or focussed med) BEAM lasers for missions because some cruisers will stay at 20-35 km range (gotta love the gurista ones), using a oversized BS AB to get to them is no option. See how long it lasts for you while running your tank as well. There are also mission where stationary web towers web you way out of 6 km range.
Also, if you do missions you are not using a generalized tanking setup, you pick the appropriate modules depending what damage types your targets do. 1 active harderner for both damagetypes of the mission works well for most missions. If you want to go for tanking overkill use 2 for each damagetype. If you go ratting you can switch to the general tanking setup (although, unless a pirate is dumb enough to jump you with a frig that won't help you with the rest of your setup).
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Master Jimrod
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Posted - 2006.07.17 08:51:00 -
[7]
Thanks for the help, I just got too used to my Duramaller set-up I guess and saw the prohecy as the same thing plus some stats. I still feel uneasy about lack of close-up damage and 3/4 of the mobs I fight on lvl 2 missions close well under 10k pretty fast so I guess I will just have to change tactics a bit and get used to it!
(Main is "The Jimrod" btw :) )
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Hectaire Glade
Imperial Shipment
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Posted - 2006.07.17 09:20:00 -
[8]
Please don't put a plate on a BC, its agility is forked up enough as it is, platting it just makes it even worse.
for Level 4s in a prophecy I used to use the following setup:
6 Heavy Pulse IIs, 1 Named Nos 10 NM AB II, X5 Webber, CPR II Med AR II, 3x EANs, Cap Relay and either a HS or a stabber depending on the mission.
To the guy above who said you need to use beams, he's wrong, I rarely found range to be an issue, your drones will cover that, use rat specific light drones. Use MF for the up close NPCs and use Microwave for the ~20K rats.
Main thing with a prophecy, always keep yourself aligned to a warp target, they are slow, very very slow to turn and warp out.
I never needed to use active hardners with good armor compensation skills. Level 3 missions were just plain boring with my setup, none of the missions even presented a slightest challenge, Level 4s however in a BC are risky and fun.
Oh, and train for a Zealot, you won't regret it.
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inSpirAcy
Caldari
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Posted - 2006.07.17 09:37:00 -
[9]
Originally by: Master Jimrod I still feel uneasy about lack of close-up damage and 3/4 of the mobs I fight on lvl 2 missions close well under 10k pretty fast
A webber will let you hit cruisers under 10km (good Motion Prediction skills help too).
For frigates you can also hit them webbed. Interceptors need a double web (not a great idea on the Prophecy) or to make use of your drones. Good drone skills are a huge help on L3s.
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Aramendel
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Posted - 2006.07.17 10:38:00 -
[10]
Originally by: Hectaire Glade To the guy above who said you need to use beams, he's wrong, I rarely found range to be an issue, your drones will cover that, use rat specific light drones. Use MF for the up close NPCs and use Microwave for the ~20K rats.
With t2 drones perhaps... I get now and the gurista moas which orbit me at 35km - good luck breaking their tank with 4 t1 lights 
I never, ever had problems with closeup cruisers, the only ones where I have to use my tank heavily are those which keep at a 20 km or longer range. So, why boosting ones damage output for the ranges where you have no problems anyway?
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Stephar
Amarr
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Posted - 2006.07.17 11:21:00 -
[11]
Originally by: Benglada Drop the missile launcher, useless on an amarrian ship.
Use heavy beam lasers
Drop the ab for another cap recharger
Use all specific 50% hards and a medium armor rep 2 (its not got much skill Reqs)
Use SPECIFIC hards, not general
Agree with most of this one. Here's my near-final build (after a month of extensive testing in level 3's):
6x Heavy Modulated Beams 1x Tractor Beam
1x Web (90%) 2x Cap Recharger II
1x Medium Armor Rep II 2x Active Hardeners 1x Internal Force Field Array I 2x Power Diagnostic
This is with Engineering IV. You'll be able to drop one of the PDU's for a Cap Relay / Hardener / Heat Sink with Engineering V, giving the setup some flexibility. I've played with racks of Focused Beams and Heavy Pulses --- just never felt right on the Prophecy. I do miss having an Afterburner, just didn't have the grid for it. But you honestly don't need it with heavy beams, and the extra recharger really helps the capacitor.
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Stephar
Amarr
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Posted - 2006.07.17 11:36:00 -
[12]
Originally by: Aramendel With t2 drones perhaps... I get now and the gurista moas which orbit me at 35km - good luck breaking their tank with 4 t1 lights 
I never, ever had problems with closeup cruisers, the only ones where I have to use my tank heavily are those which keep at a 20 km or longer range. So, why boosting ones damage output for the ranges where you have no problems anyway?
Yeah, those gurista cruisers were the final straw for me and heavy pulses. The only advantage you really get with heavy pulses over heavy beams is tracking, and tracking is a non-issue with a good web on level 3's. Beams also outdamage pulses at all ranges starting from around 8km. The slight rate of fire bonus you have from pulses is negated by the fact that you'll be using a less damaging crystal than if you had used beams. At ranges of ~25km, this difference becomes significant (radio pulses versus ultraviolet beams).
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