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FraXy
Caldari E X O D U S Imperial Republic Of the North
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Posted - 2006.10.22 14:07:00 -
[31]
Single rep tank on the Damnation is a big no no, unless u are counting on gangmembers to remote rep u.
The slight increase u get from 1 EANM II vs the HP/sec from the second repper is not even close to each other.
Dual-Rep tank is the only way to go if u want a powerfull tank.
Now, i just started training for the Damnation, but it`s a support ship so i took the liberty to create a support setup for it:
HIGH-SLOTS : ~~~~~~~~~~~~ Armored Warfare Link - Damage Control Armored Warfare Link - Rapid Repair E50 Prototype Energy Vampire E50 Prototype Energy Vampire E50 Prototype Energy Vampire Medium 'Solace' I Remote Bulwark Reconstruction Medium 'Solace' I Remote Bulwark Reconstruction
MED-SLOTS : ~~~~~~~~~~~ Y-T8 Overcharged Hydrocarbon I Microwarpdrive Medium Electrochemical Capacitor Booster I [1xCap Booster 800] Fleeting Warp Scrambler I Fleeting Warp Scrambler I
LOW-SLOTS : ~~~~~~~~~~~ Medium Armor Repairer II Medium Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Armor Thermic Hardener II True Sansha Armor Kinetic Hardener
1879/1887.5 Grid 538/550 CPU
Approx resists is (think quickfit is little incorrect on resist stats): ~82 EM ~91 Explosive ~92 Kinetic ~87 Thermal
73.3 HP/sec without the ganglink (can`t fly Damnation yet and don`t know how to implement the Command bonus, but with link a valid guess would be maybe 90 HP/sec)
73.3 HP/sec: EM - 407 DPS Expl - 815 DPS Kin - 916 DPS Thm - 564 DPS
~90 HP/sec: EM - 500 DPS Expl - 1000 DPS Kin - 1125 DPS Thm - 692 DPS
It`s a support setup for smaller scale warfare and it`s role is to drop -2 on a target while nossing to keep itself alive and get cap to run remote repairers to keep rest of gang alive.
I excluded the "Adaptive-Link" because most armor tankers (T2 mainly) have 1-2 resist holes and use maybe 1 active hardener and 2 EANM/1 EANM and DCU so the Link would get nerfed with the stacking-penalty.
This is my lazy attempt to make an uber-signature, please go away!
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Radioactive Babe
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Posted - 2006.10.23 11:26:00 -
[32]
Edited by: Radioactive Babe on 23/10/2006 11:35:21 Edited by: Radioactive Babe on 23/10/2006 11:31:44
Originally by: FraXy Approx resists is (think quickfit is little incorrect on resist stats): ~82 EM ~91 Explosive ~92 Kinetic ~87 Thermal
73.3 HP/sec without the ganglink (can`t fly Damnation yet and don`t know how to implement the Command bonus, but with link a valid guess would be maybe 90 HP/sec)
73.3 HP/sec: EM - 407 DPS Expl - 815 DPS Kin - 916 DPS Thm - 564 DPS
~90 HP/sec: EM - 500 DPS Expl - 1000 DPS Kin - 1125 DPS Thm - 692 DPS
It`s a support setup for smaller scale warfare and it`s role is to drop -2 on a target while nossing to keep itself alive and get cap to run remote repairers to keep rest of gang alive.
I excluded the "Adaptive-Link" because most armor tankers (T2 mainly) have 1-2 resist holes and use maybe 1 active hardener and 2 EANM/1 EANM and DCU so the Link would get nerfed with the stacking-penalty.
iirc, the only person in the gang not to get the command bonuses is the command ship itself ....could be wrong though ....noticed in my damnation that while show info on the command mods show ~-12%, (still working on skills and no imlant fitted) my armour repairer is still showing the usual stats.
Also, this crap of putting all faction/officer mods into quickfit and putting it on here as viable is stupid ... no-one does that (unless their wallets are endless), people just fit T2 mods 95% of the time and best named if they have fitting issues
Oh and I use my ship as support only, staying well back from the fighting ... and in fleet fights a fully skilled and implant pilot would be invaluable as most people in big T2 fleets (should) fit for gank only and this would allow them to dispense with a T2 EANM and put in another damage mod ... wont get you out if you are primaried, but may save you from a pesky AF (give a little more time for your T2 warriors to kill/drive him off) |

TerrorWOLF
J.H.E.N.R Pure.
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Posted - 2006.10.23 12:40:00 -
[33]
Originally by: Radioactive Babe
iirc, the only person in the gang not to get the command bonuses is the command ship itself ....could be wrong though ....noticed in my damnation that while show info on the command mods show ~-12%, (still working on skills and no imlant fitted) my armour repairer is still showing the usual stats.
You get the bonus. But you need to be in gang and atleast one member needs to be in system and not docked
May Your Death Be Slow And Painful
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Radioactive Babe
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Posted - 2006.10.23 12:45:00 -
[34]
Originally by: TerrorWOLF
Originally by: Radioactive Babe
iirc, the only person in the gang not to get the command bonuses is the command ship itself ....could be wrong though ....noticed in my damnation that while show info on the command mods show ~-12%, (still working on skills and no imlant fitted) my armour repairer is still showing the usual stats.
You get the bonus. But you need to be in gang and atleast one member needs to be in system and not docked
Ahh ... thats why I didnt see it, other gang member was not in system ....cheers |

sbaker
Amarr ANZAC ALLIANCE
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Posted - 2006.11.04 02:50:00 -
[35]
Okay I see there alot of PvP set-up but no mission running set up, yes I am carebear so what....
I use 3* heavy beam t2 and 3* heavy missiles and 1 nos t2 high mid: 1 * 10mn ab t2, 1* tracking ench 1* target painter 1* cap recharger lows: 1* med repper t2 1* heat sink 1* BCU 1* therm passive 1* nanno passive 1* 800mm plate
yes I know it lame setup but i just step into it just now I going to see if i can drop the med repper and putin an larger repper and have a bit of play around with and if any1 has a good setup for lvl 4 mission post here
sb
Some people have Music or MP3....I collect EvE videos that I watch during downtime...oh well... My top 5 videos and worst top 5 videos coming soon!. |

LWMaverick
Quam Singulari Lotka Volterra
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Posted - 2006.11.04 02:59:00 -
[36]
Originally by: sbaker Okay I see there alot of PvP set-up but no mission running set up, yes I am carebear so what....
I use 3* heavy beam t2 and 3* heavy missiles and 1 nos t2 high mid: 1 * 10mn ab t2, 1* tracking ench 1* target painter 1* cap recharger lows: 1* med repper t2 1* heat sink 1* BCU 1* therm passive 1* nanno passive 1* 800mm plate
yes I know it lame setup but i just step into it just now I going to see if i can drop the med repper and putin an larger repper and have a bit of play around with and if any1 has a good setup for lvl 4 mission post here
sb
Why would you put in a large repper 0_o.. it takes 2k+ powergrid..
double reps works great on this ship, with a few cap mods..
Btw.. this ship dosnt do much in terms of damage, so i really doubt that you could use this ship for lvl 4 missions, cause its tank is strong, but it does wet-water-paper-bag damage hehe
<3  |

Darksaber64x
Ecchi co.
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Posted - 2006.11.04 03:17:00 -
[37]
On a side note, the ship should be named "Darnation" so we can actually post it on the forum. Other possible names could be:
Dangnation
Dratnation
Dangnabbitnation
Aside from that point, eesh, 90% to em, exp and kinetic with 85% to therm... that's crazy.
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Sunsets
The Knights of the New Republic Forces of Freedom
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Posted - 2006.11.04 03:50:00 -
[38]
Would it be better to throw on an internal force field dc in the place of a hardener if you've got passive defence running? I was under the impression the stacking penalty applied to it.
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sbaker
Amarr ANZAC ALLIANCE
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Posted - 2006.11.04 11:19:00 -
[39]
Originally by: LWMaverick
Originally by: sbaker Okay I see there alot of PvP set-up but no mission running set up, yes I am carebear so what....
I use 3* heavy beam t2 and 3* heavy missiles and 1 nos t2 high mid: 1 * 10mn ab t2, 1* tracking ench 1* target painter 1* cap recharger lows: 1* med repper t2 1* heat sink 1* BCU 1* therm passive 1* nanno passive 1* 800mm plate
yes I know it lame setup but i just step into it just now I going to see if i can drop the med repper and putin an larger repper and have a bit of play around with and if any1 has a good setup for lvl 4 mission post here
sb
Why would you put in a large repper 0_o.. it takes 2k+ powergrid..
double reps works great on this ship, with a few cap mods..
Btw.. this ship dosnt do much in terms of damage, so i really doubt that you could use this ship for lvl 4 missions, cause its tank is strong, but it does wet-water-paper-bag damage hehe
okay after doing 3 lvl 4 mission i agree with u it does do wet-water-paper-bag damage and I am not happy with it... duo of death mission with the sentry guns do alot of damage when there is like 5 of them
at the end i got this setup
top: 3* heavy beam lasers t2, 2* heavy missile, 1 standard missile, 1* med nos t2 mids: 10mn ab t2, tracking computer t2 , target painter t2, cap recharger lows: med repper t2, therm passive t2, nano passive t2, heat sink t2, BCU T2, 1600mm plate.
drone bay: small drones
I am thinking of droping the heat sink and bcu and put in the nano passive to get more high resits.... so I only train to lvl 2.... I think it needs it target range to be bigger locking on from 50-60k is a joke. I do not know...i guess some more playing around will get the right set up,....keep an eye on this section
sb
Some people have Music or MP3....I collect EvE videos that I watch during downtime...oh well... My top 5 videos and worst top 5 videos coming soon!. |

Talen Reaper
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Posted - 2006.11.15 15:26:00 -
[40]
I am training command ships ATM and have been reading up in these forums about the 2 amarr ships & I haven't found much info on using the ****ation in anything other than pvp& gang application's ...& I know that's what this ship is designed for ..but I am med laser specked & heavy missiles have them in specialty lv 4 I currently fly a sac...and it holds up fairly well in most lv 3 missions ...what I am looking for is a lv 4 mission setup for the ****ation...I am currently thinking about just setting it up along the same lines as my sac ..which is a sniper setup with cap recharger's in the mids and a tracker.....& drkblood energised passives (3) in the lows with a DC & ar2 my resists set at 85% except thermal at 75 docked they go up when dc is activated 15% ....the ****ation has better starter resists than the abs so I was just wondering why it doesn't get more love & isn't used more as an all around ship .
I will be putting beams on it & launchers so no closeup builds please there are a bunch already
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Dr Fighter
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Posted - 2006.11.15 15:45:00 -
[41]
Originally by: Darksaber64x On a side note, the ship should be named "Darnation" so we can actually post it on the forum. Other possible names could be:
Dangnation
Dratnation
Dangnabbitnation
Aside from that point, eesh, 90% to em, exp and kinetic with 85% to therm... that's crazy.
qft
And 
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Talen Reaper
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Posted - 2006.11.15 15:51:00 -
[42]
sorry sbaker I dident mean to discount your build I was just looking for more info than you provided ...& I can hit at 75k with my sac not limited to the 50-60k.you mentioned... I use focused med beam laser 2 & aurora crystals with a f-12 tracking processor in a mid slot....I havent had mutch of a prob with frigs getting to close they usually pop befor the can close range ...& if they do I just send my drones after them ...
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Agent2 Holtze
Amarr Caldari Scouting and Intel Group
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Posted - 2006.11.15 15:55:00 -
[43]
4x Heavy pulse TII 3x Med NOS 1x MWD TII web, scram and cap booster 2x MAR TII 1x Therm hardner TII 2x EANM' TII 1x RCU TII (or PDU can't remember atm)
Not the same solo boat as EOS, but then again it wasn't designed for that =)
Posting and you!
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sbaker
Amarr Bogans INC
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Posted - 2006.12.07 11:47:00 -
[44]
Okay after doing some lvl 4 mission in the d-nation...
my final setup was this:
H: 3* heavy beam lasers 4* heavy missile M: 10mn ab, tracking computer, target painter, cap recharger L: med repper, 1600mm plate 2* therm passive 2* energized adaptive nano
drones: small t2 drones....
Pros: good tank, able to with stand alot of firepower (now with the new armour hp increase) able to take out alot of ship....the down side is it take long time to take down an bs... My range with skill is 62K.... the only way u could get a bigger lock like 70k plus is drop the tracking and put in a sensor booster.....but by the time your missiles reach the target it has heal it self....so you need to get in closer...
If i had my way with it....I give it a bonus that it can fire torps only... and can not fit any other missiles, or give it an bonus to missiles is some kinda shap or form.....but now with the new BC out....is there going to be an new command ship?? if yes when? just thinking
sb
Some people have Music or MP3....I collect EvE videos that I watch during downtime...oh well... My top 5 videos and worst top 5 videos coming soon!. |

sbaker
Amarr Bogans INC
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Posted - 2006.12.07 11:57:00 -
[45]
Originally by: Talen Reaper sorry sbaker I dident mean to discount your build I was just looking for more info than you provided ...& I can hit at 75k with my sac not limited to the 50-60k.you mentioned... I use focused med beam laser 2 & aurora crystals with a f-12 tracking processor in a mid slot....I havent had mutch of a prob with frigs getting to close they usually pop befor the can close range ...& if they do I just send my drones after them ...
Well yes I played around with the SAC doing lvl 3 mission... and I found it a bit short.. the only reason I train for the damnation was for the extra high an the extra low slot.. you will find the damnation handles alot better than the SAC, if u can get hold of t2 heavy beams, or look for faction heavy beams (yes I know dear) its does come in handy. The standard lock on an damnation is about 50K with my skills its brings it to 62K (from the top of my head).....and its not a support ship... thats whats the Guardain is for...
Some people have Music or MP3....I collect EvE videos that I watch during downtime...oh well... My top 5 videos and worst top 5 videos coming soon!. |

Asurix
Caldari StoneDogS The Imperial Order
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Posted - 2007.01.02 15:29:00 -
[46]
Originally by: Valea Silpha I'd go for the uber resist set-up.
Although two reps is nice, taking less damage to start with is better IMHO. Just remember that that at 90% you are taking about a third less damage than at 85%, and its more sustainable to have jsut one rep.
I would guess this chaps using a damnation becuase its a sexier model, or becuase its just what he has to hand. Not everyone can shell out for both.
rather just fit 2 rep, drop some nos and fit more resistance stuff, 2 rep will rep more dmg over time then 1 rep even with 87,5% resistances instead of 90% ;) You need to be able to tank alot of incoming damage since if you're a fleet command ship (especially a damnation since that's the only thing it's good at) the enemy will prolly assume you have gang mods going and you'll be primary.
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Almarez
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Posted - 2007.03.14 16:43:00 -
[47]
Why not go with 4 HAM's. I know the bonuses are for turrets but who cares, one is a garbage bonus and the other does nothing for DPS, except maybe you hit a little more often. If you really want to use the Damnation for solo pvp, I would do 4 HAM 3 NOS setup then the meds and lows use whatever you want. Also, if and when CCP does the Khannid Mk II and changes the bonus to a missle rof or missle damage this setup will be even sweeter. Although, I do have to concur, for 1vs1 pvp use an absolution, the DPS on that thing is pretty sweet.
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Talen Reaper
AUS Corporation CORE.
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Posted - 2007.03.19 01:25:00 -
[48]
I have been playing around a bit with setups haven't settled on any but was wondering about Riggs ..seems like with 2 slots you could do quite a bit ...also this ship has lots of versatilely ..I put a cloak II on it and freaked out some privateers dock camping in amarr..was funny as hell when I decloaked 5k away ....also 65 mil to 168 mil is 1 reason to find a killer setup hell I can buy 2 and set them up completely different for the Price of 1 ABS
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Talia Windheart
Minmatar Emerald Empire
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Posted - 2007.04.04 23:01:00 -
[49]
4x Focused Medium Pulse Laser II 3x Mediun Nos II
1x 10MN MicroWarpdrive II 1x Warp Disruptor II 1x Fleeting Web 1x Medium Electrochemical Capacitor Booster
1x 1600mm Rolled Tungsten Plates 1x EAN II 1x DCU II 1x Armor Kinetic Thermic II 2x Medium Armor Repairer II
5x Light ECM Drones
2x Ancillary Current Router I
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Blind Man
Kemono. Anarchy Empire
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Posted - 2007.04.04 23:44:00 -
[50]
Edited by: Blind Man on 04/04/2007 23:40:29 just wanted to note that without gang mods this ship is as useless as a warrior that can't hold aggro
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Tzesaeia
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Posted - 2007.07.11 13:10:00 -
[51]
Anyone got some rev2 setups the last one with rigs was ok but some more ideas. I thought about about the range bonus? You could use it in a small gang for pulses like this:
4 Heavy Pulse t2 witch scorch crystal command ship lvl4. With scorch M you get slighty out of nos range while dealing nice dmg. So you could spare the high slots from fitting counter nos.
Tackler is needed because the idea is to orbit the enemy at 26km to avoid NOS. The Orbit makes it impossible to web/scram the enemy to dictate range. Remote Repair is also needed very likely.
Damnation
Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Cruise Missile Launcher II [27xParadise Fury Cruise Missile] Heavy Missile Launcher II [40xScourge Fury Heavy Missile] Heavy Missile Launcher II [40xThunderbolt Fury Heavy Missile]
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Medium Electrochemical Capacitor Booster I F-90 Positional Sensor Subroutines F-90 Positional Sensor Subroutines
Reactor Control Unit II Reactor Control Unit II N-Type Thermic Hardener I Damage Control II Energized Adaptive Nano Membrane II Medium 'Accommodation' Vestment Reconstructer I
Rigs : Ancillary Current Router II \ Ancillary Current Router II \ Warrior TP-300 (target painter) Warrior TP-300 Warrior II Warrior II Warrior II
3363 shield, 8.97/s, E/T/K/Ex=12/29/73/91 6006 armor, E/T/K/Ex=79/82/80/89 2531.25 cap, +9.77/s, -39.82/s 986.0 m/s 125.1 DPS
I tried that crazy thing in Quickfit only with a basic char without any skills ( I always pressed set skills to maximum when I installed a module . Those are the skills quickfit applied for this to fit:
Heavy Missiles lvl 5 Energy Systems Operation lvl 1 Standard Missiles lvl 3 Missile Launcher Operation lvl 5 Engineering lvl 2 Motion Prediction lvl 4 Science lvl 1 Medium Energy Turret lvl 5 Small Energy Turret lvl 5 Cruise Missile Specialization lvl 1 Heavy Missile Specialization lvl 1 Gunnery lvl 3 Hull Upgrades lvl 5 Repair Systems lvl 1 Mechanic lvl 3 Target Painting lvl 3 Medium Pulse Laser Specialization lvl 1 Small Pulse Laser Specialization lvl 4 Minmatar Drone Specialization lvl 1 Battlecruisers lvl 5 High Speed Maneuvering lvl 1 Jury Rigging lvl 4 Logistics lvl 4 Afterburner lvl 4 Warfare Link Specialist lvl 4 Navigation lvl 4 Leadership lvl 5 Scout Drone Operation lvl 5 Drones lvl 5 Signature Analysis lvl 5 Command Ships lvl 1 Amarr Cruiser lvl 5 Long Range Targeting lvl 5 Electronic Warfare lvl 4 Electronic Warfare Drone Interfacing lvl 1 Amarr Frigate lvl 4 Electronics lvl 3 Energy Grid Upgrades lvl 5 Spaceship Command lvl 5 Cruise Missiles lvl 5
Uppermost important are missle skills at lvl4 minimum for missle velocity and flight time. If you don't have those, you can't stay at 26km orbit to hit.
Why don't I use maximum dmg at close range with the conflags in this special case?
1.Cause Gallente are better at close range than anybody else while their dmg at medium range is slightly worse compared to amarr. Here some figures to that by CCP: DMG Figures
2.Cause I can avoid beeing nosed.
3. I can avoid beeing webbed and scrambed.
This setup is just for fun it is nothin serious. Post your rev2 ideas here, serious or not, just what u think about this nicest ship in the universe ever!
Plz describe what you use a setup for befor posting since this thread contains all kinf of setups for the damnation: Solo PVP , Small Gangs PVP, PVE, Fleetsetups(with warfare links), Big Gangs (with warfare links)
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DarkElf
Veto. Veto Corp
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Posted - 2007.07.11 13:21:00 -
[52]
I honestly don't see the point of using a damnation over the absolution unless you're gonna use more than 1 warfare link. The absolution is so much better as a general combat ship.
DE
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Tzesaeia
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Posted - 2007.07.11 13:30:00 -
[53]
A variation with 2 reps and a standart launcher against frigs:
Damnation
Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Cruise Missile Launcher II [27xParadise Fury Cruise Missile] Heavy Missile Launcher II [40xScourge Fury Heavy Missile] Standard Missile Launcher II [50xBloodclaw Precision Light Missile]
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Medium Electrochemical Capacitor Booster I F-90 Positional Sensor Subroutines F-90 Positional Sensor Subroutines
Reactor Control Unit II N-Type Thermic Hardener I Damage Control II Medium Armor Repairer II Medium Armor Repairer II Power Diagnostic System II
Rigs : Ancillary Current Router II \ Ancillary Current Router II \ Warrior TP-300 Warrior TP-300 Warrior II Warrior II Warrior II
3531 shield, 10.29/s, E/T/K/Ex=12/29/73/91 6006 armor, E/T/K/Ex=74/79/76/87 2657.8123793005943 cap, +11.21/s, -57.598/s 912.0 m/s 114.7 DPS
Missle dmg type was choosen randomly.
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Tzesaeia
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Posted - 2007.07.11 13:31:00 -
[54]
Quote: I honestly don't see the point of using a damnation over the absolution unless you're gonna use more than 1 warfare link. The absolution is so much better as a general combat ship.
Just because the absolution is rose/pink.   
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Tzesaeia
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Posted - 2007.07.11 19:57:00 -
[55]
And again it's me. Looks like nobody likes the Damnation anymore...well makes it cheaper so I can have more of them.
BTW Damnation has a med slot more, it has more cpu, it has more flexible dmg cause of the missile launchers and it has better resistances than the Absolution. Especially the launchers give an advantage. When it comes to fighting a Sleipnir for example since Sleip is heavy em/thermal tanked. Furthermore missiles are immune to tracking disruptors fitted eg. on the curse. Missles don't need cap, missles can be fired even if your beeing jammed.
AND it isn't rose/pink.
Here another Setup for small gangs with a tackler.
It is basically the same idea but with a slight improvement I think. It has less dmg than 4 pulse would have but and thats the point it is more flexible, when it comes to dmg type. And it has only really slightly less dmg than 4 pulse. Tracking disruptors are really nice on this since it keeps your enemy, if he is in a gunboat, from hitting your perfect tank at all. 
Damnation
Heavy Pulse Laser II [1xScorch M] Heavy Pulse Laser II [1xScorch M] Heavy Assault Missile Launcher II [50xFulmination Javelin Assault Missile] Heavy Assault Missile Launcher II [50xFulmination Javelin Assault Missile] Heavy Assault Missile Launcher II [50xFulmination Javelin Assault Missile] Heavy Pulse Laser II [1xScorch M] Heavy Assault Missile Launcher II [50xFulmination Javelin Assault Missile]
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Medium Electrochemical Capacitor Booster I Balmer Series Targeting Inhibitor I Sensor Booster II
N-Type Thermic Hardener I Energized Adaptive Nano Membrane II Medium Armor Repairer II Ballistic Control System II Medium Armor Repairer II Energized Adaptive Nano Membrane II
Rigs : Bay Loading Accelerator I \ Bay Loading Accelerator I \ Warrior II Warrior II Warrior II Warrior II Warrior II
3363 shield, 6.73/s, E/T/K/Ex=0/19/69/89 6006 armor, E/T/K/Ex=80/82/81/90 2531.25 cap, +11.03/s, -55.887/s 936.0 m/s
223,925 DPS
It is again out of Quickfit without any skills applied but those quickfit suggested when a module was installed. Skills are as follows:
Energy Systems Operation lvl 1 Standard Missiles lvl 3 Missile Launcher Operation lvl 5 Weapon Upgrades lvl 4 Engineering lvl 1 Motion Prediction lvl 4 Medium Energy Turret lvl 5 Small Energy Turret lvl 5 Gunnery lvl 3 Heavy Assault Missiles lvl 5 Hull Upgrades lvl 5 Heavy Assault Missile Specialization lvl 1 Repair Systems lvl 4 Mechanic lvl 4 Target Painting lvl 3 Medium Pulse Laser Specialization lvl 1 Small Pulse Laser Specialization lvl 4 Minmatar Drone Specialization lvl 1 Launcher Rigging lvl 4 Battlecruisers lvl 5 High Speed Maneuvering lvl 1 Armor Rigging lvl 1 Jury Rigging lvl 3 Logistics lvl 4 Afterburner lvl 4 Warfare Link Specialist lvl 4 Navigation lvl 4 Leadership lvl 5 Scout Drone Operation lvl 5 Drones lvl 5 Weapon Disruption lvl 2 Signature Analysis lvl 5 Command Ships lvl 1 Amarr Cruiser lvl 5 Long Range Targeting lvl 5 Electronic Warfare lvl 4 Electronic Warfare Drone Interfacing lvl 1 Amarr Frigate lvl 4 Electronics lvl 3 Spaceship Command lvl 5
Gonna try replace the heavy pulse with beams since those would make even more dmg.
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Tzesaeia
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Posted - 2007.07.12 11:27:00 -
[56]
***NEW REV SETUP THREAD***
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Sarah Trouble
Destroy Erase Improve
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Posted - 2007.09.11 20:35:00 -
[57]
any ideas now , after khanid pimpin ?
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Reverend Void
Amarr Explicitex Network The Eclipse Empire
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Posted - 2007.10.05 03:16:00 -
[58]
Originally by: Sarah Trouble any ideas now , after khanid pimpin ?
I'd like to know this as well. I'll be up to the Damnation in a few weeks.
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Rebel Deity
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Posted - 2007.10.08 17:07:00 -
[59]
*looking at all the setups and shakes her head* You have used months training for this ship. You bought it. You are fitting it with luxery. And yet you have failed to see that this baby is a blaster boat NOT a laser boat. Treat it like a Brutix with insane resist and base armor, and stop thinking inside the box!
You are all whining about dps AND talking about cap usage. Well blasters will boost dps and lower cap usage. Range problem then? Everything got a range problem, especialy snipers 
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Yoko Lee
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Posted - 2008.01.05 13:47:00 -
[60]
My actual setup for low secure system :
5x Heavy assault Launcher, 2x warfare link armor 1x SS 10mn mwd, 1x TS med cap inj, 1x TS web, 1x TS warp disruptor 1x TS MAR, 1x 1600mm RT, 2x Amarr navy eanm, 1x armor thermic hardener II, 1x DC II
2x nanopump rigs
5x warrior II
(i have slave set implant = 30k armor)
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