| Pages: 1 2 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Lord Vigil
Amarr Imperial Academy
|
Posted - 2006.08.08 16:58:00 -
[1]
Edited by: Lord Vigil on 08/08/2006 16:58:27 I'm looking for advice on a good Arbitrator setup. For while here I will be doing mostly pve ratting, but would like to know a good setup for pvp too.
Any advice is helpful. Thx.
|

inSpirAcy
Caldari The Solopwnmobiles
|
Posted - 2006.08.08 17:03:00 -
[2]
This is my old PvP setup before I moved on to the Vexor. I'm not a fan of ECM but you'll have droves of people telling you to chuck out mids for it. 
4x Small 'Knave' I Energy Drain
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive 1x Warp Disruptor I (or 7.5km if you prefer) 1x X5 Prototype I Engine Enervator 1x Medium Electrochemical Capacitor Booster I
2x Medium Armor Repairer II 1x Energized Adaptive Nano Membrane II 1x Emergency Damage Control I
All T2 equipment can be downgraded to T1 to similar effect, although you might want to train up those T2 MARs because they're a huge improvement over T1. It's a tanking heavy setup that needs good drone skills; it's just designed to last long enough for the drones to do their job.
Alternatively, drop one Nos for a remote armor repairer to keep your drones in one piece.
|

korrey
Corinth Associates
|
Posted - 2006.08.08 17:11:00 -
[3]
The Arbitrator has to be the easiest ship to setup in EVE.
2x Medium NOS 2x Small NOS
2 or 3x ECM 1 or 2x Target Painters
Meidum armor rep II 2x Energized Adaptive Nano's 1x er...CPR if you want or an 800mm Plate.
If you cant beat something, arrange to have it beaten. -Corinth Associates |

gu o
|
Posted - 2006.08.08 17:23:00 -
[4]
Dude the arbi is the most fun cruiser Amarr has. It has nearly limitless ways to be setup. It all depends on how you want to fight. My two personal favs were one with medium drones/nos/warpjam/webber/mwd blah blah blah. The other was really a fun/funny arse sight, I put drone augmentorsx3 and sensor boosters in conjuntion with sentry drones. 120km range is fun with a tech 1 cruiser, especially with lvl 5 drone interface/ sentry drones . Granted these setups were more based on anti people not npc's.
The setup for my close range inty/frig/small stuff killer: High:3 medium nos, 1 small destabilizer (can be swapped for drone augmentor for increased range)
Medium:MWD (just whatever this is not land speed record breaking ship), Webber, Warpjam(7.5km one due to less cap use), tracking disruptor (knocks their turret opti down by huge)
Low:3EANM II's (really worth the time it takes to make em good), 1 medium armour repair
Fun sniper arbi: High:3drone augmentors (makes sentry range really big like 100km-120km), the other high was blank due to CPU use.
Meium:2 sensor boosters, sensor damp, tracking disruptor (this is almost a throw-away slot you can swap out for anything diff if you want)
Low:same as before 3 EANM II's 1 medium armour repair
Big, scary, sharp teeth (insert scary, angry bear here)like that. I must be the scarriest carebear ever... |

Guillame Herschel
|
Posted - 2006.08.08 19:06:00 -
[5]
Edited by: Guillame Herschel on 08/08/2006 19:08:44
Originally by: gu o Fun sniper arbi: High:3drone augmentors (makes sentry range really big like 100km-120km), the other high was blank due to CPU use.
Meium:2 sensor boosters, sensor damp, tracking disruptor (this is almost a throw-away slot you can swap out for anything diff if you want)
Low:same as before 3 EANM II's 1 medium armour repair
I have an improved version of this. If you're sniping with sentries from 100km, no need for a tank, right?
High: 3 DLA, 1 small neutralizer for just in case Mid: 1 sensor booster, 3 omnidirectional tracking links Lows: 4 sensor amps Drones: 3 Wardens (out to 120km) or 3 Bouncers (out to 100km)
This gives you around 850+ signature resolution, so you can lock and pop immediately. The idea is to camp a gate and pop frigs and shuttles that try to run it. The Omnis are there to increase the sentries optimal 60%. Tracking is unimportant at these ranges.
|

Mihae
|
Posted - 2006.08.08 19:24:00 -
[6]
Originally by: korrey The Arbitrator has to be the easiest ship to setup in EVE.
2x Medium NOS 2x Small NOS
2 or 3x ECM 1 or 2x Target Painters
Meidum armor rep II 2x Energized Adaptive Nano's 1x er...CPR if you want or an 800mm Plate.
Why TPs?
|

MuffinsRevenger
EmpiresMod
|
Posted - 2006.08.08 19:36:00 -
[7]
Originally by: Mihae
Originally by: korrey The Arbitrator has to be the easiest ship to setup in EVE.
2x Medium NOS 2x Small NOS
2 or 3x ECM 1 or 2x Target Painters
Meidum armor rep II 2x Energized Adaptive Nano's 1x er...CPR if you want or an 800mm Plate.
Why TPs?
Helps drones hit better i supose :)
Originally by: The Wizz117 jeez those guyz @ ccp talk like sweedish nobody will take u seriouse with that cind of accent.
|

Kharak'khan
Forsaken Empire
|
Posted - 2006.08.08 19:40:00 -
[8]
Target painters are a waste of Mid slots, Tracking disruptors and jammers on the mids with nos high. YARR HARR FIDDILEE DEE! DO WHAT YOU WANT AS A PIRATE IS FREE |

korrey
Corinth Associates
|
Posted - 2006.08.08 19:41:00 -
[9]
LOL dont remember why I put target painters on...Im mainly a turret guy, I dont fool with drone ships too much.
If you cant beat something, arrange to have it beaten. -Corinth Associates |

Icek Villawrov
Caldari Citizens of E.A.R.T.H. E.A.R.T.H. Federation
|
Posted - 2006.08.08 20:01:00 -
[10]
Hi-slots: 3x med nos
Meds: 20km disruptor, webifier, 2x ECM multispectral
Lows: Medium rep, damage control, 2x EANM
Quite effective at both pve and pvp.
Pie > Cake |

Wodin Drukvik
GoonFleet GoonSwarm
|
Posted - 2006.08.08 21:10:00 -
[11]
Quite a few good PvP setups in this thread, most of which work great for PvE(just kill the support with your drones while kiting, then orbit one battleship inside its range while disrupting the other) but I figured I'd toss out the "AFK level 2 mission" setup I've found quite handy.
2xDrone Link Aug, Tractor Beam, Assault Launcher 4xCap Recharger Med Rep, 2xEANM, 800mm
One of the fairly standard tank options, but the nice facet of filling the mids with cap rechargers is that you can turn the tank on and it'll go indefinitely without need for Nos. The drone link augs ensure that you can control your drones as far as you can target, so you just turn on the tank, pop some drones, and wander away from the computer for a while letting your drones do the dirty work. Return, pick up the mission objective, and go home.
|

Clavius XIV
Auctoritan Syndicate Curatores Veritatis Alliance
|
Posted - 2006.08.08 21:13:00 -
[12]
Plenty of folks have given PvP setups, so I will just stick to PvE.
The main weakness of the Arbitrator in PvE is the cap and thus tank is poor. Ewar is not really usefull in general PvE.
Here is a setup that will do Level 3 missions while sleeping, and can do many level 4s (although not efficently!)
High: 2x Medium Beam Laser II 2x Small Tractor Beam I
Mid 10MN Afterburner II Eutectic I Capacitor Charge Array 2xMedium Capacitor Battery II
Medium Armor Repairer II 2x Hardener 800mm Reinforced Steel Plates II
Active hardners for rate type vs "hard" stuff, but for level 3 missions for instance, and belt ratting, 2x EAN ii would be fine.
You could drop the plate for an additional hardner or damage control, but having the plate buffer is very handy to clear the initial spawns in certian missions (especially level 4s), and also allow you to be lazier.
You can drop one of the tractor beams for an assualt launcher, but the convience of 2 tractors to cleam up loot and get moving to the next spawn is generally more useful than a few more dps.
|

Neco Stultus
Amarr R.O.G.U.E
|
Posted - 2006.09.08 05:55:00 -
[13]
Originally by: Icek Villawrov Hi-slots: 3x med nos
Meds: 20km disruptor, webifier, 2x ECM multispectral
Lows: Medium rep, damage control, 2x EANM
Quite effective at both pve and pvp.
EANM??
|

Caleb Harrington
|
Posted - 2006.09.11 03:52:00 -
[14]
Edited by: Caleb Harrington on 11/09/2006 03:56:04 PVE --- Ok first off I would like to give credit to Fredrick Engelberg seeing as he originally made this design and I merely altered it. Secondly I would like to say this setup works for ME! Not all fly the same obviously.
Highs: 4 Small Nosfers
Meds: MWD, 3 Cap Rechargers
Lows: 1 Armor rep, 1 800mm plate, 2 nano adaptive plates
Drones: (Skill Restricted) 4X Medium 4X light
NOTE: The reason I say 4X is because I have fairly low skills and only have drones lvl IV so that is all I can use atm. Obviously use 5 if you can...
Strategy: For cruiser and smaller ships you simply want to run in, activate nosfs, and run your repper as an active tank. Once you are red-bracketed, deploy the drones and start the damage. For BCs, you want to kite them from 30km or so and send your drones at them from afar (usually cant hit my mediums). If they have assorted frigates let those red bracket and use them as nosf targets. For 14km frigates use a quick burst of MWD to catch up to them and then nosf them.It takes a while, but I can take .2 assorted BCs and frigs out without any problem.
Sec range: 1.0-.2
|

TheDevilsJury
principle of motion R i s e
|
Posted - 2006.09.11 06:50:00 -
[15]
I set my arb up like a mini nos-domi: PvE Hi: 2x Medium Nos, 2x Small Nos Med: 1x 10mn AB II, 1x Stasis Webifier, 2x Tracking Disruptor Low: 1x Medium Armor Repairer II, 3x Active Hardner (I go 2 primary 1 secondary dmg, or just kin therm exp) Drones: 5x Rat specific medium drones, 5x any light drones or alternately 4x Rat spec meds, 1x Rat spec heavy, 2x any light
If you drop the AB you can go 3x Medium Nos and free up a mid for something cool, but I find moving slow to be excruciating when ratting.
You can take on any turret-only rats (serps) in empire and even lower end battleship turret rats in 0.0. There's no problem tanking them (the TDs take care of that), the problem is getting enough DPS. I suspect that if my drone skills were improved I would be able to kill any rat in 0.0
PvP solo Hi: 2x Medium Nos, 2x Small Nos Med: 1x 10mn AB II, 1x Stasis Webifier, 1x 20km Warp Disruptor, 1x Tracking Disruptor (or Caldari-specific jammer if you know your enemy) Low: 1x Medium Armor Repairer II, 3x Active Hardner (kin therm exp) Drones: 5x medium 5x light (varied types)
The setup has room for variation too, if you want you can go double scram (even double 7.5km scram), you can drop the AB and use 3 Med Nos, etc etc.
PvP Group Hi: 3x Medium Nos, 1x Standard Missile Launcher Med: 1x 20km Warp Disruptor, 1x Caldari-spec Jammer (gravimetric), 2x Tracking Disruptor Low: 1x Medium Armor Repairer II, 3x Active Hardner (kin therm exp) Drones: 5x medium 5x light (varied types)
Again subject to variation. I find the range on the Medium nos to be useful in group pvp as you need to keep your EW going. You can use more jammers instead of TDs. ----------------------- sig below
Originally by: ISD I don't think I've ever seen anyone hijack their own thread before
|

Dred'Pirate Jesus
Imperial Academy
|
Posted - 2006.09.11 07:47:00 -
[16]
Edited by: Dred''Pirate Jesus on 11/09/2006 07:49:33 Fast Ratting Arbi for .4 ~ .1 and low level 0.0 spawns. ( Basically anything not a BS. )
Highs: 3x Drone link augmentor 1x Tractor beam
Mids: 1x 10nm MWD 1x Sensor booster 1x Med cap battery 1x Large cap battery
Lows: 2x Overdrive 1x Nanofibre hull 1x Small repper II
Drone Bay: 5x Hammerhead II 5x Warrior II
Permaruns at 2000ms+ with a 95km lock and 105km drone range so you can outrun anything you can't outgun. And woe to the inty pilot who trys to catch you as your warriors pound his mwding ass all the way from 100km to when he finally makes it to scram range. If he makes it that is.. 
As far as Pvp settings go you don't really want to solo in an Arbi as its just not designed to tank very well and drone damage is not on a par with other cruisers main guns. But if you can find just one friend to gang with you will find out the Arbi's true calling.
EW Baby.. 
So the ideal usage would be to pair it with a Rupture or even better a Thorax and pwn left and right.
Pvp EW Support Arbi.
Highs: 2x 250mm Rails 1x Rocket launcher 1x Drone link augmentor
Mids: 2x Tracking disruptor II 2x Remote sensor damp II
Lows: 2x Beta hull overdrives 1x 400mm plate or Damage control 1x Medium repper II
Drone bay: 3x Guarde sentrys or 5x Hammerhead II 5x Warrior II
As your mate scrams and webs at 500m you damp and disrupt from 40km.
[MK]Flawless Victory.[/MK]
[2:02:08] Dred'Pirate Jesus > I'm Mexican you dolt.. It's pronouced "hey zeus" not "gee zus" :-p |

Simon Jax
Gallente Freelancing Corp
|
Posted - 2006.10.02 14:18:00 -
[17]
Okay, I've got pretty decent Engineering/Mechanic skills, which may play into why this works so well for me. But I'm running lvl 3 missions, and while I have warped out a time or two, this works rather well:
Highs: 2x Tractor Beam or Small Guns or Small NOS 1x Assault Missile Launcher with F.O.F. missiles (standard in bay to swap out) 1x Drone Link Augmentator
Mids: 1x AB II 3x Cap Rechargers (best named on hand)
Lows: 1x Med Rep II 1x Energized Adaptive Nano Membrane 1x Damage Control Unit (best named on hand) 1x 800mm Plate (best named on hand)
I can run the Armor Repper perpetually, the NOS let me run the AB for a spell as well if I'm up close to a Cruiser. But usually I keep the Tractor Beams fitted to make cleanup much easier, and since I don't need the extra CAP to run the repper, it's one less thing to worry about when the baddies are near.
I could swap out the DCU for another EANM, but the DCU puts me very close to the same resists, and at those few times I do have to warp out, the 50% resistances on the Hull have saved my ship.
I use the Assault with FOF for one reason. I can gain aggro, and send drones to attack, without lock-on. So without having a Sensor Booster, I can attack at greater than my lock-on range. The important thing is to set the Assault Launcher to Manual On. The drones will only attack on 3 occasions: 1) If something is shooting at you/them, 2) If you order them to, or 3) If you start shooting at something while they are in "Idle" mode.
The FOF missiles count as a "starting shot", and even if you are way, way out of range for the missile to hit, it'll cause the drones to go attack the target. The drawback is that sometimes the FOF will auto-target a structure, but that doesn't happen incredibly often.
So you can move away from your targets, ignore targeting anything that isn't shooting at you (red brackets), and hit the Launcher (on manual) to send a single missile ... and five drones, heading for the rat. Once they start hitting me, I turn on the Repper (DCU always on) and start directing the Drones to the best targets.
It works pretty well for the lvl 3's, and absolutely cakewalks the lvl 2's. The FOF direction technique is extremely well suited for lvl 2 missions, especially when you have a dosen or so Frigates that start out at extreme range. The two distant groups in Illegal Activity 3 of 3 never even get close enough to shoot at me, and I don't have to bother locking on to 'em.
--Wherever you go, there you are. |

Setana Manoro
Gallente The Scope
|
Posted - 2006.10.10 19:47:00 -
[18]
Edited by: Setana Manoro on 10/10/2006 19:50:00 Experimenting with this setup atm :
2x dual anode pulse - small lasers. 1x medium nos 1x small nos -- 2xbest named scramblers - i need the 4 points most of the times 10mn AB named X5 webber -- 800mm plate EANM Dam Control MAR II
In the drone bay i use 6 Hammerheads I and 3 Warrior I - not yet able to field tech 2 drones, but i wouldn't buy Hammerheads II anyway. The purpose of the setup is to tackle a target by using the 2 scrambler and keep up with it using the AB - doing skills to minimize the cap used by it. The webber is needed to take out enemy drones. I simply webb them and use the light lasers on them, thus letting my drones chew away at the ship. The reason why in the high's there is not a 2nd Medium Nos is that i don't have Engineering 5 ... yet, and as such i am left with a lot of spare PG - some 100, which i chose to use on a T2 MAR - +23PG compared to the T1 variant, and in an AB. In the future i will probably do more skills which will allow me to stop using the webber - better tracking for lasers ftw, and fit in the 2nd NOS.
What I'm going for : 2x named med nos 2x dual anode pulse lasers - small ones -- 2x Warp Disruptors 2x ECM Multispectrals -- 800mm plate MAR I named EANM I Dam Control 1
This fits in ... just barely with 0.75 PG to spare and with Engineering 5. I suspect it is better in combat, up to the point where it could take down a BS badly fitted solo, but I have some reservations about the ability to control range. Pretty much you can engage only ships that have less 200m/s top speed and a cruiser with webber could simply webb you untill it gets out of webber range. By the time you get back to top speed he will be 15km away and almost out of disruptor range.
Originally i wanted a 1600mm plate, but in what i do, it would take forever to repp 4000 of armor with a SAR II. The only problem i see with the tank is that you need to use the MAR in burt in both ocasions. You can't leave it on like with a SAR II setup.
PS: Might buy a 3rd Arbi to try inSpirAcy's setup. :) --------------------------------------------------
Always look on the bright side of life. :) |

Nerdalus
Minmatar Infinitus Odium
|
Posted - 2006.11.17 01:42:00 -
[19]
This is my setup for the arbitrator, which in my opinion is one of the best tech 1 cruisers in the game. I have taken on battleships, with an af wingman, with this setup and came out on top. Don't hate ECM its your friend.
Highs: 2 Medium Nosferatu 2 Light Neutron Blaster II's
Mids: 1 Warp Scrambler/Disruptor 1 Stasis Webifier 2 ECM multi's
Lows: 400mm Plate 2 EAN's 1 Medium Armor Rep II
Drones: 5 lights 5 Mediums
Try use tech 2 where possible if not named
Tech 1 setups are still very effective.

|

18 Rabbit
|
Posted - 2006.12.23 09:05:00 -
[20]
With changes to armor/stabs, how about
High: medium nos x2, small nos, standard missile launcher with FoF missiles
Medium: AB, warp disruptor, webber, tracking disruptor (cap recharger?)
Low: SAR II, DC 1, EANM 1, 800mm crystal carbonide plate
I'd like to fight a MAR II, but can't get it in. Thought my fitting skills were good, but I guess not good enough.
5 valkyrie and 5 warriors in drone bay, in medium and light groups.
Thinking of ditching the small nos for a drone link augmentor. Would like to either upgrade the plate (probably not possible) or definitely the repairer, but not sure how. Not sure about the cap recharger -- cap use could be an issue. I want the AB to have some options to close, but it'd be nice to have that space free.
|

Berrik Radhok
GoonFleet GoonSwarm
|
Posted - 2006.12.23 09:22:00 -
[21]
For PVP I actually like to put a small neut in highs to complement the med nos. Doing that combined with tracking disrupotrs allowed me to beat a Zealot in a duel :)
Originally by: Khavi Vetali
Oh don't worry, the goons are just as suicidal with their battleships as they are with their frigates.
|

Brother Tycho
Amarr Shadows of the Dead Xelas Alliance
|
Posted - 2006.12.23 13:10:00 -
[22]
Killed alot useing this setup.
3 med nos, rocket launcher
MWD II, Tracking Disruptor II, 20km warp jammer, web
2 nano, 2 inertial stabs
T2 drones meds and lights.
Use speed and fast align times to pick your fights, this eats t2 frigates b4 they get you to armour. It's great being Amarr, aint it? --------------------------------
|

Soraya Kha'marr
Amarr Gun Metal Priests The Shadow Ascension
|
Posted - 2006.12.23 13:40:00 -
[23]
Edited by: Soraya Kha''marr on 23/12/2006 13:41:44 i like to use this baby in two roles:
1.Heavy tackler: Highs: 2 x Med Nos 1 x Small Nos 1 x Assault Launcher (useful for smaller ships)
Meds: 1 x MWD 1 x Warp Disruptor 1 x Web 1 x Tracking Disruptor/Sensor Booster (i like to use the SB as it allows me to catch small fry before it warps off)
Lows: 1 x MAR II 1 x Thermic Hardener 1 x Kinetic Hardener 1 x Damage Control I
-----------
2. Support Sniper: Highs: These are the least important on this ship in this setup, but i like to use: 1 x Heavy Missile Launcher (named) 2 x Medium Beam Lasers (best you can fit in after youve fit the rest) 1 x Medium Remote Armor Repper (if you can squeeze it in)
Meds: 1 x Afterburner 3 x Tracking Disruptors (these cut down tracking and turret range to 4% of original with my skills = ebil)
Lows: 1 x MAR II 1 x Damage Control 2 x Whatever you need to run indefinitely or fit
With this one just warp in at 35km and do your thing, disrupting the opponents primary turret damage dealer and sniping at whatever you want - you wont do much damage, but you can send your drones after whatever you want to.
Drones to use: 5 x Mediums - for cruiser sized and above (t2 if possible) 5 x Smalls - for frig and dessy sized ships (t2 if possible)
Now go have fun with the most versatile ship amarr have to offer!
Beware: Sig Ahead!
This space is mine, mine alone!!!oneoneeleven! (You can rent it for cookies though.)
|

Ciprian
|
Posted - 2007.01.12 12:02:00 -
[24]
|

Jalec Creed
Gallente Sulphrit
|
Posted - 2007.01.20 17:05:00 -
[25]
I fly this atm:
1x Arbalest Rocketlauncher I 3x Named Small NOS (I use E5 Prototypes) ------ 1x J5 Prototype Warp Inhibitor I 1x X5 Engine Enervator I 2x ECm Multispec ---- 1x Medium Armor Rep I 2x EANM I 1x 800mm Plate.
If I want extra speed I swap the 2 ECM for 1x Tracking Disruptor and a AB.
----------------------------------- It's great flying Amarr, isn't it??
|

Desraelle
|
Posted - 2007.02.11 05:14:00 -
[26]
Here is my arbitrator setup. I havent seen much like it here so maybe i'm doing something wrong, but it seems to work well for me
highs: drone link aug x1 med heavy modal laser x2 standard missle launcher x1 mids: large named shield extenders x2 medium named shield booster II x1 named afterburner x1 lows: named inertial stabilizers x1 named reaction control (10% powergrid bonus) x2 small armor repairer II x1 rigs: capacitor rengen 15% bonus shield max cap 15% bonus drone range extender 15 km
with this setup i have: 6,550 hp shields 1580 hp armor 1575 structure
my powergrid is 856/880 cpu 298/375 max capacitor 1235 max speed 221 m/s signature rad 175m sig resolution cant remeber
drone bay 7 vespa max drone range 75km
|

Grr Icraft
Amarr Epitoth Fleetyards Vigilia Valeria
|
Posted - 2007.04.01 04:09:00 -
[27]
Imo get rid of the shield mods and armour tank instead.
|

Alaron Giancol
Resurrection R i s e
|
Posted - 2007.04.01 09:44:00 -
[28]
Originally by: Desraelle Here is my arbitrator setup. I havent seen much like it here so maybe i'm doing something wrong, but it seems to work well for me
highs: drone link aug x1 med heavy modal laser x2 standard missle launcher x1 mids: large named shield extenders x2 medium named shield booster II x1 named afterburner x1 lows: named inertial stabilizers x1 named reaction control (10% powergrid bonus) x2 small armor repairer II x1 rigs: capacitor rengen 15% bonus shield max cap 15% bonus drone range extender 15 km
with this setup i have: 6,550 hp shields 1580 hp armor 1575 structure
my powergrid is 856/880 cpu 298/375 max capacitor 1235 max speed 221 m/s signature rad 175m sig resolution cant remeber
drone bay 7 vespa max drone range 75km
well first off, I don't think I've ever seen a named t2 shield booster before, must have cost you quite a bit.
You don't need the drone link aug, since your drones shouldn't be engaging targets that far away from you, and you have the AB to control distance.
A shield tank is fine, although unorthodox for an amarr ship, and you lose ew. With a shield tank, you should have no reason to fit an armor repper. You should use PDU's instead of RCU's, since they also provide cap (which your setup seems to be lacking) and shield.
Finally, use 5 med/5 light drones, unless you plan on losing drones during a fight or can control all 7 at a time (in which case your drone skills are probably such that you don't need to fit other weapons) ________
|

Blitz'Krieg
Caldari SkyMarshal Logistics
|
Posted - 2007.04.09 02:20:00 -
[29]
2 medium nos 2 small guns
3 large extender 1 20km scram
1 small armor rep 3 PDU
If you have to, then t2 but tbh its a good throwaway ship with t1 and the only thing i would t2 personally is the small rep. Usual 5 med, 5 small drones. You have a range prob, but you cant have everything.
Nobody will expect this, and the buffer of the shields should help you out. Small rep is the just in case and allows you to go the extra distance.
|

Kruel
Beyond Divinity Inc Privateer Alliance
|
Posted - 2007.04.09 16:43:00 -
[30]
4x small nos mwd, scram, web, tracking disrupt 1600mm tungsten plate, 3x hardeners 5x valk IIs
Rawr.
|

Kueijin
|
Posted - 2007.04.24 13:05:00 -
[31]
My typical tackle setup for an Arbitrator is this:
Highs: 4 Small Nos
Mids: Two Webs (preferably named), 20km Scram, Propulsion (usually MWD to get in range for the NOS)
Lows:
1600 Tungsten, EAN, Damage Control, SAR II
Good attributes of this is you've got a small armor tank going while you lock down any frigate or inty stupid enough to fly close enough. With a double web combo, you're killing any propulsion why your drones tear them apart. You've got enough NOS drainage to cover your cap expenses unless your constantly MWDing around like a fly around fire.
The downside is that you are a turtle. Without the MWD, you're slow and cumbersome. Its hard to get away and sometimes you'll end up in a fight with people you just don't want to see. I do suggest named Damage Controls because they can save your hump (especially T2). Also...if you run into another drone boat...do not initially throw all you got at the boat itself. Use those dual webs to start catching the drones and pop them left and right with your own drones. Your tank should hold enough to help you tear apart his toys and make him dead in the water.
|

Sicks Stringed
Intentional Negligence
|
Posted - 2007.06.03 00:48:00 -
[32]
Edited by: Sicks Stringed on 03/06/2007 00:48:36 Edited by: Sicks Stringed on 03/06/2007 00:47:50 I don't usually PvP with Amarr cruisers, but I've been looking at the Arby for some fun =P
There's a lot of builds like it, but I havn't seen 2 T2 Small reppers before. I Figured it would give me a pretty decent tank, but then again, I've never dual-repped before. I might be wrong.
Anyway, here's the setup:
Arbitrator Solo PvP:
High: 3x med nos 1x Small nos
Mid: 1x 10MN AB II 1x web 1x scram 1x ECM goodie
Low: 2x small repper II 1x hardeners 1x Damage control
X5 Hammerheads X5 Hobgobs
Tell me what you think =)
EDIT: Not a necro because this is in the ship index.  Admin of EVE-Blogger.com "Your number one source for EVE blogs!"
|

Emerald666
Amarr Initech Corporation Fuzzy Nut Attack Squirrels
|
Posted - 2007.06.08 04:23:00 -
[33]
Originally by: Neco Stultus
EANM??
E nergized A daptive N ano M embrane Amarr/Caldari Pact 4TW! :) |

Dopple
Minmatar Black Claw Exploratory
|
Posted - 2007.07.27 17:54:00 -
[34]
I have used this with mixed results. Mostly PvP.
2x 180 II ACs 2x Med NOS
MWD, 2x disruptor IIs, 2pt. scram
400 plate, Med rep II, Damage Control II, I have used an overdrive(move faster the disruptors work better in theory) and an adaptive nano in the last low.
I am 2 kills and 1 loss(not been using long) and the loss was to a Myrm that caught me flatfooted in a safe spot while having a convo with a mate. Realized too late that it was a Mrym and I was scrammed and webbed.
|

Itkovian Otanthalian
Amarr The Chronos Exchange Brotherhood Of Steel
|
Posted - 2007.08.21 17:28:00 -
[35]
So, as a total noob with 0 drone skills, minimal missile skills, and no experience whatsoever with NOS/tackler setups. I've been using pulse lasers on my boats to get in close and thump, worrying about warping out or repairing as necessary.
Here's what I've come up with. (I've been attempting to armor tank in a Punisher, then Augoror until now.)
High: 2 x Medium Pulse Laser II 1 x Upgraded 'Limos' Standard Missile Bay I
Med: 1 x Y-S8 Hydrocarbon I Afterburner 1 x Small I-b Polarized Structural Regenerator 1 x F-B10 Nominal Capacitor Regenerator 1 x Cap Recharger II
Low: 1 x Overdrive Injector System II 1 x Power Diagnostic System I 1 x 100mm Reinforced Rolled Tungsten Plates I 1 x 'Collateral' Adaptive Nano Plating I
I've been playing for about 12 days, so my knowledge, cash, and skills are extremely limited.
I'm Amarrian, flying in predominantly Caldari space (that's where my Corp.HQ is).
I'll be running level one missions, likely solo, with no intent on PvP for a while.
Thoughts? Questions? Comments?
Any and all advice welcome.
|

Orikon Maru
|
Posted - 2007.08.26 20:33:00 -
[36]
Originally by: Itkovian Otanthalian So, as a total noob with 0 drone skills, minimal missile skills, and no experience whatsoever with NOS/tackler setups. I've been using pulse lasers on my boats to get in close and thump, worrying about warping out or repairing as necessary.
Here's what I've come up with. (I've been attempting to armor tank in a Punisher, then Augoror until now.)
High: 2 x Medium Pulse Laser II 1 x Upgraded 'Limos' Standard Missile Bay I
Med: 1 x Y-S8 Hydrocarbon I Afterburner 1 x Small I-b Polarized Structural Regenerator 1 x F-B10 Nominal Capacitor Regenerator 1 x Cap Recharger II
Low: 1 x Overdrive Injector System II 1 x Power Diagnostic System I 1 x 100mm Reinforced Rolled Tungsten Plates I 1 x 'Collateral' Adaptive Nano Plating I
I've been playing for about 12 days, so my knowledge, cash, and skills are extremely limited.
I'm Amarrian, flying in predominantly Caldari space (that's where my Corp.HQ is).
I'll be running level one missions, likely solo, with no intent on PvP for a while.
Thoughts? Questions? Comments?
Any and all advice welcome.
I am a young Amarr pilot as well. Honestly I think that if you are 12 day old player you should not be in this ship. The whole point of an Arbitrator is drones, if you have no drone skills get in a Maller asap. Its tougher, easier to fit, and focuses on lasers. Also, if you are doing level 1 missions, you will probably do them faster in a Punisher. Its faster, more agile, more than enough fire power.
If you are going to stick with this ship, train drones ASAP. Thats were your bonuses are. Ditch the hull repairer. You want one in your cargo hold or you hanger in case you need to repair after a fight, but it wont do squat while in combat. Dump the overdrive injector, and get an armor repairer. If it doesnt fit then train fitting skills, or dump the plate.
But honestly, Get a Maller. If you want a guns-n-tank amarr cruiser the Arbitrator is not it.
|

Johnny Gurkha
Trouble Every Day
|
Posted - 2007.08.26 21:43:00 -
[37]
My tackler Arb for small gangs....
High - 3 Best Named/T2 Medium NOS, Recon Probe Launcher with whatever probes you can use (Lvl 3 Astro at the very least) Med - Best Named/T2 Scram, 2 x Best Named/T2 Stas, Best Named/T2 Sensor Booster Low - Medium Armour Repper/Small Armour Repper, 2 x CPU Upgrades (Best named/T2, as always)
Drones - 5 T2 Medium, your own choice and 5 Light ECM
....Probe your target out and jump on them, as your boosted you'll lock/scram/stas/NOS them extra quick, and if their in fast ships the 2 stas will keep them in place long enough for your gang to warp in.... ECM drones will break their lock on you and with the 3 NOS you can run your reppers to your leisure if you need to while your gang jumps in. When your gang jumps in return the ECM's to the drone bay and launch your mediums to try and steal the killmail .... setup (c) Me, and it does work, oh yes it does 
|

Jonny Magellan
Amarr Dastardly Bastards
|
Posted - 2007.08.26 21:54:00 -
[38]
Originally by: Johnny Gurkha My tackler Arb for small gangs....
High - 3 Best Named/T2 Medium NOS, Recon Probe Launcher with whatever probes you can use (Lvl 3 Astro at the very least) Med - Best Named/T2 Scram, 2 x Best Named/T2 Stas, Best Named/T2 Sensor Booster Low - Medium Armour Repper/Small Armour Repper, 2 x CPU Upgrades (Best named/T2, as always)
Drones - 5 T2 Medium, your own choice and 5 Light ECM
....Probe your target out and jump on them, as your boosted you'll lock/scram/stas/NOS them extra quick, and if their in fast ships the 2 stas will keep them in place long enough for your gang to warp in.... ECM drones will break their lock on you and with the 3 NOS you can run your reppers to your leisure if you need to while your gang jumps in. When your gang jumps in return the ECM's to the drone bay and launch your mediums to try and steal the killmail .... setup (c) Me, and it does work, oh yes it does 
Thumbs up on this fitting. Gonna play around with this concept.
|

Itkovian Otanthalian
Amarr The Chronos Exchange Brotherhood Of Steel
|
Posted - 2007.08.28 19:02:00 -
[39]
Edited by: Itkovian Otanthalian on 28/08/2007 19:05:28
Originally by: Orikon Maru
Originally by: Itkovian Otanthalian So, as a total noob with 0 drone skills, minimal missile skills, and no experience whatsoever with NOS/tackler setups. I've been using pulse lasers on my boats to get in close and thump, worrying about warping out or repairing as necessary.
Here's what I've come up with. (I've been attempting to armor tank in a Punisher, then Augoror until now.)
High: 2 x Medium Pulse Laser II 1 x Upgraded 'Limos' Standard Missile Bay I
Med: 1 x Y-S8 Hydrocarbon I Afterburner 1 x Small I-b Polarized Structural Regenerator 1 x F-B10 Nominal Capacitor Regenerator 1 x Cap Recharger II
Low: 1 x Overdrive Injector System II 1 x Power Diagnostic System I 1 x 100mm Reinforced Rolled Tungsten Plates I 1 x 'Collateral' Adaptive Nano Plating I
I've been playing for about 12 days, so my knowledge, cash, and skills are extremely limited.
I'm Amarrian, flying in predominantly Caldari space (that's where my Corp.HQ is).
I'll be running level one missions, likely solo, with no intent on PvP for a while.
Thoughts? Questions? Comments?
Any and all advice welcome.
I am a young Amarr pilot as well. Honestly I think that if you are 12 day old player you should not be in this ship. The whole point of an Arbitrator is drones, if you have no drone skills get in a Maller asap. Its tougher, easier to fit, and focuses on lasers. Also, if you are doing level 1 missions, you will probably do them faster in a Punisher. Its faster, more agile, more than enough fire power.
If you are going to stick with this ship, train drones ASAP. Thats were your bonuses are. Ditch the hull repairer. You want one in your cargo hold or you hanger in case you need to repair after a fight, but it wont do squat while in combat. Dump the overdrive injector, and get an armor repairer. If it doesnt fit then train fitting skills, or dump the plate.
But honestly, Get a Maller. If you want a guns-n-tank amarr cruiser the Arbitrator is not it.
Thanks for the advice.
I've since trained up some Drone skills, and am now running with this setup:
High: 2x Medium Pulse Laser II 1x 'Malkuth' Heavy Missile Launcher I 1x Drone Link Augmentor I
Med: 1x Y-S8 Hydrocarbon I Afterburners 1x F-B10 Nominal Capacitor Regenerator 1x Large Subordinate Screen Stabilizer I 1x Cap Recharger II
Low: 1x Damage Control II 1x Medium Armor Repairer I 1x Type-D Power Core Modification Shield Flux 1x Power Diagnostic System I
I'm also carrying 7 Hammerhead I's....and can control up to 4 at a time, out to 50km. Not great, but I'm still picking up skills.
I'm likely going to swap out the Armor Repairer for something else...maybe a shield hardener or something...
Thoughts on these adjustments?
|

MirrorGod
Heretic Army Fang Alliance
|
Posted - 2007.08.28 19:36:00 -
[40]
Mini-Curse
High: 2X Med Ghoul Nos - or 1X ghoul 1X Med Neut Med: Disruptor II - Sensor Damp II - 10MN MWD - small cap injector II (150's or your preference) Low: MARII - EANM II - Nanofiber II - DC II
5 Med T2 Drones - 5 ECM-300 Drones
If you feel like buying PG rigs you can fit another pair of Nos/Neut but defeats the purpose imo.
Idea is to orbit at 15K avoiding the majority or all damage while your drones do the work. If things are going good and you suspect there's no web on the target you can move in to a 9K orbit and Nos/Neut the target down. If it hits the fan you can always MWD away using ECM drones to break a potential tacklers lock.
Inexpensive but effective setup, best used in a gang of 2-5 similar cruisers.
|

Avramii Kuksha
|
Posted - 2007.08.29 19:37:00 -
[41]
Thanks to everyone who posted replies in this thread! It's been very helpful for me (as a comparatively new player) in planning some character development.
|

Jonny Magellan
Amarr Dastardly Bastards Veritas Immortalis
|
Posted - 2007.09.06 19:12:00 -
[42]
Edited by: Jonny Magellan on 06/09/2007 19:12:28 Hey Im looking for some input on my Arbitrators. Any comment is welcome, specially if it helps me improve them.
My small gang ship goes like this: H: Rocket Launcher (defenders), 2 small nosferatus, 1 small neut. M: 4*Named Tracking Disruptors L: 1600mm RT plate, 2*EANM, Medium Armor Repairer II
Drones: 2 heavy, 2 meds, 1 small.
Its not very expansive aside from the MAR II. Its frustrating when you die while still having cap left to rep so I added the RT there for a big buffer. I think this fitting has the biggest tank you can come up out of an Arbitrator but would love to have some replies. I was iffy about taking out the mwd and may put one back in.
Solo fit
H: 2 Med Nosferatu, Small nos, Rocket Launcher. M: ECM Burst II, Microwarpdrive, Small cap booster II, warp disruptor. L: 2 EANM, Damage control, Medium Armour Repairer II
Drones: Same Well its just big energy dumping ship to get the nos going. I ve only pvped with it a few times and the results are inconclusive.. too much micro going for what I am used to, I am a new player coming out of a punisher :)
|

Rialtor
Amarr Yarrrateers Mass Destruction.
|
Posted - 2007.09.17 03:12:00 -
[43]
How's this for an Arbitrator build: High: 2xSmall Nos II, 1xMedium Nos II, 'Solace' Small Remote Rep Medium: 10mn MWD II, 2xRSD II, Scrambler II Low: 800 RT Plate, SAR II, EANM II, DCU II
Drones: 5xLight ECM Drones, HammerHead
I'm hoping to break a lock with the ecm dones and for the 2 Dampeners to significally impact their lock time, while I run my MWD to keep my cap low, and to nos them out of cap.
When their cap is low, I release my Hammerheads.
But will 5 Light ECM Drones be reliable enough to break a lock...I intend to fly with another arbie with a similiar build, hence the remote rep. So it'll probably be more liek 10xLight ECM drones. Would that break a lock sufficiently?
|

Alyxa Mahan
|
Posted - 2007.09.17 15:16:00 -
[44]
For PvE i fly a passive shield Arbi:
2x Heavy Modulated Pulse 1x Drone Link Augmentor 1x Small Remote Armor Repper (some named)
3x Large Shield Extender II 1x Invulnerability Field II
3x Power Diagnostic System II 1x Damage Control II
5x Medium Drones II 5x Light Drones II
Nearly 13k shield with surprising resists, impossible to run out of cap, i do lvl3 missions comfortably with that, in fact its easier than with my Prophecy...
|

Bio Break
O RLY corp YTMND.
|
Posted - 2007.09.17 15:33:00 -
[45]
Originally by: Alyxa Mahan For PvE i fly a passive shield Arbi:
2x Heavy Modulated Pulse 1x Drone Link Augmentor 1x Small Remote Armor Repper (some named)
3x Large Shield Extender II 1x Invulnerability Field II
3x Power Diagnostic System II 1x Damage Control II
5x Medium Drones II 5x Light Drones II
Nearly 13k shield with surprising resists, impossible to run out of cap, i do lvl3 missions comfortably with that, in fact its easier than with my Prophecy...
Erm, wow - that IS different. Is the remote rep for the drones I take it?
|

Rialtor
Amarr Yarrrateers Mass Destruction.
|
Posted - 2007.09.17 16:15:00 -
[46]
Originally by: Alyxa Mahan For PvE i fly a passive shield Arbi:
2x Heavy Modulated Pulse 1x Drone Link Augmentor 1x Small Remote Armor Repper (some named)
3x Large Shield Extender II 1x Invulnerability Field II
3x Power Diagnostic System II 1x Damage Control II
5x Medium Drones II 5x Light Drones II
Nearly 13k shield with surprising resists, impossible to run out of cap, i do lvl3 missions comfortably with that, in fact its easier than with my Prophecy...
I haven't run it thorugh quickfit or anything, but do you need all that grid? Wouldn't a beta SPR, or SPR give you a better regen ability? Also why not take advantage of the launcher slot if you want to use weapons, it's a capless weapon.
|

Gneeznow
Minmatar North Eastern Swat Pandemic Legion
|
Posted - 2007.09.17 16:15:00 -
[47]
My arby setup
High 2x 280mm howitzer II with emp 1x Named standard Launcher 1x small neut
Mid 10mn MWD I 20km Scram 2x Tracking Disruptor II
Low 1600 Rolled Tungsten 2x EANM II Sar II
Drones 1x ogre 1x berserker 2x valk II 1x warrior II
had a lot of success killing cruisers / BC's and you can comfortably take on BS's with it
|

Lucien Trask
Amarr
|
Posted - 2007.09.20 11:36:00 -
[48]
From reading other threads, and speaking to people in-game, I've heard that nos' have been pretty heavily nerfed, however there still seems to be a lot of recent setups that rely heavily on nos'. Are they still useful?
Cheers
|

RobGee Nuk
|
Posted - 2007.10.05 03:26:00 -
[49]
Edited by: RobGee Nuk on 05/10/2007 03:28:06 Can any1 calculate for me how long an Arbitrators cap would last if i had a MWD, 2 tech 1 ECM Multispectral Jamers and 1 t2 Tracking Disruptor on at the same time? I plan to speed tank this ship. I was thinking of also puting 3 t1 Overdrives in the lows and 1 Inertia Stabilizer t2.
And another thing with all that runing id guess that my cap would run dry pretty fast, so that means since my cap is gona be low most of the time then it is a good idea to fit 3 medium NOS?
This is a gang setup by the way.
|

Weeka
Amarr Imperial Shipment
|
Posted - 2007.10.05 05:01:00 -
[50]
Originally by: RobGee Nuk Can any1 calculate for me how long an Arbitrators cap would last if i had ...
Skills?
|

RobGee Nuk
|
Posted - 2007.10.05 17:14:00 -
[51]
Cap Skills: Energy Management lvl 2 Energy System Operation lvl 3
EW skills: Electronic Warfare lvl 1 Weapon Disruption lvl 2
Other SKills: Energy Emission Systems lvl 2 High Speed Maneuvering lvl 1
I tested by running the MWD by its self with out running any other mods and it eats cap like crazy. I couldnt sustain cap for more then around 1 minute. I think even with 3 medium nos i wouldnt be able to successfully run all my modules. So i desided to stick with an tech 2 AB. With an AB i can get up to 650m/s orbit speed. Thats with 3 overdrives tech 1 and 1 tech 2 Iertia Stabilizer in the lows. Do you think that speed is enough to do speed tanking?
|

Rialtor
Amarr Yarrrateers Mass Destruction.
|
Posted - 2007.10.05 19:03:00 -
[52]
Originally by: RobGee Nuk Cap Skills: Energy Management lvl 2 Energy System Operation lvl 3
EW skills: Electronic Warfare lvl 1 Weapon Disruption lvl 2
Other SKills: Energy Emission Systems lvl 2 High Speed Maneuvering lvl 1
I tested by running the MWD by its self with out running any other mods and it eats cap like crazy. I couldnt sustain cap for more then around 1 minute. I think even with 3 medium nos i wouldnt be able to successfully run all my modules. So i desided to stick with an tech 2 AB. With an AB i can get up to 650m/s orbit speed. Thats with 3 overdrives tech 1 and 1 tech 2 Iertia Stabilizer in the lows. Do you think that speed is enough to do speed tanking?
You have to pulse the MWD. But your cap skills are far too low for an amarrian. You need 4/5 in the skills. Also to use the mwd well you need a higher level of high speed. The arbitrator is a bit harder to fly post nos nerf.
|

Mythain
Amarr Orion Academy
|
Posted - 2007.10.12 14:47:00 -
[53]
Edited by: Mythain on 12/10/2007 14:48:36 High: 2x Small Nos II, 1x Cloak(or launcher?), Drone Link Medium: 10mn MWD II, 2xRSD II, Scrambler II Low: 800 RT Plate, SAR II, EANM II, DCU II
How would this fare?
|

Bloodpath
|
Posted - 2007.12.23 13:27:00 -
[54]
if u want to kick interceptors with arbi,use this-
2 small med tech 2 beam lasers,one missilebay,small or med nosse. 4 large shield extenders,i prefer tech 2 ones. 3 tech 2 shield power relays and one some else.
that would do the job done. also put light drones to dronebay.
|

Segmentor
Wreckless Abandon
|
Posted - 2007.12.23 13:49:00 -
[55]
Any inty or frig with half brain would just run away from your drones, get in a cruiser and kick your ass. Arbi can't passive shield tank, it's got too few HP and looses all of it's intended roles when trying to do that. For anti-inty works, get an mwd and web yourself, an assault launcher and a couple of small neuts. Then fit a buffer tank, armor or shield. Rest cap mods and nanos. Don't rig it, it's too cheap and fragile. -

Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes
|

Bloodpath
|
Posted - 2007.12.23 17:11:00 -
[56]
Edited by: Bloodpath on 23/12/2007 17:13:26 one turtle in 0 space came and attacked my arbi with interceptor,i had that fit and i surely kicked his/her ass till end of blown,he/she lost a ship.
only tech 2 was my guns(2 lasers) rest was normal things.
then 5-6 pals of him came and podded me,but interested was that i survived more than a minute.
i think there was 3-5 interceptors and one cruiser.
but i say that if one to one fight,any cruiser would hav lost to me.
|
| |
|
| Pages: 1 2 :: [one page] |