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Guile D'Verde
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Posted - 2006.10.05 22:33:00 -
[1]
Hi!
I'm looking to move up into a Ferox in after I get my skills up to flying one well enough. I'm moving along nicely with the missle skills, but I'm still confused about shield skills and modulators.
I figure that I'll go for a passive tanking setup, since the Ferox seems to favor that. I notice in a lot of builds, people use 3 extenders and 2 hardeners. The part I'm confused on is the hardeners; do people fit the active hardeners then use the shield compensation skills to boost passive resists with them, do they use them actively, or both?
How does that work exactly?
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Matrim Acoma
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Posted - 2006.10.05 22:38:00 -
[2]
Edited by: Matrim Acoma on 05/10/2006 22:39:24
Originally by: Guile D'Verde Hi!
I'm looking to move up into a Ferox in after I get my skills up to flying one well enough. I'm moving along nicely with the missle skills, but I'm still confused about shield skills and modulators.
I figure that I'll go for a passive tanking setup, since the Ferox seems to favor that. I notice in a lot of builds, people use 3 extenders and 2 hardeners. The part I'm confused on is the hardeners; do people fit the active hardeners then use the shield compensation skills to boost passive resists with them, do they use them actively, or both?
How does that work exactly?
I used 3xLg Extender II's, and 2xInvuln II's. Enabling the hardeners. Get your BC skill up to Lvl 4 at least, plus get your shield operation/management skills to Lvl 4 or 5.
In lows, SPR's or PDU II's finish off your tank.
/mpb
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Majin82
Caldari Arkhangelos Alliance Naval Intelligence Arkhangelos Command
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Posted - 2006.10.05 23:06:00 -
[3]
Edited by: Majin82 on 05/10/2006 23:07:46 Edited by: Majin82 on 05/10/2006 23:07:11
The Ferox is not a Solo PVP ship. There is no set up that will make your ferox the WTFPWN ship and be balanced. But with a partner to web and scram a passive Ferox like this: High 5 x Best Heavy Launchers you can afford 2 x Best Med Nos you can afford Mid 2 x Large Shield Extenders (Tech II's if you can) 2 x Passive Hardners (Tech II's if you can, Thermal and EM most times, also get your Shield Compensation skills to level 4 or 5 and Passives are amazing!) 1 x Invul. Field (Tech II if you can) Low 4 x Shield Power Relay or 2 x Power Diginostic Control (Tech II's if you can) 2 x Balistic Control Unit
This lay out with a partner tackling will make quick work of most anything and since you are fully passive no worry about Cap. ------------------------------------- AANI ARCH |

allanvv
Solar Wind Distant Star Alliance
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Posted - 2006.10.05 23:12:00 -
[4]
Originally by: Guile D'Verde Hi!
I'm looking to move up into a Ferox in after I get my skills up to flying one well enough. I'm moving along nicely with the missle skills, but I'm still confused about shield skills and modulators.
I figure that I'll go for a passive tanking setup, since the Ferox seems to favor that. I notice in a lot of builds, people use 3 extenders and 2 hardeners. The part I'm confused on is the hardeners; do people fit the active hardeners then use the shield compensation skills to boost passive resists with them, do they use them actively, or both?
How does that work exactly?
The hardeners barely use any cap, and your natural cap regen will be enough to run them. If you get nossed, you probably won't get the cap to run them though.
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Inen
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Posted - 2006.10.06 00:50:00 -
[5]
Originally by: Majin82 Edited by: Majin82 on 05/10/2006 23:07:46 Edited by: Majin82 on 05/10/2006 23:07:11
The Ferox is not a Solo PVP ship. There is no set up that will make your ferox the WTFPWN ship and be balanced. But with a partner to web and scram a passive Ferox like this: High 5 x Best Heavy Launchers you can afford 2 x Best Med Nos you can afford Mid 2 x Large Shield Extenders (Tech II's if you can) 2 x Passive Hardners (Tech II's if you can, Thermal and EM most times, also get your Shield Compensation skills to level 4 or 5 and Passives are amazing!) 1 x Invul. Field (Tech II if you can) Low 4 x Shield Power Relay or 2 x Power Diginostic Control (Tech II's if you can) 2 x Balistic Control Unit
This lay out with a partner tackling will make quick work of most anything and since you are fully passive no worry about Cap.
I have a similar setup for mine for PVE however, except I use 2 x BCU and 2 x shield power relay. However, in order to run the whole setup, you basically need full cap skills. With those, you get about 45 - 50 shield regen / s depending on skills, with decent resists. Instead of the med nos, I use 2 x tractor beams for quicker looting.
Of course, I have barely decent skills in missiles and the ferox seems to have much potential. But I am only using this as stepping stone to the cerebus. And the cerebus is only a stepping stone to command ships.
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Kazire
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Posted - 2006.10.06 01:16:00 -
[6]
forget the nos guys. a passive ferox doesnt need to be on the recieving end of your opponents cap. Use nuetralizers instead.
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Guile D'Verde
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Posted - 2006.10.06 01:45:00 -
[7]
Originally by: Majin82
The Ferox is not a Solo PVP ship. There is no set up that will make your ferox the WTFPWN ship and be balanced.
I'm sorry, I should have been more specific; this is for mission running primarily. I'm not so concerned with PvP at this time.
Quote: 2 x Passive Hardners (Tech II's if you can, Thermal and EM most times, also get your Shield Compensation skills to level 4 or 5 and Passives are amazing!)
I guess this is part of my question; the hardeners I see on the market are all active, IE, have an activation cost. Are passive hardeners just active ones set to off using the shield compensation skills to boost the passive resists, or are there actual passive hardener items? If so, where are they on the market or what are their item names?
Thanks for all the advice so far.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2006.10.06 02:38:00 -
[8]
The only active module that is barely worth fitting in order to be left "off" to get the 4 shield compensation skills bonuses is Invulnerability Field I (with all compensations at L5, it gives you 15% to all shield resists when off, 25% when on).
Here's an example of active/passive hardners:
1. Kinetic Deflection Amplifier I Is a passive kinetic hardner (can NOT be turned on). Gives -32.5% kinetic. With L5 kinetic shield compensation, that becomes -40.625% kinetic
2. Kinetic Deflection Amplifier II Is a passive kinetic hardner (can NOT be turned on). Gives -37.5% kinetic. With L5 kinetic shield compensation, that becomes -46.875% kinetic
3. Ballistic Deflection Field I Is an active kinetic hardner (CAN be turned on). Gives -50% kinetic when active, normally -1% kinetic when not active. With L5 kinetic shield compensation, when off, you get -15% kinetic, but still -50% kinetic when on.
4. Ballistic Deflection Field II Is an active kinetic hardner (CAN be turned on). Gives -55% kinetic when active, normally -1% kinetic when not active. With L5 kinetic shield compensation, when off, you get the same -15% kinetic, and still only -55% kinetic when on.
Hope that helps. __ Always question everything. Including yourself. |

Demios Khan
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Posted - 2006.10.06 02:56:00 -
[9]
Doing level 3 missions is no problem at all in my current setup, and it has been working excellent since I started using it with very low skills (dont let people fool you into thinking Ferox *requires* high skills). I had level 2 BC, level 2-3 shield skills and 2-3 missile skills when doing all level 3 missions without any worries at all. No shield compensation skills needed.
High: 5x heavy launcher, 150mm rail, medium NOS (NOS helps when running 2x invulns) Med: 3x med extender, 2x active hardeners (either 2x invuln or 2x rat-specific, often kin+therm) Low: 4x shield power relays Drones: 5x hobgoblins (all tech1 stuff)
Reasons for my poor skills was me flying Gallente before getting the Ferox. Flying my Brutix, with much better skills (gunnery, armortanking, drones) is nowhere near my Ferox in efficiency, even with the Ferox flown with low skills. Passive tank + missiles = win.
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Guile D'Verde
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Posted - 2006.10.06 03:22:00 -
[10]
Quote: 1. Kinetic Deflection Amplifier I
Ah, I see. I was looking under hardeners for passive hardeners on the market, when they are resistance amplification boosters.
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Foxtrot986
Amarr
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Posted - 2006.10.06 08:09:00 -
[11]
The Ferox is a very good lvl3 NPC ship. This is the setup I use:
Hi: 5 Heavies (best possible) 1 small tractor beam 1 small railgun
Mid: 3 Large shield extenders (tech 2 if possible) 2 specific active hardeners
Low: 3 shield power relays 1 ballistic control
I started out as Amarr and I had a difficult time with L3's in the Prophecy. The Ferox is good for low skillpoint characters who want to do L3's. I can do any L3 (excluding massive attack) in the Ferox with relative ease. I have battlecruisers to III. It's really fun when I go against NPC's that do mainly kinetic damage, because I can get ~80% resists in kinetic, even better if I double up on hardeners. 
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Android Mindslave
Gallente Aliastra
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Posted - 2006.10.06 08:33:00 -
[12]
I've used a Ferox for level 3 missions and it is just absurdly good.
I put:
5x Heavy Launchers 2x Tractor Beams 2x Large Extenders, 3x active hardners (2 main damage type, 1 secondary damage type) 2x Ballistic Control Units, 1x Power Diag Unit, 1x Sheild Power Relay.
The tank is so good, that if there are no EM damage dealers, that I'll often alt-tab and do something else for 10-15 minutes while a bunch of the rats are shooting at me. I'm sure I could walk away for hours and the tank wouldn't budge.
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LaserX
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Posted - 2006.10.06 09:01:00 -
[13]
Ferox is very good at running L3 missions. I currently have about 1.5M SP, have no problem on L3 missions with this setup.
Hi 5x XR-3200 Heavy Missile Bay 1x 250mm Phototype I Gauss Gun (use your drones for frigates!) 1x Small Tractor Beam
Med 3x Large Shield Extender II 2x Shield Hardeners
Low 2x BCS I (upgrade to BCS II soon) 2x Shield Power Relay (don't use named SPR if you don't have problem on CPU output)
Drone 5x Light Drones
DPS: about 150 Max shield recharge rate: 11163 / 496 * 2.5 = 56.27 shield/sec.
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Guile D'Verde
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Posted - 2006.10.06 10:43:00 -
[14]
Quote: I currently have about 1.5M SP, have no problem on L3 missions with this setup.
Hmm nice. I'm pushing 3million (mostly learning, admittedly) and can't outfit a ferox with the stuff suggested above for the most part. I think I need a few more levels in shield upgrades; the large extenders are killing my grid.
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LaserX
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Posted - 2006.10.06 11:00:00 -
[15]
Originally by: Guile D'Verde
Quote: I currently have about 1.5M SP, have no problem on L3 missions with this setup.
Hmm nice. I'm pushing 3million (mostly learning, admittedly) and can't outfit a ferox with the stuff suggested above for the most part. I think I need a few more levels in shield upgrades; the large extenders are killing my grid.
I have KUA1000 it reduces 3% powergrid that shield upgrades needs, you will need KVA1000 and KYA1000 (5% ones if you can afford), it adds 3% to shield capacity and reduce 3% shield recharge time, which means 1.03 / 0.97 = 106.1% increase of your recharge rate, and these are quite cheap compared with other "expensive" augmentations. (buy them in caldari space)
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Majin82
Caldari Arkhangelos Alliance Naval Intelligence Arkhangelos Command
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Posted - 2006.10.06 22:41:00 -
[16]
Edited by: Majin82 on 06/10/2006 22:41:08 I love the Ferox, it is (like all other Caldari ships) great for Missions. I can tank L3's with almost no trouble. I am only a 2mil SP player but I focused on PVP/PVE so my skills help me a lot.
High 5 x Arbalest Heavy Launchers 2 x Small Tractor Beam Mid 2 x Large Shield Extender II 2 x Rat specific Passive Hardener II 1 x Invulnerability Field II Low 4 x Sheild Power Relay
------------------------------------- AANI ARCH |
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