
Reyna Neens
|
Posted - 2008.10.16 19:53:00 -
[1]
Once I got to level 4 missions in my drake and started facing battleships, I realized that it's not enough just to be able to tank enemies. If you're soloing missions, you also need to be able to dish out as much damage as possible. Therefore, the right setup needs a compromise between the best DPS and best tank possible.
In the high slots, you need 7 Heavy Missle Launcher IIs or better when facing level 4s. For lesser levels or skills, you might want to use a standard or 2 to help deal with frigates if your drone skills aren't so good. If you have room, use whatever else such as tractor beam, salvager, or anything else that fits.
With all those missle launchers, the one module type that will greatly increase your damage are ballistic control units. However, they compete with another module in the low slot that is really good for defense - shield power relays. A fair compromise between offense and defense is running 2 and 2.
Midslots are where your shield tanking makes a living. One of the best ways to deal with damage is to prevent them from hitting you in the first place. This is where shield resistance comes into effect. In general, Shield Hardener 2 > Shield Hardener 1 > Shield Amplifer 2. Don't forget that capacitor recharge is not linear, so you can keep all your modules on and still never run out of cap at a lower level (such as in the 60%). Assuming max skills (using Eve Fitting Tool), you can get the following shield resistances.
3 Tech 2 Hardeners - EM 87.9% - TH 90.3% - KN 92.7% - EX 94%
2 Tech 2 Hardeners - EM 82.4% - TH 85.9% - KN 89.4% - EX 91.2%
1 Tech 2 Hardener - EM 66.3% - TH 73% - KN 79.8% - EX 83.1%
Always fit your hardeners based on the damage the enemy will do in your mission. You will want at least 2 hardeners of the primary type and 1 hardener of the secondary type, but adjust according to your mission.
Shield Extenders increase your max shield capacity which also increase your regen. Shield Rechargers are not worth it, you will get more recharge from adding another extender.
In summary, here is how a mission-running drake without any expensive mods should probably be fitted. Feel free to use tech I equivalents until you have the skills.
High 7 Heavy Missle Launcher II
Mid 3 Shield Hardeners (rat specific, usually 2 primary, 1 secondary) 3 Large Shield Extender II
Low 2 Ballistic Control Units II 2 Shield Power Relay II
Rigs 3 Core Defense Field Purger I
If you have trouble fitting everything, you may need to downgrade a module or two to a tech 1 version so get enough CPU (or maybe a large shield extender to medium or another hardener). Another option is to upgrade to a faction module, but that's an expensive way to go in a ship that's likely to get replaced by a raven anyways.
|