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Dikat
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Posted - 2007.03.26 20:59:00 -
[1]
I found the lvl4 missions increased in difficulty significantly after the 1.4 patch. The nerf to the 2nd armor repper really hurt my previous setup which was 2x explosive and 1x thermal rigs. I found I just couldn't keep up with the damage I was taking without the 2nd repper. Here's what I changed and so far it works great for soloing everything from Vengeance to Worlds Collide:
rigs: 2x CCP (15% cap recharge each) and 1x Aux Nano Pump (15% armor repair bonus)
Highs: It doesn't really matter but here's what I use: 2 x Heavy Diminishing NOS 1 x Link Drone Augmentor (+20km drone control range) 1 x Tractor Beam 2 x Salvage Link Modules
Meds: 1 x 100mn ABII (used for training rats and picking up salvage) 4 x Cap Rechargers, best you can get. I use True Sansha and Dark Blood @ 20%
Lows: 1 x Armor Repper II 1 x EANMII 1 x DMG Control II 2 x Explosive Hardener II 1 x Kinetic Hardener II 1 x Thermal Hardener II
The idea here is to have enough sustainable cap to run everything but the Afterburner indefinitely without relying on the NOS and to run the Afterburner for at least 10-15 minutes before cap becomes an issue, again without NOS.
My resists are: 73% EM(around there, not sure, I don't care much about EM) 80% Explosive 80% Kinetic 84% Thermal
Of course you can mix and match based on the mission but I usually don't bother.
Skills required are Hull Upgrades 5 (for T2 hardeners), Energy Management 4 and Energy Systems Operation (for cap recharge rate), rig skills to fit and Repair Systems 4 for Large T2 Armor Repper.
Here's how I approach a lvl 4 mission like Vengeance where you warp right on top of the gate and there are 4 or 5 pockets of rats all around you. Immediately hit the AB and head away from the gate in a direction that takes you through/by/near a minimal group of rats. If you're lucky you should only get 5 or 6 rats on you. Fly away from the gate killing rats as you go until you hit about 70km from the closest pocket. With my skills and the Drone Link Augmentor I can hit from 74km away. When you reach 70km stop and pop out the Sentries. I recommend Bouncers but use whatever works well against the rat type. Don't use gardes for this as their range is way too short. Now target either the frigates which should be insta-pop or the cruisers. This will thin the herd as they head towards you and incidentally give you a straight trail of wrecks to salvage when you finally head towards the gate. Once that pocket is destroyed, move closer until again you are about 70km away from the next pocket, rinse and repeat. Once the rats are around 30km away or you stop damaging them with the sentries, swap out for Heavies or Mediums depending on what's left.
If you are getting pounded and you're afraid your cap/armor/nerve won't hold, align to a station/asteroid/gate and go up to your maximum speed. This will allow you to warp almost instantly when you feel it's time. The dominix is a fat cow so I would advise you do this well before the point of no return as it will take some time to turn.
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MrTripps
Gallente
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Posted - 2007.03.26 21:17:00 -
[2]
Thanks for the setup, Dikat. I was wondering about this post 1.4. Freedom is just another word for nothing left to lose. - Janis Joplin |

Robbie Boozecruise
Caldari Eve Defence Force Pure.
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Posted - 2007.03.26 21:53:00 -
[3]
what duel rep nerf is this. i cant see anything in patch notes
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Dikat
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Posted - 2007.03.27 14:23:00 -
[4]
I don't see it listed in the patch notes now either but I saw it before (and had others who saw it too). I don't know if they removed that change or just the entry mentioning it. I noticed a difference after the patch but maybe it was just the mission I was on (rogue drones). Can anyone else confirm this? Either way I'm loving this current setup. The passive rigs were just nerfed too badly to be useful and the double repper used way too much cap to be sustainable.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.27 15:08:00 -
[5]
This looks like a really nice set up but I wounder, with that much cap recharge, why not drop the DC II and add on another LAR II, if you must think about ****ing those active hardeners from 55% to energized passives at base 37.5% but with skills to lv 4 it is: 45%. A bit of a resistance loss but enhances the tank from a dual LAR II set up which is amplfied by the Aux pump rig.
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Daerkannon Shimmerscale
Gallente Paxton Industries
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Posted - 2007.03.27 15:10:00 -
[6]
Your armor repairers weren't nerfed. They made the bonuses from Nano Pump rigs stacking nerfed. The reason that you can't find it in the patch notes anymore is because they removed the line that caused people to think that armor repair modules were somehow being stacking nerfed and replaced it with the line that specifically addresses the rigs.
--- Honest officer, the dwarf was on fire when I got here! Paxton Industries is recruiting. |

Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.03.27 15:40:00 -
[7]
Here is what i would suggest you do.
1.Drop everything off you high slots but the Link augmentor.
2.Drop everything off your mids except 2 cap rechargers, Add 1 large cap booster and 2 omni direction tracking links.
3. Use A dual rep (I a LARMII and a MARMII and normally i only need the large). Use the other slots to fit 4 racial specific hardeners and the last slot to fit 1 cap relay (the one that boosts cap recharge at the expense of shield boosting)
4. Fill your High slots with whatever railguns you can fit
5. Use a dedicated salvage/looting ship (i chose the exequror) to come back to missions after the fact to salvage and loot.
Now just buy a BPO for the 800 charges and just reprocess crap and use that to make all the booster charges you could ever need.
The omnidirectional links make your drones insane, they realy help ALOT more than you would think.
Before 1.4 i was able to do vengence/worlds collide/massive attack(or was it assault) no problem without ever having to leave. I also alwayse deployed drones at the begining spot and drew massive agro as opposed to moving to a spot that drew minimum agro. Also i have NO rigs so if I could tank them before 1.4 without rigs and drawing massive agro you should have no issue with rigs.
------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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Dikat
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Posted - 2007.03.27 17:55:00 -
[8]
Interesting setup. I don't like dropping the EANM and DC in favor of another repper and cap relay as all I'm doing is replacing resistances (shield AND hull if I drop the DC) with repping and I'm losing my AB and gaining 2 omni's. If I use a specialized ship for salvage (an idea I've been toying with, maybe there's finally a use for destroyers after all) then your setup has merit as the omnis will really improve my sentries and regular drones. I don't like using a Cap Booster as it requires a lot of cargo space but I could see that being an option if you're using a dedicated looting ship. That's great news about the double reppers not being nerfed. I remember reading forum posts about it so obviously the wording was pretty bad. Thanks for the clarification.
Originally by: Christopher Dalran Here is what i would suggest you do.
1.Drop everything off you high slots but the Link augmentor.
2.Drop everything off your mids except 2 cap rechargers, Add 1 large cap booster and 2 omni direction tracking links.
3. Use A dual rep (I a LARMII and a MARMII and normally i only need the large). Use the other slots to fit 4 racial specific hardeners and the last slot to fit 1 cap relay (the one that boosts cap recharge at the expense of shield boosting)
4. Fill your High slots with whatever railguns you can fit
5. Use a dedicated salvage/looting ship (i chose the exequror) to come back to missions after the fact to salvage and loot.
Now just buy a BPO for the 800 charges and just reprocess crap and use that to make all the booster charges you could ever need.
The omnidirectional links make your drones insane, they realy help ALOT more than you would think.
Before 1.4 i was able to do vengence/worlds collide/massive attack(or was it assault) no problem without ever having to leave. I also alwayse deployed drones at the begining spot and drew massive agro as opposed to moving to a spot that drew minimum agro. Also i have NO rigs so if I could tank them before 1.4 without rigs and drawing massive agro you should have no issue with rigs.
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Marquis Dean
The Last Thing You'll Ever See
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Posted - 2007.03.27 17:58:00 -
[9]
How can people possibly still be misinformed about the phantom dual rep nerf?
Did you try fitting two and seeing how the stats changed?
--- Please do not discuss moderation in your signature. -ReverendM
Rev that took you ages to pick up on.  |

Dikat
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Posted - 2007.03.27 18:16:00 -
[10]
I had two and the first mission I did was a new rogue drone one and they were spanking me hard. It was a significant increase in damage to what I was used to running lvl 4 missions so I assumed it was because of the supposed dual repper nerf. I would have tried fitting two to check the stats but the new setup I tried worked so well I haven't felt a need to go back.
Originally by: Marquis Dean How can people possibly still be misinformed about the phantom dual rep nerf?
Did you try fitting two and seeing how the stats changed?
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Robbie Boozecruise
Caldari Eve Defence Force Pure.
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Posted - 2007.03.27 18:49:00 -
[11]
ok i checked the stats with just one and with 2 reppers fitted and running and there is no stacking pen. i knew the one about the nano pumps but was surprised when someone was saying something about the duel repper nerf. The reason the mission was harder is that NPC damage has been increased. With the setup you are running it gives better performance than a duel repper setup due to the increased resistances you have on the ship which give it a Higher DPS tanked than a duel repper setup
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.27 18:55:00 -
[12]
Originally by: Robbie Boozecruise ok i checked the stats with just one and with 2 reppers fitted and running and there is no stacking pen. i knew the one about the nano pumps but was surprised when someone was saying something about the duel repper nerf. The reason the mission was harder is that NPC damage has been increased. With the setup you are running it gives better performance than a duel repper setup due to the increased resistances you have on the ship which give it a Higher DPS tanked than a duel repper setup
How much resistance would be lost if the setup is changed to a dual rep?
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Dikat
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Posted - 2007.03.27 18:55:00 -
[13]
Thanks for sparing me the math. :)
Originally by: Robbie Boozecruise ok i checked the stats with just one and with 2 reppers fitted and running and there is no stacking pen. i knew the one about the nano pumps but was surprised when someone was saying something about the duel repper nerf. The reason the mission was harder is that NPC damage has been increased. With the setup you are running it gives better performance than a duel repper setup due to the increased resistances you have on the ship which give it a Higher DPS tanked than a duel repper setup
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Bellator Militaris
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Posted - 2007.12.09 09:03:00 -
[14]
My high slots are four 425mm Carbine Rails. Two Drone Arugments. I use Antimatter and a Domination AB; I roll into the Battleships after wiping out the Crusiers and Frigates and blast the BS's at 10km.
My Resists are at anyone time EM 92.43 Thermal 89.09 and Omi tank is all above 85%. I solo all the missions, no problems. I keep an ace in the hole: Dark Blood EANM with my skills: 27.45% to all resists.
Oh, and today I get T2 Sentries and have a Drone Rig for more Sentry Damage. 
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.12.09 11:51:00 -
[15]
Necro.
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