
Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.07.19 21:56:00 -
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Edited by: Christopher Dalran on 19/07/2007 22:02:22 I dont reccomend solo pvp in a Celestis, its a great gang ship though. Pair them up with a thorax for some interesting fun.
Dont worry too much about the tank, the celestis is prety weak (and for good reason)and if you get into the position of being called primary (and stuck in a web) your about good as dead. I'd actually recomned not fitting much more than a DCU and even going so far as to NOT fit a repper at all (gang mates will have remote reppers to repair your minor damage after battle allowing you to stay in space without docking, I'll explain why later).
Focus on Sensor dampeners, Get ALL the necessary skills including all the secondary and tertiary skills (+ damper effectiveness and +range skills are a MUST). You'll need some cap recharging help to run 4 dampeners (you should take 4, forget about any type of tackling gear as you want to remain far away from battle) so work on skills for cap (+ammt, and +regen skills) and fit a CPR (goes in the low slots and increase cap regen at expense of shield boosting). You will also need one sensor booster to allow longer locks which will take advantage of the dampers long falloff and rapid locking (why you need to lock fast is explained later).
For weapons I reccomend Fitting 3 Railguns to assist with damage (not your primary goal) and 1 Rocket launcher fitted with Defender missiles. Yes yes defender missiles SUCK for many reasons but Rocket launchers can pump out enough fast enough to actually intercept missiles, you need to reload often sure but its enough to allow you to stick around dampening under some missile fire as opposed to escaping).
Your Thorax Gang mates should each fit reasonable damage Orientated Setups focusing on High resist and a Plate to up their Armor ammt and simply forget a Repper, they should instead each fit 1 remote repper so they are able to concentrate repping on whoever fire is being focus on (some practice is required, focus repping is a great counter to focused fire but you need to stick close to each other and stagger the reps so they go off in rappid sucession evenly spaced throughout the cycle as opposed to all at once which will waste significant rep ammt).
Many of them should also Fit 1 ECM burst module (but not all of them, you need some webs and scrammers among them), these modules have a HIGH sensor str penalty meaning a small # of ships can realy wreak havoc in an area however they have the unfortunate side effect of allowing anyone losing a lock to instantly relock (also somewhat of a bonus because they can relock after knock off each others locks, just MAKE SURE the scrammer is OUTSIDE THE BURST RANGE OF THE OTHER SHIPS WHEN THEY FIRE). If you dont know how this disadvantage can actualy be turned into an advantage when using a good dampening ship like the celestis then you should not be flying one (dampers do more than reduce locking range, they increase locking time SIGNIFICANTLY).
You should NEVER warp in first or even with the rest of the group, you should alwayse warp into combat after it has started. You then warp in at range using a gang mate as a warp in point and procede to lay on the dampers and the raxes fire off ECM bursts. The combination of Dampers, Burst ECM, and remote reppers means that a small gang of cruisers can fight and prevail against a suprising large ammt of larger ships at the same time if you play your cards right and practice alot with the same people.
In the event that your celestis is in danger of being locked by someone capable of scamming/webbing you (not so much larger ships at long range because you can damp them under your range) simply warp off to a celestial body on the far side of the battle then warp back you your gang makes which will place you on the other side of the battle. (a
For defense against firgates you should take allong 4 warrior II's and 4 acolyte II's (very cheap and very easy to skill for), frigates dont have all that much low slots to work with so hit theshield ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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