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Pink Teletubby
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Posted - 2007.10.14 08:38:00 -
[1]
Edited by: Pink Teletubby on 14/10/2007 08:40:59 So I wondered how to set a sac best up for ratting in 0.0
I was thinking: 5xHams 1x Salvage  1xMWD;3xCap Recharger 2xMAR;1xThermic Hardener;2xBCU
Rigs, well here Im not certain. maybe 2xPolycarbon?
Issues: 1. Survivability in Gate Camps (well assume small ones, obviously large ones Im dead anyway). Best bet is probably to fit the 2 polys for speed, but dunno if there is maybe a better option. 2. Will the Cap be stable with 3xCap recharge and perma running 2 MARs + the hardener? (Or should I fit a CCC rig for that?) 3. Would it be advisable to drop one recharger and fit a web instead for better missile damage?
Maybe any other ideas for rigs (armor res?, rep speed?)
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Wild Rho
Amarr Endgame.
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Posted - 2007.10.14 08:51:00 -
[2]
I'd drop one of the cap chargers for a web or painter for that extra bit of damage against cruiser/frig npcs. For the final hardener match it to your targets primary damage type, if an npc isn't doing thermal damage your wasting your time boosting that resistance.
The poly rigs are probably your best bet as a little extra speed and agility will complement the use of the MWD as well as help you get into warp fast if you need to run for it.
You'll find you won't need to perma run the MARs when 0.0 ratting and you should be able to perma run one easily enough. Burst the second one now and then if you take some big hits but overall tanking should be a piece of cake if you've got the relevant support skills trained up.
For getting past gate camps, a scout would be strongly recommended more than any agility setup you can come up with.
Oh and pack some light drones, while 3 lights may not do much damage there's no penalty to including them.
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Diomidis
Amarr RAZOR Alliance
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Posted - 2007.10.15 11:26:00 -
[3]
Edited by: Diomidis on 15/10/2007 11:32:59 A Medium Capacitor Battery II with 2x Cap Rechargers II will allow for better cap control and longer run times. You can perma-run a MWD II and avoid most dmg, so a second MAR II maybe un-needed. Try a second rat specific hardener or a Damage Control II...
2x Polycarbons rigs is an overkill for ratting IMHO...use a Aux Nano Pump maybe? --------------------------------------------------------------------------------
I'm planing on using something like:
*** 5x HAMS + Salvager
** MWD II + 2x Cap Recharger II + Medium Cap Battery II
* MAR II + 2x BCU II + 2x EAMN II or 1x DC II
You can easily switch one or 2 Cap Rech II for srambler and Cap booster for PVP
Am I talking crap?
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Tamayo
Amarr The JORG Corporation Methods of Mayhem Alliance
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Posted - 2007.10.15 15:25:00 -
[4]
Edited by: Tamayo on 15/10/2007 15:26:28
Originally by: Wild Rho For getting past gate camps, a scout would be strongly recommended more than any agility setup you can come up with.
Solid advice. Your ship set-up for getting past any gate camps is not necessarily what you will want for 0.0 ratting...
But once you get to 0.0...for ratting I would use: 5 x HAMS II MWD II, 2 Cap recharger II's, Target Painter MAR II, 2 BCU II, Energized nano II, Energized thermic II Bay Loading Accelerator / Aux Nano Pump Rigs Hornet/Hobgoblin II's
With the Aux Nano and MAR II, I don't think you need the second MAR...and as previously said, you can always use a damage specific hardener in lieu of the energized...
I used to have the rig which boosts the cap recharge rate. I swapped in the Aux Nano. I think it has more utility.
The painter is nice when you are in-tight tanking and there are some pesty small ships. You can divert a launcher or two and light them up...
Also with the 2 Cap rechargers, you shouldn't have any cap issues when running the MAR, MWD, and painter...
...it ain't pretty when the pretty leaves you with no place to go...
...if you think you need it, hereÆs the place to feed it. But it ainÆt pretty... |
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