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Varkyl Wydon
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Posted - 2008.11.21 14:02:00 -
[61]
Originally by: Acolite So because I dont have a gank tank my setup is wrong? I'm gonna go out on a limb and call you a hypocrite if you say that and then two sentences later talk about personal preference.
In your fit it is way over tanked for solo mission running. Use just one LAR and two EANM's and at least 3 HS's. This will help you finish missions allot faster. I see that I came across as a bit harsh and I should have prefaced my previous post with my above statement about the mission times. So if you are happy with your set-up that is what matters. But if you would like to two salvo bs then fit some more gank. |

destinationZERO
Minmatar Pain Management Services
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Posted - 2008.11.21 14:29:00 -
[62]
permarunning, 0.0 semi-afk ratting paladin (sanshas)
high: 4 x mega beam II, MF or Xray, tractor, salvager, DB heavy neut (for the occasional visitor)
med: 100mn mwd( t2 or faction) to align faster, 3 x cap recharger II low: 2 x DB heatsink, DB LAR, DB eanm, DB cap relay, DB EM Hardener
rigs : 1 x CCC, 1 x aux nano pump
works like a dream, aligns quite fast and pewpews rats quick. for smaller rats, 5 x hammers and 5 x acolyte in the dronebay. --
yes. That would be me, not you. |

Jelosavich
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Posted - 2008.11.21 17:31:00 -
[63]
Originally by: Clueless Alt
Originally by: Reiisha Especially when you're not maxed out on every possible cap skill, this *will* matter
Running high end amarr battleship without maxing cap skill is criminal.
*Looks around suspiciously and then runs from the police*
I've been running a Paladin for probably 6 months now and got one of the capacitor skills to Level 5 a few months ago and will get the other one (that allows thermodynamics) to Level 5 tonight.  |

Deschenus Maximus
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2008.11.21 21:13:00 -
[64]
Maxed cap skills is nice, but not necessary. It took quite a bit of time before I got them to V (just got Controlled Burst to V last week, and I've been playing for over two years now). |

Astorothe
Aperture Science Industries
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Posted - 2008.11.22 02:05:00 -
[65]
All in all a pretty robust and versatile ship. Definately don't need to max your cap skills as the payoff from IV to V takes some time to make up for the extra long training it would require.
As with all things in Eve, you're given a choice - max skills will certainly add an advantage, but if you're just PvE'ing with the Pally then definately not required.
Will post some more setups soon - have been experimenting with some fun setups over the weekend.
RPGN Gaming Network - Eve News, Gaming News, Forums & Community - Home of Aperture Science Corp [ApSci] |

SevenOf 9
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Posted - 2008.12.27 15:17:00 -
[66]
Edited by: SevenOf 9 on 27/12/2008 15:24:52 Edited by: SevenOf 9 on 27/12/2008 15:19:00 Edited by: SevenOf 9 on 27/12/2008 15:18:17 my plan is the following (can use the ship in less then a month):
High: 4x Mega pulse II's with MF (15km range), Xray (25km range) and Microwave (42km range) (AN if i can afford) Tractor Beam Salvager Drone link aug
Mid: 4x Cap Recharger II's
Low: 2x LAR II (or AN if i can afford it) 2+2 Active hardner II's Heat Sink II
Rigs: 2x CCC I or II's (depending on economy)
Drones: 2x Webbing drones 5x Mission spec drones, usually hobgoblin II's i guess :)
with T2 rigs _can_ i remove a Cap recharger, but what would i fit in that free slot? I've thought about a 100mn AB II for better movement... And i know, it may be a bit overtanked, but i rather have a nice tank then no 650mill ship... When i get the hang of missions, and the feeling of the ship may i perhaps drop a hardner for a 2nd HSII Resists are: 88,3% EM and 84,7% thermal
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Nahzgul
The Blood Scorpions Liberation Squad
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Posted - 2008.12.27 17:04:00 -
[67]
I wouldn't fit to much flashy stuff to ur ship or you will find ur self at the wrong end of a gank. Also energy mngmt. to V isn't just for cap usage and it's really not a bad skill considering you've already trained BS to V. This is just an example of how it's saved me from a horrible death.
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Zaran Darkstar
Divine Slaves
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Posted - 2008.12.27 19:18:00 -
[68]
The thing is guys that after i trained all the needed skills to get a Paladin i realised it is not as great as it seemed to me initially :(
Added with the fact that i run missions in a popular hub i realised that is better for me to use an Armageddon.
The thing with the paladin is that with pulses it's damage is not that great with marauders lvl 3. With Marauders lvl 4 its damage output it about equal to a pulse armageddon and only with lvl 5 in Marauders starts to stand out but in the same time i would need for marauders to 5 i could just train sentries to 5 heavy drones to 5 and drone interfacing to 5.
The other big negative with the paladin is the way it's bonuses are applied. For the 5 lvl of Amarr BS you get the not so useful web and cap bonus. And you need to invest in Marauder skill to be able to do some damage which sucks.
Looks like i ll stick with Armageddon and sentries II that has the extra benefit of not having to worry about gangers.
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Grarr Dexx
Amarr Paxton Industries Paxton Federation
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Posted - 2008.12.27 19:25:00 -
[69]
Originally by: Zaran Darkstar The thing is guys that after i trained all the needed skills to get a Paladin i realised it is not as great as it seemed to me initially :(
Added with the fact that i run missions in a popular hub i realised that is better for me to use an Armageddon.
The thing with the paladin is that with pulses it's damage is not that great with marauders lvl 3. With Marauders lvl 4 its damage output it about equal to a pulse armageddon and only with lvl 5 in Marauders starts to stand out but in the same time i would need for marauders to 5 i could just train sentries to 5 heavy drones to 5 and drone interfacing to 5.
The other big negative with the paladin is the way it's bonuses are applied. For the 5 lvl of Amarr BS you get the not so useful web and cap bonus. And you need to invest in Marauder skill to be able to do some damage which sucks.
Looks like i ll stick with Armageddon and sentries II that has the extra benefit of not having to worry about gangers.
Armageddon is flimsy and Marauders IV is pretty much a basic skill. Also, consider doing Tachyons for the extreme ranges even on the lower crystals.
-----
Nexus stamps of approvalÖ count: 1
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SevenOf 9
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Posted - 2009.01.02 23:23:00 -
[70]
after haveing a second look at this i've come up with a new setup;
Highs: 4x Tach II Drone range thingy
Meds: 4x Cap II
Lows: Amarr Navy LAR 2x2 Hardners 2x HS II
Rigs: 2x Nano pumps
This setup exceed a dual LAR II/mega pulse apoc setup both in range, and offensive and defensive DPS, by a good chunk
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Yoko Lee
Caldari
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Posted - 2009.01.02 23:29:00 -
[71]
4x mega pulse II, 1x small tractor beam I, 2x salvager I 1x domi 100mm ab, 2x cap recharger II, 1x web/tracking comp II 1x an lar, 1x an eanm, 3x armor hardener II, 2x an hs
1x ccc rigs, 1x nano pump rig
5x hornet II 5x vespa II
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Zeba
Minmatar Pator Tech School
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Posted - 2009.01.02 23:34:00 -
[72]
Originally by: Wild Rho
Originally by: Elhina Novae
can give you about the same DPS as T2?
They don't. Tech 2 guns get an extra damage boost per level from the appropriate weapon specialisation skill. Faction can be useful as they are less skill and fitting intensive but for raw damage tech 2 wins every time.
Yes because an extra 40 dps and 250 point alpha with large beam spec 5 is worth gimping your cap regen. 
inappropriate signature. ~WeatherMan |

Zaran Darkstar
Divine Slaves
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Posted - 2009.01.03 02:19:00 -
[73]
Edited by: Zaran Darkstar on 03/01/2009 02:25:45
Maybe i don't like the Paladin due to the fact that i am obsessed with puting 3 HSII in every mission ship i fly. So whenever a ship fails to do that for me i tend not to like it. I am so obsessed that i may prefer weak tanking or cap unstable ships just to do it the way i like What a trait! 
Anyway here are two fittings one for the Armaggedon i use and two one beams/one pulses for the Paladin i may or may not use. ______________________________
Armaggedon (with Amarr navy crystals)
Highs
7 L Mega pulse II
Meds
1 100mn ABII 1 Cap recharger II 1 Eutetic Cap recharger
Lows
3 HSII (my fetish) 1 CPRII 1 LARII (if you put Amarr Navy LAR you can take out the eutetic cap recharger and add a cap recharger II)
3 specific mission armor hardener II (or 2 Armor hardeners II and a DCII or EAMNII depending on the "premonition" i may have at the given time ) Rigs
3 ccc
since i am not very good with drones i got only tech 2 med and light i use mission specific tech 2 med and light drones -perhaps if i had better skills i could put 4 sentries II or 4 heavies II ) ___________________________________
Paladin (with beams for long range mission types and for max damage freaks)
Highs 4 Tachyon II (with Amarr navy crystals)
Meds
2 TCII 2 cap recharger II
Lows
1 amarr Navy LAR 3HSII (my fetish as usual) 3 specific mission armor hardener II (or 2 Armor hardeners II and a DCII or EAMNII depending on the "premonition" i may have at the given time )
RIGS
2 ccc
(med and light drones) _______________________________________
Paladin (Pulse with amarr navy and scortch - for close range mission types) (amarr navy crystals)
Highs
4 Mega Pulse II (with amarr navy crystals or scortch)
Meds
2 TCII 2 cap recharger II
OR
Meds
2 TC II 1 cap recharger 1 100mn ABII
Lows
1 amarr Navy LAR 3HSII (my fetish as usual) 3 specific mission armor hardener II (or 2 Armor hardeners II and a DCII or EAMNII depending on the "premonition" i may have at the given time )
Rigs
2 CCC
(med and light drones) |

SevenOf 9
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Posted - 2009.01.27 17:32:00 -
[74]
Edited by: SevenOf 9 on 27/01/2009 17:34:00 im just about to enter this beast, and i've gone back and forth and back and forth on how much tank I need vs Tracking computers, and thus better damage further out...
I've looked at: 4x Tach II (2x tractors + drone link aug) 3 cap II's + Tracking comp II AN LAR + 2+1 Hardners + 3x(AN)Heat Sink(II)'s CCC + Nano pump.
With a typical 70% EM, 30% thermal mission this gives 725ish DPS tank. Remove the Nanopump and add a CCC, remove a cap II and add a TC II it adds max range, but the tank goes down about 100dps with the same damage-profile.
With 70/30 kin/therm the numbers are Bettr tank: 630 dps worse tank: 550 dps
This is with marauder IV and a 3% repair duration bonus implant.
In Damsel missions im probably gonna swap the computers with some kind of "better then X5" webbers... some 10km or something
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Crimsonshot Brooti
Minmatar Tactical Assault and Recon Unit
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Posted - 2009.01.27 21:26:00 -
[75]
As you're rarely far away from anything, with scorch its max range it's 79km: High: 4 megapulses 2, 3 tractor beams (my alt does the salvaging) Mids: Shadow s.t.c, t2 100mn ab, 2 Cap .R's Lows: A N Lar, 3 A N Heatsinks, 3 A N energized plating depending on the missions Rigs: 2 t2 Locus rigs
With max skills in everything, especially the compensation skills(helps for the cap savings) , missioning is easy peasy. With standard crystals, average range with long range script is 46km+fall off =56km. Scorch is 79km. |
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