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Ryleh Sahamun
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Posted - 2008.05.02 15:09:00 -
[1]
Here is my poor mans Paladin ... comments?
Hi: 4 AN Tachyons, 2 tractors, 1 salvager Meds: Shadow Serpentis Tracking Computer, DB Stasis Web, 2x Cap Recharger II Lows: AN LAR, 4 hardeners, 2 AN Heatsinks
Rigs: 2x CCC I
Is cap stable - melts everything outside 25km, tracking computer and 14km web for everything within that range. |

Lance Fighter
Amarr
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Posted - 2008.05.02 16:10:00 -
[2]
Drop a hardener for a heat sink, and train Marauders to level 4 :)
Drop the DB web for a domination web.
Other than that, it looks good.
T2 tachys might be better if you are actually trying to kill anything at range though. |

Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
|
Posted - 2008.05.02 16:21:00 -
[3]
With tachs you can get to about 60km range with multi L, no need for t2, at least in missions. I prefer faction over t2 anyway, especially for lasers, as you will only get about 5% extra damage, provided you have the t2 skill at 5. In return, t2 guns use about 25% more cap though, and the only t2 ammo worth using is the long range ammo - otherwise faction outclasses t2 ammo heavily.
Also, if you fit rat specific hardeners, you could try using a third HS rather than a 4th hardener.
The tracking computer isn't really needed at all in my experience. I can hit everything outside 15km pretty easily with decent gunnery skills, and everything inside that range simply gets killed by drones. Usually 1 tach can one shot frigs while theyre outside that range, so if you pick them off before they get in that range youre safe anyway. |

Astorothe
Aperture Science Industries
|
Posted - 2008.07.08 09:17:00 -
[4]
The Paladin cries out for T2 Tachyon's. Train up and fit them.
Eve Corp, Web Design, Gaming News & Music Blog |

J'Mkarr Soban
Amarr Proxenetae Invicti
|
Posted - 2008.07.08 11:08:00 -
[5]
If you're going for Tachy's, lose the web - it's pointless. You should be managing your aggro enough that they don't get into web range in the first place. Anything that really does get that close, use med drones.
Again, because you should be managing your aggro, you shouldn't need a tracking comp either.
3 HS is a must 
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

bldyannoyed
Un4seen Forces
|
Posted - 2008.07.08 11:17:00 -
[6]
Originally by: Reiisha With tachs you can get to about 60km range with multi L, no need for t2, at least in missions. I prefer faction over t2 anyway, especially for lasers, as you will only get about 5% extra damage, provided you have the t2 skill at 5. In return, t2 guns use about 25% more cap though, and the only t2 ammo worth using is the long range ammo - otherwise faction outclasses t2 ammo heavily.
Also, if you fit rat specific hardeners, you could try using a third HS rather than a 4th hardener.
The tracking computer isn't really needed at all in my experience. I can hit everything outside 15km pretty easily with decent gunnery skills, and everything inside that range simply gets killed by drones. Usually 1 tach can one shot frigs while theyre outside that range, so if you pick them off before they get in that range youre safe anyway.
It's 8% extra DPS with the spec skill at lvl4, saves you about 300mill not having to buy faction guns and also drastically reduces your chances of getting suicide ganked.
The only reason not to fit tech 2 is that you dont have the skills to use them.
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.07.08 13:15:00 -
[7]
thats for a poor man.... 
I'm lazy and use mega pulse, with everything techie two, that way everything is in tractor beam range 
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Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
|
Posted - 2008.07.08 13:37:00 -
[8]
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions. Somebody set up us the bomb |

Wild Rho
Amarr GoonFleet
|
Posted - 2008.07.08 13:50:00 -
[9]
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.
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.07.08 13:53:00 -
[10]
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
I insist only because I @#)($*@ disconnect all the time 
|

Thoran Karlien
Di-Tron Heavy Industries Atlas Alliance
|
Posted - 2008.07.08 13:57:00 -
[11]
Well, I was going to post my fitting, but it looks like we go diffrent ways. If you already run that setup, have fun, I normally prefer Mega Pulse laser, there are hardly any rat orbiting outside the 40 km anyway, and just about everything stays closer than 51 km. Oh, and you have to check the math, but I normally fit 1 EANM and 3 hardener of choice. ____________________________ Whine : The only FOTM than never gets nerved or out of style! |

Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
|
Posted - 2008.07.08 15:14:00 -
[12]
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 T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7. Somebody set up us the bomb |

Dahak2150
Chaos Monkeys
|
Posted - 2008.07.08 17:14:00 -
[13]
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
1. Sustainable setups are attainable with T2 guns. 2. Aurora 3. Scorch 4. Price 5. Gank protection
|

Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
|
Posted - 2008.07.08 17:20:00 -
[14]
Originally by: Dahak2150
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
1. Sustainable setups are attainable with T2 guns. 2. Aurora 3. Scorch 4. Price 5. Gank protection
Read the post above yours. Somebody set up us the bomb |

Dahak2150
Chaos Monkeys
|
Posted - 2008.07.10 01:32:00 -
[15]
Originally by: Elhina Novae
Originally by: Dahak2150
Originally by: Elhina Novae
Originally by: bldyannoyed The only reason not to fit tech 2 is that you dont have the skills to use them.
You also do know that Faction Turrets drain less cap and can give you about the same DPS as T2? That little extra cap is crucial for those people that insist on perma-running a tank even thou it isn't needed 95% of all missions.
1. Sustainable setups are attainable with T2 guns. 2. Aurora 3. Scorch 4. Price 5. Gank protection
Read the post above yours.
Read my first point. Sustainable setups are attainable with T2 guns, and all the benefits associated with them.
|

Fon Revedhort
Aeria Gloris Inc United Legion
|
Posted - 2008.07.10 02:38:00 -
[16]
Originally by: Elhina Novae
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 T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Moreover, you can train Spec to lvl 5 as well \o/ And that is the DPS advantage. ---
|

chinnychinchin
|
Posted - 2008.07.10 08:46:00 -
[17]
[Paladin, gank] Large Armor Repairer II Large Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Co-Processor II Co-Processor II
Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Quad LiF Fueled I Booster Rockets Cap Recharger II Cap Recharger II
Miner II Miner II Miner II Miner II Small Tractor Beam I Small Tractor Beam I Prototype Cloaking Device I
[empty rig slot] [empty rig slot]
Harvester Mining Drone x5
|

J'Mkarr Soban
Amarr Proxenetae Invicti
|
Posted - 2008.07.10 09:10:00 -
[18]
Originally by: chinnychinchin [Paladin, gank] Large Armor Repairer II Large Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Co-Processor II Co-Processor II
Heavy Electrochemical Capacitor Booster I, Cap Booster 800 Quad LiF Fueled I Booster Rockets Cap Recharger II Cap Recharger II
Miner II Miner II Miner II Miner II Small Tractor Beam I Small Tractor Beam I Prototype Cloaking Device I
[empty rig slot] [empty rig slot]
Harvester Mining Drone x5
Chribba? Is that you?
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |
|

Chribba
Otherworld Enterprises Otherworld Empire
|
Posted - 2008.07.10 09:55:00 -
[19]
Originally by: J'Mkarr Soban Chribba? Is that you?
No I would have Cargo Expanders, Cargo rigs and MDCMII's in my fit 
Secure 3rd party service ■ Do you Veldspar? |
|

chinnychinchin
|
Posted - 2008.07.10 13:17:00 -
[20]
god point, forgot the rigs ;-(
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Mia Archer
Amarr Insidious Existence RAZOR Alliance
|
Posted - 2008.07.12 03:15:00 -
[21]
High: 2x Small Tractor beam 1x Salvager 4x Tachyon II
Mids: Domination Stasis Web 3x Cap Charger II
Lows: True Sansha LAR 2x Race Specific Hardners DCU II 3x True Sansha Heatsink
Rigs: 2x CCC I
Perma Runs guns and tank, tank is sufficient for all level 4 missions, has 1080 dps with drones, can easily hit the large distance orbit ranges with multifrequency provided you have decent gunnery skills and can hit them easily with x-ray/gamma/ultraviolet even with crappy skills. Can perma run Tank Guns and Slavage with 2 CCC II
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Boz Well
|
Posted - 2008.07.12 03:31:00 -
[22]
Originally by: Mia Archer High: 2x Small Tractor beam 1x Salvager 4x Tachyon II
Mids: Domination Stasis Web 3x Cap Charger II
Lows: True Sansha LAR 2x Race Specific Hardners DCU II 3x True Sansha Heatsink
Rigs: 2x CCC I
Perma Runs guns and tank, tank is sufficient for all level 4 missions, has 1080 dps with drones, can easily hit the large distance orbit ranges with multifrequency provided you have decent gunnery skills and can hit them easily with x-ray/gamma/ultraviolet even with crappy skills. Can perma run Tank Guns and Slavage with 2 CCC II
I imagine EANM/third hard is better than DC, unless you plan to take your marauder into structure.
|

Mia Archer
Amarr Insidious Existence RAZOR Alliance
|
Posted - 2008.07.12 03:39:00 -
[23]
Edited by: Mia Archer on 12/07/2008 03:40:58 theres about a 2% difference in resists bewteen a Faction EANM and a DCU II while the DCU II provides over 10k additonal EHP and gives you significantly more chance of escaping if you manage to get yourself into trouble. So unless you go for a Deadspace/Officer EANM im not sure id agree that its more useful. I guess youd have to run calcs on how much additional damage that 2% adds up to.
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Astorothe
Aperture Science Industries
|
Posted - 2008.07.14 16:38:00 -
[24]
Here's a part Faction setup I've played with. Not completely happy with it but she purrs.
Lows: True Sansha Large Armor Repairer True Sansha Heat Sink True Sansha Heat Sink True Sansha Heat Sink Armor Thermic Hardener II Armor Kinetic Hardener II Armor Explosive Hardener II
Mids: Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Hi: Tachyon Beam Laser II Tachyon Beam Laser II Tachyon Beam Laser II Tachyon Beam Laser II Small Tractor Beam I Small Tractor Beam I Salvager I
Rigs: Capacitor Control Circuit I Capacitor Control Circuit I
Drones: Hammerhead II's
Eve Corp, Web Design, Gaming News & Music Blog |

Kerdrak
3B Legio IX Atlas Alliance
|
Posted - 2008.07.14 18:24:00 -
[25]
I use this:
Amarr Navy Large Armor Repairer Amarr Navy Energized Adaptive Nano Membrane Armor EM Hardener II Armor Thermic Hardener II Amarr Navy Heat Sink Amarr Navy Heat Sink Capacitor Power Relay II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L
Nanobot Accelerator II Auxiliary Nano Pump II
Tech II rigs are not so expensive and worth the invest.
________________________________________
|

Spider Silva
|
Posted - 2008.07.14 19:49:00 -
[26]
you should only use amarr navy crystals
|

Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
|
Posted - 2008.07.14 23:13:00 -
[27]
Originally by: bldyannoyed
Originally by: Reiisha With tachs you can get to about 60km range with multi L, no need for t2, at least in missions. I prefer faction over t2 anyway, especially for lasers, as you will only get about 5% extra damage, provided you have the t2 skill at 5. In return, t2 guns use about 25% more cap though, and the only t2 ammo worth using is the long range ammo - otherwise faction outclasses t2 ammo heavily.
Also, if you fit rat specific hardeners, you could try using a third HS rather than a 4th hardener.
The tracking computer isn't really needed at all in my experience. I can hit everything outside 15km pretty easily with decent gunnery skills, and everything inside that range simply gets killed by drones. Usually 1 tach can one shot frigs while theyre outside that range, so if you pick them off before they get in that range youre safe anyway.
It's 8% extra DPS with the spec skill at lvl4, saves you about 300mill not having to buy faction guns and also drastically reduces your chances of getting suicide ganked.
The only reason not to fit tech 2 is that you dont have the skills to use them.
Belated reply, but nonetheless valid:
T2 Tachs have a base mod of 3.6, AN tachs have a base mod of 3.75. They have the same duration.
With large beam spec on 5, that means a T2 mod of 3.96 vs an AN mod of 3.75, base - 3.96/3.75=1.056
So, 5.6% difference in damage.
Cap use: 95 base for T2, vs 71.25 base for AN. That's actually 33% more cap use. With my current skills that comes down to a difference of 1.9 cap/s, multiplied by 4, means 7.6 cap/s cheaper to run AN tachs. Aurora has pathetic DPS, and Gleam offers half the range against 1.5% more damage of AN MF.
AN guns should seriously be considered by anyone running missions. 5.6% damage or 33% cap? Especially when you're not maxed out on every possible cap skill, this *will* matter.
EVE History Wiki
|

Tanith YarnDemon
|
Posted - 2008.07.15 00:27:00 -
[28]
Originally by: Elhina Novae
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 T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Where to begin... =)
T2 are about 3.7%(spec 4) higher per shot, each shot takes 75% as much cap. Since missions generally are not a struggle to survive for a certain amount of time but to inflict X amount of damage onto your opponent, and they are actively repairing higher dps will mean a higher efficiancy for missions. With the addition of t2 ammo, the fact that they repair and such you can round the damage advantage up to about 5%. This would in turn mean that the cap advantage per unit of damage is about 80% for the faction guns.
Now, when you calculate for permanent tanks there's several reasons to use them, you might fear lag, you might want to be safe for falling asleep - honestly I couldn't care less for your reasons - but there are reasons. However, the one thing that does not add up is that you keep adding the cap usage of the guns into the equation. To fire a gun, you have to be active, you have to press the button yourself, you have to be there and decide to take the action of firing a gun. This means the cap usage is ENTIRELY irrelevant the instant your tank can hold itself when you're not firing. Further more it's nearly impossible to actually calculate the factual cap use of turrets since they will have downtime and not be firing 23/7.
In the end there's down to two rational reasons to ever use low-end faction turrets over Tech 2 - one being fitting other being skills. If those last few points of CPU is that precious - go ahead, if you are to new to the game to have the skills for T2 - well you don't have much choice then do you?
Imho, that overshades minor flaws such as a 0.025 disappearing here or there or the fact that you intend to run a tank for longer than there is a server online.
|

Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
|
Posted - 2008.07.15 01:01:00 -
[29]
Originally by: Tanith YarnDemon
Originally by: Elhina Novae
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 T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Where to begin... =)
T2 are about 3.7%(spec 4) higher per shot, each shot takes 75% as much cap. Since missions generally are not a struggle to survive for a certain amount of time but to inflict X amount of damage onto your opponent, and they are actively repairing higher dps will mean a higher efficiancy for missions. With the addition of t2 ammo, the fact that they repair and such you can round the damage advantage up to about 5%. This would in turn mean that the cap advantage per unit of damage is about 80% for the faction guns.
Now, when you calculate for permanent tanks there's several reasons to use them, you might fear lag, you might want to be safe for falling asleep - honestly I couldn't care less for your reasons - but there are reasons. However, the one thing that does not add up is that you keep adding the cap usage of the guns into the equation. To fire a gun, you have to be active, you have to press the button yourself, you have to be there and decide to take the action of firing a gun. This means the cap usage is ENTIRELY irrelevant the instant your tank can hold itself when you're not firing. Further more it's nearly impossible to actually calculate the factual cap use of turrets since they will have downtime and not be firing 23/7.
In the end there's down to two rational reasons to ever use low-end faction turrets over Tech 2 - one being fitting other being skills. If those last few points of CPU is that precious - go ahead, if you are to new to the game to have the skills for T2 - well you don't have much choice then do you?
Imho, that overshades minor flaws such as a 0.025 disappearing here or there or the fact that you intend to run a tank for longer than there is a server online.
Personally I don't permatank mission but if you look around on forums with all the EFT *****s around, most people wants to do that no matter if it's good or not. Having a tank last for about 4 minutes is enough for missions, rare cases may exist <.< ------------ Somebody set up us the bomb |

Clueless Alt
|
Posted - 2008.07.15 01:15:00 -
[30]
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.
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.07.15 01:18:00 -
[31]
Originally by: Elhina Novae
Originally by: Tanith YarnDemon
Originally by: Elhina Novae
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 T2 guns are better by a very small margin in the DPS appartment.
Damage Multiplier: T2 Tachyon x5.4 Faction Tachyon x5.625
Now given that 8% boost with Specialization level 4
T2 Tachyon x5.832 Faction Tachyon x5.6
Yes T2 Tachyon wins DPS wise, but taking a look at the capacitor consumption the Faction ones only take 75% as much as the T2. That trade off many many people will do just too make sure they can run a tank 24/7.
Where to begin... =)
T2 are about 3.7%(spec 4) higher per shot, each shot takes 75% as much cap. Since missions generally are not a struggle to survive for a certain amount of time but to inflict X amount of damage onto your opponent, and they are actively repairing higher dps will mean a higher efficiancy for missions. With the addition of t2 ammo, the fact that they repair and such you can round the damage advantage up to about 5%. This would in turn mean that the cap advantage per unit of damage is about 80% for the faction guns.
Now, when you calculate for permanent tanks there's several reasons to use them, you might fear lag, you might want to be safe for falling asleep - honestly I couldn't care less for your reasons - but there are reasons. However, the one thing that does not add up is that you keep adding the cap usage of the guns into the equation. To fire a gun, you have to be active, you have to press the button yourself, you have to be there and decide to take the action of firing a gun. This means the cap usage is ENTIRELY irrelevant the instant your tank can hold itself when you're not firing. Further more it's nearly impossible to actually calculate the factual cap use of turrets since they will have downtime and not be firing 23/7.
In the end there's down to two rational reasons to ever use low-end faction turrets over Tech 2 - one being fitting other being skills. If those last few points of CPU is that precious - go ahead, if you are to new to the game to have the skills for T2 - well you don't have much choice then do you?
Imho, that overshades minor flaws such as a 0.025 disappearing here or there or the fact that you intend to run a tank for longer than there is a server online.
Personally I don't permatank mission but if you look around on forums with all the EFT *****s around, most people wants to do that no matter if it's good or not. Having a tank last for about 4 minutes is enough for missions, rare cases may exist <.<
my raven fits 4 damage mods and perma tanks, my pally fits 3 damage mods and permatanks 
If I didn't face craptacular frequent random disconnects I would love to fit up without the permatank. 
also if you are new to the game dont have the skills to fit t2 and are flying a paladin, well 
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.07.15 01:19:00 -
[32]
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.
**** I don't even know where to begin on that one
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Mia Archer
Amarr Insidious Existence RAZOR Alliance
|
Posted - 2008.07.15 03:41:00 -
[33]
Originally by: Chainsaw Plankton
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.
**** I don't even know where to begin on that one
Its an accurate statement, Maxed cap skills are crucial for Amarr Battleships. If you don't have them and don't want to train them you should fly something else otherwise your simply not using the ships to their true potential
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Boz Well
|
Posted - 2008.07.15 04:52:00 -
[34]
TBH, I could see training for t2 weapons or paladin even before getting energy management 5. There are lots of setups that you can get cap stable or damn close with sys 5 man 4, and while the extra cap might not help you finish missions faster, extra gank will. Long term, sure, max cap skills are a given, but if you don't have them and want to train other things in the meantime, it's not that big a deal imo for someone to use faction Tachyons until they get around to maxxing Emanagement 5.
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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
|
Posted - 2008.07.15 08:35:00 -
[35]
Originally by: Tanith YarnDemon Where to begin... =)
T2 are about 3.7%(spec 4) higher per shot, each shot takes 75% as much cap. Since missions generally are not a struggle to survive for a certain amount of time but to inflict X amount of damage onto your opponent, and they are actively repairing higher dps will mean a higher efficiancy for missions. With the addition of t2 ammo, the fact that they repair and such you can round the damage advantage up to about 5%. This would in turn mean that the cap advantage per unit of damage is about 80% for the faction guns.
Now, when you calculate for permanent tanks there's several reasons to use them, you might fear lag, you might want to be safe for falling asleep - honestly I couldn't care less for your reasons - but there are reasons. However, the one thing that does not add up is that you keep adding the cap usage of the guns into the equation. To fire a gun, you have to be active, you have to press the button yourself, you have to be there and decide to take the action of firing a gun. This means the cap usage is ENTIRELY irrelevant the instant your tank can hold itself when you're not firing. Further more it's nearly impossible to actually calculate the factual cap use of turrets since they will have downtime and not be firing 23/7.
In the end there's down to two rational reasons to ever use low-end faction turrets over Tech 2 - one being fitting other being skills. If those last few points of CPU is that precious - go ahead, if you are to new to the game to have the skills for T2 - well you don't have much choice then do you?
Imho, that overshades minor flaws such as a 0.025 disappearing here or there or the fact that you intend to run a tank for longer than there is a server online.
A permatank does have some other advantages. Lag, for one, as you mentioned, but also nossing (bloods) will have a lot less effect than if you were trying to cut it as close as possible. Aurora won't be able to cut through a BS at long range fast enough sometimes, so you'll have to buy some time and get there to use MF.
And still, faction ammo > T2 ammo. Aurora isn't really that useful if you're trying to actually do damage, which is what everyone apparently wants, and Gleam is simply too short range. Not to mention that AN ammo does about the same damage with none of the drawbacks, and DB/TS crystals are even better.
Including downtime, i would have to take ~6 cap/s into account in any setup, and weigh it against 5.6% damage. Ignoring cap alltogether might result in you not being able to fire guns at all, whereas permatank setups have a lot more leeway in how they can handle situations.
EVE History Wiki
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Garia666
Amarr T.H.U.G L.I.F.E White Core
|
Posted - 2008.07.15 20:04:00 -
[36]
any pvp setup ? www.garia.net |

Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
|
Posted - 2008.07.16 02:09:00 -
[37]
Originally by: Garia666 any pvp setup ?
I think the Abaddon is overall a much wiser choice for PvP than the Paladin, considering the same kind of setup. The Abaddon's resist bonus is simply better than the Paladin's rep bonus, it's a lot cheaper, and it has a 3rd slot for a trimark. Even the Paladin's utility slots can't save it.
PvE = Paladin. PvP = Abaddon.
EVE History Wiki
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.07.16 03:43:00 -
[38]
Originally by: Mia Archer
Originally by: Chainsaw Plankton
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.
**** I don't even know where to begin on that one
Its an accurate statement, Maxed cap skills are crucial for Amarr Battleships. If you don't have them and don't want to train them you should fly something else otherwise your simply not using the ships to their true potential
I was agreeing with him 
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Poision Kevin
Amarr Big Shadows
|
Posted - 2008.09.01 06:25:00 -
[39]
This is my Paladin fitting:
HI: 4x Mega Pulse Lasers II, 1x tractor beam, 1x salvager, 1x dronelink argumenter. MEDS: 1x Gist A-TYPE 100MN AB, 3x Cap Rechargers II LOWS: 1x AN LAR, 1x EANM, 3x rat specific hardners, 2 AN HeatSinks
BTW the AN large armor repair will be switched to a corpum x or centus x-type |

Fennicus
Amarr Heracles.
|
Posted - 2008.09.01 13:30:00 -
[40]
If you want an A-type large repair and tachyon beam lasers, you're going to need a reactor control module; if you're going to do that then it seems to me you may as well consider fitting a heavy nosferatu instead of one of the tractor beams and thus freeing up some rigs or a mid slot for something else. |

Cpt Branko
Surge.
|
Posted - 2008.09.01 13:42:00 -
[41]
Edited by: Cpt Branko on 01/09/2008 13:42:30
Originally by: Boz Well TBH, I could see training for t2 weapons or paladin even before getting energy management 5.
I frankly don't see anyone training for Marauders before getting a generally crucial rank 3 skill to V. I mean, it's a prerequisite for Thermodynamics.
Makes it preety mandatory for everyone 
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forum mematar
|
Posted - 2008.09.01 17:07:00 -
[42]
4x Mega Pulse II 2x Large Solace 1x Large Y-F12 Smartbomb
1x ECCM 1x Domi Disruptor 1x Domi Web 1x Heavy Cap Booster II
2x 1600mm Tungsten 2x Amarr Navy EANM 1x DCU II 2x Navy Heat Sink
2x Trimark
pewpew! |

Acolite
|
Posted - 2008.09.01 19:43:00 -
[43]
My PvE PWNadin
High Slots -Mega Pulse Laser II - Scorch L x 4 -Small Tractor Beam I -Salvager I -Drone Link Augmentor I
Medium Slots -Cap Recharger IIx 4
Low Slots -Amarr Navy Large Armor Repairer x2 -Mission Specific Armor Hardner II x 4 -Amarr Navy Heat Sink
Rigs -Capacitor Control Circuit I x 2
Drones -Mission Specific Medium Scout Drone x 5
*Relativly cheap *Perma-tanks any level 4 mission *Pumps out around 680 DPS *Overall better then my Tachyon setup
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AstroPhobic
Minmatar
|
Posted - 2008.09.01 20:07:00 -
[44]
1 heatsink? 680 DPS?
Heretic.
3 Heatsinks MINIMUM. My abaddon puts out about 1k DPS, and I don't even have BS 5.... gank tank or go home. |

Dorah Hawkwing
Armada.
|
Posted - 2008.09.01 20:58:00 -
[45]
Edited by: Dorah Hawkwing on 01/09/2008 21:00:27 4* Tachyon 2 3* Cap recharger, 1* Web DB LAR, 3* AN HS, 1 TS EANM, 2 Hardeners
2* CCC
Sustainable tank, huge gank with AN MF crystals. And train cap skils to 5 before going for the Paladin. It helps you make the isk to buy it in your T1 BS.
890 dps at Paladin 4 and beam spec 3. Add drones. For Enemies abound 5/5 and AE bonus room, drop a HS and add more res mods.
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Sensaia
Amarr CRYO THESIS
|
Posted - 2008.09.23 13:47:00 -
[46]
My faction setup, ganks and tanks all missions ive tried! will switch all mods to officers as i get isk for them :) All mods got MAX skills for best usage!.....WHOOHOO
4xDark Blood Tachyons AN crystals 1xsalvager 2xtractor beam
1xSerp sensor booster 1xSerp tracking comp 2xDark blood cap rechargers
1xLarge Dark Blood repper 2xAN eamn 2xTs rat specific hardener 2xAN heat sinks
2xCCC II rigs
Hammerheads II |

Grahv Exitus
Minmatar Noob Mercs
|
Posted - 2008.09.23 15:33:00 -
[47]
Originally by: Mia Archer
Originally by: Chainsaw Plankton
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.
**** I don't even know where to begin on that one
Its an accurate statement, Maxed cap skills are crucial for Amarr Battleships. If you don't have them and don't want to train them you should fly something else otherwise your simply not using the ships to their true potential
I always assumed that maxing out cap and fitting skills was almost mandatory, sorta like making sure your gunnery or missile-related support skills are trained to at least IV if not V. IMHO, those kind of skills should take priority over training for a T2 ship of any kind as you'll see more benefit from high or maxed support skills than you will from training for interceptors or recons right off the bat.
...In my experience it's really nice not having to worry about cap'ing out as often, and having maxed cap skills before I step foot into any Amarr laser boat is very satisfying. (just trained for t2 small lasers, still not ready to hit undock though.)
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Coriander Rinne
Federal Navy Academy
|
Posted - 2008.09.23 17:00:00 -
[48]
To be honest I don't even have Energy Management V and I still don't have cap issues with T2 tachs.
4x Tach II w/e utility
tracking comp 3x cap recharger
faction rep 3x hards 3x heat sinks
2x CCC
The capacitor only starts straining when I'm firing on more than 6-7 serp/gurista/angel battleships in a row, and pausing for about five seconds or skipping a cycle with the rep fixes it.
No, it's not technically "cap stable" according to EFT, but I've never had it even come close to capping out in a couple months of usage. Just manage your ship a little, or go fly a Dominix if you don't wanna bother.
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StinkFinger
Caldari State War Academy
|
Posted - 2008.09.23 19:37:00 -
[49]
nightmare >>> paladin
due to to its tracking bonus
and
shield tanking is better then armor tanking for pve.
Originally by: Karanth That's like sitting on your hand till it goes numb, so it's like a stranger. It's not as satisfying, and I'LL know the difference.
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Varkyl Wydon
|
Posted - 2008.09.23 19:48:00 -
[50]
Originally by: Acolite My PvE PWNadin
stuff
*Dribbles out around 680 DPS
There I fixed it for you. If you aren't over 1k DPS on a Paladin EFT fitting then you need more training time or in a case like this more HS's.
And as to the comment about the Nightmare being greater than the Paladin. That is just personal preference since they will do the same kind of damage and if you are using Tachs you really don't get into ranges that the tracking bonus would be worth it.
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Durzel
Caldari
|
Posted - 2008.09.23 22:37:00 -
[51]
Originally by: Varkyl Wydon
Originally by: Acolite My PvE PWNadin
stuff
*Dribbles out around 680 DPS
There I fixed it for you. If you aren't over 1k DPS on a Paladin EFT fitting then you need more training time or in a case like this more HS's.
And as to the comment about the Nightmare being greater than the Paladin. That is just personal preference since they will do the same kind of damage and if you are using Tachs you really don't get into ranges that the tracking bonus would be worth it.
..except in missions where you arrive and you're already only 10-20km away from all of the rats.
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Acolite
|
Posted - 2008.09.24 00:12:00 -
[52]
Originally by: Varkyl Wydon
Originally by: Acolite My PvE PWNadin
stuff
*Dribbles out around 680 DPS
There I fixed it for you. If you aren't over 1k DPS on a Paladin EFT fitting then you need more training time or in a case like this more HS's.
And as to the comment about the Nightmare being greater than the Paladin. That is just personal preference since they will do the same kind of damage and if you are using Tachs you really don't get into ranges that the tracking bonus would be worth it.
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.
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Aarin Wrath
Caldari
|
Posted - 2008.09.29 20:36:00 -
[53]
My Setup (just got one)
High 4 x T2 Tachs 1 x Salvager 1 x Tractor 1 x Drone Aug link (drones out to 74k!)
Mid 1 x Web 3 x Cap recharger 2
Low KNLAR (cant fit a T2 LAR along with T2 Tachs) 3 x Rat Specific active hardeners 3 x Heat Sink 2
Rigs None (just testing it out still)
Plan Fit it with 3 CCC in when I get enough isk, and chuck in a target painter in one of the mids. Thoughts on the painter? waste of a mid?
Originally by: Varkyl Wydon
And as to the comment about the Nightmare being greater than the Paladin. That is just personal preference since they will do the same kind of damage and if you are using Tachs you really don't get into ranges that the tracking bonus would be worth it.
I agree. Its nice to be able to hit cruisers at 30km with Tachs, but for me that's within drone range. So the extra tracking isnt as great as its made out to be.
However, the tractor bonus on the Paladin is underated IMHO. |

JenDen
Caldari The xDEATHx Squadron Legion of xXDEATHXx
|
Posted - 2008.09.29 21:45:00 -
[54]
I see very few people using cap boosters. I am aware of perma-tanking & afk-missioning concepts, but in case you're actually paying attention to the process - don't you get better overall performance with cap booster? My choice is ab + cb + 2x tracking computers, feels more versatile and makes me refit less often. - Sig: StackNerfing * GangLinks |

Astorothe
Aperture Science Industries
|
Posted - 2008.11.21 09:39:00 -
[55]
I'd say the lack of boosters is because most folks use the Paladin for PvE Missions and want to not have to worry about managing their health and cap.
RPGN Gaming Network - Eve News, Gaming News, Forums & Community - Home of Aperture Science Corp [ApSci] |

Astorothe
Aperture Science Industries
|
Posted - 2008.11.21 09:55:00 -
[56]
I figured I'd start looking at some different fit outs for the Pally - one that could tank just about anything a level 4 could throw at you and still do enough damage to get through them.
I also wanted to set it so that it could perma-tank passively so you could have a nice mind-numbing experience :)
Not my favourite fitting - I find it too low on the damage side of things (only 620 dps) - but if you want to be very confident, it's worth a shot.
Came up with this:
True Sansha Large Armor Repairer True Sansha Large Armor Repairer Capacitor Power Relay II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Reactor Control Unit II Heat Sink II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Tachyon Beam Laser II, Multifrequency L Small Tractor Beam I Salvager I Drone Link Augmentor I
Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead II x5 Hobgoblin II x5
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Kerdrak
3B Legio IX Atlas Alliance
|
Posted - 2008.11.21 11:47:00 -
[57]
CCC's? WTF, that's for pussies 
[Paladin, Tachyon missions] Amarr Navy Large Armor Repairer Damage Control II Armor Thermic Hardener II Armor Kinetic Hardener II Amarr Navy Heat Sink Amarr Navy Heat Sink Amarr Navy Heat Sink
Tracking Computer II, Tracking Speed Cap Recharger II Cap Recharger II Cap Recharger II
Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L Tachyon Beam Laser II, Amarr Navy Multifrequency L
Nanobot Accelerator II Auxiliary Nano Pump II
Ogre II x1 Hammerhead II x2 Hobgoblin II x1
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Grarr Dexx
Amarr The Cosa Nostra La Cosa Nostra Alliance
|
Posted - 2008.11.21 12:19:00 -
[58]
'Poor man's' Paladin? Ain't the ship itself like over half a billion?
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Zo5o
Longcat is Long
|
Posted - 2008.11.21 12:36:00 -
[59]
Edited by: Zo5o on 21/11/2008 12:37:54
Re: faction tachs vs. t2 tachs:
Faction tachs allow you to fit an extra heat sink and still keep approximately the same cap use. This means that they actually do MORE damage for the same amount of cap use.
And since most amarr missions are vs. em/therm-dealing rats, and armor tanks have naturally high resist against EM, this means that 1 LAR, 1 EM Hardener, 1 Therm Hardener, 4 Heat Sink setups become very, very viable.
Keep this in mind when you want your cap to last X amount of time with your guns firing.
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Shemhamphorash
|
Posted - 2008.11.21 12:42:00 -
[60]
Why does everyone always wanne permarun? Ies Bullshiet |

Varkyl Wydon
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|

Yoko Lee
Caldari
|
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
|

Zeba
Minmatar Pator Tech School
|
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
|
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
|
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
|

Crimsonshot Brooti
Minmatar Tactical Assault and Recon Unit
|
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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