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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.11.28 02:08:00 -
[31]
My current setup, for PvE and missions.
It's relatively cheap, the faction rep and both officer hardeners were around 100m. The faction EANM is around 25 nowadays. It only has 1 heat sink, but it works like this for me.
All 4 resists are between 79.8 and 80.1% for me, and the omni tank pulls around 750 dps tanked - I never really have to switch hardeners.
Just the cap rechargers take care of the entire cap supply, i sit comfortably at around 40-45% most of the time, with all guns and mods running, without the nos. The nos are just because i didnt have anything else to fit, i salvage with another ship atm because i have rubbish salvage skills to rely on just 2.
ATM i use mod tachs, because T2 tachs simply use too much cap, and imho are not worth it, especially after i upgrade to faction tachs. With the T2 skill on 5, you only do about 5% more damage, and use 25% more cap. T2 ammo is pretty worthless for PvE imho, since you never really need the range bonus, and the penalties on the short range ammo are just too counter-productive for any pve setup. Faction ammo is just so much better, especially because tachs can use Multifrequency and still hit even guristas bs orbiting at 50.
When i upgrade to faction tachs ill need to switch the nos to salvagers though due to powergrid issues. That will also be an issue when i get my hands on a complex rep, but ill simply replace an aux pump with an ancillary current router....
This fit can handle any level 4 mission with ease. I think i even tanked the entire first stage of WC once (on accident, but it worked out), without going below half armor. Battleships can almosy always be hit, and the occasional bs that insists on orbiting at 5 can be easily dealt with by either the drones, or set off in any direction forcing it to making tracking less of an issue (making it catch up to you to orbit you, so essentially it stays still relative to your ship).
Cruisers can be hit relatively easy when theyre orbiting at 20km or more. Drones will take care of any of them easily though. When further away they usually die in 1-4 shots, and when closing in on you they might die even faster, regardless of range.
Frigates can be hit, with some difficulty, at 25km+. However, one hit from 30km+ when they are mwd'ing toward you usually means an instapop, and i mostly kill all the frigs first since theyre so easy to take out.
Anything within tracking-issue-range can be dealt with with drones. They have enough DPS to take down any cruiser or frig with ease, and even with most battleships, given time. I never really felt i needed a webber because of this. Just make sure you have aggro from the current group all on you before you pop your frigs out. Haul them back in when you pull a new group, get all the aggro on you and pop them back out. This prevents them from ever getting killed.
I think that's it.... Suffice to say, i cruise through lvl 4's with ease on this setup. Never had any problem at all, and it still pumps out a good 700 dps despite having only 1 heat sink. It hits at all ranges you can find npc ships on (Except those pesky sentries sometimes... but hey, worth the trip ;), and tanks pretty much everything, at least long enough for you to kill it first.
[Paladin, Current] Amarr Navy Large Armor Repairer Ammatar Navy Energized Adaptive Nano Membrane Energized Reflective Membrane II Heat Sink II Tuvan's Modified Armor Thermic Hardener Raysere's Modified Armor Kinetic Hardener Armor Explosive Hardener II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
Tachyon Modulated Energy Beam I, Amarr Navy Multifrequency L Tachyon Modulated Energy Beam I, Amarr Navy Multifrequency L Tachyon Modulated Energy Beam I, Amarr Navy Multifrequency L Tachyon Modulated Energy Beam I, Amarr Navy Multifrequency L Medium Nosferatu II Medium Nosferatu II Small Tractor Beam I
Auxiliary Nano Pump I Auxiliary Nano Pump I
Hammerhead II x5
EVE History Wiki
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.11.28 03:11:00 -
[32]
Originally by: Khandara Seraphim I love that the only part of a paladin fit that would ever change is the part you left out
I'd put LAR hardeners and 4x cap rechargers personally. You can use a web I guess but tbh thats what drones are for
but why use drones when you can one volley **** that is uber webbed (even if it only is a 90% web or w/e it is now, I haven't actually been in my paladin since the changes)
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Garia666
Amarr T.H.U.G L.I.F.E White Core
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Posted - 2008.11.28 08:48:00 -
[33]
Originally by: Ripley Wisdomseeker
Originally by: Garia666 Yes it did in a bad way. As my old setup isnt cap stable any more in combine with tachs
What is your setup?
ill post it when i get home www.garia.net |
Lim Lim
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Posted - 2008.11.28 10:29:00 -
[34]
Anyone tried fitting a target painter in mids or are the benefits not worth it compared to speed/cap recharge/tracking mods etc?
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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.11.28 10:57:00 -
[35]
Edited by: Reiisha on 28/11/2008 10:57:14
Originally by: Garia666
4 tach II 1 x tracking beam 1 x cloak 1 x salvager
3 cap II 1 web II
1 x Navy armor rep 1 x dmg controle II 1 x Navy energized II 2 navy hardeners 2x navy heatsink
2 x aux nano rigs
As far as i can tell, that setup was never cap stable, you need the 4th cap recharger to make it so.
EVE History Wiki
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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.11.28 10:58:00 -
[36]
Originally by: Lim Lim Anyone tried fitting a target painter in mids or are the benefits not worth it compared to speed/cap recharge/tracking mods etc?
Not worth it. Just as i described in my post, tachs for far away/dragging, drones for everything you can't hit anymore.
EVE History Wiki
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Garia666
Amarr T.H.U.G L.I.F.E White Core
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Posted - 2008.11.28 11:55:00 -
[37]
Originally by: Reiisha Edited by: Reiisha on 28/11/2008 10:57:14
Originally by: Garia666
4 tach II 1 x tracking beam 1 x cloak 1 x salvager
3 cap II 1 web II
1 x Navy armor rep 1 x dmg controle II 1 x Navy energized II 2 navy hardeners 2x navy heatsink
2 x aux nano rigs
As far as i can tell, that setup was never cap stable, you need the 4th cap recharger to make it so.
it was tough www.garia.net |
Spider Silva
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Posted - 2008.11.28 12:58:00 -
[38]
ill throw my fitting in there ,
highs- 4x tech 2 tachs amarr navy multi crystals- 2 tractors 1 salvager meds-2x tech 2 cap rechargers 2x faction tracking comps with tracking scripts
lows- 1 amarr navy eanm-1 x amarr navy large repper- 1x core x type thermic hard- 1 core x type kin hard- 3 amarr navy heat sinks
rigs 2x ccc 2 rig, drones 5 tech 2 hammers 5 tech 2 hobgobs
the tank can be tested and broken on some of the harder level 4s if you dont get killing ships quickly and manage aggro correctly but ive had no problems so far
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Reiisha
Splint Eye Probabilities Inc. Dawn of Transcendence
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Posted - 2008.11.28 13:16:00 -
[39]
Originally by: Garia666
Originally by: Reiisha Edited by: Reiisha on 28/11/2008 10:57:14
Originally by: Garia666
4 tach II 1 x tracking beam 1 x cloak 1 x salvager
3 cap II 1 web II
1 x Navy armor rep 1 x dmg controle II 1 x Navy energized II 2 navy hardeners 2x navy heatsink
2 x aux nano rigs
As far as i can tell, that setup was never cap stable, you need the 4th cap recharger to make it so.
it was tough
The only way this would have been remotely cap stable was if you were using standard crystals, which is a bad idea to begin with. I can't check the numbers directly atm, but the regen with max skills would be around 64 cap/s, while the cap drain (with the beam and salvager running) would be around 74 cap/s - this is with multifrequency. With standard, i think the drain would be around 66, which still isnt really cap stable obviously. You need the 4th recharger, and you always did, unless you were using standard crystals and were juggling rep cycles before.
EVE History Wiki
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Bellicose
Gallente PsyCorp Dirt Nap Associates
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Posted - 2008.11.28 13:20:00 -
[40]
Edited by: Bellicose on 28/11/2008 13:21:06 NVM need to learn to fking read -_-
too lazy to resize signature clicky clicky instead |
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Jasindra Aja
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Posted - 2008.11.28 19:57:00 -
[41]
Originally by: Spider Silva ill throw my fitting in there ,
highs- 4x tech 2 tachs amarr navy multi crystals- 2 tractors 1 salvager meds-2x tech 2 cap rechargers 2x faction tracking comps with tracking scripts
lows- 1 amarr navy eanm-1 x amarr navy large repper- 1x core x type thermic hard- 1 core x type kin hard- 3 amarr navy heat sinks
rigs 2x ccc 2 rig, drones 5 tech 2 hammers 5 tech 2 hobgobs
the tank can be tested and broken on some of the harder level 4s if you dont get killing ships quickly and manage aggro correctly but ive had no problems so far
that's basically the same setup i'm using. only difference is that i'm swapping hardeners (so using x-type em and therm by default) and using a better repper (+fitting implants)
very solid setup. with 2 tc there is no cruiser you can't hit with your tachyons. web is crap compared to this, as web is activation based (so you need to have it ready before firing guns) and needs time to get full effect for frigs you have hobgobs II |
Garia666
Amarr T.H.U.G L.I.F.E White Core
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Posted - 2008.12.01 14:03:00 -
[42]
i dont salvage or use the tracking beam unless im done killing npc btw.. www.garia.net |
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