Difference between revisions of "Gallente"

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(Started to tabulate fittings, other minor changes)
(Added Francois42's 31 July 2007 content from old Advanced Weapon Upgrades page)
 
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{{EVE nav}}
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{{EVE nav|Gallente=}}
 
{{Intro}}
 
{{Intro}}
 
*[http://wiki.eveonline.com/en/wiki/Gallente Gallente] (EVElopedia)
 
*[http://wiki.eveonline.com/en/wiki/Gallente Gallente] (EVElopedia)
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The Ares is, though.
 
The Ares is, though.
 +
 +
 +
[http://wiki.eveonline.com/en/wiki/Advanced_Weapon_Upgrades Advanced Weapon Upgrades] is one of the greatest skills ever created.
 +
 +
For many fittings, Level IV is recommended as it allows you to shoehorn in guns of one size higher. Level V isn't a complete waste of skill points, as it could be considered to be one of the [[Skill training#Essential Fives|Essential Fives]].
 
|}
 
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* See below
 
* See below
 
|
 
|
* Whatever
+
* Whatever: really, it's not usually worth the trouble to wrangle a single drone... unless they release a DD drone.
 
|}
 
|}
  
 
Really, it's not usually worth the trouble to wrangle a single drone. Unless they release a DD drone.
 
  
 
This set-up absolutely destroys L2 missions. I'm talking a silly-fast sweep rate through them. L1s are better handled (usually) by a MWD Destroyer, and there are some L3s that will take way too long, but L2s bow down before this Enyo set-up. It doesn't output the raw damage that the ratting Enyo does, but let's face it: in missions, you're just asking to get killed by using Blasters on a slow ship.
 
This set-up absolutely destroys L2 missions. I'm talking a silly-fast sweep rate through them. L1s are better handled (usually) by a MWD Destroyer, and there are some L3s that will take way too long, but L2s bow down before this Enyo set-up. It doesn't output the raw damage that the ratting Enyo does, but let's face it: in missions, you're just asking to get killed by using Blasters on a slow ship.
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* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 +
All Spike and Antimatter
 
|
 
|
 
* 1MN Afterburner II
 
* 1MN Afterburner II
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|}
 
|}
  
 
150mm Railgun II are all Spike and Antimatter.
 
  
 
The Enyo suffers from being a lousy PvP ship in many ways. It's not fast enough to survive at the fringes of an engagement, and the two mid-slots, one of which is always occupied with an afterburner or better, leaves little flexibility in electronic warfare and tackling.
 
The Enyo suffers from being a lousy PvP ship in many ways. It's not fast enough to survive at the fringes of an engagement, and the two mid-slots, one of which is always occupied with an afterburner or better, leaves little flexibility in electronic warfare and tackling.
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|-valign=top
 
|-valign=top
 
|
 
|
* 125mm Railgun II (Iridium)
+
* 125mm Railgun II
* 125mm Railgun II (Iridium)
+
* 125mm Railgun II
* Standard Missile Launcher II (Flameburst)
+
Both Iridium
* Standard Missile Launcher II (Flameburst)
+
* Standard Missile Launcher II
 +
* Standard Missile Launcher II
 +
Both Flameburst
 
|
 
|
 
* 1MN Microwarp Drive II
 
* 1MN Microwarp Drive II
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;Salvager
 
;Salvager
;High Slots
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{{Text table}} width=100%
 +
|-
 +
!width=25%|High slots
 +
!width=25%|Mid slots
 +
!width=25%|Low slots
 +
!width=25%|Rigs
 +
|-valign=top
 +
|
 
* Salvager I
 
* Salvager I
 
* Salvager I
 
* Salvager I
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* Small Tractor Beam I
 
* Small Tractor Beam I
 
* Small Tractor Beam I
 
* Small Tractor Beam I
 
+
|
;Mid Slots
 
 
* 1MN MicroWarpdrive II
 
* 1MN MicroWarpdrive II
 
* Cap Recharger II
 
* Cap Recharger II
 
+
|
;Low Slots
+
* Expanded Cargohold IIs
* Expanded Cargohold IIs or Capacitor Power Relay IIs to taste and capacitor efficiency.
+
;or
 
+
*Capacitor Power Relay IIs<br>(to taste and capacitor efficiency)
;Rigs
+
|
 +
* Salvage Tackle I
 
* Salvage Tackle I
 
* Salvage Tackle I
 +
(Prepare to be surprised...)
 
* Salvage Tackle I
 
* Salvage Tackle I
* (Prepare to be surprised...) Salvage Tackle I
+
|}
  
  
 
It might not have been their role at the start, but Destroyers, thanks to a plethora of high slots and fairly plentiful CPU, make really good salvagers. Fill the top rack with Salvagers and Tractors to manage the incoming wrecks, and use the MicroWarpdrive to zip around to new pockets of wrecks, assuming you've cleared the mission first and can use an MWD. If you're running in-mission salvaging for a gang, you probably want to swap out for an Afterburner.
 
It might not have been their role at the start, but Destroyers, thanks to a plethora of high slots and fairly plentiful CPU, make really good salvagers. Fill the top rack with Salvagers and Tractors to manage the incoming wrecks, and use the MicroWarpdrive to zip around to new pockets of wrecks, assuming you've cleared the mission first and can use an MWD. If you're running in-mission salvaging for a gang, you probably want to swap out for an Afterburner.
  
The lows are your capacitor control: Fit as many Expanded Cargoholds as you can without capping yourself out during Salvage operations. The three salvage rigs in the ship will make first-pass salvaging incredibly easy, but it will still take some experimentation in order to find the balance between Cargoholds and CPRs. Once you find the balance, though, you'll be able to salvage like a pro.
+
The low-slots are your capacitor control: fit as many Expanded Cargoholds as you can without capping yourself out during Salvage operations. The three salvage rigs in the ship will make first-pass salvaging incredibly easy, but it will still take some experimentation in order to find the balance between Cargoholds and CPRs. Once you find the balance, though, you'll be able to salvage like a pro.
  
  
 
;Glass Cannon
 
;Glass Cannon
;High Slots
+
{{Text table}} width=100%
* 125mm Railgun II (Spike and Antimatter)
+
|-
* 125mm Railgun II (Spike and Antimatter)
+
!width=25%|High slots
* 125mm Railgun II (Spike and Antimatter)
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!width=25%|Mid slots
* 125mm Railgun II (Spike and Antimatter)
+
!width=25%|Low slots
* 125mm Railgun II (Spike and Antimatter)
+
!width=25%|Rigs
* 125mm Railgun II (Spike and Antimatter)
+
|-valign=top
* 125mm Railgun II (Spike and Antimatter)
+
|
* 125mm Railgun II (Spike and Antimatter)
+
* 125mm Railgun II
 
+
* 125mm Railgun II
;Mid Slots
+
* 125mm Railgun II
 +
* 125mm Railgun II
 +
* 125mm Railgun II
 +
* 125mm Railgun II
 +
* 125mm Railgun II
 +
* 125mm Railgun II
 +
All Spike and Antimatter
 +
|
 
* 1MN MicroWarpdrive II
 
* 1MN MicroWarpdrive II
 
* Sensor Booster II
 
* Sensor Booster II
 
+
|
;Low Slots
 
 
* Micro Auxiliary Power Core I
 
* Micro Auxiliary Power Core I
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
+
|
;Rigs
 
 
* Hybrid Burst Aerator I
 
* Hybrid Burst Aerator I
 
* Hybrid Locus Coordinator I
 
* Hybrid Locus Coordinator I
* Hybrid Locus Coordinator I<br/>'''or''' Hybrid Metastasis Adjuster I<br/>'''or''' (if you're a weenie, the extra HP isn't going to really matter) Anti-Explosive Pump I
+
* Hybrid Locus Coordinator I
 +
;or
 +
* Hybrid Metastasis Adjuster I
 +
;or
 +
* Anti-Explosive Pump I (if you're a weenie; extra HP isn't really needed)
 +
|}
  
  
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;Damper Celestis
 
;Damper Celestis
;High Slots
+
{{Text table}} width=100%
 +
|-
 +
!width=20%|High slots
 +
!width=20%|Mid slots
 +
!width=20%|Low slots
 +
!width=20%|Rigs
 +
!width=20%|Drones
 +
|-valign=top
 +
|
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
* Utility Slot (See below.)
+
* Utility Slot (see below)
 
+
|
;Mid Slots
 
 
* 10MN MicroWarpdrive II
 
* 10MN MicroWarpdrive II
 
* Sensor Booster II
 
* Sensor Booster II
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* Remote Sensor Dampener II
 
* Remote Sensor Dampener II
 
* Remote Sensor Dampener II
 
* Remote Sensor Dampener II
 
+
|
;Low Slots
 
 
* Medium Armor Repairer II
 
* Medium Armor Repairer II
 
* Damage Control II
 
* Damage Control II
 
* 800mm Reinforced Steel Plates II  
 
* 800mm Reinforced Steel Plates II  
 
+
|
;Rigs
+
* Inverted Signal Field Projector (see below)
* Inverted Signal Field Projector (See below.)
+
|
 
+
* Variable (see below)
;Drones
+
|}
* Variable (See below.)
 
  
  
 
Here, you've got a ship that's fairly good at what it should be doing best: Dampening the HELL out of anything that's bigger than it. The Sensor Booster will get it a lock-on first and gives the ship just SILLY targeting range. Cycling the RSDs holds things down TIGHT, the Dissy keeps them there for your damage dealing ships. If you're in a fleet that's any kind of size, with tacklers that have any skill whatsoever, you can drop the Dissy for another Damp and be in really good shape.
 
Here, you've got a ship that's fairly good at what it should be doing best: Dampening the HELL out of anything that's bigger than it. The Sensor Booster will get it a lock-on first and gives the ship just SILLY targeting range. Cycling the RSDs holds things down TIGHT, the Dissy keeps them there for your damage dealing ships. If you're in a fleet that's any kind of size, with tacklers that have any skill whatsoever, you can drop the Dissy for another Damp and be in really good shape.
  
Your guns aren't going to be doing much aside from scratching someone's paint and killing anyone who is stupid in a T1 frigate. You can plink away all you like, just don't expect massive damage. The general idea is to use long-range ammo to stay away from the heavy hitters, not plugging in Antimatter and go into a slugfest.
+
Your guns aren't going to be doing much aside from scratching someone's paint and killing anyone who is stupid in a Tech 1 frigate. You can plink away all you like, just don't expect massive damage. The general idea is to use long-range ammo to stay away from the heavy hitters, not plugging in Antimatter and go into a slug-fest.
  
The "utility slot" has a few uses. You can fit an Assault Missile launcher with light missiles to raise your anti-frigate DPS from "worthless" to "pitiful." You can plug into a Cyno to raise your fleet DPS from "good" to "better." Or slap in a Salvager to clean up the place. Or, a drone aug to give your drones more range. Or a cheap cloaking device if you're compelled to throw ISK away.
+
The "utility slot" has a few uses: fit an Assault Missile launcher with light missiles to raise your anti-frigate DPS from "worthless" to "pitiful"; plug into a Cyno to raise your fleet DPS from "good" to "better"; slap in a Salvager to clean up the place; a drone aug to give your drones more range; or a cheap cloaking device if you're compelled to throw ISK away.
  
 
Drones are totally optional, and tie into the utility of the build. Light drones can raise your anti-frigate DPS to something that might resemble useful, especially if you shell out for T2 lights. Armor rep drones might be a better choice to make friends. And while they may not be all that useful, Damper drones would add to the comedy, if nothing else.
 
Drones are totally optional, and tie into the utility of the build. Light drones can raise your anti-frigate DPS to something that might resemble useful, especially if you shell out for T2 lights. Armor rep drones might be a better choice to make friends. And while they may not be all that useful, Damper drones would add to the comedy, if nothing else.
  
There's also a bit of GTFO built into the ship: The MWD gives it mobility to keep things bigger than a frigate and not named "Vagabond" at the desired engagement range. The plate, MAR2, and DC2 give it the ability to not be insta-popped. But the important thing to remember is that if you have to pulse the MAR, you should also be warping out. You can NOT sustain it for longer than a few cycles... the MAR is there to get you out alive, not to tank.
+
There's also a bit of GTFO built into the ship: The MWD gives it mobility to keep things bigger than a frigate and not named "Vagabond" at the desired engagement range; the plate, MAR2, and DC2 give it the ability to not be insta-popped. But the important thing to remember is that if you have to pulse the MAR, you should also be warping out. You can NOT sustain it for longer than a few cycles... the MAR is there to get you out alive, not to tank.
  
 
As for rigs? Resistance rigs are popular, since you have no resistance lows. 3C rigs might help you get out. But let's face it: If you've got the materials and bank to put together a top-end version of this jalopy, you might as well slap in your personal combination of Inverted Signal Field Projectors (increases Damper effectiveness) and Ionic Field Projectors (improves targeting speed... though you should be pretty fast already... but it *could* free up the booster mid for another damper...). I'd stick with Inverteds.
 
As for rigs? Resistance rigs are popular, since you have no resistance lows. 3C rigs might help you get out. But let's face it: If you've got the materials and bank to put together a top-end version of this jalopy, you might as well slap in your personal combination of Inverted Signal Field Projectors (increases Damper effectiveness) and Ionic Field Projectors (improves targeting speed... though you should be pretty fast already... but it *could* free up the booster mid for another damper...). I'd stick with Inverteds.
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EW ships are universally loved. They're never called primary by enemy Fleet Commanders. They're never at risk. And so using a bazillion ISK-worth of equipment on a 3M ISK hull is fine.
 
EW ships are universally loved. They're never called primary by enemy Fleet Commanders. They're never at risk. And so using a bazillion ISK-worth of equipment on a 3M ISK hull is fine.
  
And all of that is a lie. You're going to die, and die horribly. In a fleet battle, your ship will melt as if under the fire of a thousand suns. By "thousand suns," I mean "20 battleships." Thus, the alternative to the (horrifically) expensive setup above is here. All the discussion still holds constant... it's just incrementally less effective and astronomically less expensive.
+
And all of that is a lie: you're going to die, and die horribly. In a fleet battle, your ship will melt as if under the fire of a thousand suns. By "thousand suns," I mean "20 battleships." Thus, the alternative to the (horrifically) expensive set-up above is here. All the discussion still holds constant... it's just incrementally less effective and astronomically less expensive.
  
  
;High Slots
+
{{Text table}} width=100%
 +
|-
 +
!width=20%|High slots
 +
!width=20%|Mid slots
 +
!width=20%|Low slots
 +
!width=20%|Rigs
 +
!width=20%|Drones
 +
|-valign=top
 +
|
 
* 150mm Railgun I
 
* 150mm Railgun I
 
* 150mm Railgun I
 
* 150mm Railgun I
 
* 150mm Railgun I
 
* 150mm Railgun I
 
* Drone Link Augmentor I  
 
* Drone Link Augmentor I  
 
+
|
;Mid Slots
 
 
* Sensor Booster II
 
* Sensor Booster II
 
* 10MN MicroWarpdrive I
 
* 10MN MicroWarpdrive I
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* Remote Sensor Dampener I
 
* Remote Sensor Dampener I
 
* Remote Sensor Dampener I  
 
* Remote Sensor Dampener I  
 
+
|
;Low Slots
 
 
* Medium Armor Repairer I
 
* Medium Armor Repairer I
 
* Damage Control I
 
* Damage Control I
 
* 800mm Reinforced Steel Plates I  
 
* 800mm Reinforced Steel Plates I  
 
+
|
;Rigs
+
* None
* None.
+
|
 
+
* Combat or Logistics Drones
;Drones
+
|}
* Combat or Logistics Drones.
 
  
  
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;Frozenmax's Thorax
 
;Frozenmax's Thorax
A thorax in cruiser-pvp is the epitome of ganking. It's not usual to fit a very good tank on it, and try outlasting the opponent. Nope, mostly it's a passive armor tank, with as much damage as possible, to make the other guy die before you do.
+
A Thorax in cruiser-PvP is the epitome of ganking. It's not usual to fit a very good tank on it, and try outlasting the opponent. Nope, mostly it's a passive armor tank, with as much damage as possible, to make the other guy die before you do.
 
To do that, you want to get as much damage. This means using the ship damage bonus for medium hybrid turrets.
 
To do that, you want to get as much damage. This means using the ship damage bonus for medium hybrid turrets.
Now, let's look at the hybrid turrets. Two types, blasters and railguns. It's pretty obvious blasters do more dps than rails.
+
Now, let's look at the hybrid turrets: two types, blasters and railguns. It's pretty obvious blasters do more DPS than rails.
  
 
You'll also see blasters don't have a very long range. That's where the second ship bonus comes in, the boost to microwarpdrives. It gets you in range fast, so you can shoot at people faster.
 
You'll also see blasters don't have a very long range. That's where the second ship bonus comes in, the boost to microwarpdrives. It gets you in range fast, so you can shoot at people faster.
 
Then, you want to prevent him from getting away. That's two-fold. You don't want him to outrun you, so he escapes your blaster range, nor do you want him to warp off. That means a stasis webifier and a warp scrambler are in order.  
 
Then, you want to prevent him from getting away. That's two-fold. You don't want him to outrun you, so he escapes your blaster range, nor do you want him to warp off. That means a stasis webifier and a warp scrambler are in order.  
  
That rounds off the midslots. Now, on to the lowslots. Here, we need to strike a careful balance between survival and damage, between getting killed and killing. That means maximizing your effective hitpoints, while trying to squeeze in a few damage mods as well.
+
That rounds off the mid-slots; now, on to the low-slots. Here, we need to strike a careful balance between survival and damage, between getting killed and killing. That means maximizing your effective hit points, while trying to squeeze in a few damage mods as well.
  
That concludes to this proposed setup:
+
That concludes to this proposed set-up:
  
  
;High Slots
+
{{Text table}} width=100%
 +
|-
 +
!width=33%|High slots
 +
!width=34%|Mid slots
 +
!width=33%|Low slots
 +
|-valign=top
 +
|
 
* 5 Heavy Electron Blaster
 
* 5 Heavy Electron Blaster
 
+
|
;Mid slots
 
 
* 10MN Microwarpdrive
 
* 10MN Microwarpdrive
 
* Stasis Webifier
 
* Stasis Webifier
 
* Warp Scrambler
 
* Warp Scrambler
 
+
|
;Low slots
 
 
* Damage Control
 
* Damage Control
 
* Energized Adaptive Nano Membrane
 
* Energized Adaptive Nano Membrane
 
* 1600mm Reinforced Rolled Tungsten Plates
 
* 1600mm Reinforced Rolled Tungsten Plates
 
* Magnetic Field Stabilizer
 
* Magnetic Field Stabilizer
 +
|}
  
  
 
;Surprise! You're Dead!
 
;Surprise! You're Dead!
;High Slots
+
{{Text table}} width=100%
 +
|-
 +
!width=20%|High slots
 +
!width=20%|Mid slots
 +
!width=20%|Low slots
 +
!width=20%|Rigs
 +
!width=20%|Drones
 +
|-valign=top
 +
|
 
* Heavy Ion Blaster II
 
* Heavy Ion Blaster II
 
* Heavy Ion Blaster II
 
* Heavy Ion Blaster II
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* Heavy Ion Blaster II
 
* Heavy Ion Blaster II
 
* Heavy Ion Blaster II
 
* Heavy Ion Blaster II
 
+
|
;Mid Slots
 
 
* 10MN MicroWarpdrive I
 
* 10MN MicroWarpdrive I
 
* 'Languor' Drive Disruptor I
 
* 'Languor' Drive Disruptor I
 
* Warp Scrambler II
 
* Warp Scrambler II
 
+
|
;Low Slots
 
 
* Medium Armor Repairer II
 
* Medium Armor Repairer II
 
* Damage Control II
 
* Damage Control II
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* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
+
|
;Rigs
 
 
* Capacitor Control Circuit I
 
* Capacitor Control Circuit I
 
* Hybrid Burst Aerator I
 
* Hybrid Burst Aerator I
 
* Ancillary Current Router I
 
* Ancillary Current Router I
 
+
|
;Drones
+
* Pick 5 Tech II Medium Drones, except for Infiltrators: they aren't good
* Pick 5 Tech II Medium Drones, except for Infiltrators. Infiltrators aren't good.
+
|}
  
  
300. Not the Frank Miller-inspired retelling of the Battle of Thermopylae, but rather the ballpark (depending on skills and target) low-end amount of DPS that you should be doing with this setup. Depending on the ammo you have loaded and your skills, your results might vary, but it's a serious hurting once this beast gets into range.
+
300. Not the Frank Miller-inspired retelling of the Battle of Thermopylae, but rather the ballpark (depending on skills and target) low-end amount of DPS that you should be doing with this set-up. Depending on the ammo you have loaded and your skills, your results might vary, but it's a serious hurting once this beast gets into range.
  
 
Getting into range is accomplished with the MWD, which should push the ship well north of 1 km/s. Your alignment and travel speed will play into your choice of disruptor. You want to make sure they're not getting away. Once you're burning toward them, slap out the web, and go to work. The blasters and drones will pour out the damage while you laugh. Just make sure you turn the MWD off; there are a lot of cap-hungry modules running, and you're definitely on a clock.
 
Getting into range is accomplished with the MWD, which should push the ship well north of 1 km/s. Your alignment and travel speed will play into your choice of disruptor. You want to make sure they're not getting away. Once you're burning toward them, slap out the web, and go to work. The blasters and drones will pour out the damage while you laugh. Just make sure you turn the MWD off; there are a lot of cap-hungry modules running, and you're definitely on a clock.
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;Anti-Frigate Thorax
 
;Anti-Frigate Thorax
;High Slots
+
{{Text table}} width=100%
 +
|-
 +
!width=20%|High slots
 +
!width=20%|Mid slots
 +
!width=20%|Low slots
 +
!width=20%|Rigs
 +
!width=20%|Drones
 +
|-valign=top
 +
|
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
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* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
* 150mm Railgun II
 
+
|
;Mid Slots
 
 
* 10MN MicroWarpdrive I
 
* 10MN MicroWarpdrive I
* Stasis Webifier I (Upgrade for effectiveness, but not required.)
+
* Stasis Webifier I<br>(upgrade for effectiveness, but not required)
 
* Sensor Booster II / Cap Recharger II
 
* Sensor Booster II / Cap Recharger II
 
+
|
;Low Slots
 
 
* Medium Armor Repairer II
 
* Medium Armor Repairer II
 
* Damage Control II
 
* Damage Control II
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* Armor * Hardener II
 
* Armor * Hardener II
 
* Armor * Hardener II
 
* Armor * Hardener II
 
+
|
;Rigs
 
 
* See below
 
* See below
 +
|
 +
* Pick 5 Tech II Medium Drones, except for Infiltrators: they aren't good
 +
|}
  
;Drones
 
* Pick 5 Tech II Medium Drones, except for Infiltrators. They aren't good.
 
  
 +
The Thorax makes a decent anti-frigate platform, and as an added carebear bonus, this set-up absolutely owns every Level 2 mission out there. The small railguns don't get a damage bonus, but can reach out and deal long-range damage while not becoming completely useless at close range, and the tank is strong enough to kill frigates before they kill you. In a PvP environment, this is most certainly not a solo ship, since you'll get laughed at for your pitiful DPS output against anything big, but can help tear through support ships with aplomb.
  
The Thorax makes a decent anti-frigate platform, and as an added carebear bonus, this setup absolutely owns every Level 2 mission out there. The small railguns don't get a damage bonus, but can reach out a deal long-range damage while not becoming completely useless at close range, and the tank is strong enough to kill frigates before they kill you. In a PvP environment, this is most certainly not a solo ship, since you'll get laughed at for your pitiful DPS output against anything big, but can help tear through support ships with aplomb.
+
Because of the massive amount of powergrid not used by this set-up, it behoves you to mount three Hybrid Weapon Rigs to help your guns out. The Hybrid Burst Aerator has to go in to boost damage, and then you're free to pick your other two favorite rigs (except the Collision Accelerator, which takes 200 calibration). I'm a big fan of the optimal and falloff rigs, since they make the railguns hit at silly-long-for-small-gun ranges.
  
Because of the massive amount of powergrid not used by this setup, it behooves you to mount three Hybrid Weapon Rigs to help your guns out. The Hybrid Burst Aerator has to go in to boost damage, and then you're free to pick your other two favorite rigs (except the Collision Accelerator, which takes 200 calibration). I'm a big fan of the optimal and falloff rigs, since they make the railguns hit at silly-long-for-small-gun ranges.
+
Also, be aware that the MWD isn't going to work in Deadspace PvE missions, but an afterburner fits nicely in that slot as needed.
 
 
Also, be aware that the MWD isn't going to work in deadspace PvE missions, but an afterburner fits nicely in that slot as needed.
 
 
<br>
 
<br>
 
<br>
 
<br>
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====Dominix====
 
====Dominix====
''The "old warhorse" of the Gallente fleet has a few redeeming qualities: It's the best non-carrier drone ship in the game. It can fit a stupid-strong armor tank. It looks like a shoe. You're never going to look sexy in a Dominix, but sexy doesn't matter when you're the last one standing.''
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''The "old warhorse" of the Gallente fleet has a few redeeming qualities: it's the best non-carrier drone ship in the game. It can fit a stupid-strong armor tank. It looks like a shoe. You're never going to look sexy in a Dominix, but sexy doesn't matter when you're the last one standing.''
  
  
 
;PvE Brick O' Armor
 
;PvE Brick O' Armor
;High Slots
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|-
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!width=20%|High slots
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!width=20%|Mid slots
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!width=20%|Low slots
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!width=20%|Rigs
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!width=20%|Drones
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|-valign=top
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* Heavy Nosferatu I
 
* Heavy Nosferatu I
 
* Heavy Nosferatu I
 
* Heavy Nosferatu I
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* Heavy Neutron Blaster II
 
* Heavy Neutron Blaster II
 
* Drone Link Augmentor I
 
* Drone Link Augmentor I
 
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;Mid Slots
 
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
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* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
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|
;Low Slots
 
 
* Large Armor Repairer II
 
* Large Armor Repairer II
 
* Large Armor Repairer II
 
* Large Armor Repairer II
 
* Damage Control II
 
* Damage Control II
 
* 4 Mission-Specific Hardeners
 
* 4 Mission-Specific Hardeners
 
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;Rigs
 
 
* Capacitor Control Circuit
 
* Capacitor Control Circuit
 
* Auxiliary Nano Pump
 
* Auxiliary Nano Pump
* One of the above two. Your choice.
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* One more of the above
 
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;Drones
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* 5 Warden I
* 5x Warden I
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* 5 Heavy (Ogres hit hard)
* 5x Heavy (Ogres hit hard.)
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* 5 Light (pick damage type)
* 5x Light (Pick your damage type.)
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* Whatever else you want: I carry Mediums for no real purpose. I should probably just carry spares of the above, or utility (repper, painter) drones.
* Whatever else you want. I carry Mediums for no real purpose. I should probably just carry spares of the above, or utility (repper, painter) drones.
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|}
  
  
There's a distinct risk in flying this PvE Dominix setup: If you're up against anything other than Angels, you'll probably fall asleep during the mission. Against Angels, you'll just swear a lot because the Explosive hole in Armor tanks is a pain to patch. But that also speaks to what you do with this boat: Drop in, make like a brick, and let your drones tear things up. The Medium Blasters are there to take care of close range stuff and gather up aggro instead of doing actual battleship DPS.
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There's a distinct risk in flying this PvE Dominix setup: If you're up against anything other than Angels, you'll probably fall asleep during the mission. Against Angels, you'll just swear a lot because the Explosive hole in Armor tanks is a pain to patch. But that also speaks to what you do with this boat: drop in, make like a brick, and let your drones tear up things. Medium Blasters are there to take care of close range stuff and gather up aggro instead of doing actual battleship DPS.
  
Your drone training and selection will make the biggest impact on how you fly. Even with lousy skills, a full Warden salvo can start insta-popping frigates at 65 km. With decent skills, they'll track fairly well up until about 20km. At that point, you can reel them in and let the Heavies out to play. They'll finish off anything that got through your halo of doom. The stable of Lights are there to shred frigates, especially webbers and scrammers, which sometime give Heavies trouble. The one thing you should NEVER do with drones, however, is web your targets. Bug or not, [[EVE:Bug Or Not|it screws with their tracking.]]
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Your drone training and selection will make the biggest impact on how you fly. Even with lousy skills, a full Warden salvo can start insta-popping frigates at 65 km. With decent skills, they'll track fairly well up until about 20km. At that point, you can reel them in and let the Heavies out to play. They'll finish off anything that got through your halo of doom. The stable of Lights are there to shred frigates, especially webbers and scrammers, which sometime give Heavies trouble. The one thing you should NEVER do with drones, however, is web your targets. [[Bug or not]], it screws with their tracking.  
  
 
Armor hardeners should be chosen according to the mission, which should be a no-brainer. Beware of the Level 4 "omni" damage missions that aren't really omni damage. Case in point: Covering Your Tracks is, nominally, omni damage, but there is so much thermal damage that if you tank omni, you're going to die a horrible, horrible death. Other than that, you're also still stuck with the fact that some missions bug out and go total aggro when drones are used, so instead of actually completing them, you get to lose a ship to massive incoming DPS, and be annoyed that you're not flying a Raven.
 
Armor hardeners should be chosen according to the mission, which should be a no-brainer. Beware of the Level 4 "omni" damage missions that aren't really omni damage. Case in point: Covering Your Tracks is, nominally, omni damage, but there is so much thermal damage that if you tank omni, you're going to die a horrible, horrible death. Other than that, you're also still stuck with the fact that some missions bug out and go total aggro when drones are used, so instead of actually completing them, you get to lose a ship to massive incoming DPS, and be annoyed that you're not flying a Raven.
  
You can also make some modifications to the setup. Dropping a Nosferatu and replacing it with a gun or second Drone Aug allows you to fit an Afterburner... and NOS2's if that's your bag, baby. An Omnidirectional Tracking Link I perfectly replaces one of the Cap Recharger IIs. Heck, you might even put a salvager and tractor beam in a few of the high slots to get an early start on garbage collection. Just be cognizent of your capacitor recharge rate and how long you can sustain a dual-LAR tank. Without that, you're in a pod.
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You can also make some modifications to the set-up. Dropping a Nosferatu and replacing it with a gun or second Drone Aug allows you to fit an Afterburner... and NOS2's if that's your bag, baby. An Omnidirectional Tracking Link I perfectly replaces one of the Cap Recharger IIs. Heck, you might even put a salvager and tractor beam in a few of the high slots to get an early start on garbage collection. Just be cognizant of your capacitor recharge rate and how long you can sustain a dual-LAR tank. Without that, you're in a pod.
  
If you're underskilled or cheap like me, the setup also works just fine (though I'd advise against high-grade L4 missions) with T1 gear.
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If you're under-skilled or cheap like me, the set-up also works just fine (though I'd advise against high-grade L4 missions) with T1 gear.
  
The best part about the setup? It's not totally DOA for PvP, though I certainly wouldn't recommend it for everyday use. But if some jerk jumps you at a gate, you have the ability to tank up for a while (the DC2 alone gives you an impressive quantity of effective stucture hitpoints), launch a few drones, and wait for the calvary to come in. If there's no calvary, you're probably dead because you don't have an injector fitted. At this point, I'll note that a Medium Capacitor Booster II also fits as a replacement for a Cap Recharger in the mids, and leave conclusions up to the reader.
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The best part about the set-up? It's not totally DOA for PvP, though I certainly wouldn't recommend it for everyday use. But if some jerk jumps you at a gate, you have the ability to tank up for a while (the DC2 alone gives you an impressive quantity of effective structure hit points), launch a few drones, and wait for the cavalry to come. If there's no cavalry, you're probably dead because you don't have an injector fitted. At this point, I'll note that a Medium Capacitor Booster II also fits as a replacement for a Cap Recharger in the mid-slots, and leave conclusions up to the reader.
  
  
 
;PvE Boulder
 
;PvE Boulder
;High Slots
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!width=20%|Low slots
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!width=20%|Rigs
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!width=20%|Drones
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|-valign=top
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* Dual 250mm Railgun
 
* Dual 250mm Railgun
 
* Dual 250mm Railgun
 
* Dual 250mm Railgun
 
* Dual 250mm Railgun
 
* Dual 250mm Railgun
 
* Dual 250mm Railgun
 
* Dual 250mm Railgun
* Dual 250mm Railgun or Large Smartbomb
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* Dual 250mm Railgun
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;or
 +
* Large Smartbomb
 
* Drone Link Augmentor I
 
* Drone Link Augmentor I
 
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;Mid Slots
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* Any 100mn Afturburner
* 100mn Afturburner (named, T2, whatever you got)
 
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
* Cap Recharger II
 
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;Low Slots
 
 
* Large Armor Repairer II
 
* Large Armor Repairer II
 
* Large Armor Repairer II
 
* Large Armor Repairer II
 
* Capacitor Power Relay (Best named works best)
 
* Capacitor Power Relay (Best named works best)
 
* 4 Mission-Specific Hardeners
 
* 4 Mission-Specific Hardeners
 
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;Rigs
 
 
* Capacitor Control Circuit
 
* Capacitor Control Circuit
 
* Capacitor Control Circuit
 
* Capacitor Control Circuit
 
* Auxiliary Nano Pump
 
* Auxiliary Nano Pump
 
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;Drones
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* 5 Heavy drones  
* 5x Heavy drones  
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* 5 Medium drones
* 5x Medium drones
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* 5 sentries, if you roll that way
* 5x sentries, if you roll that way
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|}
  
  
There are a few missions that make you travel to acceleration gates, and slowboating there at 130m/s will make you cry. 300m/s will mean you won't be crying as long.  With Energy System Operations V and Energy Management IV the dual reps will run forever, or one rep+SB+guns or rep+AB+guns.  If you fly away from enemy groups, they tend to form a nice straight line for your heavy drones and reduces their travel time from target to target.  The railguns in the highs will let you add a little DPS.  Many missions include a group of frigates that orbit closely.  A smartbomb will make quick work of them.  If they orbit outside smartbomb range they fly in enough of a straight line that my T2 heavies don't have tracking problems.
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There are a few missions that make you travel to acceleration gates, and slowboating there at 130m/s will make you cry. 300m/s will mean you won't be crying as long.  With Energy System Operations V and Energy Management IV the dual reps will run forever, or one rep+SB+guns or rep+AB+guns.  If you fly away from enemy groups, they tend to form a nice straight line for your heavy drones and reduces their travel time from target to target.  The railguns in the highs will let you add a little DPS.  Many missions include a group of frigates that orbit closely.  A smartbomb will make quick work of them.  If they orbit outside smartbomb range they fly in enough of a straight line that my T2 heavies don't have tracking problems.
  
  
 
;PvP Passive Armor Tank
 
;PvP Passive Armor Tank
;High Slots
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* 3x Heavy Nosferatu
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|-
* 3x Medium Nosferatu
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!width=20%|Mid slots
;Mid Slots
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!width=20%|Low slots
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!width=20%|Rigs
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!width=20%|Drones
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|-valign=top
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* 3 Heavy Nosferatu
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* 3 Medium Nosferatu
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* 100MN MWD
 
* 100MN MWD
* 2x Sensor Booster
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* 2 Sensor Booster
* 1x Remote Sensor Dampener
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* Remote Sensor Dampener
 
* Omnidirectional Tracking Link (drone upgrade)
 
* Omnidirectional Tracking Link (drone upgrade)
 
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;Low Slots
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* 2 1600mm plate
* 2x 1600mm plate
 
 
* Large Armor Repairer II
 
* Large Armor Repairer II
* 2x EANM
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* 2 EANM
* 1x Explosive
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* 1 Explosive
* ??? (Overdrive gets you over 1000m/s)
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* ? (Overdrive gets you over 1000m/s)
 
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;Rigs
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* 3 ?
* 3x ???
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* 10 T2 Heavy
;Drones
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* 10 T2 Medium
* 10x T2 Heavy
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* {{0|0}}5 T2 Light
* 10x T2 Medium
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|}
* 5x T2 Light
 
  
  
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;OMG He Shot Me From There Sniperthron
 
;OMG He Shot Me From There Sniperthron
;High Slots
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* 425mm Railgun II (Spike and Antimatter)
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|-
* 425mm Railgun II (Spike and Antimatter)
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!width=20%|High slots
* 425mm Railgun II (Spike and Antimatter)
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!width=20%|Mid slots
* 425mm Railgun II (Spike and Antimatter)
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!width=20%|Low slots
* 425mm Railgun II (Spike and Antimatter)
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!width=20%|Rigs
* 425mm Railgun II (Spike and Antimatter)
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!width=20%|Drones
* 425mm Railgun II (Spike and Antimatter)
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|-valign=top
* Whatever (Offlined Remote Repairer? Comedy Rocket Launcher?)
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|
 
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* 425mm Railgun II
;Mid Slots
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* 425mm Railgun II
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* 425mm Railgun II
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* 425mm Railgun II
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* 425mm Railgun II
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* 425mm Railgun II
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* 425mm Railgun II
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All Spike and Antimatter
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* Offlined Remote Repairer?
 +
* Comedy Rocket Launcher?
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* 100MN MicroWarpdrive II
 
* 100MN MicroWarpdrive II
 
* Sensor Booster II
 
* Sensor Booster II
 
* Sensor Booster II
 
* Sensor Booster II
 
* Sensor Booster II
 
* Sensor Booster II
 
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;Low Slots
 
 
* Medium Armor Repairer II
 
* Medium Armor Repairer II
 
* Tracking Enhancer II
 
* Tracking Enhancer II
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* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
* Magnetic Field Stabilizer II
 
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;Rigs
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* 3 Capacitor Control Circuit<br>(full 425 rack can cause cap problems; adjust to taste)
* Capacitor Control Circuit x3 (The full 425 rack can cause cap problems. Adjust to taste.)
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* Mix of light and mediums; fast drones are preferred
;Drones
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|}
* Mix of light and mediums. Fast drones are preferred.
 
  
  
What's there to say? Sit at 175 km or more, aligned, and blaze away. You don't really have a tank, so if you come under fire, you either die or your warp out (and back in, maybe) depending on the orders of your Fleet Commander. Use your drones to take care of things that are smaller than you, while you pour damage in on the primary targets. If things get close, swap out the Spike for Antimatter and up your damage.
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What's there to say? Sit at 175 km or more, aligned, and blaze away. You don't really have a tank, so if you come under fire, you either die or your warp out (and back in, maybe) depending on the orders of your Fleet Commander. Use your drones to take care of things that are smaller than you, while you pour in damage on primary targets. If things get close, swap out the Spike for Antimatter and up your damage.
  
  
 
;Blasterthron Pain Train
 
;Blasterthron Pain Train
;High Slots
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|-
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!width=20%|Mid slots
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!width=20%|Low slots
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!width=20%|Rigs
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!width=20%|Drones
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|-valign=top
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* Neutron Blaster Cannon II
 
* Neutron Blaster Cannon II
 
* Neutron Blaster Cannon II
 
* Neutron Blaster Cannon II
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* Neutron Blaster Cannon II
 
* Neutron Blaster Cannon II
 
* Neutron Blaster Cannon II
 
* Neutron Blaster Cannon II
 
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;Mid Slots
 
 
* 100MN MWD
 
* 100MN MWD
 
* Fleeting Propulsion Inhibitor
 
* Fleeting Propulsion Inhibitor
 
* Warp Disruptor II
 
* Warp Disruptor II
 
* Heavy Capacitor Booster II
 
* Heavy Capacitor Booster II
 
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;Low Slots
 
 
* Medium Armor Repairer II
 
* Medium Armor Repairer II
 
* 1600mm Reinforced Rolled Tungsten Plates I
 
* 1600mm Reinforced Rolled Tungsten Plates I
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* Magnetic Field Stabilizer
 
* Magnetic Field Stabilizer
 
* Capacitor Power Relay II
 
* Capacitor Power Relay II
 
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;Rigs
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* Ancillary Current Router I<br>(required without Advanced Weapon Upgrades)
* Ancillary Current Router I (Required without [[Advanced Weapon Upgrades|AWU V]].)
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* Anti-Explosive Pump I<br>(plug that explosive hole)
* Anti-Explosive Pump I (Plug that explosive hole.)
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* Hybrid Burst Aerator I<br>(because if you're mounting the ACR, you can mount this)
* Hybrid Burst Aerator I (Because if you're mounting the ACR, you can mount this.)
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* 5 Ogre II
;Drones
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|}
* 5x Ogre II
 
  
  

Latest revision as of 15:30, 16 September 2012