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Fitting a Coercer (destroyer) and Arbitrator (cruiser)

Author
Rudolf Wagner
Viziam
Amarr Empire
#1 - 2012-06-14 16:21:47 UTC
Hi. I'm a new player, played for about a week in the trial and purchased game time a few days ago.
Currently I am doing lvl 1 missions with my Coercer, however I am a bit lost when it comes to fitting it.

The Coercer has 8 high slots, 1 medium, and 4 low, which I have fitted with the following:

HIGH:

*6x Dual Light Beam Laser I, Infrared S
*1x Modulated Energy Beam I, Gamma S
*1x Dual Anode Pulse Particle Stream I, Gamma S

MEDIUM:

*1x Small Ohm Capacitor Reserve I

LOW:

*1x 100mm Reinforced Rolled Tungsten Plates I
*1x 100mm Reinforced Titanium Plates I
*1x Overdrive Injector System I
*1x Small Automated Carapace Restoration

Most of the things that I have are things I've looted from missions. I would appreciate some inputs on what I should be fitting my Coercer, with a tight budget (which probably means to sticking to tech I gear). What should I put in high, medium and low slots, what kind of ammunition should I use, and similar. I am interested in fitting regarding missions, mostly level 1 missions for Amarr and Caldari corporations located in Tash-Murkon Prime.

Also, I am saving up for an Arbitrator. What should I fit it with to run level 2 missions? And what skills should I prioritize to train? Again, with a pretty tight budget. Thanks in advance!
Zhu Khan
Khanid Arbitrage Incorporated
#2 - 2012-06-14 16:38:43 UTC
You usually want to fit one specific weapon type to your hull, rather than different weapons within the same class. It really does make range management easier. You might want to go with 7x the same weapon and a salvager, although most people will tell you not to waste your time on LV1/LV2 salvage. Since you can swap out laser crystals automatically, you can accomodate changes in range pretty easily.

Speaking of range, you may want to consider an AB in your one mid slot. rather than a cap battery The sole mid slot on the Coercer is PAINFUIL. If you're having cap issues, you may want to look at rigs to address that.

Lows look generally okay, although plates are usually used in PVP. I'd suggest swapping one of the plates for a Heat Sink. It increases the damage on your lasers but makes them use more cap, powergrid, or cpu (can't remember which at the moment).
rugg burne
State War Academy
Caldari State
#3 - 2012-06-14 16:43:37 UTC
Rudolf Wagner wrote:
Hi. I'm a new player, played for about a week in the trial and purchased game time a few days ago.
Currently I am doing lvl 1 missions with my Coercer, however I am a bit lost when it comes to fitting it.

You might want to look at the battleclinic (google it) for decent fits.
If I were you, I'd hold off on buying a cruiser. There are plenty of less than obvious skills that are needed to fly any ship effectively in EVE. Just being able to undock in one is not enough. There are skills that allow you to fit effectively by decreasing powergrid and CPU requirements, skills that increase your flying speed, skills that increase damage and tanking you can do, etc. Most of these will apply to any ship you fly and it's not wise to ignore them by training for a shinier ship first. To summarize, train to be able to fit and fly frigate hulls properly first. You'll be glad later.
But, as long as you are planning for a cruiser, I would not go for an Arbitrator first. It's a great ship, but it's damage dealing is in drones. Drones, like everything else in this game require skill points to be useful, and only a few Amarr ships use them as primary damage dealer. Train your gunnery first.
Maller might be a better and a safer choice for a newbie mission runner. It does not do a lot of damage, but it has one of the best (if not the best) t1 cruiser tanks in the game. Even though it kills slower, overall mission time and isk/hr is higher than many other cruisers. It generally can tank the whole room, so you can aggro everything, sit in one spot and kill them as they come close. Time saving comes from when it's time to loot/salvage. All your wrecks are in a tight ball around your Maller and you don't need to fly all over the system to collect them.
Hope this helps.
Kusum Fawn
Perkone
Caldari State
#4 - 2012-06-14 17:19:42 UTC
Since we dont know what your exact skills are. We cant put specific fits in front of you that you can use. however heres something you should look at in eft or pyfa

[Coercer, Coercer fit]

Damage Control II
Prototype Armor Thermic Hardener I
Prototype Armor Kinetic Hardener I
Small Armor Repairer II

Limited 1MN Afterburner I

Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S
Dual Modulated Light Energy Beam I, Ultraviolet S

Small Nanobot Accelerator I
Small Auxiliary Nano Pump I
Small Energy Burst Aerator I

It shouldnt cost too much, but again i dont know your finances. so for cost, its all relative. I also dont know how you will do with cap stability, but pulsing your tank and keeping distance from targets will help you a lot.

I agree with the other guy, the Arbi is a great ship, if you have a bunch of drone skills already. If you dont, trying something that fits better in line with the majority of amarr ships lines will suit you better.

Maller is a great choice for starting characters, as simply surviving a mission is often a chore with few trained skills.


as to ammo, because amarr t1 crystals do not break, carrying a set for various ranges in missions is useful. multi , xray , standard, and microwave. (although when i run an amarr boat, i usually just bring multi and ultraviolet and scorch but that will come later.)

T2 pulse guns are an important part of nearly every amarr ships fitting, get them after you get a t2 tank.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Ryelek d'Entari
Horizon Glare
#5 - 2012-06-14 17:48:34 UTC
The pilot is one week old and running L1 missions, don't direct him to tech2 modules.


(1) For your weapons, fit all the same weapon unless you know exactly what you're doing. Do not mix and match weapon types or especially weapon ranges. You may not be able to fit a full rack of 8 guns on a coercer yet, due to low skills in Engineering and/or Weapon Upgrades. That's OK, you can leave a blank slot, or equip a salvager to pick and choose a few wrecks to salvage.

(2) Any fit without a propulsion module (afterburner or microwarpdrive) in a mid slot needs a serious look at why. For the coercer, an afterburner is vastly more useful than the cap recharger. If you're really having cap problems, then downgrade your guns, your crystals, or install a cap power relay in a low slot instead. In your case, the combination of cap recharger/overdrive injector is strictly worse than an afterburner/cap power relay. By a large margin.

(3) Do not use buffer fits (armor plates) for running missions. Instead, use an active armor hardener or two. Similarly, don't use two weak plates when one bigger plate (e.g. a 200mm plate) will get the job done. It's a waste of a low slot.

Here's a suitable fit for your coercer to run missions in Amarr space:

Low

1x small armor repairer I (some meta variant)
1x EM armor hardener I
1x thermic armor hardener I
--- open slot, can use a cap power relay for more capacitor or a damage control for stiffer tank, or overdrive for more speed ---

Mid
1x 1MN Experimental Afterburner I

High
7-8x (insert whatever guns you can fit here, good idea to prefer longer range beams for missions)
0-1x Salvager I

As for ammo, experiment a bit. Tech1 laser crystals are cheap and don't break, so carry several different varieties and experiment until you strike a balance of range, damage, and cap use that suits you. As your skills improve you will find that you can step up a grade of crystal for more damage with similar same cap use and range.

Your coercer should be more than good enough for level 2 missions. Don't wait for the arbitrator to start L2's. Instead, train your support skills: all those skills in the engineering, gunnery, mechanics, electronics, navigation, and drones categories. You need those more than you need to sit in a gimped arbitrator.

As for the arbitrator, it's a great ship, but it's a drone boat, not a gunboat. The lasers are purely supplemental. So don't even think about getting one until you have trained Drones V and Drone Interfacing III (or better). This takes about a week to train. You'll also need Combat Drone Operation and Scout Drone Operation trained to at least III. And don't use Amarr 'Acolyte' drones, they're awful, even against NPCs which are weak against EM. Use the Gallente 'Hobgoblin' drones instead.
Lunkwill Khashour
Ministry of War
Amarr Empire
#6 - 2012-06-14 23:13:45 UTC  |  Edited by: Lunkwill Khashour
Sound advice in this topic. I'll add by saying that Amarr ships benefit hugely from support skills especially energy management, energy systems operation and controlled bursts. Amarr live and die by their capacitor.

Use the fits people have suggested. Train armor repair systems 3 and hull upgrades 4. This will allow you to fit a damage control II, small repper II and perhaps adaptive nano plating II. They'll help your tank immensely. Next step is to learn to fit rigs. Even at level 1 will armor or laser rigs help. Get your destroyer skill up the 3 aswell. 4 is nice but not needed.

While training your support skills, bite the bullet and invest time in small energy turrets V and small pulse specialisation I. You'll get access to tech 2 pulses and the special long range ammo for pulses: Scorch. Beware, this will cost some isk (both the turrets, the skillbook and the crystals) and Scorch, unlike normal crystals, will only last about a 1000 shots. However, your damage output will go through the roof.

Your fit could look like this:
[Coercer, pve]

Small Armor Repairer II
Damage Control II
Armor Thermic Hardener I
Heat Sink II

Experimental 1MN Afterburner I

Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S

Small Anti-EM Pump I
Small Energy Locus Coordinator I
Small Energy Collision Accelerator I

As long as you don't have access to Scorch however, don't use pulse lasers for missions, use beam lasers. As a final trick, you can put weapons in groups. For missions, you'll want to put your weapons in 2 groups of 4 lasers each. Target different ships with different groups since a volley from all 8 lasers is overkill for mission frigates.


The time investment needed to create a level 2 mission coercer, like the one above, is much smaller than that for an Arbitrator.
Rudolf Wagner
Viziam
Amarr Empire
#7 - 2012-06-15 16:19:34 UTC
Hey and thanks for the replies. This is all pretty confusing, so I am going to start off with some questions.
What are AB, tanks, nanobots and rigs? Why is a propulsion module a must? What's the difference between beam and pulse lasers? How do I know when to use different kinds of armor hardeners? I know that EM hardener might be a good idea against laser weapons, but what about the other kinds?

What skills should I get and prioritize to run a destroyer more effectively? Preferably skills that are also related to other ships. Here are some skills I have trained, and might be relevant:

Electronics III
Engineering III
Shield Management II
Energy Grid Upgrades I
Gunnery III
Motion Prediction II
Sharpshooter II
Small Energy Turret III
Weapon Upgrades II
Hull Upgrades III
Mechanics III
Repair Systems III
Afterburner III
Navigation III
Amarr Frigate III
Destroyers IV
Spaceship Command III

So what other skills should I train?
Zhu Khan
Khanid Arbitrage Incorporated
#8 - 2012-06-15 16:44:53 UTC  |  Edited by: Zhu Khan
Rudolf Wagner wrote:
What are AB, tanks, nanobots and rigs?
AB = Afterburner, the basic type of propulsion module. Tank = General reference for your capacity to deal with incoming damage (can be based on shields, armor, hull (not really), and speed) Nanobots = Not sure here, don't see it in any of the posts below. There are a lot of nano- things in EVE. I do see an Adaptive Nano suggestion below. If that's what you're talking about, that's a module that increases all of the damage resists of your armor. Rigs = Open your ship fitting window and look at the left to upper left area of the ring around your ship's picture (where you weapon modules and stuff are). That is where Rigs go. Rigs are to ships as implants are to capsuleers. They allow further customization of your ship and generally provide some benefit for some tradeoff. For more on rigs, go here.
Rudolf Wagner wrote:
Why is a propulsion module a must?
Since your weapons only work within a certain range, it's pretty important to be able to maintain that range. Additionally, your speed is an important consideration in almost every aspect of shooting others and others shooting at you. More speed generally makes you more survivable. Particularly an Afterburner as it doesn't really have any negative consequences to its use (unlike the other propulsion module: the Micro Warp Drive).
Rudolf Wagner wrote:
What's the difference between beam and pulse lasers?
Basically, beams are long range/slower to fire/not much damage/poorer tracking where as pulses are short range/fast to fire/good tracking/higer damage.
Rudolf Wagner wrote:
How do I know when to use different kinds of armor hardeners? I know that EM hardener might be a good idea against laser weapons, but what about the other kinds?
Do research on the enemies you're fighting. Each faction tends to deal certain types of damage. For instance, if you're Amarr, you're probably fighting a lot of Blood Raiders. They usually deal EM/Thermal. Put on armor hardeners for that (although armor is naturally resistant to EM). If PvP, most people use omni resists, using modules that boost all your resists or fill any resistance holes since you're not sure what is going to be fired at you.
Rudolf Wagner wrote:
What skills should I get and prioritize to run a destroyer more effectively? Preferably skills that are also related to other ships. Here are some skills I have trained, and might be relevant: So what other skills should I train?
I recommend taking a close look at the Certificate system, particularly the Core Certificates. Follow the suggested skills. They'll imporve any ship you're in. Beyond that, I would focus on energy turret skills and defense skills (Drones if you're going Arby). Hope that helps.
Degnar Oskold
Moira.
#9 - 2012-06-15 16:51:07 UTC
Rudolf Wagner wrote:
Hey and thanks for the replies. This is all pretty confusing, so I am going to start off with some questions.
What are AB, tanks, nanobots and rigs? Why is a propulsion module a must? What's the difference between beam and pulse lasers? How do I know when to use different kinds of armor hardeners? I know that EM hardener might be a good idea against laser weapons, but what about the other kinds?


AB = Afterburner. There are two modules which use capacitor to give you a speed boost. ABs give less boost but use less capacitor. MWD give more speed boost, but use more cap, reduce your total capacitor size, and expand your signature radius while active and so make you easier to hit.


Rigs are modules that fit into the rig slots in your ship. All T1 ships have 3 rigs slots that are used to give slight improvements to various aspects of your ship. Nanobot Accelerators are a rig that improves the repair capability of armour repair low slot modules.

Tank refers to the ability of your ship to avoid destruction. Amarr ships typically use armour tanks, meaning they rely on either lots of armour, or have highly damage resistant armour, or use an armour repairir to constantly fix their armour, or a combination of these.

A propulsion module is a must otherwise you will waste lots of time trying to get into position to fight, or lose lots of time while slowly moving your ship to the item you need to pick up for your mission.

Beams vs Pulse: Beam lasers are longer ranged, but do less damage, and are less accurate against close-in fast moving targets,

If you google Eve damage types, there are lots of articles on which hardeners to use against which damage types. For armour-tanked ships, you also get Adaptive Nano Plating and Energized Adaptive Nano Membrane modules that protect against all damage types, but less effectively against a single type of damage as a dedicated hardener vs that damage type.
Ryelek d'Entari
Horizon Glare
#10 - 2012-06-15 16:57:38 UTC  |  Edited by: Ryelek d'Entari
[edit: darn, looks like I'm a little slow on the fingers!]

In no particular order:

AB = afterburner. Closely related is MWD = microwarpdrive, which you can read about here.

A propulsion mod is essential for L1 and L2 missions because they're designed to be completed by fast ships (frigates, destroyers, cruisers). They tend to have reasonably large travel distances within them.


  • Most missions have multiple acceleration gates that you have to travel to. Time spent slowboating is lost time.
  • Most low level missions contain only frigates which you can quickly destroy at range, provided you can dictate the engagement range. This is much easier when you go fast.
  • If you do L2 missions in your destroyer, which I highly recommend, then an afterburner will let you "speed tank" the larger cruisers. Orbit them at range and they simply can't hit you because you're moving too fast and their guns are too big and slow.


A "Tank" is a theoretical concept representing how much damage you can sustain and survive. An "active tank" is one which uses active modules to prevent damage (such as an Armor Hardener), and active modules to repair damage (such as an armor repairer). Active tanks are appropriate for missions. Read more about tank here.

As for which types of damage to use against which types of NPCs, you can look it up on a mission-by-mission basis at Eve-Survival.org. You can also find the basics here on the wiki.

For skills, the Certificate Planner is a good place to start for fresh pilots. Certificates have no game function but they are informative to make sure that you don't forget skills that you either didn't know about or didn't realize their value. You want to look at the following certificates:


  • Core (all of them)
  • Defense -> Armor Tanking
  • Gunnery -> Turret Control, Frigate Energy Weapons
  • Drones -> Drone Control & Combat Drone Control (for when you want to step up to an Arbitrator)


Your first priority should be to get all your Core, Turret Control, and Armor Tanking certificates to a Basic level. After that, you'll want to bump most of those to Standard level.

General rule of thumb is that if a skill is worth training at all, it's worth training to IV. There are exceptions, but you won't go too far wrong sticking to that reasoning. All those skills in your list should be trained to IV soon-ish, though if you plan to stick to Amarr ships you can skip most of the shield skills. There are a lot more skills you'll find in the certificates browser. Off the top of my head, Fuel Conservation, Evasive Maneuvering, Long Range Targeting, Signature Analysis are all important skills that you're missing entirely. Once you get Gunnery to IV, it opens up Surgical Strike (good) and Trajectory Analysis (very important for other gun types, but not very useful for lasers).
Download EVEMon to help you browse and plan your skills. It really is indispensible.
Kusum Fawn
Perkone
Caldari State
#11 - 2012-06-15 18:17:51 UTC
About turrets,

-Tracking
Every turret has a base tracking amount that dictates how fast an object it can hit. As ships move around in space they change their direction and speed relative to you. Angular velocity is this number. Your turrets must be able to move faster then the other objects angular velocity to be able to stay on target.

NPC ships have fairly easy to understand behavior, they approach you and orbit at a particular distance. Depending on the ship type it can be very close range resulting in faster orbits and a higher angular velocity, or at a longer range resulting in slower orbits. the larger the radius of a circle, the bigger the circumference is.

You as a pilot can dictate how the enemy moves to a certain extent. as the NPC's try to get to their proscribed ranges, you can move away from them, flattening out the angle they are approaching you from. this drops the angular velocity making them easier to hit. but this also means that their tracking of you becomes easier.

-Rate of fire
The rate of fire is how often your weapon discharges, Turrets like artillery have long cycle times in exchange for high damage. Autocannons are the opposite, with short cycle times and a much lower damage. however because of the huge difference in their cycles the calculated damage per second is fairly close.

On lasers the trade off is not in rate of fire as much as it is in range. but its important to note that cycle time is an important factor when deciding what you fit and for what. long cycle times means your enemy may have time to repair themselves before your second volley. or you may drop enough damage that they simply explode. repair fittings don't always have enough hp to cover a high volley.

-Optimal/Falloff
How far you can hit things. Inside of optimal range you have the best chance of hitting things at full damage, in fall off you have 1/2 the chance to hit things even if you are both stopped dead in space. I don't have the exact numbers in front of me, but as a general rule with Lasers, you don't have much falloff to work with and lots of optimal, so you shouldn't really be trying to hit things outside of your optimal anyways. Different ammunitions have different effects on ranges, take a look at the types of enemies you will be facing and the ranges they prefer. pick the best ammunition for the ranges you wish to fight at.

-Signature resolution
Size of the enemy that your turrets will track well. However, every turret can hit any in space object, but there is a damage amount translation that happens depending on the objects signature size. medium turrets do not do full damage amounts to small objects, but a relational amount to the turrets signature resolution to the objects. For the most part this isn't that important. as other factors influence damage much more.

Importance of dictating range
Many times you will find that letting your enemies sit at the ranges they like will mean that you have issues hitting them, Frigates at close range, battleships very far out, etc. It is also important for tanking purposes, If you sit outside the enemies optimals they will not hit you as well, so you can run your tanking modules less and be at a much reduced change of you exploding.

Beams/Pulse lasers
Beam weapons have higher fitting requirements and much longer ranges, they also use a significant quantity of capacitor. But because of the vast ranges they can hit at, you will often find yourself outside of the enemies range and can hit them at a nice flat angle as they approach you. Pulse weapons have lower fitting requirements and shorter ranges. but higher damage output then beams. When you get to t2 pulse turrets, Scorch (as many have said before) extends your range to hit most NPC ship orbits and is a great ammunition for missions.


Another good program, is PYFA or EFT , links to which i dont have on hand atm, but are easily googled. these fitting tools let you input your skills and fit ships without having to spend the isk to see what will fit in game.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Kuehnelt
Devoid Privateering
#12 - 2012-06-15 18:43:15 UTC
Kusum Fawn wrote:
I agree with the other guy, the Arbi is a great ship, if you have a bunch of drone skills already. If you dont, trying something that fits better in line with the majority of amarr ships lines will suit you better.


You can get right into the Arbitrator. You don't have to an expert in drones the moment you sit in it, but you should be committed to training up drones for the time being. Get T2 drones, and train drone support skills. It's only a few days to get Drones V. It takes much longer to get Drone Interfacing V, but each level is enormously rewarding.

The real problem with training for the Arbitrator, whether you continue to L3s or get into PvP, is that for all of your other workhorses you'll want gunnery, gunnery, lasers, and more gunnery. I really regretted training drones as early as I did.
Degnar Oskold
Moira.
#13 - 2012-06-15 18:50:15 UTC
Kuehnelt wrote:
[quote=Kusum Fawn]I
The real problem with training for the Arbitrator, whether you continue to L3s or get into PvP, is that for all of your other workhorses you'll want gunnery, gunnery, lasers, and more gunnery. I really regretted training drones as early as I did.


I never had regrets about the time I put into training up to T2 drones. I used to run L3 missions before switching to PVP, and T2 drones made a big different in my ability to deal with frigates, esp scramming frigates, in those missions.
Rudolf Wagner
Viziam
Amarr Empire
#14 - 2012-06-15 22:34:28 UTC
Lots of different setups in this thread, going to be hard to choose. Only thing that is for certain at the moment is 8x Dual Light Beam Laser I. As previously stated, I don't have a lot of money, so going for tech II modules now won't happen until I've run some more missions.

Still not sure about rigs, different setups there as well. Suggestions?
I'm also wondering about Damage Control I. Does it have any passive effects?
I'm also wondering what to fit with a Sigil to run in lowsec (0.4). I need to pick up some things I have there, but I got ganked by what I think was a battleship which immobilized me and took me out quickly. Fortunately I didn't have anything except for a few cargoholds in it, and I have a spare Sigil. I just need to dock at a station and pick up some things, and need to fit it with something just to survive an attack by a ship near the stargate.
Lunkwill Khashour
Ministry of War
Amarr Empire
#15 - 2012-06-17 11:06:36 UTC
Rudolf Wagner wrote:
Lots of different setups in this thread, going to be hard to choose. Only thing that is for certain at the moment is 8x Dual Light Beam Laser I. As previously stated, I don't have a lot of money, so going for tech II modules now won't happen until I've run some more missions.

Still not sure about rigs, different setups there as well. Suggestions?
I'm also wondering about Damage Control I. Does it have any passive effects?
I'm also wondering what to fit with a Sigil to run in lowsec (0.4). I need to pick up some things I have there, but I got ganked by what I think was a battleship which immobilized me and took me out quickly. Fortunately I didn't have anything except for a few cargoholds in it, and I have a spare Sigil. I just need to dock at a station and pick up some things, and need to fit it with something just to survive an attack by a ship near the stargate.


Remember than once you fit a rig, you can only remove it by destroying that rig. While they help, don't invest them if you haven't got the money.

The damage control doens't work if it isn't activated. It's capacitor use is very low however, just remember to push the button.

For low sec gate running, see this topic.

Aaewen Hrothgarson
eXtreme Co
SLYCE Pirates
#16 - 2012-06-17 11:48:41 UTC  |  Edited by: Aaewen Hrothgarson
Lately I made an Alt to get a bit of a feel of Amarr ships (and lasers). I took him through the career tutorials and did the final advanced military in this:

[Coercer, Almost All Out Attack]
Small Ancillary Current Router I
Small Ancillary Current Router I
Small Capacitor Control Circuit I

Beta Reactor Control: Reaction Control I
Beta Reactor Control: Diagnostic System I
Beta Reactor Control: Capacitor Power Relay I
Small 'Accommodation' Vestment Reconstructer I

Experimental 1MN Afterburner I

Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I



The Purifier You get at end of the first military career tutorial would have been ok (at least with a bit more skills) too, but I wanted to wield those full eight lasers with a toon not even a week old (hence the fitting modules). Fun option: fit a different crystal in each laser ;)

Although you earn some millions during the career tutorials (not counting the ships) i think i funded some modules to save time. but 2-3 days more running lvl1 missions would have funded it completely.

PS: Cap stable at 62% with the repairer off, which is meant as to be pulsed and/or the GTFO option
Lunkwill Khashour
Ministry of War
Amarr Empire
#17 - 2012-06-17 13:47:48 UTC
Aaewen Hrothgarson wrote:
Lately I made an Alt to get a bit of a feel of Amarr ships (and lasers). I took him through the career tutorials and did the final advanced military in this:

[Coercer, Almost All Out Attack]
Small Ancillary Current Router I
Small Ancillary Current Router I
Small Capacitor Control Circuit I

Beta Reactor Control: Reaction Control I
Beta Reactor Control: Diagnostic System I
Beta Reactor Control: Capacitor Power Relay I
Small 'Accommodation' Vestment Reconstructer I

Experimental 1MN Afterburner I

Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I
Medium Anode Particle Stream I



The Purifier You get at end of the first military career tutorial would have been ok (at least with a bit more skills) too, but I wanted to wield those full eight lasers with a toon not even a week old (hence the fitting modules). Fun option: fit a different crystal in each laser ;)

Although you earn some millions during the career tutorials (not counting the ships) i think i funded some modules to save time. but 2-3 days more running lvl1 missions would have funded it completely.

PS: Cap stable at 62% with the repairer off, which is meant as to be pulsed and/or the GTFO option


Dual light pulses (or some meta version of those) will do more damage since you can lose the fitting mods and equip heat sinks. Medium pulses/beams dont work on the Coercer.
Rudolf Wagner
Viziam
Amarr Empire
#18 - 2012-06-17 14:31:08 UTC
Current fitting, which I want to upgrade once I get enough money:

HIGH
8x Dual Light Beam Laser I

MEDIUM
Experimental 1mn Afterburner I

LOW
Damage Control I
Heat Sink I
Capacitor Power Relay I
Small Automated Carapace I Restoration


What rigs would work good with this fitting? Should I go for tech II version of the Dual Light Beam Laser, or fit it with other weapons (pulse for instance)?
Lunkwill Khashour
Ministry of War
Amarr Empire
#19 - 2012-06-17 17:45:33 UTC
Rudolf Wagner wrote:
Current fitting, which I want to upgrade once I get enough money:

HIGH
8x Dual Light Beam Laser I

MEDIUM
Experimental 1mn Afterburner I

LOW
Damage Control I
Heat Sink I
Capacitor Power Relay I
Small Automated Carapace I Restoration


What rigs would work good with this fitting? Should I go for tech II version of the Dual Light Beam Laser, or fit it with other weapons (pulse for instance)?


Once you have access and money for TII weapons, you should fit dual light PULSE laser II and scorch crystals. In terms of rigs, most of them will carry a penalty aswell. E.g. a rig to improve your weapon damage will increase the grid that that weapon uses. The question you have to ask first is wether you have the spare grid to mount energy weapon rigs. If you have to grid, an energy collision rig or energy locus coordinator is nice.
Rudolf Wagner
Viziam
Amarr Empire
#20 - 2012-06-17 19:24:49 UTC
Lunkwill Khashour wrote:
Rudolf Wagner wrote:
Current fitting, which I want to upgrade once I get enough money:

HIGH
8x Dual Light Beam Laser I

MEDIUM
Experimental 1mn Afterburner I

LOW
Damage Control I
Heat Sink I
Capacitor Power Relay I
Small Automated Carapace I Restoration


What rigs would work good with this fitting? Should I go for tech II version of the Dual Light Beam Laser, or fit it with other weapons (pulse for instance)?


Once you have access and money for TII weapons, you should fit dual light PULSE laser II and scorch crystals. In terms of rigs, most of them will carry a penalty aswell. E.g. a rig to improve your weapon damage will increase the grid that that weapon uses. The question you have to ask first is wether you have the spare grid to mount energy weapon rigs. If you have to grid, an energy collision rig or energy locus coordinator is nice.


Hey and thanks for the reply. Do the low slots look ok? I have 28,3 grid to spare.
Why scorch, exactly? It has good range and damage, right, but what makes it so special compared to other tech II crystals?
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