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Punisher fitting/skills problem

Author
Squrriel Insurgent
Ministry of War
Amarr Empire
#1 - 2011-10-04 16:41:17 UTC  |  Edited by: Squrriel Insurgent
Long story short, other day fought a punisher in my vengeance and hardly put a dent in there armor. Then got into a pvp corp and ran a pun fit myself and got torn apart. What skills should I focus on to get my pun to tank better. Or what fittings r best for a good tank? And of course passive or active tanking?
Andrea Griffin
#2 - 2011-10-04 17:05:10 UTC  |  Edited by: Andrea Griffin
What was your vengeance fit that you couldn't murder a Punisher? Vengeance doesn't have the best DPS in the world but it should be plenty to take down a Punisher.

As for the Punisher itself, active or passive is a matter of taste. A pure buffer tank can't be neuted off, but an active tanking setup will be faster, more agile, and outlast an opponent in a long fight. Most Punisher pilots seem to run with ACs, 400mm plates, a SAR, and a neut or nos.

You CAN use lasers if you really want to, but the Punisher doesn't get a useful bonus to lasers - no damage or rate of fire. Using ACs gives you a lot more room for fittings, gives you better tracking, damage type selection, and doesn't use capacitor. So throw away your lasers. Slap on some ACs.

Skill wise, you want Repair Systems up to 5 and the armor compensation skills at 4 or 5 to get the most out of EANMs and ANPs.
I recommend a Merlin or Rifter though, to be honest. The Punisher is always limited by its two mid slots. Most people seem to enjoy Afterburner+Scram on the Punisher, but there's also a few that enjoy Scram+Web instead. Matter of taste.
Dark Pangolin
The Tuskers
The Tuskers Co.
#3 - 2011-10-04 17:26:57 UTC
Everything the person above said. The Amarr don't really shine int he frig range (Rifter is king of the T1 frigs) here is my preferred vengeance fit;


[Vengeance, Long Lasting V]
Energized Adaptive Nano Membrane II
Small Armor Repairer II
Small Armor Repairer II
Damage Control II

Small Capacitor Booster II, Navy Cap Booster 400
Warp Scrambler II
Catalyzed Cold-Gas I Arcjet Thrusters

Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket
Rocket Launcher II, Caldari Navy Foxfire Rocket

Small Anti-Thermic Pump I
Small Auxiliary Nano Pump I

It is mean as a heavy tackle for a fleet, not really a 1v1 boat. But it should work just fine vs a frig, load the explosive rockets for fighting punishers :)

Here is a sample Punisher fit for what I would fly if I was so inclined (I would probably fly an active Merlin if I had to pick a T1 boat...they are mean in 1v1 frig fights, as are SAR Rifters)


[Punisher, Atheist]
400mm Reinforced Rolled Tungsten Plates I
Small Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I

150mm Light AutoCannon II, EMP S
150mm Light AutoCannon II, EMP S
150mm Light AutoCannon II, EMP S
[empty high slot]

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Squrriel Insurgent
Ministry of War
Amarr Empire
#4 - 2011-10-04 17:43:09 UTC
What if I am planning to go up to the harbringer in he future? Would it be smart to take a 3 week side step or more to train ac's up to a level that would be helpful and lethal? Or should I just bypass the frigs and work on he harby only.
Andrea Griffin
#5 - 2011-10-04 18:07:45 UTC
Squrriel Insurgent wrote:
What if I am planning to go up to the harbringer in he future? Would it be smart to take a 3 week side step or more to train ac's up to a level that would be helpful and lethal? Or should I just bypass the frigs and work on he harby only.
If your plan is to move up to cruiser and battlecruiser hulls quickly and fly frigates only rarely, then I would recommend skipping autocannons.

However, if you plan on flying Punishers a lot, then I do recommend training autocannons. It will not take you very long. Small Projectile Turret is a Rank 1 Skill; it will take less than a week to train it up all the way. Just small projectiles up to 5, then small autocannon specialization to level 2 or 3. That's all you need.

The rest of your gunnery skills - the skills that affect tracking, rate of fire, optimal/falloff, etc - will still apply. Plus, you have the additional benefit of very easily slipping into Minmatar frigates later on for some flexibility.
mxzf
Shovel Bros
#6 - 2011-10-04 18:36:44 UTC
Andrea Griffin wrote:
**Good advice **


What that guy said. With a decent set of implants it'll take 4-5 days to train Small Proj Spec 3 from scratch and will definitely open up the possibilities later on. And pretty much the only gunnery skill that doesn't matter for both Proj and Lasers is Controlled Bursts (since Projs don't use cap at all, so reducing their cap need from 0 to 0 doesn't help, lol).