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Prophecy lvl 2/3 layout

Author
Chasity Elic
Viziam
Amarr Empire
#1 - 2012-12-14 09:48:43 UTC
Hey guys,

I found a 'popular' layout of a pve prophecy ship on the internet; http://eve.battleclinic.com/loadout/42379-PVE-PROPHECY-LVL3.html

I have fitted my ship with this exact layout (except medium armor repairer, which is still tech 1, training for tech 2).

My problem is that I don't have enough power to activate all six lasers, just five.
Also, it's not cap stable.

Could you guys advice me on skill training? I'm kind of lost in all skills and I don't want to trial and error with a 5 days skill queue.

Thanks!
Herr Esiq
Viziam
#2 - 2012-12-14 10:38:25 UTC  |  Edited by: Herr Esiq
Fix your gunnery skills:
Controlled burst lowers cap usage of your guns (important with lasers)

For your engeneering skills:
Energy management more capacitor capacity
Energy systems operation more capactor recharge

Those 2 are basic skills for Amarr ships and you almost cannot do without them, level them to 5 asap.

And train your 4 armor compensation skills, this wont make you more cap stable, but prevents you from having to run your repper 24/7 and thus saving some cap.

[edit]
For more powergrid:
Weapon upgrades (CPU, required for AWU) and then Advanced Weapon Upgrades(PG) (saves CPU and PG for weapons)

Engineering gives flat out more PG to your ship
Barrogh Habalu
Imperial Shipment
Amarr Empire
#3 - 2012-12-14 11:24:45 UTC  |  Edited by: Barrogh Habalu
I want to add that Battlecruisers skill (or Amarr Battlecruiser soon) will help with cap due to hull bonus to lasers. However, the real reason I post is to note that you don't have to be cap stable, it's even suboptimal to fit like that most of the time unless you are fitting a ship that uses literally 0 cap in order to run tough complexes with more than heavy neuting. As far as missions go, no ship I seriously used to do them was cap stable, you just have to manage aggro and repairs to keep going. In truth, it sounds far more engaging than it in fact is, so don't worry. That's not to say that you should ignore cap mods as they are still very neccessary, it's just not worth it to try to make everything stable.

Another note is that you'll probably run missions somewhat slowly in Prophecy, but it's up to you after all, so meh Smile
Kiteo Hatto
The Scope
Gallente Federation
#4 - 2012-12-14 12:08:16 UTC  |  Edited by: Kiteo Hatto
I think you need to train AWU and get a 3% or 5% PG implant :)

Weapon upgrades skill = more CPU
Advanced weapon upgrades = more PGU(by reducing usage for turrets/launchers)

There are a bunch of skills that do your ship some good https://gate.eveonline.com/Profile/Kiteo%20Hatto

Damn, Herr beat me to it :(
Klymer
Hedion University
Amarr Empire
#5 - 2012-12-14 14:33:50 UTC
Grab one of the fitting tools, my preference is for EveHQ, and import your character API. You can then go through and create fits and see and modify your skills to determine what needs training.
Zyella Stormborn
Green Seekers
#6 - 2012-12-14 16:11:57 UTC
As a side note, you may want to pick up a Harbinger as well, for a couple of reasons. Up till level 3 it will do missions notably faster. And in the BC update, the prophecy is being changed into a drone boat.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Zimmy Zeta
Perkone
Caldari State
#7 - 2012-12-14 20:18:09 UTC
One further sidenote, this BC fitting is horrible.

Don't use 4 active hardeners, especially not on a ship that gets a bonus to armor resistances.

Usually one Energized Adaptive Nano Membrane (EANM, tech 2 if possible) plus two active ahrdeners (one for each damage type by npc) plus your Armor Repper should be enough for about every ship.
The rest of the lowslots should be filled with weapon upgrades- either heatsinks or tracking enhancers.

Since the prophecy already has a bonus to armor resists, you could (with better skills) even skip the EANM in favor of an additional damage mod.

The more damage you dish out, the faster you will kill your enemies.
The faster you kill your enemies, the less will you have to tank.
That's also the reason why you should try to get the skills for t2 lazors as fast as possible- they make one hell of a difference.

That being said, the Prophecy isn't exactly known for its tremendous dps, Harbingers are far superior.
But the Prophecy is still a very beautiful and classy ship, doing missions in one definately gives you some points in style Cool

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Murk Paradox
Ministry of War
Amarr Empire
#8 - 2012-12-22 17:04:55 UTC  |  Edited by: Murk Paradox
If you are having pg/cpu fitting problems, use reactive nano plates instead of membranes until some of your other skills level a bit.

You only need around 2min of cap time not really "stable" for Level 2 and Level 3 missions anyways. Some Level 3s will be big and take awhile, but they aren't that bad and you can always warp out if need be.

My prophecy I used to use was ab and cap rechargers in mids, and in lows I used 1 armor rep, 1 damage control 2, 1-2 eanm and sometimes would put in hardeners or heatsinks as I saw the need/feel like playstyle. With the bonuses to resists, until you get to Level 4s you shouldnt find too many missions giving you problems, especially if you are missioning in Amarr space.

And get some cheap LP implants and upgrade them as you can afford (don't spend all your money on them, yet). Try to focus on armor, pg, cpu, and tracking as your rigs and slots with your skills will develop in time and modules will allow for better fits in the future.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.