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Running solo missions in a Paly Amarr/Amattar space.

Author
Kara Books
Deal with IT.
#1 - 2012-12-16 01:56:41 UTC
Currently my alts are heavy drone passive rattlesnake for Caldari/mini and gallante space and a Paladin pilot for Amarr space.

Since there's no point economically speaking in flying a rattlesnake with heavy drones atm, the Paladin character is what I was focusing on before patch, the topic is mainly about full room agro in certain lvl 4 missions in Amarr space.

Which missions to be exact, should be avoided/dropped by the Paladin pilot for Amarr space, 2 paladins, Pulse and soon to be tachy (as soon as I figure out a fitting to accommodate the new changes)

What mainly concerns me, is full room agro and to an extent, Electronic counter measure changes to an extent.

Just post the mission, Missions which are undoable for a 600 DPS burst tank (15 min) lvl 4's and try to add some detail as to why.


If im asking a question which already has answers elsewhere on the internet/EvE forums, do please point me in the right direction, otherwise, lets get this started.
Rain6637
GoonWaffe
Goonswarm Federation
#2 - 2012-12-16 04:02:54 UTC
I'm not sure what it is you're asking. I'm confused by what you mean by "2 paladins" does that mean you have the option of running 2 paladins?

unless the disruption effects persist (like it has for some players), I would think they could watch each other's backs. NPCs seem to focus fire and switch targets in unison, and incoming dps and ewar is consolidated to the ship that is primary.

I decided to take a golem and nightmare on missions, and not consider npc faction related to tracking disruption... (partly due to a comment you made, actually, 'why not 2 elite battleships'... )



deciding how to best dual-box slaughter level 4's is what I consider a "high quality problem." | ^_^ |
Kara Books
Deal with IT.
#3 - 2012-12-16 04:23:46 UTC  |  Edited by: Kara Books
Rain6637 wrote:
I'm not sure what it is you're asking. I'm confused by what you mean by "2 paladins" does that mean you have the option of running 2 paladins?

unless the disruption effects persist (like it has for some players), I would think they could watch each other's backs. NPCs seem to focus fire and switch targets in unison, and incoming dps and ewar is consolidated to the ship that is primary.

I decided to take a golem and nightmare on missions, and not consider npc faction related to tracking disruption... (partly due to a comment you made, actually, 'why not 2 elite battleships'... )



deciding how to best dual-box slaughter level 4's is what I consider a "high quality problem." | ^_^ |


Slightly off topic, but Yes, at one point I was running missions in my Paladin and a friend wanted to gain standing for an Amarr faction, so he brought out his Mach and I brought my Pulse Pally, and we ripped missions
the longest mission was Angel extravaganza, which lasted a whole 15 min from start to finish with bonus room included.
The pally would take as much agro as possible, but not all of it, its a superb due, or atleast was before patch for Amarr space.
Most missions where less then 4 min, dock undock and traval time included.

The Paladin pilot is currently in possession of 2 hulls, one of them is Pulse fitted "Pally" by "Books Kara" on batleclinic fitting. the 2nd hull is destined to become a Tachyon beam build (I was convinced having 2 pally's is the way to go after that same friend showed off his tachy pally in 1 mission, Mining misappropriation, Both builds definitely have some great capabilities, but at roughly 2B isk after build cost for a Pally, im not taking these ships out until I know exactly what to expect.

I was disappointed, greatly at the builds made by people with multiple accounts upvoting themselves over 4.5B isk fitted pinatas, the Pulse fitting was absolutely flawless in actual ingame performance, multiple revisions, its a very solid build I recommend it as a first paladin for first timers, still even 2B isk is not something im planning on risking on a daily basis, period.

Edit part:
Im considering the option of Nightmare for Tachyon build, but my character is extremely focused, the only shield skills he possesses are just enough to build rigs, from the salvage and on a side note, I don't think il be salvaging much from wrecks 50+KM out, since the idea is to be 70~km away from enemies, so the nightmare is actually the optimal platform for tachyons in my opinion, but then again, the pally is by far more versatile, speed salvage and a few other reasons, including being a tougher platform, but if you have a shield character to work with then id defiantly give it a try, perhaps even give some feedback in a few weeks after you perfect your due, if you decide on that path.
Rain6637
GoonWaffe
Goonswarm Federation
#4 - 2012-12-16 06:02:29 UTC  |  Edited by: Rain6637
it's not unheard of to armor fit a nightmare.....

don't take the sansha missions? dunno.
Kara Books
Deal with IT.
#5 - 2012-12-16 06:55:48 UTC
Rain6637 wrote:
it's not unheard of to armor fit a nightmare.....

don't take the sansha missions? dunno.


Would have to get very creative with those 5 low slots, unfortunately, im not that creative.

Im still hoping people will begin posting which missions their running into that immediately receive full room agro and which missions are impossible for Marauder pilots SOLO.

even if you don't know the name of that mission or those missions, just post what you remember about it, every little bit helps.

Or

Did CCP fully fix, atleast the Major high DPS lvl 4's already and I missed the entire boat completely?
shar'ra matcevsovski
Doomheim
#6 - 2012-12-16 07:07:50 UTC
if your using 2 paladin anyway i´d work is RR tbh, that'd nearly doubly your tank for a relativly small drawback...

shar'ra phone home

Kara Books
Deal with IT.
#7 - 2012-12-16 07:29:35 UTC
shar'ra matcevsovski wrote:
if your using 2 paladin anyway i´d work is RR tbh, that'd nearly doubly your tank for a relativly small drawback...


Single character with 2 paly's in assets, other PVE character is shield, both very incompatible, other then warping in a 3500 passive perma tank Rattle into the mission, still not the point. or the information im seeking.
Rain6637
GoonWaffe
Goonswarm Federation
#8 - 2012-12-16 07:50:49 UTC  |  Edited by: Rain6637
i think most regulars are respecting the strict nature of your question

if you're a lone turret ship, consensus seems to be you're up a creek.

LUCKILY the disruption is coming from frigates, so you could get them downed with light drones

*but* now light drones are being eaten quickly.

I don't solo level 4's, I never planned to--I created three accounts together in 2009... sooo my knee-jerk reaction is... don't go it alone with a turret ship, and tracking disruption and drone-hungry NPCs.

I experience tracking disruption from all turret weapon faction missions. I think those would be the missions you would/should avoid.

/edit: i'm impressed you finished extravaganza in 15 minutes... the second to last room alone took me 10 (just now). http://imgur.com/a/iDphx
Sobaan Tali
Caldari Quick Reaction Force
#9 - 2012-12-16 16:58:03 UTC
Being able to use either pulses or tachs on a paladin makes a big difference, at least it has for me. To be bluntly honest, I was quite unimpressed with damage projection of a pulse fit over a tach fit, since the tach fit I use is less than 100dps short compared to pulses. You also tend to burn up freq crystals much faster in a pulse build, too. As far as having any fears of tank, the paladin holds up pretty well it seems on its own. Mine tanks about 550 or so verses bloods for a good half hour even with tachs blazing. I haven't ran into any missions from them or sansha yet that gave me issues as far as tank (aside from worlds collide before they fixed the aggro bug). I will say I use a core type repper rather than a mere faction repper, so that might be recommendable (though it needs a fitting rig/imp/mod to have enough grid with tachs)

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Kara Books
Deal with IT.
#10 - 2012-12-16 17:29:33 UTC
Sobaan Tali wrote:
Being able to use either pulses or tachs on a paladin makes a big difference, at least it has for me. To be bluntly honest, I was quite unimpressed with damage projection of a pulse fit over a tach fit, since the tach fit I use is less than 100dps short compared to pulses. You also tend to burn up freq crystals much faster in a pulse build, too. As far as having any fears of tank, the paladin holds up pretty well it seems on its own. Mine tanks about 550 or so verses bloods for a good half hour even with tachs blazing. I haven't ran into any missions from them or sansha yet that gave me issues as far as tank (aside from worlds collide before they fixed the aggro bug). I will say I use a core type repper rather than a mere faction repper, so that might be recommendable (though it needs a fitting rig/imp/mod to have enough grid with tachs)


Where it counts, most ships end up within 30KM, a good 25% end up within easy 20km slow boating burning distance, allowing the full 1480 DPS with Pulse/counting drones (130-140DPS), I wouldn't exactly call that a 100 DPS difference, closer to double the DPS.

Most enemies end up being under 50km in Amarr space, Pulse's hit out to 50km quite perfectly, only a handful of missions, 3 at most benefit from a Tachy pally, which is much more efficient, on those then a pulse, while the pulse is much more effective in every other mission available in Amarr space.

The Tachy pally also has the advantage of being able to do quite a few missions in Caldari space, although Guristas are a pain, never the less its still an effective platform.

Pulse pally>Tachy pally ~75% of the time.
Tachy pally>pulse pally ~25% of the time.

In reality I end up using Navy crystals, I have like a 5 year supply of them now, they burn out VERY SLOWLY, very very very slowly, not even a subject worth discussing, considering 300M isk of mission would burn out 3M isk of crystals, T2 and Navy combined.

about 20% of the time, during the first 3 min of a mission, T2 crystals are used to get agro under control asap, when all crystals are cycled correctly, I.E. use correct crystals for correct range/enemy, they will last quite well.
Kirkwood Ross
Golden Profession
#11 - 2012-12-16 18:19:54 UTC
In Amarr space


Worlds Collide

Pockets 2-3 (sansha/blood side) have a lot of neuting/tracking disrupt power that could render a Paladin helpless.


The Assault

The guristas jam a lot and the Paladin has poop for sensor strength.


Silence the Informat

The mercanary pocket will full room aggro and has a large amount of DPS/Tackle/Web.


Intercept the Saboteurs

Mixed DPS in the final pocket and a lot of tackle.



Arcosian
Arcosian Heavy Industries Corp Holding
#12 - 2012-12-16 18:34:57 UTC
The only mission a paladin and really any gunboat will have trouble is L4 sansha blockade. You will be perma TD to the point your optimal is around 8km and those 6 elite cruisers can perma tank drones. It's do able in a gunboat but a CNR would make it much easier.

CCP fixed full room aggro in a patch not too long ago. If you are in amarr space a paladin/nightmare will handle everything just fine.
Kara Books
Deal with IT.
#13 - 2012-12-16 18:50:19 UTC
Kirkwood Ross wrote:
In Amarr space


Worlds Collide

Pockets 2-3 (sansha/blood side) have a lot of neuting/tracking disrupt power that could render a Paladin helpless.


The Assault

The guristas jam a lot and the Paladin has poop for sensor strength.


Silence the Informat

The mercanary pocket will full room aggro and has a large amount of DPS/Tackle/Web.


Intercept the Saboteurs

Mixed DPS in the final pocket and a lot of tackle.





Thank you!
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#14 - 2012-12-17 02:57:38 UTC
Unless you slavaging as you go.. there is no good reason to stick to the pally. Shield skills are not that long to train to be competent, and the NM with tachy's will burn through missions extremely fast. You need to shield tank it so you can use all the lows for heat sinks and TE's.
Kara Books
Deal with IT.
#15 - 2012-12-17 03:00:58 UTC  |  Edited by: Kara Books
Cage Man wrote:
Unless you slavaging as you go.. there is no good reason to stick to the pally. Shield skills are not that long to train to be competent, and the NM with tachy's will burn through missions extremely fast. You need to shield tank it so you can use all the lows for heat sinks and TE's.


Focused character is focused on staying focused.

the time it would take me to train perfect shield skills, I could spend taking the remainder of my invention skills to 5's, all of them.

P.S.
the Pally has more DPS, versatility and doesn't have the capacitor handycap of the nightmare, they are both good choices, its all a matter of what resources are available and personal preference, is all it comes down to really.
Rain6637
GoonWaffe
Goonswarm Federation
#16 - 2012-12-17 03:17:28 UTC
Kara, did you see my message ingame about faction/non faction battleships
Kara Books
Deal with IT.
#17 - 2012-12-17 03:21:25 UTC
Rain6637 wrote:
Kara, did you see my message ingame about faction/non faction battleships


Yes I did =)

Thank you for the offer, but I pretty much have all of the above, the Mach I cant fly, and for the bhaalgorn, the tracking is pretty poor, Tested and tried during the incursion expansion, not recommended for solo mission running, although if you pair it with a Scimi and tracking links, it becomes a beast with that sensor strength bonus it has.
Jared Falkenberg
Deep Core Mining Inc.
Caldari State
#18 - 2012-12-17 03:33:27 UTC
Quote:
Most missions where less then 4 min, dock undock and traval time included.


If you're really laying out that much DPS I don't see how the patch affects you.
Kara Books
Deal with IT.
#19 - 2012-12-17 03:42:50 UTC
Jared Falkenberg wrote:
Quote:
Most missions where less then 4 min, dock undock and traval time included.


If you're really laying out that much DPS I don't see how the patch affects you.


So far so good, whole room agro surprise's Iv not run into yet, I hope I never do, perhaps you should have read the original post, thanks.
Jared Falkenberg
Deep Core Mining Inc.
Caldari State
#20 - 2012-12-17 04:02:26 UTC
Kara Books wrote:
Jared Falkenberg wrote:
Quote:
Most missions where less then 4 min, dock undock and traval time included.


If you're really laying out that much DPS I don't see how the patch affects you.


So far so good, whole room agro surprise's Iv not run into yet, I hope I never do, perhaps you should have read the original post, thanks.


Whole room agro was a bug that's supposedly been fixed.
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