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Fittings for an Amarr Destroyer?

Author
Mynutor
Myn Industries
#1 - 2013-02-20 22:25:14 UTC
Can anyone advise me what Amarr destroyer would be a good one for lvl1 security missions?

What weapons, fits and rigs?

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How can I improve my Minmatar Standing without lowering standing for the other 3 factions?

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What mid and high slots would you advise for a bestower?
I'm running missions with it.

Objective sighted. Target locked. Lasers activated. Pew-pew-pew. Die roid..., DIE!

Can Dor
Pator Tech School
Minmatar Republic
#2 - 2013-02-20 23:50:51 UTC
1. You should put on small energy turrets. Probably meta 4. As for mids put stasis webs and target painters.
For lows a t2 damage control (in game its called a DCU), and heat sinks. Rigs for either shield or energy turret.

2. Just do missions for all of them. This increases your standing in all of them. Warning- if you join fac war....
Davith en Divalone
Aliastra
Gallente Federation
#3 - 2013-02-21 00:29:32 UTC
Coercer if you want to go the Energy Turret route. Dragoon if you want to go Drones and Missiles.
Joran Dravius
Doomheim
#4 - 2013-02-21 01:02:24 UTC
Mynutor wrote:
Can anyone advise me what Amarr destroyer would be a good one for lvl1 security missions?

What weapons, fits and rigs?

Destroyers are such overkill for level 1 missions it doesn't really matter what you fit. Just toss an afterburner and a webber in the mids, an armor repairer and some energized adaptive nano membranes in the lows along with maybe a weapon upgrade, and a long range weapon like beam lasers in the highs.

Mynutor wrote:
How can I improve my Minmatar Standing without lowering standing for the other 3 factions?

I don't spend much time in high sec so I don't know much about the standing thing, but I don't think you can do that.

Mynutor wrote:
What mid and high slots would you advise for a bestower?
I'm running missions with it.

Highs? Please tell me you're not doing combat missions in it. Either leave them empty or throw in a tractor beam if you're going to be picking up cans with it. For the mids a shield buffer tank would be good. That'll leave your lows free for cargo expanders. If you plan to drive it without being in warp you'll probably want an afterburner. I just use mine for moving stuff between stations so I don't have a prop mod or anything in the highs.

Austin McLaren
Sebiestor Tribe
Minmatar Republic
#5 - 2013-02-21 01:18:26 UTC
Mynutor wrote:

How can I improve my Minmatar Standing without lowering standing for the other 3 factions?


Amarr ships and Minmatar missions aren't the best mix due to the fact most of the targets you will be shooting at will have high resists to EM/Thermal Damage (lasers).
Your lasers will almost bounce right off Angels.

You should consider missions in Amarr space or flying a different races ships. Minmatar optimal.
Lost Greybeard
Drunken Yordles
#6 - 2013-02-21 03:04:42 UTC
Well, a destroyer is ridiculous overkill for a L1 mission, so build it on the assumption that you're just gonna be one-hitting basically everything and they can't do much to you before they die, so:

Coercer, because the whole point of overkill is to not deal with fiddly crap like ammo (missiles) or bad AI cat-herding (drones)

Bunch of small beam lasers, basically until you run out of turret hardpoints (the ones with longer range, so you can hit **** without wasting time moving around for range). Go with meta3+ if that's not too expensive for you

Bring some Standard ammo (range enough to hit anything in an L1 from the warp-in, more or less) and some Multifrequency (shorter range, more damage). Swap as necessary to hit things.

One or two damage modules in the low slots

Propulsion: Afterburner, so as not to strain capacitor

Shove the rest in capacitor regen until you don't ever have to stop shooting (capacitor control circuit rigs, mid-slot cap recharger, maybe the low-slot one whose name I forget, you want to be cap stable with all your guns running)

If you have a low slot or two left, a small repper (which you'll only use when warped out, mostly) and some armor resist modules, either active hardeners that fit the pirates you're usually fighting and your low innate armor resists (probably explosive)

... that's what I'd start with. Add more armor and less dps if you have trouble staying alive, sitch to puls lasers if your tracking issues just suck that much, etc. Fit is presented as a rubric instead of explicit list of modules because what you can fit on there and keep stable is going to vary with your skills, and anything I threw together with mine would likely run you out of fitting resources before you finished half of it.