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Missions & Complexes

 
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Returning player looking for advice.

Author
Fehyd Rautha
Federal Navy Academy
Gallente Federation
#1 - 2013-03-06 13:06:20 UTC
Hey all,

I've recently reactivated my account after 4y of it gathering dust. I used to be heavy in to PvP but I've sold off most of my PvP characters and kept only this one. While I still like PvP, I don't have the time anymore to join a big corp and play every night. So I thought I'd give missions a go.

Looking over the changes and skills and so, I see there's been a ton of changes since I've last played. I would like to ask your advice on mission running setups.

I have about 40mill skillpoints, and I have got both armor and shield taking skills sorted. I see there's a lot of 'rigging' etc. skills in the list now, are those worth training up? Additionally, my spaceship command is focused on Gallante and Amarr. I have everything, up to and including Command ships in there. My gunnery skills go up to T2 heavy Rails and Beams. I have no missile skills.

Back in the day a CNR would have been perfect for missions, although looking around here a lot of people suggest a Mach instead.

So my question is, should I start training up Caldari, or Minmatar spaceships skills, and should I start training up Missile, or Projectile weapons and which ships / setups would you suggest with the skills I have right now.

Thanks for reading.
l0rd carlos
the king asked me to guard the mountain
#2 - 2013-03-06 13:26:51 UTC
Rigging skills? Yes, train them to III or IV if you want to use T2 rigs (worth it on some ships, espacily shiny ships like mach)

Yes, right now there is nothing better then a Machariel for making ISK with Mission. You can now use MWD in missions/deadspace, so the mach is very fast in blitztig mission.

But every race has some good ships for level 4, you only need to train for Projectile/Minmatar if you really want to get the best ISK/h ratio.
Fly what YOU like! A nightmare is also a fine ship.

Because you allready have Gunneryskills, i would not train for Missiles. Projectile is much much more "closer" to you.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Tauranon
Weeesearch
CAStabouts
#3 - 2013-03-06 13:31:50 UTC
dominix is fine for missioning - you may want to check your sentry drone skills but it sounds like you have most of what you need for that. mach you may find more mobile/fun, so for sure its worth training for.

You'll want the rig skills immediately - at least crack open armor, shield, preferred weapons and the fit rigs (capacitor control, grid and cpu).

Missions haven't advanced a lot since you left. there are some new ones, and the ai got updated recently. exploration, wormholes and incursions are where PVE improved/advanced/changed.
Fehyd Rautha
Federal Navy Academy
Gallente Federation
#4 - 2013-03-06 14:06:03 UTC  |  Edited by: Fehyd Rautha
Just thought I'd post this there, I got a ton of skill points back, I guess from the learning skills that disappeared. I had those maxed so with the returned skillpoints I could pretty much get cracking with either Caldari, or Minmatar ships. :)
Orlacc
#5 - 2013-03-06 15:20:09 UTC
If you just came back might I suggest you DON"T SPEND THE SP YET. Wait until you play a bit and you will know where you need them.

"Measure Twice, Cut Once."

Bereza Mia
Trade Federation of EVE
#6 - 2013-03-06 15:36:32 UTC
Fehyd Rautha wrote:
Back in the day a CNR would have been perfect for missions


CNR still very good for missions, maybe the best among "standard" BS (non-pirate), but now it's far behind from such leaders as Machariel, Vargur and also Nightmare/Paladin (only against em/thermal weak rats).
sabre906
The Scope
Gallente Federation
#7 - 2013-03-06 22:20:51 UTC  |  Edited by: sabre906
Bereza Mia wrote:
Fehyd Rautha wrote:
Back in the day a CNR would have been perfect for missions


CNR still very good for missions, maybe the best among "standard" BS (non-pirate), but now it's far behind from such leaders as Machariel, Vargur and also Nightmare/Paladin (only against em/thermal weak rats).


It's also far behind boats like navy geddon if you have sentry skills (1.1k dps at Scorch range). The navy geddon cost 70 mil higher than an Abaddon. Definitely not the best non-pirate faction BS, just good for low SP chars.
DeMichael Crimson
Republic University
Minmatar Republic
#8 - 2013-03-07 00:11:57 UTC
4 years being out of game is definitely a long time. Lot's of changes to the game, especially within the last year or so. Hope you have good luck and much success getting re-acquainted with the game.

Anyway, welcome back to Eve.



DMC
Fehyd Rautha
Federal Navy Academy
Gallente Federation
#9 - 2013-03-07 10:42:08 UTC  |  Edited by: Fehyd Rautha
Hey all, after looking around a bit, I managed to work out the following fit for a Navy issue Dominix. The plan is to pretty much just cruise through all lvl 4 missions without much hassle. This should maximize both DPS and survivability. Let me know what you think.

Drone Link Augmentor II
425mm Railgun II (javelin)
425mm Railgun II (javelin)
425mm Railgun II (javelin)
425mm Railgun II (javelin)
425mm Railgun II (javelin)

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II

Large Armor Repairer II
Armor Thermic Hardener II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Kinetic Hardener II
Damage Control II
Magnetic Field Stabilizer II

Large Nanobot Accelerator I
Large Auxiliary Nano Pump I
Large Sentry Damage Augmentor I

Bouncer I x5

Now some information. I mainly run missions against the Serpentis faction, so I loaded resists for those damage types (Ht/Kin). The current set up has 138K EHP, and repairs 778.4 HP/s. The tank could be made slightly better by fitting T2 rigs, but dear god, those things are expensive (just for the sake of being complete ... 813.1 HP/s for T2 rigs).

Since I can't use T2 sentries yet; I had to use T1s. Total damage done is 737 per sec. (377 from weaps, and 361 from drones). With T2 sentries though, the drone damage jumps up to 433, putting the total dps on 810. The highest possible damage out of this is when you use Ogre IIs, as that will pump up the damage to 852 dps (T2 sentries with T2 rig will do 829 DPS).

The only downside though is that with my current skills, the cap will run out in just a little under 2 hours. Then again, I don't really plan on spending that much on a single mission stage. Should there be energy drains, I would have to turn of a single railgun to make the cap go stable at 35-40%.

The total cost for this setup should be a little over 400 mill.

Just a little edit. I made a shield fit too. 92.7K EHP with 533.4 HP/s recharge. 977 DPS, with the cap stable at 29.9%.
Tauranon
Weeesearch
CAStabouts
#10 - 2013-03-07 11:13:40 UTC  |  Edited by: Tauranon
Use drone damage amplifier in preference to a magnetic field stab on a domi.

You never need 2 hours cap, because you will change pockets and the guns and reps can be off during that.

For serpentis use gardes and wardens, don't bring bouncers.

You need at least 2 omni tracking links to keep the sentries shooting to a decent range, and tracking properly.

425s need tracking help - tracking comps, webs etc.

as it stands the range for javelin is below the min range for your drones to track, so your dps is highly theoretical.
Tauranon
Weeesearch
CAStabouts
#11 - 2013-03-07 11:20:16 UTC
The plain domi I use for serp is

[high]
5x 350mm railgun II
1x drone link aug II

[mid]
2x omnidirectional tracking link II
1x sensor booster II
1x tracking computer II (change for another sebo if doing blockade).
1x medium electrochemical capacitor booster 1 (cap 800)

[low]
2x kinetic hardener II
2x thermic hardener II
1x large armor repairer II
2x Drone damage amplifier II

[rigs]
1x large hybrid burst aerator
1x large hybrid collision accelerator

[drones]
5x garde II
5x warden II
5x hobgob II
Fehyd Rautha
Federal Navy Academy
Gallente Federation
#12 - 2013-03-07 11:30:56 UTC
I hate the idea of having to bring cap boosters though. xD
Tauranon
Weeesearch
CAStabouts
#13 - 2013-03-07 11:40:57 UTC  |  Edited by: Tauranon
Fehyd Rautha wrote:
I hate the idea of having to bring cap boosters though. xD


As a quickie I would take your fit and make the following changes.

run the navy domi with 3 cap rechargers, 1 tracking comp (or web), 2 omni's in the mids.

1 capacitor control circuit rig, keep the 2 rep rigs, drop the hybrid rig. Drop the damage control and put 2 DDAs instead of the 1 magstab.

I'd delay starting my rep till shields were shot, I'd shoot frigates first with gardes if I can to avoid having to bay drones or use lights (and thus never get scrammed if possible), and I'd pulse the rep if the cap was getting low - or the rep was repping 100% of the damage away. If you have cash, you could also pick up 3% or 5% rep amount and cap recharge implants.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#14 - 2013-03-07 14:51:23 UTC  |  Edited by: Tsukino Stareine
^ no prop mod fail

Anyway with sentry boats now just fit full gank and a micro jump drive.
Tauranon
Weeesearch
CAStabouts
#15 - 2013-03-07 16:54:25 UTC
Tsukino Stareine wrote:
^ no prop mod fail

Anyway with sentry boats now just fit full gank and a micro jump drive.


Its actually very tricky to get the MJD setup to outperform my basic domi fit (if judged by the stopwatch), and very expensive - because to make them actually do anything useful, they need 3 fed omnis to try make the MJD geometry such that you fight at 55-65), If you try setup to fight 85-105, its dps isn't better against serps.

You can halve the penalty for not having an AB on my fit by bringing hammers (it has the space), and running and gunning the last few ships during the traverse to a long gate. You can avoid the 3 minute cooldown on the MJD by jumping to the gate with 3 minutes worth of pocket left - thats apparently another trap many people fall into using the MJD.
Fehyd Rautha
Federal Navy Academy
Gallente Federation
#16 - 2013-03-07 20:52:11 UTC  |  Edited by: Fehyd Rautha
When the drone skills are done, I'll start cross training for missiles and shield boats. Seems to be much better these days. Better tank, and easier to change between damage done types. :)

EDIT: With cap boosters, now long until your cap runs out? How long will your ship go with the cap boosters in the cargo hold. :)
Fehyd Rautha
Federal Navy Academy
Gallente Federation
#17 - 2013-03-07 23:19:50 UTC  |  Edited by: Fehyd Rautha
I took on your advice and ended up with the following fit. Sentry drones are a bit of a new thing to me, so thanks for your information on how to make sentries work! :)

I've changed to this:

Drone Link Augmentor II
350mm Railgun II
350mm Railgun II
350mm Railgun II
350mm Railgun II
350mm Railgun II

Cap Recharger II
Cap Recharger II
Cap Recharger II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Tracking Computer II

Large Armor Repairer II
Armor Thermic Hardener II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Kinetic Hardener II
Drone Damage Amplifier II
Capacitor Power Relay II

Large Nanobot Accelerator I
Large Auxiliary Nano Pump I
Large Sentry Damage Augmentor I

Garde I x5
Warden I x5
Hornet II x5
Vespa II x5

I took the different drones, as you make a very valid point on those. I've decided to put in the CPR as with that and my current implants I can run the setup indefinitely without having to change rigs. Although, should I see that there's really no problem at all, I'll swap it out for an extra DDA. I also changed the regular drones to Caldari drones, as they should be slightly better against Serpentis NPCs.

The only thing I've noticed with this, is that the damage is only slightly better than my previous Astarte setup (about 50/75 DPS). The HP/s repaired is about 100 higher, and the EHP is twice as high. That said though, as my drone skills get better, the damage should go up a fair bit still. :)

If you still have suggestions, feel free!
CMD Ishikawa
New Eden Public Security Section 9
#18 - 2013-03-08 22:44:04 UTC
Once you get comfortable running missions switch tank for gank you can get more than 1.000 dps out of the space potato.

I fit target painters which help me apply more damage with both weapon systems and also helps with npc aggro.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#19 - 2013-03-08 23:20:19 UTC
I've had wrecking hits from my sentries that did over 1000 damage and I dont even have tech 2 sentries (sentry drone 3 lol) and drone interfacing IV.

Currently salivating at the thought of what happens in 40 days time when i get tech 2 sentries and drone interfacing V

oh also in a myrmidon with BC V so that helps a bit
Tauranon
Weeesearch
CAStabouts
#20 - 2013-03-09 09:24:11 UTC
Fehyd Rautha wrote:
When the drone skills are done, I'll start cross training for missiles and shield boats. Seems to be much better these days. Better tank, and easier to change between damage done types. :)

EDIT: With cap boosters, now long until your cap runs out? How long will your ship go with the cap boosters in the cargo hold. :)


I have somewhere between 1 and all of my cap boosters left at the end of a mission. Quite a few missions are trivialised by 1000 dps.

I carry 1 up the spout and 15 in cargo into the mission. If you needed the confidence you can use navy boosters to fit more in though I never have for the domi. The ship carries about 6 reps of capacitor and after that its got 32 rep cycles on the booster, and then a few more to drain the cap. So maybe 6-7 minutes of repping available total, and about 35k repped budget per mission. With 1000 dps you rarely need to run the repper constantly though.
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