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Looking for some Maelstrom/L4 advice

Author
Saulith Revenant
Brutor Tribe
Minmatar Republic
#1 - 2014-05-25 00:10:58 UTC
I'm sure it's been discussed a billion times and I've been reading around but I'm having issues with executing my Maelstrom build and I was hoping to leverage some advice from here to regain my sanity.

To start, I just started playing again but I've never played EVE for a great expanse of time when I did play in the past. I'm sitting on ~3.3 million SP and my budget's ~150 mil ISK to fix my situation.

I sold my Tempest FI for a Mael, with the intent of putting together a L4 grinder to save up for a Mach, because I've seen a lot of people around on forums/sites saying that AC/Arty Maels can solo L4s with "ease". Here are the two builds I put together.

Mael Arty Build

8x 1200mm Heavy Scout Artillery 1

Dread Guristas Large Shield Booster
Prototype 100MN Microwarpdrive 1
Tech 2 mission specific Shield resist
Adaptive Invuln Field II
Heavy Electrochemical Capacitor Booster 1
TC 2

2x TE 2
3x Gyro 2

3x CDC


Mael AC Builds

8x 800mm Heavy 'Scout' Repeating Canon 1

Pith A-Type X-Large Shield Booster
Experimental 100MN Afterburner 1
Tech 2 mission specific Shield resist
Adaptive Invuln Field II
Heavy Electrochemical Capacitor Booster 1
TC 2

2x TE 2
3x Gyro 2

3x CCC


I crushed my first L4 Sec with the Arty build, but I got Mordu's Folly 1/2 and 2/2 as my next 2 missions and I hit a brick wall with 2/2. Here's are the issues I've had. In either build, I'm burning through caps to keep my shield up, which doesn't concern me cost wise as much as it does that I have a finite supply and thus limits how long I can spend in a pocket dealing with enemies. If that's just inevitable to a degree, then my problem is I'm not doing enough dps to clear the pocket before I need to resupply, but I do feel like I'm taking a **** load of damage even when I had a 55% Therm/Kin resists on for the Caldari ships.

Regardless, I feel like it's also taking too long for me to burn the ships down. Especially in Mordu's Folly 2/2, at the end against the Bishamon/Shogun/Nagashin Battleships, each one is taking entirely too long to kill. I was using Phased Plasma and Carbonized Lead standard ammo; I've heard faction ammo really helps boost dps but it's a pretty regularly heavy investment and I was hoping to avoid it as long as I could. I'm training Drones V as we speak so I'm still using 4x Medium Scouts.

Is my issue all playstyle? I've been staying at Optimal ranges, managing my shield/caps efficiently, not letting anything in too close, using drones at 30km. Is there something glaringly obvious that I'm fitting wrong? I'm almost ready to just try and speed clear L3s till I get a Mach but I see soo many people talking about farming L4s with Mael AC builds that I'd really like to figure out what I'm doing wrong. I've heard it's best to go AC for Machs so I was really looking to make my AC Tank build work, but I've gotten a lot of people saying to go back to Arties.

TL;DR - Shame this noob's Mael into shape for L4 grinding.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#2 - 2014-05-25 00:28:06 UTC  |  Edited by: Thomas Builder
Personally, I use 1400mm Arty and a MJD.
The long cycle time is not everyone's thing, but I like the longer range, which works nicely with the MJD.

Edit: Also, I do not group my guns as to not waste shots. Frigs pop in 1-2 shots, cruisers in 4-6 so using all eight guns on a frig would be a horrible waste.

At the beginning I had a standard T2 shield tank (amplifier, booster, 2 resist mods), but I've gradually removed some of them for TCs & a prop mod, almost exclusively range-tanking now (except in a few missions).
Saulith Revenant
Brutor Tribe
Minmatar Republic
#3 - 2014-05-25 00:31:39 UTC  |  Edited by: Saulith Revenant
Thomas : Yeah, I've seen that build and I'm 1 skill short of being able to use a MJD. It feels less robust than the AC build so I've been shying away from it but it's basically where I was going with in my Arty build using the MWD. I'd heavy burn out into sniping range and that was that. Then in my first L4 there were battleships that had 130 km missile ranges against my lowly 86km targetting range and it spurred greater interest in the AC build for me.
Saulith Revenant
Brutor Tribe
Minmatar Republic
#4 - 2014-05-25 01:04:08 UTC
I'm wondering if I should switch things around to improve my optimal range/falloff accuracy. If playing WoW taught me anything, it's that an attack that misses is a 100% loss of dps. I have 3x Gyro and an unscripted TC. Maybe 4x TE instead of 2x and an Optimal Range script for my TC might boost my dps while closing in on targets outside of Angel missions?
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#5 - 2014-05-25 01:48:49 UTC
[Maelstrom, Mission]

8x 1400mm Howitzer Artillery II (EMP L)

Large Micro Jump Drive
Gist C-Type Large Shield Booster
EM Ward Amplifier II
Thermic Dissipation Amplifier II
Omnidirectional Tracking Link II (Optimal Range Script)
Tracking Computer II (Optimal Range Script)

3x Gyrostabilizer II
2x Drone Damage Amplifier II

Large Anti-EM Screen Reinforcer II
Large Drone Scope Chip II
Large Ancillary Current Router I

4x Garde II

This is a mission fit i would try for a mael, its tanked against the worst kind of enemy sansha and still holds 7m43s caps and 275dps tank. The range of the gardes is your max dronecontrol range with skills so u can shoot the fast moving small stuff using gardes and concentrate your 1400's on bc and bs's. Like some other fits i havent tried them specifically but they r close stat wise to the mission boat i currently use.
Saulith Revenant
Brutor Tribe
Minmatar Republic
#6 - 2014-05-25 02:57:57 UTC  |  Edited by: Saulith Revenant
Any particular reason you prefer Arty over AC? And what about long term viability as I move into Large Cannon specialization training for Mach/Marauder?

I also see a lot of people saying to use the EMP ammo specifically, why not use npc faction specific damage type ammo?
Caleidascope
Republic Military School
Minmatar Republic
#7 - 2014-05-25 03:30:09 UTC
Saulith Revenant wrote:
Any particular reason you prefer Arty over AC? And what about long term viability as I move into Large Cannon specialization training for Mach/Marauder?

I also see a lot of people saying to use the EMP ammo specifically, why not use npc faction specific damage type ammo?

Arty vs AC:
Range is tank. You sit at 100km and only gurista stupid missiles can touch you. Get it?

Faction Ammo:
I am cheap, I use t1 ammo. You? Do whatever you want.

Life is short and dinner time is chancy

Eat dessert first!

Saulith Revenant
Brutor Tribe
Minmatar Republic
#8 - 2014-05-25 03:34:29 UTC
Caleidascope wrote:

Arty vs AC:
Range is tank. You sit at 100km and only gurista stupid missiles can touch you. Get it?

Faction Ammo:
I am cheap, I use t1 ammo. You? Do whatever you want.


You managed to touch on both topics without answering the real question in either lol, sorry friend.
Caleidascope
Republic Military School
Minmatar Republic
#9 - 2014-05-25 03:42:03 UTC
Saulith Revenant wrote:
Caleidascope wrote:

Arty vs AC:
Range is tank. You sit at 100km and only gurista stupid missiles can touch you. Get it?

Faction Ammo:
I am cheap, I use t1 ammo. You? Do whatever you want.


You managed to touch on both topics without answering the real question in either lol, sorry friend.

I got ac fits and arti fits. I use both. Not at the same time :)

One more time. I don't use faction ammo because it reduces my income.

Life is short and dinner time is chancy

Eat dessert first!

Saulith Revenant
Brutor Tribe
Minmatar Republic
#10 - 2014-05-25 04:10:32 UTC
My question was, why use EMP ammo specifically over ammo that npc factions are weak to? I'm assuming because it has high shield damage but just wanted to hear someone say it so I know I'm not crazy lol.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#11 - 2014-05-25 06:08:42 UTC
Saulith Revenant wrote:
Maybe 4x TE instead of 2x and an Optimal Range script for my TC might boost my dps
Because of stacking penalties, it is very rarely worth it to fit more than 3 modules affecting the same stat, as the 4th module will have very little effect. So, if you have 2x TE and 1x TC, that's already 3 modules affecting range, so more won't help much.

OTOH, you should always carry both scripts for your tracking computer. They can be changed in space instantly and take up almost no space, so you should always carry them and switch depending on the situation.

As for ammo, of course you rotate between EMP, Plasma and Fusion, depending on the mission. Also, personally I use faction ammo - especially with 1400mm canons, I don't use that much ammo and 15% more dps is not to be spit at. Don't forget that, while you spend more, you also earn more because you complete missions faster. (Oh, and forget that "shield damage" stat - there is no such thing as "shield damage", the stat is just a guideline. What counts is the damage type. "Shield damage" is the damage the ammo would do against basic T1 shield resists, but most rats have very different resists, rendering the stat meaningless.)

As for ACs : As the Maelstrom has no range bonus, the range is really short. Because you need to sit in the middle of them, you need a better tank. And sometimes you lose time because you have to wait for them to come into range. OTOH, ACs work better with drones, which are often quite useless in an Arty+MJD setup, wasting a lot of potential damage.
Saulith Revenant
Brutor Tribe
Minmatar Republic
#12 - 2014-05-25 06:15:11 UTC
Thomas Builder wrote:

As for ammo, of course you rotate between EMP, Plasma and Fusion, depending on the mission. Also, personally I use faction ammo - especially with 1400mm canons, I don't use that much ammo and 15% more dps is not to be spit at. Don't forget that, while you spend more, you also earn more because you complete missions faster. (Oh, and forget that "shield damage" stat - there is no such thing as "shield damage", the stat is just a guideline. What counts is the damage type. "Shield damage" is the damage the ammo would do against basic T1 shield resists, but most rats have very different resists, rendering the stat meaningless.)

As for ACs : As the Maelstrom has no range bonus, the range is really short. Because you need to sit in the middle of them, you need a better tank. And sometimes you lose time because you have to wait for them to come into range. OTOH, ACs work better with drones, which are often quite useless in an Arty+MJD setup, wasting a lot of potential damage.


Thank you very much for the valuable information sir! I dumped 50 mil refitting into 1400mm/WJD and the first 2 L4s I've done were cake walks. I can definitely see where using faction ammo in this build is easily worth it. I used maybe 160 shots total per mission for the small kill squads. Going to keep working at it!
Zhilia Mann
Tide Way Out Productions
#13 - 2014-05-25 06:31:47 UTC
Saulith Revenant wrote:
Any particular reason you prefer Arty over AC? And what about long term viability as I move into Large Cannon specialization training for Mach/Marauder?


The skill tree isn't all that different in the long run. Your long train is Large Projectiles 5 in either case. For your purposes right now, artillery is probably a better bet since it's a bit more forgiving to be able to work at range with lower skills.

If/when you do move into a Mach/Varg, sure, you want ACs. But there were times (it's been awhile since I've run a mission, so were, not are) when I'd throw on arties even on a Mach. Fit to your purpose and all that. Smash the Supplier, for instance, is much easier to blitz with artillery. Scarlet is easier to blap that way too.

Saulith Revenant wrote:
I also see a lot of people saying to use the EMP ammo specifically, why not use npc faction specific damage type ammo?


You'd want to use faction-specific. EMP is the default in EFT so generic fits get pasted over with that loaded all the time. You'd want to use PP for Serpentis/Gurista/mercs/EoM, Fusion for Angels, and EMP for drones/ BR/Sansha.

As for faction versus normal ammo.... Eh. On AC fits I used normal mainly due to the pain in the ass it is to keep up a good supply of faction when you're running around. Artillery I really don't see a problem using faction; 1400s use almost no ammo.
Saulith Revenant
Brutor Tribe
Minmatar Republic
#14 - 2014-05-25 07:38:01 UTC
Zhilia Mann wrote:


If/when you do move into a Mach/Varg, sure, you want ACs. But there were times (it's been awhile since I've run a mission, so were, not are) when I'd throw on arties even on a Mach. Fit to your purpose and all that. Smash the Supplier, for instance, is much easier to blitz with artillery. Scarlet is easier to blap that way too.


Makes a lot of sense! It's incredibly forgiving because I so rarely get hit lol. I can plow down anything that out-ranges me and just train the rest into dust. I'm really glad I took the plunge and went back into Arties, at least for now. I'll avoid having to make any L2 skill divergences until I know exactly how I want it to play out, but I can see myself jumping between the two like you said.

Thanks man!
Nad'x Hapax
Hapaxa
#15 - 2014-05-25 08:18:26 UTC
If I were u Id sink a lil bit of training into missiles (should be fast) and go typhoon+MJD (range will never again be an issue after using MJD out so safe range). Handling cruiser+ with missiles and bouncers on frigs. After that Id train for a Vargur asap (very forgiving ship, no need to be that well trained past being able to fly it. Ull never have to use arties again which means a big dps boost).
Nick Starkey
Native Freshfood
Minmatar Republic
#16 - 2014-05-26 12:36:18 UTC  |  Edited by: Nick Starkey
I have used an arty Mael for missions ages ago and never had issues with it.

Setup included 1400mm guns, though. The idea was to split it into 4 groups (2+2+2+2) and micro them so you use just enough damage to alpha each destroyer/frig/battlecruiser. It required some fitting sacrifices but you could still have ample space for tank (shield boost amp, XL shield booster which you only pulse every now and then, 2 separate hardeners) and projection (tracking computer, tracking enhancers, 3 gyros). A MJD makes it a breeze to gain distance to snipe down npcs so you end up taking very little damage and cross gates quickly if you master the jumping angles and such. Just make sure you bring a flight of medium and light drones to deal with any stuff that ends up close.

The biggest advantage of using large artys is that they fire slowly and make good use of faction ammo even in PVE. It was extremly cheap to stock up in them and gave you the advantage of packing just shy to 700 dps and a nice ~10k alpha at ranges past 40 KM.

It's effective, but not the best ship if you plan on semi afking missions, though.

I've made a signature. I hope you're enjoying it. www.evetrademaster.com - web based asset manager & profit tracker

Nad'x Hapax
Hapaxa
#17 - 2014-05-26 15:52:58 UTC
Nick Starkey wrote:
I have used an arty Mael for missions ages ago and never had issues with it.

Setup included 1400mm guns, though. The idea was to split it into 4 groups (2+2+2+2) and micro them so you use just enough damage to alpha each destroyer/frig/battlecruiser. It required some fitting sacrifices but you could still have ample space for tank (shield boost amp, XL shield booster which you only pulse every now and then, 2 separate hardeners) and projection (tracking computer, tracking enhancers, 3 gyros). A MJD makes it a breeze to gain distance to snipe down npcs so you end up taking very little damage and cross gates quickly if you master the jumping angles and such. Just make sure you bring a flight of medium and light drones to deal with any stuff that ends up close.

The biggest advantage of using large artys is that they fire slowly and make good use of faction ammo even in PVE. It was extremly cheap to stock up in them and gave you the advantage of packing just shy to 700 dps and a nice ~10k alpha at ranges past 40 KM.

It's effective, but not the best ship if you plan on semi afking missions, though.



Just shy of 700dps on an arty mael tells me that u used a super pimp fit+skills+quake on a Mael, all 5 skills+quake or u are including drones... Arty anything will never be effective in missions.
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#18 - 2014-05-26 16:35:51 UTC
Nad'x Hapax wrote:
Nick Starkey wrote:
I have used an arty Mael for missions ages ago and never had issues with it.

Setup included 1400mm guns, though. The idea was to split it into 4 groups (2+2+2+2) and micro them so you use just enough damage to alpha each destroyer/frig/battlecruiser. It required some fitting sacrifices but you could still have ample space for tank (shield boost amp, XL shield booster which you only pulse every now and then, 2 separate hardeners) and projection (tracking computer, tracking enhancers, 3 gyros). A MJD makes it a breeze to gain distance to snipe down npcs so you end up taking very little damage and cross gates quickly if you master the jumping angles and such. Just make sure you bring a flight of medium and light drones to deal with any stuff that ends up close.

The biggest advantage of using large artys is that they fire slowly and make good use of faction ammo even in PVE. It was extremly cheap to stock up in them and gave you the advantage of packing just shy to 700 dps and a nice ~10k alpha at ranges past 40 KM.

It's effective, but not the best ship if you plan on semi afking missions, though.



Just shy of 700dps on an arty mael tells me that u used a super pimp fit+skills+quake on a Mael, all 5 skills+quake or u are including drones... Arty anything will never be effective in missions.


just for your information the fit i linked has 600 gun dps (with t1 ammo) and effective drones in drone control range so statwise it looks pretty effective.
Nad'x Hapax
Hapaxa
#19 - 2014-05-26 17:23:25 UTC  |  Edited by: Nad'x Hapax
Jeanne-Luise Argenau wrote:
Nad'x Hapax wrote:
Nick Starkey wrote:
I have used an arty Mael for missions ages ago and never had issues with it.

Setup included 1400mm guns, though. The idea was to split it into 4 groups (2+2+2+2) and micro them so you use just enough damage to alpha each destroyer/frig/battlecruiser. It required some fitting sacrifices but you could still have ample space for tank (shield boost amp, XL shield booster which you only pulse every now and then, 2 separate hardeners) and projection (tracking computer, tracking enhancers, 3 gyros). A MJD makes it a breeze to gain distance to snipe down npcs so you end up taking very little damage and cross gates quickly if you master the jumping angles and such. Just make sure you bring a flight of medium and light drones to deal with any stuff that ends up close.

The biggest advantage of using large artys is that they fire slowly and make good use of faction ammo even in PVE. It was extremly cheap to stock up in them and gave you the advantage of packing just shy to 700 dps and a nice ~10k alpha at ranges past 40 KM.

It's effective, but not the best ship if you plan on semi afking missions, though.



Just shy of 700dps on an arty mael tells me that u used a super pimp fit+skills+quake on a Mael, all 5 skills+quake or u are including drones... Arty anything will never be effective in missions.


just for your information the fit i linked has 600 gun dps (with t1 ammo) and effective drones in drone control range so statwise it looks pretty effective.


With that tank u really wont be able to fight at garde optimals even with the scope chip and omni and past that into sniping ranges u will lose alot of your 600 gun dps. Also the gun dps is with all lvl5. Interesting way of giving a 3.3mil character fittingsuggestions. With the skills your fit needs he might just aswell fly a varg and never having to bother with arties gain.
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#20 - 2014-05-26 19:37:40 UTC
Nad'x Hapax wrote:
Jeanne-Luise Argenau wrote:
Nad'x Hapax wrote:
Nick Starkey wrote:
I have used an arty Mael for missions ages ago and never had issues with it.

Setup included 1400mm guns, though. The idea was to split it into 4 groups (2+2+2+2) and micro them so you use just enough damage to alpha each destroyer/frig/battlecruiser. It required some fitting sacrifices but you could still have ample space for tank (shield boost amp, XL shield booster which you only pulse every now and then, 2 separate hardeners) and projection (tracking computer, tracking enhancers, 3 gyros). A MJD makes it a breeze to gain distance to snipe down npcs so you end up taking very little damage and cross gates quickly if you master the jumping angles and such. Just make sure you bring a flight of medium and light drones to deal with any stuff that ends up close.

The biggest advantage of using large artys is that they fire slowly and make good use of faction ammo even in PVE. It was extremly cheap to stock up in them and gave you the advantage of packing just shy to 700 dps and a nice ~10k alpha at ranges past 40 KM.

It's effective, but not the best ship if you plan on semi afking missions, though.



Just shy of 700dps on an arty mael tells me that u used a super pimp fit+skills+quake on a Mael, all 5 skills+quake or u are including drones... Arty anything will never be effective in missions.


just for your information the fit i linked has 600 gun dps (with t1 ammo) and effective drones in drone control range so statwise it looks pretty effective.


With that tank u really wont be able to fight at garde optimals even with the scope chip and omni and past that into sniping ranges u will lose alot of your 600 gun dps. Also the gun dps is with all lvl5. Interesting way of giving a 3.3mil character fittingsuggestions. With the skills your fit needs he might just aswell fly a varg and never having to bother with arties gain.


actually u do 60km u take the gardes for fast moving small stuff and the arties on bc and bs's first i dont say that it will work 100% as i havent flown the mael in a long time. I just said that the stats with proper use look promising.
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