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lvl2+ missions in destroyers

Author
Nox Nephililim
Doomheim
#1 - 2011-12-14 00:20:27 UTC  |  Edited by: Nox Nephililim
Hi im quite new to the game and having trouble picking up pve more then pvp haha. Im currently doing lvl2 Amarr Navy missions in a coercer. People said they managed to do lvl3s in desroyers but im having trouble already in one.
My current ship set up is as follows:

High Slots:
- 8x tech1 beams i cant remember which ones though sorry

Mid Slots:
-Small Capacitor Battery I

Low Slots;
- Damage Control I
- Small Armor Repairer I
- Tracking Enhancer I
- Heat Sink I

i use radio at hit at max targeting range but the npc somehow has the most advanced weapons systems to hit me at the same range which i think is kinda bullshit even if there laser colour is not blue or yellow.
My main problem is that the ship cant take so much damage even if im repairing in flight. Can I get some pointers please.
Substantia Nigra
Polaris Rising
Goonswarm Federation
#2 - 2011-12-14 00:53:56 UTC
I can't help you much with the fit ... having no clue about lasers and Amarr ships ... but the thing about destroyers is that they deliver good DPS but have not-so-good tanks. So if you've not got good tank the way to survive missions might include:
- Do easy missions that don't rely on you tanking heavily;
- Rely on speed and / or small signature radius to reduce the amount of incoming damage that 'takes';
- Use long-range weapons so you can 'kite' the NPCs and stay outside the damage range of some of them;
- Working with a buddy and so sharing the DPS or have the tankier ship getting aggro before you warp in.

Alternatively you can increase your tank (e.g. you have two lowslot mods that increase damage output) but that is usually at the expense of your damage output.

Given the relatively short training times involved you may want to think about sticking to lvl2s until you can fly the relevant top-end t1 cruiser.

Good luck with all that ... and the differing opinions that you will doubtlessly also receive.

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Silber Zidayn
Doomheim
#3 - 2011-12-14 01:04:57 UTC  |  Edited by: Silber Zidayn
Stay in level 2 missions ---> buy a Harbinger, beam lasers and change parts to T2 as you gain skills then swap to T2 pulse. The t1 fit is:


[Harbinger, L3 Amarr space]

7x Heavy Anode Particle Stream I (Multifrequency M) (18KM or less range) obviously more with long range crystals

Y-S8 Hydrocarbon Afterburners
3x Eutectic Capacitor Charge Array

Medium 'Accommodation' Vestment Reconstructer I
2x N-Type EM Hardener I
N-Type Thermic Hardener I
F85 Peripheral Damage System I
Beta Reactor Control: Diagnostic System I (with low sp you can't fit 7x heavy beams without this)

3x Medium Capacitor Control Circuit I

x Hobgoblin I (light scout drones that do thermal damage)



You're cap stable with low skills and this 40m ship+parts. If you are not fighting Sansha then switch the resists to match the faction. Some people will use a adaptive nano membrane but I prefer the damage control for a loss of 7~ dps tank and you gain some oh **** time in structure. Take light drones.

Now, this is no way the optimal harby fit but it will get you by. Once everything except guns are T2 I prefer adding some heat sinks for more damage and dropping some tank. Eventually swap the guns for T2 heavy pulse lasers + scorch ammo.

I also don't claim this is the best advice since we all play our own way. This did get me through the rep grind to open L4 missions with 3 different corps. I've spent a lot of time. I've tried dual rep fits as well but I find a balance of damage+speed with less tank was the best. Some missions you will have to warp out and repair on. I also assume you have little to no ISK so these are cheap builds. You can get a lot more from a Harby if you fit meta 4+ and breeze through missions.

I recommend beams until you can do t2 pulse but if you want to play around


[Harbinger, Guristas]

7x Heavy Anode Pulse Particle Stream I (Multifrequency M) (10km ~ range) obviously more with long range crystals

Y-S8 Hydrocarbon Afterburners
3x Eutectic Capacitor Charge Array

Medium 'Accommodation' Vestment Reconstructer I
2x N-Type EM Hardener I
N-Type Thermic Hardener I
F85 Peripheral Damage System I
Extruded Heat Sink I

3x Medium Capacitor Control Circuit I

10x Hobgoblin I


With my skills this is what I run if i want to mess around in a amarr L3.

[Harbinger, T2]

7x Heavy Pulse Laser II (Scorch M) (26km max range)

Y-S8 Hydrocarbon Afterburners
2x Cap Recharger II
Tracking Computer II (Tracking Speed)

Medium Armor Repairer II
2x Armor EM Hardener II
Armor Thermic Hardener II
2x Heat Sink II

3x Medium Capacitor Control Circuit I

5x Hobgoblin II
Terghon Tu
Rockbane Enterprises
#4 - 2011-12-14 01:11:14 UTC
The basic breakdown for ship-class vs. mission level is:

L1 - frigate
L2 - cruiser
L3 - battlecruiser
L4 - battleship

The destroyer is basically a frigate-class ship, using a small modules. With the recent upgrades, they do pretty well in L2 missions. L3 missions need an excellent cruiser, with great skills and tech 2 weapons, or a battlecruiser. The battlecruiser doesn't have any better weapons than a cruiser, but it has a heavier tank.

For Amarr specifically (I fly Amarr ships), a Harbinger will absolutely destroy L3 missions. An Imperial Navy Omen can also handle L3 missions, if you're careful. A Maller is tougher than an Omen but lacks the dps needed to avoid having to tank for long periods.

As an alternative, you can go toward tech 2 ships. An assault frigate can speed-tank L3 missions due to superior resists and excellent dps. T2 cruisers will do great in L3 missions and can handle L4, though they're slow and need to be managed carefully.
Nox Nephililim
Doomheim
#5 - 2011-12-14 01:33:33 UTC
Im training for assault ships right now, So i guess its the end of the road for my destroyer then. Thanks for the advice guys much appreciated
Zhilia Mann
Tide Way Out Productions
#6 - 2011-12-14 02:11:27 UTC
Nox Nephililim wrote:

Mid Slots:
-Small Capacitor Battery I


Here's one thing you could improve: swap for an afterburner. You need to rely on range and transversal to mitigate damage. It will seriously damage your cap stability but in the end it will help you complete missions more effectively/faster.
Nox Nephililim
Doomheim
#7 - 2011-12-14 09:47:27 UTC
i have been thinking of putting on rigs, if i get the afterburner should then i maybe stick capacitor rigs?
Alaric Faelen
Republic Military School
Minmatar Republic
#8 - 2011-12-14 16:02:21 UTC  |  Edited by: Alaric Faelen
Most folk skip the destroyer as a primary mission runner for level 2's, usually going with a cruiser. I suggest this as well, I only use destroyers for salvaging these days. Their tank just isn't there for the larger/longer missions. However, most cruisers have a few drones as well so you'll need to skill up that tree a bit too.

I wouldn't worry about T2 ships of any class right now. They aren't affordable for new players, and your skills won't allow you to fit them well enough to make them worth it. You can easily play Eve for the better part of a year in nothing but T1 hulls (T2 modules as you can afford/have skill to use). If you really want to have T2 frigs for your toon, then the destroyer is not the next ship class to be looking at.

They aren't bad ships, but cruisers are a better ship class to run level 2's in with low SP and far more common in PvP than destroyers. Maybe next expansion they'll get a buff that puts them on BC level of usefulness.

Just my opinion, but I got up to BC sized T1 ships and could fit them decently, before I went back to max out frigates to run T2 hulls. Since insuring T2 hulls is pointless, it's virtually impossible to 'fly what you can afford to lose' with T2 ships as they are usually total write offs when lost.

You won't want to run any more level 2 missions that you need to either to access level 3's where a BC hull is preferred. Most level 1-3 missions can be run in a battleship if you wanted to, so you can then use the BC to blast thru any level 1's (just deploy your drones and go read a book) or level 2's (boringly easy) to again grind standing to get 3's. I ran level 2's last night in a Drake to grind up for a local agent with social IV and connections III and went from 1.7 to 4.2 standings in about 5 missions, but they only took a few minutes each to complete.

In my local market BC hulls are comparable in price to T2 frigate hulls (and T1 hulls of course can be insured well) so consider what you're trying to get into with T2 frigs without some serious skill time into being able to fully fit them, much less lose them with no insurance.

As for destroyers- take them or leave them really for PvE. They're awesome salvagers for after missions, but I don't bother salvaging below level 3 missions, so again, the DD is a pretty low priority beyond that.
Kara Tray
Alt aber Sexy
#9 - 2011-12-14 16:10:29 UTC
I agree to this.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2011-12-14 20:47:44 UTC
I tried to do level 3 missions in a destroyer, but missile sentries forced me to abandon that. Also tried a cruiser, and it wasn't worth the effort. A battlecruiser made it too easy.

Most level 2 are trivial in a destroyer. I only found one mission that gave me trouble: Mission of Mercy. There are a lot of cruisers in close proximity, and pulling one spawn tends to mean getting them all. I completed it in the destroyer, but it took a lot of time, overheating, and warping out. Same mission in a cruiser with long range weapons like artillery was easy, but I lost a cruiser to it with short range autoCannons.
King Rothgar
Deadly Solutions
#11 - 2011-12-14 21:55:35 UTC
Welcome to the dysfunctional little family that is the eve community. I'm an old hand but I rolled a new toon not too long ago to test out the new player experience. You can get a pretty decent lvl2 running coercer with very little SP and that was before they got buffed. I don't remember the exact fit, but in general it was something like this:

8x beam lasers
MWD
small armor rep
damage control
2x adaptive nano plating
capacitor power relay (change to heatsink once you have your capacitor skills up)
3x cap recharge rigs

You won't be able to turn on the mwd and rep and forget about it, but you can pulse them as needed. So as long as you pay attention and use that squishy thing between your ears a bit, you should be fine. You should train t2 small pulses ASAP as well, that will make a world of difference as you will discover the joys of scorch crystals along with superior dps and tracking. I cannot advise strongly enough against moving up to cruisers and BC's until you can fully t2 fit a frigate/destroyer. They don't need perfect skills, but you should have all t2 modules on it first. This only takes about two weeks total from the time you create the character. So it's pretty quick compared to just about everything else you'll train in this game.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Alaric Faelen
Republic Military School
Minmatar Republic
#12 - 2011-12-15 15:48:47 UTC
I have to disagree with the King on this. From a purely mission running standpoint, there is little reason for T2 modules at all. Missions at least thru level 3's are already a trivial matter to finish. Rarely do you need to actually fit modules specific to the NPCs to survive, it'll just take a little longer and use more ammo (cheap T1 ammo). Bothering to mission fit each time will make most missions comically simple with T1 everything. A t2 tank will make any level 1-3 a cake walk even with low end weaponry, given the appropriate size hull for the mission level.

The problem with staying in frigates (or destroyers) to the point you can fit all that T2, is that the mission level 1's, maybe 2's that you can run simply won't pay the bills for actually running all that bling. Nor will it keep you in ships for PvP for long. Most of the mission runners (to pay for PvP mayhem) I know rely on level 4's to really keep them in decent PvP boats. I stopped at level 3's and it takes several to pay for one T2 fitted frigate+insurance+ammo. And I usually take the time to salvage those missions as well.

If a T2 fitted frigate can't waltz thru a level 3 mission (I haven't bothered trying) then it's going the long way to get to where you can turn decent isk to do something other than endlessly run missions. I can run a much larger ship with lower skills in PvE than I can outfit or fly well for PvP.