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Best tech one rokh load out for ultimate PvE

Author
Hani Nguyen
Mitsuhida Inc.
#1 - 2015-02-22 04:08:12 UTC
I am close from getting the Rokh and I am planning to use it to PvE, what would be the ultimate load out isk will not be a problem
Nycha
Pator Tech School
Minmatar Republic
#2 - 2015-02-22 09:19:11 UTC  |  Edited by: Nycha
Im no specialist but I would guess something similar to this one:

[Rokh, UUuuhhhltimate]

Damage Control II
Cormack's Modified Magnetic Field Stabilizer
Cormack's Modified Magnetic Field Stabilizer
Cormack's Modified Magnetic Field Stabilizer
Cormack's Modified Magnetic Field Stabilizer

Chelm's Modified Cap Recharger
Estamel's Modified Adaptive Invulnerability Field
Estamel's Modified Adaptive Invulnerability Field
Estamel's Modified Adaptive Invulnerability Field
Cormack's Modified Tracking Computer
Tobias' Modified 100MN Microwarpdrive

Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L
Estamel's Modified 425mm Railgun, Dread Guristas Antimatter Charge L

Large Capacitor Control Circuit II
Large Core Defense Field Extender II
Large Core Defense Field Extender II

Warrior I x5
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#3 - 2015-02-22 15:30:55 UTC
T2 guns would be better, also that fit has no hp regen.

Basically it's bad.
ggodhsup
relocation LLC.
#4 - 2015-02-23 06:15:14 UTC
the fit above is terribly awesome. down to the warrior I's

t2 drones are waaaaaaaaay overrated.

seriously though rat specific hardeners a shield booster and guns are probably going to be good fit.

a full t2 loadout of the previous is also recommended, before that? i wouldnt even suggest you use a rokh
Jacob Holland
Weyland-Vulcan Industries
#5 - 2015-02-23 17:02:26 UTC  |  Edited by: Jacob Holland
Hani Nguyen wrote:
ultimate load out isk will not be a problem

This phrase is always troll-bait.
Avoid using it...ever... (even if you do want to purple everything - ships like that are known as loot piniatas).


The Rokh is generally considered a long range rail boat in PvE terms - so the obvious first port of call is the guns.

Most people's go to would be the 425mm railgun - though as I recall (it's been a long while since I helped people set up PvE Rokhs) the higher tracking, lower cap-use and easier fitting of the 350mm more than made up for the lower damage.
For the moment calculate based on the larger guns and downgrade if necessary.
You will want to aim for Tech 2 guns eventually but start out with named - they have some of the benefits (though not T2 ammo) and they're significantly easier to fit.
Carbide rails are easiest to fit (IIRC Module Tiericide hasn't reached them yet) and Prototype Gauss are the longest range but significantly more expensive.
{edit}
As mentioned by others, range is what the Rokh is built for - it is possible to make use of that with Blasters but they are highly inefficient in PvE and will put heavy pressure on your cap (through tanking) which is one of the Rokh's weaker points... Therefore you will need to make range.
The most sensible option in this case is the Micro Jump Drive (LMJD) which, after a short "spool-up" will "blink" your ship 100km in the direction you're moving in. Make sure you're moving in the direction you want to jump before hitting the button because it affectively locks your direction throughout the "spool-up". Nonetheless 100km between you and your targets will significantly reduce the damage you take and reduces the pressure on your cap. There are no named, faction or other meta versions of the LMJD so T1 it is.
The Rokh's other bonus is to its shield tank - so it's generally best to tank it in shields. You have the LMJD to pull range but you'll still want a reasonable source of HP and resists - particularly as you start out and learn both the ship and the missions.
An X-Large booster is a good place to start, you could go Dread Guristas if you wanted, T2 if you have the skills but I would start out with the Clarity named version which is (relatively) easy to fit and inexpensive.
You will also want some shield hardeners (the bright orange ones - which you have to switch on), I'd start with three initially. Two hardeners for the primary damage type (EM for Sansha and Bloods, Kin for Guristas and Serpentis) and one for the secondary (Thermal in the above cases) which you will need to change out as needed, and for the more awkward missions (Mercs, Angels, a lot of Rogue Drones) an EM hardener and a pair of Invulnerability fields.
All this puts a lot of pressure on your cap and it won't take long to empty if you leave the booster running too long or find yourself taking more damage than you expect. To give yourself more of a safety margin I would then add a Cap Booster - The Large Electrochemical is the go to in this case. This can hold up to four Cap Booster 800s and cycles every 12 seconds - dumping 800 GJ of energy into your capacitor on demand. Cap Booster charges are large and take up a lot of hold space so you don't want to be using too many but they are cheap and will drastically extend your combat durability, the Booster module uses a lot of fitting space to compensate so we're probably forced to the 350mm rails at this point.
Because it's a shield ship the lows should primarily be used to enhance your guns - three Magnetic Field Stabilisers are a good start - T2 versions only require Weapon Upgrades [4] so move to those as soon as you can, the effect is significant.
You may need a Reactor Control to fit the more PG hungry modules but even if you don't a Power Diagnostic is a good standby - giving a bit of extra fitting, more cap and more shield. A Signal Amplifier is another option, slightly boosting your lock range and time (and, with the T2, giving the ship an extra lock slot but it's unlikely you need to worry about that yet).
For the last low you want range and tracking (particularly on the smaller calibre guns) and a Tracking Enhancer fits the bill. Again I believe the T2 are unlocked quite quickly so...
Range is also the order of the day for the rigs, two Large Hybrid Locus rigs will significantly improve that leaving the third to help with fitting, to improve your tank, or to free up a low for a cargo expander (allowing more cap boosters).

Even with low skills that gives you more than 100km engagement range (though with Iron charges the damage will be fairly underwhelming). With slightly better skills you can push out further - Caldari Battleship [3] will push Thorium L past 80km for example and the damage starts to get more reasonable.
Other ships will do more with less, the Rokh is a difficult one to recommend but I cannot deny its appeal and I know a number of people who have focussed on them and enjoyed the journey (though perhaps envious of the 1400mm Howitzers' burst damage).

The fitting I've suggested has quite a bit of space to grow - both in terms of skills (increasing fitting space for example) and wallet (DG shield booster and other Faction mods) but it should provide at least a base for you to work from. It is overtanked from most people's perspective but with low skills and little experience it is very easy to find even this level of tank under considerable pressure while you're still learning the missions so...


Apologies for the wall of text, I hope some of it is at least a little helpful.
Zhilia Mann
Tide Way Out Productions
#6 - 2015-02-23 19:54:47 UTC
Rokhs just don't do PvE well. Sorry. But if you have to, this will take advantage of the one thing Rokhs do well (range) while still applying some damage:

[Rokh, lmjd rokh]
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Power Diagnostic System II

Large Micro Jump Drive
Large Shield Booster II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Adaptive Invulnerability Field II

425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L
425mm Railgun II, Federation Navy Antimatter Charge L

Large Hybrid Collision Accelerator II
Large Anti-EM Screen Reinforcer II
[empty rig slot]

Paranoid Loyd
#7 - 2015-02-23 22:50:13 UTC  |  Edited by: Paranoid Loyd
Yeah, that's ^ about the best I could come up with as well, not only is that fit sub-optimal in pretty much all aspects with the exception of projection, it is super easy and profitable to gank.

OP specifically mentioned T1, I can't come up with anything T1 that is acceptable as I don't even really consider the above acceptable.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nycha
Pator Tech School
Minmatar Republic
#8 - 2015-02-24 02:37:17 UTC
Heh funny thing about the loot pinata fitting was, that it actually had a bit of tank. Not good but 180k ehp and 200dps regeneration.
If I put a bit of effort into a t1 rokh fitting I would go with this one:

[Rokh, crap rokh]

Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Damage Control I

Large Micro Jump Drive
Pith X-Type Large Shield Booster
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800
Optical Tracking Computer I
Optical Tracking Computer I
Adaptive Invulnerability Field I

425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L
425mm Railgun I, Caldari Navy Antimatter Charge L

Large Hybrid Locus Coordinator I
Large Anti-EM Screen Reinforcer I
Large Ancillary Current Router I

+some drones

With lv5 skills this thing has a 350dps/62k ehp tank and makes a bit more than 500dps with ok damage projection to 60km, falloff close to 100. The cap booster will make sure that even a beginner doesnt implode capwise in the middle of a mission. The pith is kinda expensive but I dont see another way to get a meaningful tank without sacrificing more slots. I tried in evehq with some xl-shield booster but that would force the user to use cap charges like candy.
Not a ship I would want to fly.
Fuazzole
Pator Tech School
Minmatar Republic
#9 - 2015-02-24 12:24:42 UTC
Hani Nguyen wrote:
I am close from getting the Rokh and I am planning to use it to PvE, what would be the ultimate load out isk will not be a problem


The Rokh is quite skill intensive to pull of solo lvl 4's, recommended all T2 + navy booster
It will not perform with low-mid level skills and gear, this is why many stick with missile/drones.