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Building a Level 4 Mission Runner - Kronos

Author
Arthur Aihaken
CODE.d
#1 - 2016-05-01 16:41:14 UTC
In the spirit of Ace Lapointe's L4 Golem thread (which contains some interesting discussions and ideas), I thought I'd create one for the Kronos.

Disclaimer: This is not the tankiest build, but it is one of the fastest, most agile and well-suited for the intended weapons package. This is also not the perfect build - nor is it necessarily ideal for all players. Depending on skills, implants and player experience - expectations can and will vary. This should be considered a starting point for perfecting your own builds!

With that out of the way, let's get down to some specifics. First and foremost, you will need great (but not necessarily perfect) skills to get the most out of any Marauder - particularly the Kronos. The ability to fit and wield T2 neutron blasters is essential. The right set of implants will also go a long way to augmenting performance and in many instances will offset skill deficiencies to some extent (why I've left a few implant slots open). Second, this fit is not cap stable (nor is it intended to be) - and it definitely does not have a GTFO option. This implies you have a general understanding of mission and NPC aggro mechanics. While Marauders are more forgiving - they're not infallible. Finally, this fit attempts to blend a hybrid (no pun intended) balance between mission blitzing and clearing. There are often missions you will want to blitz simply because they have an excellent LP return and missions you'll want to clear because there is a either excellent loot to salvage or a high chance of valuable implants that may drop.
.....

[Kronos, Kronos Blaster]

Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Bastion Module I
Small Tractor Beam II
Small Tractor Beam II
Drone Link Augmentor II

Domination 500MN Microwarpdrive
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Sensor Booster II, Scan Resolution Script

Magnetic Field Stabilizer II
Damage Control II
Shadow Serpentis Magnetic Field Stabilizer
Corpus C-Type Large Armor Repairer
Shadow Serpentis Magnetic Field Stabilizer
Nanofiber Internal Structure II
Magnetic Field Stabilizer II

Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II

Hobgoblin II x5
Hammerhead II x5
Garde II x2

Null L x10000
Void L x2500
'Packrat' Mobile Tractor Unit x1
.....

Mid-grade Ascendancy Alpha
Mid-grade Ascendancy Beta
Mid-grade Ascendancy Gamma
Mid-grade Ascendancy Delta
Mid-grade Ascendancy Epsilon
Eify and Co. 'Rogue' Evasive Maneuvering EM-705
Zor's Custom Navigation Hyper-Link
Inherent Implants 'Lancer' Gunnery RF-905

With respect to implants, this leaves slot 6 and slot 10 open with slots 7 and 8 easily substituted - so there's a lot of flexibility. As with the Kronos build, implants should be looked as a starting point based on your personal play style.
.....

These are the performance specs (numbers in brackets are while in Bastion):
• 58.3k omni EHP (82.3k EHP); 266.7 HP/s armor repair (744.8 HP/s)
• 1043 DPS @59.4km maximum range ( 1043 DPS@68.5km maximum range)
• 99-158 DPS with a flight of light or medium drones (84 km maximum range)
• 1153 m/s, 8.19s align time and 4.23 AU/s warp speed
• Capacitor lasts 3m22s with everything running
• Hull price of 1.14B ISK with 391M ISK in fittings for a total of 1.54B ISK.

This build is designed to get quickly to the mission area, immediately close to within range of the objectives and begin applying massive amounts of DPS while using a combination of the passive shield buffer and Bastion to mitigate most of the incoming damage. I've gone with a minimal amount of bling and focused on key modules and implants. There are enough modules that can be substituted depending on your personal preference. For example:

• Coreli A-Type Adaptive Nano Plating in place of the Nanofiber Structure II (this will cost you 15.8% inertia, 9.5% velocity but significantly buff your tank)
• Large Micro Jump Drive in place of the Sensor Boster II (this will give you a GTFO option at the expense of 60% less targeting speed)
• Large Hybrid Burst Aerator II in place of one of the Large Hyperspacial Velocity Optimizer II rigs (this will give increase your rate of fire by about 5% at the expense of -0.75 AU/s warp speed)

The Kronos really shines when it's in a position to quickly and effectively volley ships off the field. For this reason, I value the ability of the sensor booster to aid in quickly locking targets (particularly frigates) as this enables me to utilize medium drones to apply more damage to targets and quickly focus on anything red boxing. Inertia is probably even more important than speed, as this improves the rate at which you both accelerate and reach warp velocity. While there are a handful of missions (Worlds Collide, Pirates) where a MJD can be advantageous, this can also be easily offset with the MWD (since blasters can easily start picking frigates off in excess of 75km). Another module that I've found particularly useful on the Kronos is the Auto Targeting System which can be used in place of the Drone Link Augmentor II. This grants an extra +1 target in passive mode (for a total of 11 non-Bastion) and will actively target anything red boxing you within 60km. This is something that is ideally-suited for blasters since it's of minimal benefit to railguns.

I am currently away, traveling through time and will be returning last week.

Arthur Aihaken
CODE.d
#2 - 2016-05-01 16:41:27 UTC  |  Edited by: Arthur Aihaken
A few parting thoughts based on my use with the Kronos:

• Rate of fire is more important than raw damage. Even with damage implants, rigs and full Faction mag stabs it's often not enough to make a difference in either single-volleying a target or decreasing the number of volleys to kill a target significantly. This isn't to say your fit won't benefit from extra damage - just that it ends up being less critical with blasters than other systems such as cruise missiles.
• Blasters are effective at volleying frigates at ranges beyond 15km (beyond that it's a crap shoot). You can also often score significant hits or outright kills beyond 75km depending - especially if they're stationary.
• Effective blaster DPS drops down to around 600 @60km while in Bastion, so the "sweet" spot seems to be in the 30-40km range for maximum effectiveness (a quick MWD burst will often do the trick).
• There are a few hard targets (Federation Orions, Republic Fleet Darkanas, Rogue Drone Parasites, etc.) that are just beasts regardless of range. Fortunately, they often like to close to murder point-blank, and this is where Void L ammunition comes in. Reloaded and overheated you can increase your DPS to 1679 or more to quickly dispatch these.
• It is worth the investment for a light set of 'Augmented' or Faction drones. These deal hybrid damage and will be more effective against more NPC enemy types. I personally favor Hornets and Warriors.
• This is a billion plus ISK hull, so you should use some bling. There are more than a few Deadspace modules which are dirt cheap (particularly 'C' variants). As with everything - fit what you can afford to lose (insurance only covers a pittance on Marauder hulls).
• 'Packrat' mobile tractor units are a must-have - especially to cut down on mission time looting. The base mobile tractors will cost you more in terms of extending mission times and loitering around more than is necessary.
• In terms of missions, I generally accept everything except any of the "Extravaganzas" or "Anomaly" series (I just don't find the rewards outweigh the time or effort involved).
• Grapplers and stasis webs are a waste of slots. Blasters track incredibly well and you can hit almost anything under 15km (which often includes frigates). Anything orbiting at 8-10km is going to be hard to hit anyway (even webbed), so you're better off dispatching these types of small targets with a flight of light drones.
• I have my armor repairer set to auto-repeat. This gives me the option to 'pulse' it where needed by hitting a hotkey twice or just let it run when facing sustained DPS.
• Salvagers and salvage drones are both a waste of time. I mean, if you're looking to kill time while you wait to tractor wrecks or objectives in, sure. But by and large that extra high slot is better utilized for extending drone range, augmenting target acquisition or fit with a heavy vampire to recapture capacitor from NPC ships. I find a pair of T2 tractor beams is essential for optimized looting and mission objectives, though.
• For extended missions (Worlds Collide, Extravaganzas) it's worth bringing along a Mobile Depot and a handful of capacitor power relays. It's fairly quick to refit between rooms and this is a more effective alternative than running a heavy cap booster with cap charges (since you don't have to give up a precious mid slot, and you're looking at a measly 70m3 cargo space).

I am currently away, traveling through time and will be returning last week.

Arcturus Ursidae
Federal Defense Union
Gallente Federation
#3 - 2016-05-01 19:25:01 UTC
That's a pretty sensible fit.

I would prefer a NOS over the second tractor although admit I find myself not using it often, more than I would use a second tractor though I think.

I actually do like the stasis grappler it really can bring things to a stop especially when in bastion although it's usefulness over a fed navy web in pve is debatable and perhaps either aren't necessary as you suggest.

Not sure about the DC. Feel that really should be a reactive armour hardener.

I don't have the cash for those implants, I do find a genolution set quite handy for general buffs.

Slot 6 should probably be small hybrid turret damage

Slot 8 medium hybrid turret damage

I would pick these as I would not clone jump to do burner missions and the DPS boost is more valuable in those.

Slot 10 I would pick large hybrid turret or my current clone has an old imperial navy modified noble implant.
Hei Ryung
Center for Advanced Studies
Gallente Federation
#4 - 2016-05-01 20:09:43 UTC
Isn't this liable to go splat pretty quickly? Call me paranoid but the tank doesn't look like it will hold up, especially as you need to be at short range.
Arthur Aihaken
CODE.d
#5 - 2016-05-01 20:25:57 UTC
Arcturus Ursidae wrote:
That's a pretty sensible fit. I would prefer a NOS over the second tractor although admit I find myself not using it often, more than I would use a second tractor though I think.

Thanks! I've built-in enough redundant modules such that it can accommodate individual preferences. With three utility high slots, a single tractor beam is often sufficient - so you can definitely drop one in favor of the NOS. The drone link augmentor is optional as well (I've found that many of those pesky turrets are often just outside an ideal falloff or drone command range).

Quote:
I actually do like the stasis grappler it really can bring things to a stop especially when in bastion although it's usefulness over a fed navy web in pve is debatable and perhaps either aren't necessary as you suggest.

I did try the grappler quite extensively but found that often by the time I'd locked the target it was orbiting inside my guns and had little to any benefit. Having a 60%+ boost to lock speed actually allowed me to kill more frigates before they were able to get under the guns.

Quote:
Not sure about the DC. Feel that really should be a reactive armour hardener.

You certainly can't go wrong with a reactive hardener, either. I like the added shield and hull buffer a DC affords.

Quote:
I don't have the cash for those implants, I do find a genolution set quite handy for general buffs.

A Genolution set with a WS-615 or WS-618 implant is roughly equivalent to the Mid-grade Ascendancies.

Quote:
Slot 6 should probably be small hybrid turret damage
Slot 8 medium hybrid turret damage
I would pick these as I would not clone jump to do burner missions and the DPS boost is more valuable in those.
Slot 10 I would pick large hybrid turret or my current clone has an old imperial navy modified noble implant.

All excellent choices - which is why I left a lot of implants unspecified.

I am currently away, traveling through time and will be returning last week.

Arthur Aihaken
CODE.d
#6 - 2016-05-01 20:28:15 UTC
Hei Ryung wrote:
Isn't this liable to go splat pretty quickly? Call me paranoid but the tank doesn't look like it will hold up, especially as you need to be at short range.

Not really. But as I indicated in the build, you can easily substitute low slot modules to buff your tank (you can replace the nanofiber and one of the mag stabs with two armor modules of your choice). "Short range" is somewhat subjective, as most of the targets I'm engaging in missions are actually in the 30-40k ideal range of neutron blasters. Anything beyond that is a quick MWD burst.

I am currently away, traveling through time and will be returning last week.

Ion Kirst
KIRSTONE ALLIANCE
#7 - 2016-05-01 20:28:38 UTC
Arthur said:

"Disclaimer: This is not the tankiest build, but it is one of the fastest, most agile and well-suited for the intended weapons package. This is also not the perfect build - nor is it necessarily ideal for all players. Depending on skills, implants and player experience - expectations can and will vary. This should be considered a starting point for perfecting your own builds!"



This is a very good start, and a great perspective.


-Kirst

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#8 - 2016-05-01 21:50:26 UTC
Ion Kirst wrote:
This is a very good start, and a great perspective.

Appreciated, thanks! If you have any suggestions or improvements to offer, please weigh-in!

I am currently away, traveling through time and will be returning last week.

Ion Kirst
KIRSTONE ALLIANCE
#9 - 2016-05-01 22:43:22 UTC  |  Edited by: Ion Kirst
As I mentioned to you before in another thread, I'm just not liking the ascendency implants and the Hyperspatial rigs.

If I'm going to use Bastion in a mission, or do any salvaging, I'm going to get locked in time wise. So, in doing those things that take time, I can't see rushing in and out of a mission.

I'm just not seeing the use of those rigs and implants, just to gain a few seconds of warp time, when something else, more helpful could be used.

IMHO

-Kirst


(FYI, and neither here nor there, but on Friday I retired after 47 years at GM)

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#10 - 2016-05-02 00:42:45 UTC  |  Edited by: Arthur Aihaken
Ion Kirst wrote:
As I mentioned to you before in another thread, I'm just not liking the ascendency implants and the Hyperspatial rigs. If I'm going to use Bastion in a mission, or do any salvaging, I'm going to get locked in time wise. So, in doing those things that take time, I can't see rushing in and out of a mission.

I'm just not seeing the use of those rigs and implants, just to gain a few seconds of warp time, when something else, more helpful could be used. IMHO

It's a completely valid argument. In my defense, though - I'm using the Kronos for mission blitzing along with various ships for running Burner missions. In these instances, warp implants and rigs are key to completing these as fast as possible.

I am currently away, traveling through time and will be returning last week.

Ion Kirst
KIRSTONE ALLIANCE
#11 - 2016-05-02 02:15:40 UTC
I can understand the blitzing part, or what I called BLITZING, in another thread on the topic.

I was matching my times against Stoic's Mach for L3s. My Tengu was hitting about 13AU/s.

I'm trying to remember all the results, but I believe I beat Stoic's Mach in 18 out of 21 missions.

I'm not going to pull up those posts, as not to take away from this one.

So, I do see the use of those implants and rigs for you to blitz missions.



-Kirst

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#12 - 2016-05-02 03:45:10 UTC
Ion Kirst wrote:
I'm trying to remember all the results, but I believe I beat Stoic's Mach in 18 out of 21 missions.

A Polarized fit Machariel with minimal tank has the potential for absolutely insane performance on L3s.

I am currently away, traveling through time and will be returning last week.

The Bigpuns
United Standings Improvement Agency
#13 - 2016-05-02 17:26:44 UTC
Sadly I recently lost a kronos in the gallente epic arc, cos I had forgotten to swap back from a mwd to a mjd for one of the missions, and couldn't get out before I went pop. I lost a rattlesnake for the exact same reason in serpentis assault 1/3 a while ago. Must pay attention more, like my school reports always said.

As for this, I think you pretty much have it about as good as a blitzing kronos gets here, but I still also think that if you're blitzing, a pirate bs hull is going to be better, and marauders should stick to full clears.

But I am going to give you full marks for this fit and write up for its stated purpose.
Arthur Aihaken
CODE.d
#14 - 2016-05-03 10:24:41 UTC
The Bigpuns wrote:
Sadly I recently lost a kronos in the gallente epic arc, cos I had forgotten to swap back from a mwd to a mjd for one of the missions, and couldn't get out before I went pop. I lost a rattlesnake for the exact same reason in serpentis assault 1/3 a while ago. Must pay attention more, like my school reports always said.

As for this, I think you pretty much have it about as good as a blitzing kronos gets here, but I still also think that if you're blitzing, a pirate bs hull is going to be better, and marauders should stick to full clears.

But I am going to give you full marks for this fit and write up for its stated purpose.

It happens. One minor suggestion I found useful for some range-specific blitzing missions (Pirate Invasion, Assault) is to replace the sensor booster with a MJD. A signal amplifier can also be substituted for a mag stab to boost your sensor strength, locking time and +1 target for those missions where you may not need Bastion.

Now if only we could get a 8H/5M/6L slot rebalance on the Kronos...

I am currently away, traveling through time and will be returning last week.

Johnathan Coffey
Niforce Triggers
#15 - 2016-05-03 12:37:09 UTC
Ion Kirst wrote:
As I mentioned to you before in another thread, I'm just not liking the ascendency implants and the Hyperspatial rigs.

If I'm going to use Bastion in a mission, or do any salvaging, I'm going to get locked in time wise. So, in doing those things that take time, I can't see rushing in and out of a mission.

I'm just not seeing the use of those rigs and implants, just to gain a few seconds of warp time, when something else, more helpful could be used.

IMHO

-Kirst


Not to be mean, but these things are not a matter of opinion. I have some spread sheets with recorded mission times in different ships, fits and implant sets. Ascendancy + warp speed rigs are the single best investment if you want to improve your mission income, except for burner missions.

First rule of EVE UI: right click EVERYTHING.

Arthur Aihaken
CODE.d
#16 - 2016-05-03 16:28:48 UTC
Johnathan Coffey wrote:
Not to be mean, but these things are not a matter of opinion. I have some spread sheets with recorded mission times in different ships, fits and implant sets. Ascendancy + warp speed rigs are the single best investment if you want to improve your mission income, except for burner missions.

Actually, a lot of my Burner missions are 5-6 jumps out - so I find Ascendancy implants have a huge impact. But you more or less have to ditch Hyperspacial rigs in favor of Burner-specific augmentations.

I am currently away, traveling through time and will be returning last week.

Ion Kirst
KIRSTONE ALLIANCE
#17 - 2016-05-03 17:06:41 UTC  |  Edited by: Ion Kirst
Johnathan Coffey wrote:
Ion Kirst wrote:
As I mentioned to you before in another thread, I'm just not liking the ascendency implants and the Hyperspatial rigs.

If I'm going to use Bastion in a mission, or do any salvaging, I'm going to get locked in time wise. So, in doing those things that take time, I can't see rushing in and out of a mission.

I'm just not seeing the use of those rigs and implants, just to gain a few seconds of warp time, when something else, more helpful could be used.

IMHO

-Kirst


Not to be mean, but these things are not a matter of opinion. I have some spread sheets with recorded mission times in different ships, fits and implant sets. Ascendancy + warp speed rigs are the single best investment if you want to improve your mission income, except for burner missions.


I'm sorry, but it is exactly a matter of opinion. It directly relates to how one wants to run a mission. My EVE time has been greatly reduced, from my own desire, so I may log in to run a mission once in a while. I'll run one or two missions and that's it. I may salvage, and I may not. I don't care how long it takes, I'm doing it all for fun. I have no need for spread sheets. So to me it is not the single best investment that I can make. (I've already made mine in using Crystals.)

I will agree with you though for the person, that is could be good for a person, who is a dedicated mission runner, and wants to run many missions in one night to maximize their income. I am not saying that you are wrong, it's just not for me.

I didn't feel you were being mean at all.

-Kirst

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#18 - 2016-05-03 17:11:50 UTC
Ion Kirst wrote:
I'll run one or two missions and that's it. I may salvage, and I may not. I don't care how long it takes, I'm doing it all for fun.

Pretty much the most important thing right there.

I am currently away, traveling through time and will be returning last week.

Ion Kirst
KIRSTONE ALLIANCE
#19 - 2016-05-04 01:21:24 UTC  |  Edited by: Ion Kirst
Arthur Aihaken wrote:
Johnathan Coffey wrote:
Not to be mean, but these things are not a matter of opinion. I have some spread sheets with recorded mission times in different ships, fits and implant sets. Ascendancy + warp speed rigs are the single best investment if you want to improve your mission income, except for burner missions.

Actually, a lot of my Burner missions are 5-6 jumps out - so I find Ascendancy implants have a huge impact. But you more or less have to ditch Hyperspacial rigs in favor of Burner-specific augmentations.



In running regular L4s, if they are two or three jumps out, I turn them down. I'll only take one in system or one jump out.

So, again, yes, I can see their use if you need to get to point A to B, or from point A to point D, very fast to run a mission or a series of missions.

I'm pretty sure though the ship that you use in L4s with the hyperspacial rigs, is not the same ship you use for Burner missions. In Burner missions, every slot, every module, every rig, has to be geared toward that specific mission to complete it.

-Kirst

Always remember Tovil-Toba, and what was done there.

Arthur Aihaken
CODE.d
#20 - 2016-05-04 01:53:27 UTC
Ion Kirst wrote:
In running regular L4s, if they are two or three jumps out, I turn them down. I'll only take one in system or one jump out.

So, again, yes, I can see their use if you need to get to point A to B, or from point A to point D, very fast to run a mission or a series of missions.

I'm pretty sure though the ship that you use in L4s with the hyperspacial rigs, is not the same ship you use for Burner missions. In Burner missions, every slot, every module, every rig, has to be geared toward that specific mission to complete it.

The vast majority of standard L4 missions I accept are either in-system (~50%), one jump out (~40%) or two systems out (~10%), If it's a particularly 'juicy' mission, I'll generally accept the 2-jump missions. Otherwise, if they're fluff - I'll just pass.

Higher inertia and warp speed also means faster acceleration gates - so there's an in-mission benefit as well. You are correct that I use Burner-specific ships because there are not only ship limitations, but Burner missions generally require a very specific fit. But since most of my Burner missions are 5-6 jumps out, Ascendancy implants are key (since I can't use rigs).

I am currently away, traveling through time and will be returning last week.