These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Level 2 mission runner: Maller

Author
Twenty Dethahal
Viziam
Amarr Empire
#1 - 2013-08-08 00:09:46 UTC
I am wondering a pretty good build for a Maller. I have done a ton of research on it, stuff from 2006, to 2013. What do you suggest for a newer player with limited money?

I've found these, but everything looks so different.

https://forums.eveonline.com/default.aspx?g=posts&t=232039
http://www.eve-search.com/thread/216844-1/page/1
Xercodo
Cruor Angelicus
#2 - 2013-08-08 01:04:11 UTC
1x medium armor repper
NO ARMOR PLATES
Resistance plating or membranes or hardeners depending on CPU and cap you have left

10mn AB
Cap rechargers

focused medium pulse lasers
(Normally I'd say heavy, but I want you using smaller guns for better tracking)

medium cap control circuit

The Drake is a Lie

Wafflehead
Garoun Investment Bank
Gallente Federation
#3 - 2013-08-08 02:47:29 UTC
Twenty Dethahal wrote:
I am wondering a pretty good build for a Maller. I have done a ton of research on it, stuff from 2006, to 2013. What do you suggest for a newer player with limited money?

I've found these, but everything looks so different.

https://forums.eveonline.com/default.aspx?g=posts&t=232039
http://www.eve-search.com/thread/216844-1/page/1


How about your skills?. Do you have the skills required for T2 heatsinks?
You can add your character here so we can view your skills http://eveboard.com/

Also train the certifications for it
Twenty Dethahal
Viziam
Amarr Empire
#4 - 2013-08-08 03:02:47 UTC  |  Edited by: Twenty Dethahal
I think I added my character but honestly, I am unsure :P

My skills honestly are all over the damn place, I follow guides, then I find new guides, and follow them, then another, etc etc.
Lia Danna
Perkone
Caldari State
#5 - 2013-08-08 03:24:00 UTC
http://eveboard.com/pilot/Twenty_Dethahal

Yup, you did.

You're not quite ready to run level twos in my opinion. The first thing I would train is energy grid upgrades, energy management and energy systems operation to III (after you finish drones IV), you will also want to get repair systems up to III as well.

You're still in the very early stages of figuring things out; my one bit of advice is to NOT follow certs. Take the time to read about the skills and learn what they do. I know it seems daunting right now but you will get there. If you would like more fleshed out skill advice feel free to mail me in game.
Twenty Dethahal
Viziam
Amarr Empire
#6 - 2013-08-08 04:06:56 UTC
Okay awesome, I will definitly start them upgrades. Trying to get my salvage drones up and running so I can start making some good money. Will que those up as soon as possible and get them bad boys upgraded.
Twenty Dethahal
Viziam
Amarr Empire
#7 - 2013-08-09 19:17:38 UTC
I got all of those skills now, what kind of fit should I do? I would like to salvage some if possible.
Lost Greybeard
Drunken Yordles
#8 - 2013-08-09 22:52:11 UTC
Twenty Dethahal wrote:
I got all of those skills now, what kind of fit should I do? I would like to salvage some if possible.


For salvaging, train and equip some small salvager drones. You probably don't want to waste high slots on salvagers in a gun-boat, but your drones are kinda negotiable in a medium ship.

Your basic layout is: High 5 (5 turrets) Medium 3 Low 6

When you have a medium ship with 5 high slots and 5 turret hardpoints, as a newer player put 5 turrets in there. Since level 2s have small stuff that'll need tracking, I recommend 5 medium pulse lasers of whatever meta you feel is appropriate and you can fit on your boat.

Medium slots are equally easy for a mission boat:
1x Afterburner (10M)
1x Webber (you'll need to slow small ships down to hit them with medium lasers)
1x Capacitor control circuit (you're an Amarr player that's relatively young, you need all of these you can get)

Low slots, you'll want to start with a minimum active defense:
1x Medium Armor Repairer
1x Armor hardener (primary damage type of your mission)
1x Armor hardener (secondary damage type of your mission)

... then either go heavier tank by changing those hardeners to 2x each, or go more offensive:

2x Heat Sink

... note that you have one extra slot. You can put in a power grid enhancer if you're not quite fitting everything on, a DCU if you're having issues with getting blown up, or another Heat Sink if you're fin and just want things to die faster.

Your rigs, since a cruiser should be fine on defenses and offense in a L2, should be dedicated to some mix of helping you as a low-SP player with the general problem of fitting and the Amarr-specific problem of Capacitor drain from guns/reppers. So:

(n)x Medium Capacitor Control Circuit 1
(3-n)x Medium Ancillary Current Router 1

... for whatever value of n lets you put on all the modules you want and stay close to cap stable.

Drones: I would recommend not bothering with salvaging and going 3x small (scout) drone I or II, buy small salvager drones are around if you really want that.

(Note that if you can't use any of that there's your newbie skill guide right there)
Twenty Dethahal
Viziam
Amarr Empire
#9 - 2013-08-10 01:18:09 UTC  |  Edited by: Twenty Dethahal
Lost Greybeard wrote:
Twenty Dethahal wrote:
I got all of those skills now, what kind of fit should I do? I would like to salvage some if possible.


For salvaging, train and equip some small salvager drones. You probably don't want to waste high slots on salvagers in a gun-boat, but your drones are kinda negotiable in a medium ship.

Your basic layout is: High 5 (5 turrets) Medium 3 Low 6

When you have a medium ship with 5 high slots and 5 turret hardpoints, as a newer player put 5 turrets in there. Since level 2s have small stuff that'll need tracking, I recommend 5 medium pulse lasers of whatever meta you feel is appropriate and you can fit on your boat.

Medium slots are equally easy for a mission boat:
1x Afterburner (10M)
1x Webber (you'll need to slow small ships down to hit them with medium lasers)
1x Capacitor control circuit (you're an Amarr player that's relatively young, you need all of these you can get)

Low slots, you'll want to start with a minimum active defense:
1x Medium Armor Repairer
1x Armor hardener (primary damage type of your mission)
1x Armor hardener (secondary damage type of your mission)

... then either go heavier tank by changing those hardeners to 2x each, or go more offensive:

2x Heat Sink

... note that you have one extra slot. You can put in a power grid enhancer if you're not quite fitting everything on, a DCU if you're having issues with getting blown up, or another Heat Sink if you're fin and just want things to die faster.

Your rigs, since a cruiser should be fine on defenses and offense in a L2, should be dedicated to some mix of helping you as a low-SP player with the general problem of fitting and the Amarr-specific problem of Capacitor drain from guns/reppers. So:

(n)x Medium Capacitor Control Circuit 1
(3-n)x Medium Ancillary Current Router 1

... for whatever value of n lets you put on all the modules you want and stay close to cap stable.

Drones: I would recommend not bothering with salvaging and going 3x small (scout) drone I or II, buy small salvager drones are around if you really want that.

(Note that if you can't use any of that there's your newbie skill guide right there)

Awesome man, thanks a lot. Surprised to see that I am pretty damn close with what you suggested. I need to get me one or two heat sinks. I am doing pretty good with my new skills in L2 and a build similar to yours, but by further using your build, they should be a cakewalk! I also need to kearb how to tell what damage types are used on missions
Klymer
Hedion University
Amarr Empire
#10 - 2013-08-10 06:05:25 UTC
Get the Amarr cruiser skill up, it add 4% resist and 5% damage per level thanks to the Maller's hull bonus, which will be a big help to you at your level. Use EVE Survival to look up missions and see what your up against.

You also might want to look at the Omen, it doesn't have as much tank as the Maller, but it's faster and has a larger drone bay so you carry a full flight of combat drones as well as some salvagers.
Tobias Hareka
Republic Military School
Minmatar Republic
#11 - 2013-08-10 06:26:36 UTC  |  Edited by: Tobias Hareka
Get that Controlled Bursts up. You have Rapid Firing at level 3 so you're actually using more capacitor than you'd normally want as new player. As Amarr you want to keep that Controlled Bursts at least 1 level ahead of Rapid Firing. When Controlled Bursts is at level 5 then you can take Rapid Firing to level 5 not earler.