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Sisters Of Eve advice needed?

Author
Krell Neilson
Caldari Provisions
Caldari State
#1 - 2017-04-17 11:26:08 UTC  |  Edited by: Krell Neilson
I am I hope about to start The Sisters Of Eve epic arch and was wondering if my proposed set-up would be up to the job. I am only an Alpha Clone.

Ship will be a Cormorant.

Fitting :-

150mm Prototype Guass Gun x7

5mn Cold Gas Enduring Microwarpdrive x1
Small Ancillary Shield Booster x1
Small F-S9 Regolith Compact Shield Extender x1

Small Ancillary Current Router x1
Small Anti-EM Screen Reinforcer x1
Small Core Defence Field Extender x1

Vortex Compact Magnetic Field Stabilizer x2
Do Little
Bluenose Trading
#2 - 2017-04-17 12:40:41 UTC
You have enough DPS to take down Dagan but it will take a while - he tanks 100 dps. The MWD is not necessary for the Arc - I recommend you fit an afterburner instead - preferably the enduring which uses less capacitor.

The Chasing Shadows mission Kritsan Parthus will use a capacitor neutralizer on you which will kill your hybrid turrets unless you can stay out of range. The Cormorant has range bonuses so train Caldari Destroyer and sharpshooter to level 4 - you should be OK if you can orbit him at 15Km.
Krell Neilson
Caldari Provisions
Caldari State
#3 - 2017-04-17 12:44:08 UTC
OK thanks for the advice.
DeMichael Crimson
Republic University
Minmatar Republic
#4 - 2017-04-17 13:29:26 UTC
I mainly fly Minmatar ships so I don't know much about other Empire ships. I think that fit may work but I'm not sure about the defensive tank on it. Usually I fit defensive mods first before fitting offensive mods.

Granted you're using the ship's bonus for Railguns which is good, making it a long distance sniper boat. However it seems you have powergrid shortage since you're fitting an Ancillary Current Router rig.

Instead of the Ancillary Shield Booster and Small Shield Extender, I'd probably try fitting a Medium Shield Extender and an Adaptive Invulnerability Field mod to have a larger shield buffer and higher shield resistance stats. Also instead of a Microwarpdrive I'd use an Afterburner which doesn't use as much powergrid or cpu.

I'd also go with 125mm guns instead of the 150's to have more powergrid and cpu to work with. Lastly I'd just fit one Magnetic Field Stabilizer and fit a Damage Control mod to help increase the ship's resistance stats.

Hopefully that would negate having to fit the Ancillary Current Router rig and allow a Hybrid Weapon rig to be used in that slot to increase Railgun damage or tracking.

Anyway like I said, I mainly fly Minmatar ships. Definitely use the in-game Ghost fitting option of the ship fitting window to check stats before spending any ISK on modules. Good luck to you.


DMC
Krell Neilson
Caldari Provisions
Caldari State
#5 - 2017-04-17 14:04:15 UTC
Thanks Crimson for the advice.
Kitsa
JAYTEC
#6 - 2017-04-17 14:18:06 UTC
join a player corp
Krell Neilson
Caldari Provisions
Caldari State
#7 - 2017-04-17 14:24:36 UTC
OH one thing Crimson actually 2.

As the 125mm optimal range is a lot less then the 150 what Charge would you suggest using with them. Also what Hybrid Weapon rig are you suggesting?
DeMichael Crimson
Republic University
Minmatar Republic
#8 - 2017-04-17 15:13:10 UTC  |  Edited by: DeMichael Crimson
Krell Neilson wrote:
OH one thing Crimson actually 2.

As the 125mm optimal range is a lot less then the 150 what Charge would you suggest using with them. Also what Hybrid Weapon rig are you suggesting?

Well, I was just giving an example of how I do ship fitting. I'm not sure if what I suggested would even work with your skills. That's why I said to first check it with the ghost fitting option in the ship fitting window before spending any ISK.

Hell, after fitting up the defensive mods I suggested, you might not even have to change out the 150's or in order to make the 150's work, you might need to keep the Ancillary Current Router rig.

Anyway, I'm not sure which Hybrid Weapon rig I'd use. However since the 125's have less optimal range then the 150's, might be a good idea to use a rig that increases optimal range. Hopefully that would help offset the range penalty while using high damage charges.

Course then there's also a rig to increase accuracy falloff range which I think would be good for long range sniper. Just have to check stats and see which rig provides better DPS range while using high damage charges.

Wish I could be more helpful and give you a definite answer to your questions.


DMC
Krell Neilson
Caldari Provisions
Caldari State
#9 - 2017-04-17 15:57:18 UTC
Thanks once again Crtmson your advice has been very useful. I have changed a couple of things and I think I will stick with the 150's for the added range. Hopefully I can pick of most of the rats in the missions before they can do me any real damage (last famous words before my hull pops :( )
Krell Neilson
Caldari Provisions
Caldari State
#10 - 2017-04-17 15:58:28 UTC
Kitsa wrote:
join a player corp


I will be looking into that option once I have finished the Sisters Of Eve Epic Arc.
DeMichael Crimson
Republic University
Minmatar Republic
#11 - 2017-04-17 17:01:10 UTC
Krell Neilson wrote:
Thanks once again Crtmson your advice has been very useful. I have changed a couple of things and I think I will stick with the 150's for the added range. Hopefully I can pick of most of the rats in the missions before they can do me any real damage (last famous words before my hull pops :( )

No problem, just remember you can always warp out for repairs to a station where that service is offered.

The main trick is to use your prop mod to get range from the Rat Pack immediately after warping into the mission pocket and maintain that range from the Rat nearest to you. Keep watch on your Overview and when another Rat starts to get close, click on it and select the 'Keep Range' icon in the 'Selected Items' box. Right click that icon for option to set your range, same for the 'Orbit' icon as well. Basically set your range at Optimal plus half of Falloff. If your guns miss a lot can reset the range closer to Optimal.

Good luck to you, may you have a long and rewarding career here in Eve.


DMC



Krell Neilson
Caldari Provisions
Caldari State
#12 - 2017-04-17 17:13:33 UTC
DeMichael Crimson wrote:
Krell Neilson wrote:
Thanks once again Crtmson your advice has been very useful. I have changed a couple of things and I think I will stick with the 150's for the added range. Hopefully I can pick of most of the rats in the missions before they can do me any real damage (last famous words before my hull pops :( )

No problem, just remember you can always warp out for repairs to a station where that service is offered.

The main trick is to use your prop mod to get range from the Rat Pack immediately after warping into the mission pocket and maintain that range from the Rat nearest to you. Keep watch on your Overview and when another Rat starts to get close, click on it and select the 'Keep Range' icon in the 'Selected Items' box. Right click that icon for option to set your range, same for the 'Orbit' icon as well. Basically set your range at Optimal plus half of Falloff. If your guns miss a lot can reset the range closer to Optimal.

Good luck to you, may you have a long and rewarding career here in Eve.


DMC




Thanks Crimson all duely noted .
Do Little
Bluenose Trading
#13 - 2017-04-17 17:45:22 UTC
You need at least 100 dps to kill Dagan and you need range to avoid neuts as mentioned above and warp disruption drones in "Burning Down the Hive". With Alpha skills and T1 ammo, I think you need the 150's and at least 1 magstab. The ancilliary booster is a good choice. You will be cap stable with the afterburner so you can speed tank the rooms and shouldn't need the booster. If you make a mistake and get into trouble, the booster should hold you long enough to warp to safety and repair.

This fit works with alpha skills

[Cormorant, Cormorant]
IFFA Compact Damage Control
Vortex Compact Magnetic Field Stabilizer

1MN Y-S8 Compact Afterburner
Small Azeotropic Restrained Shield Extender
Small Ancillary Shield Booster, Cap Booster 25

150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
[empty high slot]

Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I

You have 130dps and 18km optimal with T1 antimatter charges, 6500 ehp and cap stable so 570 m/s with afterburner running. Powergrid is tight but you should be OK as long as all relevant skills are level 3. Train shield rigging to level 2 - it will reduce your signature a bit and Alphas can't train it any higher.
Krell Neilson
Caldari Provisions
Caldari State
#14 - 2017-04-17 17:56:37 UTC  |  Edited by: Krell Neilson
Thanks Do Little your suggestions have been noted and I will try them out later when I'm in game again.
Chainsaw Plankton
FaDoyToy
#15 - 2017-04-17 21:19:03 UTC
the small asb and small shield extender are rather useless modules. with a 2s cycle time and ability to hold 7 cap boosters you get 14s of tank followed by a 1m reload. A regular small or medium booster would be better for the sustained tank. With the extender I'd rather fit a medium shield extender if you have the fitting room or a resistance amp that will improve your resists if you don't.

The corm is a great ship as it should have the speed and range to speed/range tank most low level npcs.

this is what I threw together in eft real quick, you should be able to run the guns and afterburner forever, and when you need some shield run the booster for a few cycles. when your cap starts going low use a cap booster. Peak recharge is around 30% so I'd let the cap get a little under that before boosting.

[Cormorant, corm]
Vortex Compact Magnetic Field Stabilizer
Vortex Compact Magnetic Field Stabilizer

Medium C5-L Emergency Shield Overload I
Small Electrochemical Capacitor Booster I, Cap Booster 200
1MN Monopropellant Enduring Afterburner

150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Antimatter Charge S
[empty high slot]

Small Ancillary Current Router II
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Cap Booster 200 x35
Antimatter Charge S x5000
Lead Charge S x5000
Iron Charge S x5000

@ChainsawPlankto on twitter

Krell Neilson
Caldari Provisions
Caldari State
#16 - 2017-04-17 21:32:30 UTC
Thanks Chainsaw for your input giving me yet more options to think about.
Krell Neilson
Caldari Provisions
Caldari State
#17 - 2017-04-18 22:37:34 UTC
Just a quick update up to mission 45 so far and no problems what so ever. At most on 1 mission can't remember which I lost about 10% of shields at the most.

The one mission that is suppose to give newbies problems mission 27 "Burning Down the Hive" was a breeze with not a single webified or warp locked (what ever its called).
Kathern Aurilen
#18 - 2017-04-19 00:05:33 UTC  |  Edited by: Kathern Aurilen
Krell Neilson wrote:
OH one thing Crimson actually 2.

As the 125mm optimal range is a lot less then the 150 what Charge would you suggest using with them. Also what Hybrid Weapon rig are you suggesting?

I like to stick to Iridium(20% longer range, 24% less cap need) for long range and antimater(50% reduced optimal range) for short range, and swap as needed. If you need really longer range tungsten(40% more) or iron(60%)

https://eveinfo.net/complexes/inde~932.htm

No cuts, no butts, no coconuts!

Forum alt, unskilled in the ways of pewpew!

mkint
#19 - 2017-04-19 02:35:43 UTC
I'm kinda late on this, but my own package of advice:
-don't be afraid to tweak your loadout to get the job done. For the neuting NPC you'll probably want to throw in cap battery or cap boosters. For Dagan at the end, you'll probably want to swap out to neutron blasters. You'll want to carry a variety of ammo. Antimatter for DPS, something in the 12km range, and something a bit further, 20km maybe, you'll use antimatter most of the time. The absolute range is more important than whatever specific bonuses the ammo offers since the actual range is what you're actually dealing with in a fight.
-early on you might be better off in a fast frigate. Only really the Dagan mission needs the DPS to even bother with a destroyer, mostly it's a lot of travel and weak NPCs.
-and yeah, MWDs are much more specialized than ABs. The AB should be your bread and butter until you really know what you're doing and you can start to figure out if the drawbacks of the MWD are worth the additional speed. I find it usually isn't, except for when it is.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Chainsaw Plankton
FaDoyToy
#20 - 2017-04-19 14:53:30 UTC
Kathern Aurilen wrote:
Krell Neilson wrote:
OH one thing Crimson actually 2.

As the 125mm optimal range is a lot less then the 150 what Charge would you suggest using with them. Also what Hybrid Weapon rig are you suggesting?

I like to stick to Iridium(20% longer range, 24% less cap need) for long range and antimater(50% reduced optimal range) for short range, and swap as needed. If you need really longer range tungsten(40% more) or iron(60%)

https://eveinfo.net/complexes/inde~932.htm

yea it is useful to play around with the various ammos to check their ranges, I threw short mid and long range ammos on my fit earlier and didn't really look at the details, the long range ammo shoots way out past your probable lock range so there isn't much point in carrying it.

@ChainsawPlankto on twitter

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