View Full Version : Some more EVE questions
Ryvita
3rd January 2008, 13:40
1) What should I put in midslots for missioning? For example, on a Rupture you've got three mids. One for afterburner, one for a capacitor mod of some sort. I can't decide what fits best in the last though. Options are webber, disruptor, tracking computer or some sort of e-war like a target painter. None of these really seem to do much for either my tank or my gank. Thoughts? Cargo scanner??
2) Is it possible to fit a 1600mm plate on a Rupture? I've tried setups in EFT and it's doable just, but very very tricky. Should I be sticking with 800mm? Medium repper or small repper plus generic resist plate?
3) This has been bugging me for ages. Are capacitor and shield recharge rates constant? i.e. independant of capacitor %. It seems to take forever to do the last 5%. What does the curve look like?
4) Can someone explain the sustained/reinforced tanking thing in EFT??
5) Is it worth putting basic ship mods (Capacitor Control Circuit I/Ancillary Current Router I) on something as small as a cruiser?
6) Is their any way in-game of finding out a particular factions damage resists and therefore what you should be shooting at them?
Ryv
WhiteKnight
3rd January 2008, 13:49
1) Anything like a web or disruptor is essentially useless for missioning. ECM may be useful or target pinting but ive not bothered with that. As a Caldari pilot i shield tank so my mids are primarily shield fittings.
2) couldnt say... probably... just play with eft. Dont forget that armour plates add to your mass and slow you down a lot.
3) They are linear yes. you recharge the whole cap / shield in x seconds. So there is a fixed recharge rate. I think its just psychological.
4) Sustained is what you can tank forever. Reenforced is what you can tank until you run out of cap. If you passive tank they should be the same.
5) It can be, but it depends on the situation and your finances. Dont forget they run into the 10s of millions a throw in most cases.
6) Not afaik. Trial and error. There are bajillions of sites that tell you tho so its not a major problem.
SarGara
3rd January 2008, 14:23
1) Hmm Id say: Afterburner / Sensor Booster / Shield Hardner (Invuln Field)
2) So you dont gimp your DPS id go with 400mm and a medium repper so you have powergrid spare for bigger guns. It all depends if you dont mind warping out to repair, if you dont then go 800mm and small repper.
3) Unsure
4) Unsure
5) I personally wouldnt bother putting ship mods on anything smaller than a faction cruiser due to the cost.
6) Not ingame, no.
Deman
3rd January 2008, 14:24
Mission Info
Damage type to protect against:
Amarr Navy - EM & Thermal
Angel Cartel - Kinetic & Explosive & Kinetic
Blood Raider - Thermal & EM
Gallente Kinetic & Thermal
Guristas - Kinetic & Thermal
Khanid - Kinetic & Thermal
Mercenary - Kinetic, EM, Thermal & Explosive
Minmatar Fleet - Thermal & Explosive
Mordus - Kinetic & Thermal
Pithi - Kinetic & Thermal
Sansha's Nation - EM & Thermal
Serpentis - Thermal & Kinetic
Main Damage type to shoot at the enemy:
Amarr Navy : EM (shield) / Explosive (Armor)
Angel : EM (shields) / Explosive (Armor) or
Blood : Thermal
Caldary Navy : Explosive or Kinetic / Thermal all
Gurista : EM (shields) / Explosive (Armor) or
Khanid : EM (shields) / Explosive (Armor)
Mercenary : Explosive
Mordus : EM (shield) / Explosive (Armor)
Odamian : EM (shield) / Explosive (Armor)
Rogue Pirate ; EM (shield) / Explosive (Armor)
Sansha : EM / Thermal
Serpentis : Thermal / Kinetic
Thermal all around
Thermal/Kinetic all around
Zazzmatazz : EM (shield) / Explosive (Armor)
Mission Types:
Administration: 50% Kill, 50% Courier
Advisory: 34% Kill, 66% Courier
Archives: 5% Kill, 90% Courier, 5% Trade
Astrosurveying: 40% Kill, 30% Courier, 25% Mining, 5% Trade
Command: 97% Kill, 3% Courier
Distribution: 5% Kill, 95% Courier
Intelligence: 85% Kill, 15% Courier
Internal Security: 95% Kill, 5% Courier
Legal: 50% Kill, 50% Courier
Manufacturing: 5% Kill, 95% Courier
Marketing: 5% Kill, 95% Courier
Mining: 5% Kill, 85% Courier, 10% Mining (II)
Production: 5% Kill, 95% Courier
Public Relations: 34% Kill, 66% Courier
R&D;*: 0% Kill, 50% Courier(S), 50% Trade
Security: 90% Kill, 5% Courier, 5%Trade
Storage: 5% Kill, 95% Courier(L)
Surveillance: 95% Kill, 5% Courier
Agent Loyalty Point Offers:
1.5K - +1 Attribute Implants
9K - +2 Attribute Implants
10K - +3 Attribute Implants
15K - Special Connections Skill Books
100K - Navy Issue Frigates
250K - Navy Issue Cruisers
300K - Multiple +3 Attribute Implants
400K - +4 Attribute Implants
450K - +5 Attribute Implants
500K (+ rare tags) - Faction Battleships
Security Status & Sysystem Access:
-2.0 or more can enter any system.
-2.0 or less cannot enter 1.0 systems.
-2.5 or less cannot enter 0.9 systems.
-3.0 or less cannot enter 0.8 systems.
-3.5 or less cannot enter 0.7 systems.
-4.0 or less cannot enter 0.6 systems.
-4.5 or less cannot enter 0.5 systems.
-5.0 or less can be attacked by anyone without sentry gun intervention.
Mission Complex Ship Size Limits:
1/10 Frigate
2/10 Destroyer
3/10 Cruiser
4/10 Battle Cruiser
5/10 Battle Ship
Race Scanner Types:
Caldari = Gravimetric
Gallentene = Magnetometric
Minmatar = Ladar
Amarr = Radar
Race Type & Order:
1st: Gallente - Ion Field Projector [Magnetometric]
2nd: Caldari - Spatial Destabilizer [Gravimetric]
3rd: Amarr - White Noise Generator [Radar]
4th: Minmatar - Phase Inverter [Ladar]
Scanning info:
1 au = 149.000.000 km
3 au = 447.000.000 km
7 au = 1.043.000.000 km
48 au = 7.152.000.000 km
Dentist
3rd January 2008, 14:38
3) This has been bugging me for ages. Are capacitor and shield recharge rates constant? i.e. independant of capacitor %. It seems to take forever to do the last 5%. What does the curve look like?
Ryv
WK was wrong with his answer here so i'll correct him. Capactior recharge rates function the same as a real capacitor. Your highest rate of regeneration is at 50% capacitor, with it being slower above or below this amount.
WhiteKnight
3rd January 2008, 14:41
Ah, fair enough.
Anim
3rd January 2008, 14:41
Its about 42% highest recharge, same applies to shields :)
if youre using arty on a rupture get a web
Dentist
3rd January 2008, 14:45
yeah, close enough.
andyf
3rd January 2008, 15:26
With regards to damage types, I guess you could always do a number of hits with various ammo and look at the variance in your damage numbers. But as the post above shows, they are all well known enough anyway
Carpet3
3rd January 2008, 16:17
Its about 42% highest recharge, same applies to shields :)
if youre using arty on a rupture get a web
when did that change? it used to be about 33%
Towneh
7th January 2008, 12:56
I swear Deman copied that off Egoblast's bio ;]
Aardvark
7th January 2008, 13:12
Who copied it off one of the other million copies of itself, I presume :p
Deman
7th January 2008, 13:34
I copied it off Icaru Mission Information on the website.
It can be found everywhere though :)
bvark
7th January 2008, 13:39
Does anyone have a list of which NPC ships are which class and/or threat - I often blunder into a pile of 20 of them not realising one of them is a really unpleasant one.
Deman
7th January 2008, 13:42
The bounties are generally the best give away, obvuisly Frigates are small icon, cruiser/BC Medium Icon and Battleship/Indy Large Icon.
I'll have a dig round but best places are things like http://eveinfo.com/missions/1/
Tells you exactly what ships will be int he mission :) Sadly its a lil out of date
Deman
7th January 2008, 13:53
Another good source is BattleClinic which have wiki style guides that are kept updated
Level 1 Missions (http://www.battleclinic.com/wiki/index.php/Level_1_%28Eve_Online%29)
Level 2 Missions (http://www.battleclinic.com/wiki/index.php/Level_2_%28Eve_Online%29)
Level 3 Missions (http://www.battleclinic.com/wiki/index.php/Level_3_%28Eve_Online%29)
Level 4 Missions (http://www.battleclinic.com/wiki/index.php/Level_4_%28Eve_Online%29)
Semajal
7th January 2008, 14:00
1) Web. Web or a tracking mod infact. I use both on my astarte because they give a nice bonus, i use tracking scripts for better tracking speed. The web will make it possible to kill NPC interceptors/frigs if they get in close. Nothing worse than being scrambled by an NPC and unable to hit it.
2) Hard call, when ive flown rupture ive gone only for damage. Generally the HP buffer tank can work well but may require you to drop down a grade with the guns so you have enough powergrid. Never used cruisers for missions though so not much help
3) Cap and shield tend to recharge fastest when low, though when gone they seem to recharge a little bit slower. A passive shield tank that works on HP/s regen is always at its strongest at around 15% shield left. Cap recharge also levels out as it fills up to 90-95%
4) Dont use EFT much so cant help here :(
5) If you have the money, cap control circuits are around 27mil each and they die if your ship goes pop. better bet is save them for a battleship.
6) You learn this as you play, but there are loads of people with the information in their bios, can generally be the fastest way to get hold of the info or paste it all into a note ingame.
Deman
7th January 2008, 14:10
Rig Build Requirements (http://eve.podzone.net/wsdb/?op=rig_builder)
This ones more of a link for me when I get home :P
Ryvita
7th January 2008, 14:14
OK, how does this look as a first attempt at an active shield tanking cyclone.
Comments pls.
http://img516.imageshack.us/img516/2979/cycloneic5.png
Dentist
7th January 2008, 14:23
looks fine to me, other than the shield extender. Replace it with something more useful.
WhiteKnight
7th January 2008, 14:24
Whats wrong with a shield extender if you shield tank ?
Anim
7th January 2008, 14:27
I'd put a hardener in its place to provide the extra buffer for the primary incoming damage, if youre active shield tanking you dont technically need much shield total as you should be out-repairing the damage. extenders are for passive tanks or hp walls.
Aardvark
7th January 2008, 14:28
Doesn't stop you dying, just means you take longer to die.
Ryvita
7th January 2008, 14:38
The problem there being I really don't have the cap skills to support any more cap expenditure on the tank. I guess I could put in a cap injector to go infinite on the repper that's there already?
Dentist
7th January 2008, 14:38
or a cap recharger to run the repper for longer.
Ryvita
7th January 2008, 14:42
The extender was using a lot of grid, I think I can fit an injector in it's place whereas a recharger would leave a lot of grid sat in the bottom of the ship playing canasta and not really contributing.
Aardvark
7th January 2008, 14:47
Or an amp
Aardvark
7th January 2008, 14:48
Also Hurricane > Cyclone in absolutely any situation, so go for that instead.
Ryvita
7th January 2008, 14:56
Amp seems to do naff all.
A Medium Capacitor Booster with 200 size charges JUST goes infinite with 131 dps sustained tank.
Hurricane = expensive. And the armour tank seems to be a tricky fit with low skills. What size plate would you fit? 1600 I presume?
SarGara
7th January 2008, 15:03
You have the skills for all those T2 modules? Or is that more of a "my dream setup"?
WhiteKnight
7th January 2008, 15:04
I'd put a hardener in its place to provide the extra buffer for the primary incoming damage, if youre active shield tanking you dont technically need much shield total as you should be out-repairing the damage. extenders are for passive tanks or hp walls.
On my raven, If i have 2 invulns + 1 large shield extender i get 190 dps sustained tank. If i have 3 invulns I only get 181 dps. (i do have other stuff as well)
The Reenforced tank is better with 3, but that only lasts a few minutes at most. When doing PvE on level 4 and 5s, you`re gonna have enough npcs to eat that time and keep coming.
Ryvita
7th January 2008, 15:06
I need:
Hull Upgrades IV
Energy Grid Upgrades V
Shield Upgrades IV
Tactical Shield Manipulation IV
Shield Operation IV
Energy Systems Operations IV
I have most of these to one below current need. So yeah, it's a couple of months off yet. I'm just below 5 million skill points at the moment. Need to improve gunnery skills and drone skills as well to up the gank.
WhiteKnight
7th January 2008, 15:08
Dont we all :)
(except these people who have been playing FOREVER !)
SarGara
7th January 2008, 15:08
On my raven, If i have 2 invulns + 1 large shield extender i get 190 dps sustained tank. If i have 3 invulns I only get 181 dps. (i do have other stuff as well)
The Reenforced tank is better with 3, but that only lasts a few minutes at most. When doing PvE on level 4 and 5s, you`re gonna have enough npcs to eat that time and keep coming.
POST YOUR SETUP WK!
WhiteKnight
7th January 2008, 15:16
POST YOUR SETUP WK!
http://www.0wn4ge.co.uk/gallery/games/eve/Quoth_The_Raven-08-01-07.jpg
This is my standard mission running raven setup. With the exception of the T2 drones. I only break those out for a particularly tough NPC.
Sustained Tank is slightly higher than i said as i had forgotten to sync my EFT data with my live character.
Anim
7th January 2008, 15:18
I tank a different way then, admittedly its slightly different due to armour tank rather than shield but principle still kinda applies.
I use 1 super expensive faction med rep, 1 faction EANM (like invuln), 2x primary damage type hardener and 1x secondary damage type hardener. I could drop the eanm i guess for extra armour which would technically provide a much larger amount of hp to play with when counting resists in to the equation but i prefer the hardeners so that i never have to worry about how much damage is incoming.
At first signs of the tank failing i can evaluate, if im not gonna reduce the damage enough i still have time to knock out the frigates and warp, thats when the armour buff helps but if i can take out some dps the hardeners come back in to their own. When heavy missiles and torps hit you for 4-5 damage its quite fun :D
----
WK, for that setup i'd really recommend putting a couple CCC rigs on there and dropping the cap recharge for a hardener or something :v
Aardvark
7th January 2008, 15:19
Swap extender and invulns for 3x rat-specific hardeners and you're there. Should also leave you able to drop a PDU for a 3rd damage mod as well.
WhiteKnight
7th January 2008, 15:25
WK, for that setup i'd really recommend putting a couple CCC rigs on there and dropping the cap recharge for a hardener or something :v
Dont have Jury Rigging skills atm... altho i`m training them. I may revisit the load out once i get them.
Swap extender and invulns for 3x rat-specific hardeners and you're there. Should also leave you able to drop a PDU for a 3rd damage mod as well.
This setup can "almost" tank a small fleet of NPC battleships of any type. Saves me the aggro of having to re-fit depending on the rats i`m hitting. I just reload the ammo, and go back out.
I used to re-fit every time, but it was never significantly more effective.
Towneh
7th January 2008, 19:21
shield upgrade 4, shield operation 4, shield management 4 and energy grid upgrades 4 can give you full tech 2 modules for some serious shield recharge tanking, would take you 8 days to get in total (with somewhat decent skills) and you could slap it on a dominix for about 180-200 hp/second recharge.
One of the guys in our corp has done this using rigs and with better skills, was able to get this upto 400hp/sec, quite good for no cap usage :)
WhiteKnight
7th January 2008, 19:48
shield upgrade 4, shield operation 4, shield management 4 and energy grid upgrades 4 can give you full tech 2 modules for some serious shield recharge tanking, would take you 8 days to get in total (with somewhat decent skills) and you could slap it on a dominix for about 200 hp/second recharge for a laugh :)
I already have: shield upgrade 4, shield operation 5, shield management 5 and energy grid upgrades 4
But you need tactical shield manipulation 4 to get T2 invulns, and i only have that to level 3 atm. ITs only like a 4 day train tho, so i`ll probably do that next.
StorkDK
8th January 2008, 13:53
OK, how does this look as a first attempt at an active shield tanking cyclone.
Comments pls.
Image
If its a mission setup then you wanna fit a webber instead of the LSE.
also id recommend to downgrade to 650MM's for better tracking and powergrid.
Get rid of the offlined highslots and fit Heavy missile launchers or Assault launchers.
Good idea would be to train Energy Management and Energy system operation to give you better Cap regen. Perhaps get rid of the PDU and the DCU for CAp relays or Cap fluxes. Consider investing in a Capacitor control Circuit rig.
But IMO the hurricane is a better missionrunner/pvp/everything.
StorkDK
8th January 2008, 13:58
Image
This is my standard mission running raven setup. With the exception of the T2 drones. I only break those out for a particularly tough NPC.
Sustained Tank is slightly higher than i said as i had forgotten to sync my EFT data with my live character.
Id recommend using T1 cruise missiles instead of Faction to reduce your expenses drastically.
And XL-Booster is your friend with 3x CCC rigs.
Having trouble believing you can solo all lvl 4's with a nonsustained Large booster.
WhiteKnight
8th January 2008, 13:59
I dont understand how a webber is all that useful for missioning.
It may be because i use missiles and do most of my damage at range, but ive never found the need to web things when in missions.
WhiteKnight
8th January 2008, 14:02
Id recommend using T1 cruise missiles instead of Faction to reduce your expenses drastically.
And XL-Booster is your friend with 3x CCC rigs.
Having trouble believing you can solo all lvl 4's with a nonsustained Large booster.
It would be cheaper, but using CN Cruise does more damage so it gets through the mission quicker, plus it also eliminates the incomming DPS quicker as well.
All the level 4s ive done so far havent given me a lot of trouble solo. Maybe one or two warp outs at most.
And i dont have cap rigging skills yet so fitting an XL is actually detrimental to my tank.
Semajal
8th January 2008, 14:49
I run 6x cruise II using wrath cruise missiles (mission in gallente space so caldari navy is just unavailable) then tractor/salvager
Mid = 3 hardeners, they vary depending on what im against, cap recharger II, shield boost amp II, dread guristas Xlarge booster
Lows = 3 BCU II 1 PDU II 1 DCU II
Rigs = 1 cap rig, 1 kinetic rig, 1 thermal rig.
Ill be transfering that fit to a golem shortly though, changes being only 2 cap rigs and tweaking the layout a bit. Should work well though. With the right hardeners it can tank stupidly, though you cant run the booster continuous.
Deman
9th January 2008, 08:08
Brady has been around in his golem the last few days, it seems the best of the bunch really. The paladin is a huge disappointment so far so I shall not be getting that after all, reason being its pretty much a close range ship which is fine for pvp but who the hell can afford to do that at 800m a pop.
Grims Kronos seemed pretty good and Ego still isnt sold on the Vargur yet.
Semajal
9th January 2008, 08:27
I dislike the vargur since its designed for autocannons. You really just cant fit 4 1400IIs to a vargur and fit anything else. Golem gives high high damage and alot of range. Perfect for NPCing or missions :D
andyf
10th January 2008, 09:25
I think I need a FAQ or something regarding corporation / alliance interaction, and 0.0 space and things to do.
For example - if I'm in an alliance, and we are at war with another, and I spot a member in Empire space, I believe I am permitted to shoot at him without Concord interfering. But if I get the kill, do I lose security status, and thus risk my access to 1.0 (and lower) space if I do this on a continued basis?
Also, assuming I go to 0.0, are there NPC starbases to sit around in? How many 0.0 systems aren't sovereign to an alliance? Am I going to lose my relatively easy access to ship modules and ammo?
Anim
10th January 2008, 09:28
If youre at war with someone you can do whatever you like to them without consequence.
WhiteKnight
10th January 2008, 09:48
As anim said... when you`re at war, the pew pew is free of consequence, wherever you are.
There are NPC stations in 0.0, however they are few and far between.
Not sure what you mean by "How many 0.0 systems aren't sovereign to an alliance?"
About the modules and ammo, in short, yes. However a good alliance / corp will have appropriate trade routes setup to bring such items out from empire space, or make them yourselves using BPOs.
ccxo
11th January 2008, 01:29
With 0.0 sovereignty is held over key systems those that are entry points to regions and stations- some alliances will take full sovereignty of regions.
So for an alliance to hold power in a region they only need to control the major systems as they in turn protect the ones inside the region,
also be wary of roaming pirate gangs.
As white said pew pew in empire against a war enemy wont result in concord action or loss of security standing as long as its against the war target only.
Generally within the corp thats out in 0.0 members will make runs to empire where purchases are made for specific items, eventually the corp will have all the bpo's that it needs- with runs going constantly to achieve empire prices in 0.0.
The main issue worth 0.0 is availability a well stocked market is no problem however some items you will have to wait for them to be produced.
StorkDK
11th January 2008, 07:29
U can dock in 0.0 whereever NPC pirate factions is holding sov.
and when at war u can pop, pod and rape their corpses in 0.5+ as much as you like. But they can too..
sidney109
14th January 2008, 10:24
http://dl.eve-files.com/media/0801/perma_raven.jpg
if you intend to stay in a raven you could allways perma run it like this
it also works with nither cap skill at 5 but you do need the - cap per cycle of shield boosters one really
WhiteKnight
14th January 2008, 13:31
Thats "just" viable with my current skill set. But i cant fit anything into the spare high slots.
sidney109
14th January 2008, 14:01
swop out the T2 stuff with best named? might help a bit, or mabie a cpu implant or something mabie
edit: do you need anything in those highs :)
I R Crazy Hippo
15th January 2008, 10:04
can you replace the cap rechargers for power diagnostic systems?
ccxo
15th January 2008, 18:05
For Raven lows use
BCU II
PDU II
CPR II
Dont use DCU II as tech 2 rat specific hardeners will do the job in the mids for l4s.
Hg
17th January 2008, 10:59
Ok a question about ships.
My char is a Minmatar, and I do like there ships however reading up it looks like the ships from this Race have the lowest HP.
So what im really asking is there are skills that allow me to train to use other Races ships, ie 'Caldari Cruiser' and 'Caldari Frigate'.
I take it i can train these skills even if im of different race?
If so do i get any kind on penalization as im not of that race of that skill?
Anim
17th January 2008, 11:02
Theres no penalty at all, just start at <race> frigate and work your way up from there.
Aardvark
17th January 2008, 11:03
If you train the skills you can fly the ship. However you will also need to train the relevant gunnery skills, and possibly concentrate on a different set of tanking skills as well.
Aardvark
17th January 2008, 11:05
Oh and for L4 Raven fittings, try this:
http://vando.org/raven1.png
Though you don't really need that many cap recharge mods, you can drop them for BCUs or PDUs to taste.
e: also, the hardeners are rat specific, obv
StorkDK
18th January 2008, 11:20
If your gonna try and solo a lvl 4 mission you will want an actual tank...
i love permatanking setups that let me slowboat to the next gate while i keep killing.
Alt char Raven Setup (http://img185.imageshack.us/img185/849/1235bh4.png)
Dentist
18th January 2008, 11:55
Yeah, you've gone for the fatal mistake of using Invulns, there is never any reason to use Invulns in PVE, so just don't.
Thrud
18th January 2008, 12:05
Oh and for L4 Raven fittings, try this:
http://vando.org/raven1.png
Though you don't really need that many cap recharge mods, you can drop them for BCUs or PDUs to taste.
e: also, the hardeners are rat specific, obv
CPR & Shield tank = BAD
Cap Power Relays harm shield boost!
CPR II = -11% to your boost amount!
Aardvark
18th January 2008, 12:08
CPR & Shield tank = BAD
Cap Power Relays harm shield boost!
CPR II = -11% to your boost amount!
You'll find it balances out. Just going 'zomg it has a penalty!' doesn't mean anything if it comes out better for you in the end.
Thrud
18th January 2008, 12:22
But, instead fit 3 X BCU II 2 X PDS II
3 x CCC in lows, it is better.
In the mids fit 4 x hardeners, shiled booster and the amp.
And, don't try to run the booster all the time, there's no need.
Oh, and Aard, I've been playing long enough not to go ZOMG at penalities.
EFT shows me that I can run the booster for 3 seconds less that WK, but I may have an edge on skills.
Aardvark
18th January 2008, 12:46
Oh, and Aard, I've been playing long enough not to go ZOMG at penalities.
But you did, RIGHT THERE :p
Thrud
18th January 2008, 12:50
The Cap Power Relay thing has been a NO NO for Caldari as long as I have been playing, I see fittings with this item are turning up on the EO Forums these days, but I blame that on the insurge of new players and availability of Faction items that mean you don't need high support skills.
Also, there seems to be a trend to want to prema run XL Shield Boosters when there really is no need.
Aardvark
18th January 2008, 12:57
Also, there seems to be a trend to want to prema run XL Shield Boosters when there really is no need.
Sitting afk reading a book is a good need :)
Thrud
18th January 2008, 13:08
If you want to do that I can wholeheartedly recommend THIS (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=434899)
StorkDK
18th January 2008, 13:11
Yeah, you've gone for the fatal mistake of using Invulns, there is never any reason to use Invulns in PVE, so just don't.
If you can be arsed to switch after every mission then sure go ahed, but i cant and i never had to warp out :P
Aardvark
18th January 2008, 13:31
If you want to do that I can wholeheartedly recommend THIS (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=434899)
Not much cash in mining sir :p
Dentist
18th January 2008, 16:37
If you can be arsed to switch after every mission then sure go ahed, but i cant and i never had to warp out :P
There is still never any reason, and Invulns are so terrible compared to specific hardeners :/
sidney109
23rd January 2008, 11:27
how about missions like zor that do all damage types?
Dentist
23rd January 2008, 11:54
Then you fit 3 different hardeners.
Aardvark
23rd January 2008, 12:16
z0r
Anim
23rd January 2008, 12:57
On ye olde' ishtar i use 3 hardeners (active) and one eanm, works out to be the best for mission running with 2 dmg types.
Aardvark
23rd January 2008, 13:11
On ye olde' ishtar i use 3 hardeners (active) and one eanm, works out to be the best for mission running with 2 dmg types.
Its easier for armour tanking though, as you have EANMs which shield tanking people don't have an equivalent to.
Ryvita
23rd January 2008, 17:24
Mmm. True.
So for Shields you have hardeners, which need activation, and come in four flavours plus an invuln field which covers all.
For armour there are hardeners too, which again need activation and come in four flavours but no global. Then there are energized plates, which come in four flavours, plus adaptive (all four) plus the regenerative, which increases HP by a %.
I presume regenerative is a no-no, and that EANM's (adaptive - all four) are good, but how do the individual flavoured energized plates compare against the equivalent hardener?
Semajal
23rd January 2008, 17:53
okay raven tank of utter WIN (tbh)
3 balistic control II 2 power diag II
3x hardeners TII
1x shield boost amp II
1x cap recharger II
And wait for it...
1x LARGE shield booster II
Fit 2 cap rigs and you get 470dps perma tank on a spread damage type.
If you fit 3 cap rigs you can lose the cap recharger for another boost amp and get 24mins of 600dps tank.
Dentist
23rd January 2008, 17:59
why not fit an XL?
Semajal
23rd January 2008, 18:29
Bins your cap too fast :D You get a better sustained tank with the large. Golem its even better, fit a pith-a type large, 2 boost amps and then laugh at the 970dps perma tank.
WhiteKnight
23rd January 2008, 21:25
Mmm. True.
So for Shields you have hardeners, which need activation, and come in four flavours plus an invuln field which covers all.
For armour there are hardeners too, which again need activation and come in four flavours but no global. Then there are energized plates, which come in four flavours, plus adaptive (all four) plus the regenerative, which increases HP by a %.
I presume regenerative is a no-no, and that EANM's (adaptive - all four) are good, but how do the individual flavoured energized plates compare against the equivalent hardener?
What about shield resistance amplifiers ? Those are passive.
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