View Full Version : Trying to decide on three ship combo for mission running...
Xanthus
07-26-2009, 01:38 AM
What I have so far:
Raven/Drake pilot (it's time to start training missiles again but I'm really on the fence as far as whether to train up heavy missiles for the Drake or Cruise missiles for the Raven...)
Basilisk pilot
Miner (er... this one's not really for missions)
And an undefined pilot that just got done training up learning skills. My first thought was a command ship, but then after I planned it all out in EveMon it was something like 100 days before said character could even sit in say, a Nighthawk. I suppose I could stick her in a HAC so as not to be completely useless until then, but then I thought it might be fun to train an interceptor or Manticore pilot. I really have no idea!
Right now I've been running level 4 missions with my Drake and Basilisk. I have the Drake fitted for passive shield tanking, and it's been able to tank everything indefinitely so far with the help of two shield transfer arrays from the logistics cruiser. The only trouble I've had so far is rats warping in after the initial wave and targeting the Basilisk instead of the Drake. :wacko:
holyrthnyou
07-26-2009, 04:07 AM
well for missions, an interceptor pilot wouldn't do you any good, you'd be better off going for the HAC or a second BS pilot , speaking from experience. 2 BS pilots and 1 logistics pilot can run any level 4 mission quickly and without too much danger, hell with good enough skills technically you could run a lvl 5 with that set up (some not all).
upgrading from a drake to a raven is a very nice upgrade especially if you just need to level up a few skills to pilot it well, 6 arbalest cruise launchers ( with appropriate ammo) and 5 Hob 2's or HH 2's really destroy things. ive had no trouble soloing any lvl 4 with my raven, and i'm only at 5.8m sp so i'm not highly skilled yet, T2 tank, and T2 cap modules make things easy.
just my thoughts, hope i helped in some way.
Tight
07-26-2009, 04:46 AM
The 100 days for a command ship is worth it in my opinion.
My setup at the moment is 2 BS and 1 support cruiser. I did how ever switch in my friends Damnation. That thing has some awesome Armor link modules. It made the Logistics ship worthless. :D
Im about 60 days away from running 2 Marauders and the Damnation atm, but i think its worth the wait. :thumbup:
Xanthus
07-26-2009, 10:28 AM
If it would make the Basilisk obsolete I could always train my logistics pilot up for a command ship (a good ~79 days but still closer), and could make the new pilot train a Rokh or something.
Any ideas about managing agro? Any skills/devices I could look into? I actually lost a Basilisk after my Drake failed to take out in time several rats scrambling its warp. ;(
EDIT: I was thinking, too, about having my miner train for salvaging. Would that even be worth it, to come in and clean up after missions?
Tight
07-26-2009, 06:24 PM
well im a Gallente pilot on all 3 accounts. I use the Oneiros. But as it is now i dont need the Remote Armor reps very often. I use it more for the 10% Tracking Link bonus.
I do run 2 Navy Megas and in 1 High slot i use a Large Remote Armor Rep for the times i need to assist the Logistics if it took aggro and taking to much dmg. More or less a spider tank in a way.
There is no taunt mechanics in EVE. I use to jump in and out if i pulled aggro on my logistics. But i found it better to equip a remote armor rep on both BS's to help out if needed. Usually its fast grinding down 3-4 ships attacking the Logistics then jumping out and in again, after all i have 15 t2 drones going rampage so.
About Salvaging. Its worth it. I think i did 5 or 6 missions today. The salvaging ended up at 57 mil alone. I do have it at lv5. also i have a Destroyer with rigs and the implant.
Xanthus
07-26-2009, 07:05 PM
The trouble I have is they scramble my warp, which can make it difficult to get out when I need to. I know there's no taunt mechanism, but I was thinking somewhere along the lines of electronic warfare, if there's anything specific to counter warp scramblers or if I should load the Basilisk up with some sensor disruptors or something so that they have trouble targeting it to begin with.
I'm on a mission right now where I have to go loot some items off some transport ships I killed. But the convoy is so large my Raven can't hold up very long, even being boosted by four shield transfer arrays. I thought about sticking an MWD on my Drake and crossing my fingers, but if they were to scramble me I probably wouldn't make it out alive. I think I may have to nip at their heals for a while or just take it slow and see if my Drake can tank the brunt of it.
Tight
07-26-2009, 07:38 PM
mmm Is it ( Unauthorized Military Presence )? Maybe you need to tweak your setup a bit? I use active armor tanking though.. im sure there is something similar with active resist modules for shield tanks as well. I do confess i know nothing about shield tanks but i do know that Ravens are really good mission boats.. i have a friend running lvl4s with one with out Logistics support. ?(
There is also warp stabs, or maybe sensor dampeners? (i dont know much about the dampeners though)
Wish i could help here.. :S
Xanthus
07-26-2009, 07:51 PM
It's actually quite funny, my Raven couldn't tank it in an active shield set up but my Drake was just yawning through the entire encounter. Took a while to get in and get what I needed but it got the job done. I think the Raven is just more skill hungry than the Drake, probably need to get some more T2 modules for it.
Tight
07-26-2009, 07:55 PM
i think you can be right there.. t2 or faction modules would do it i think.. :thumbup:
holyrthnyou
07-27-2009, 04:32 AM
this is the raven setup i use for lvl 4s, and it has tanked and spanked every lvl 4 mission thrown at it including worlds collide, the blockade, the score, buzz kill, and pretty much all of the most difficult ones.
_________________________________________________
change specific damage hardeners for the npc type.
6x 'Arbalest' Cruise Launcher I (Wrath Cruise Missile)
Heavy Diminishing Power System Drain I
Drone Link Augmentor I
Ballistic Deflection Field II
2x Heat Dissipation Field II
Invulnerability Field II
X-Large C5-L Emergency Shield Overload I
Cap Recharger II
2x Ballistic Control System II
2x Capacitor Flux Coil II
Power Diagnostic System II
3x Capacitor Control Circuit I
5x Hammerhead II
___________________________________
[Statistics] against serpentis
Effective HP: 73,053
Tank Ability: 698.42 DPS
Damage Profile - Serpentis (EM: 0.00%, Ex: 0.00%, Ki: 37.85%, Th: 62.15%)
Shield Resists - EM: 30.00%, Ex: 65.00%, Ki: 80.04%, Th: 84.43%
Armor Resists - EM: 50.00%, Ex: 10.00%, Ki: 25.00%, Th: 45.00%
Capacitor: Lasts 3m 30s
Volley Damage: 3,191.35
DPS: 395.91
even with only 3m 30s of cap time ive never run out of cap nor have i ever needed to warp out because my tank failes, just manage aggro per eve-survival and you should have no problems, as for a drake ive never used one in a lvl 4 so im not much help there.
Xanthus
07-27-2009, 09:21 PM
I definitely need to spend about four days training and then upgrade my modules.
What might a good salvager be? A Hurricane?
holyrthnyou
07-28-2009, 01:31 AM
salvaging i use a destroyer, i prefer thrasher since its faster but has a slightly smaller cargo hold, most people use catalysts for salvaging, i also use an exequeror for salvaging level 4s as i get 1600+ cargo hold decent speed, and plenty of cap for 2 tractor beams and 2 salvagers.
either get EFT ( eve fitting tool) or
EVEHQ (has a fitting tool amongst other things)
and test out different ships as salvagers until you find one that you like and are willing to train up to if necessary.
Xanthus
07-29-2009, 01:36 PM
This is part of my problem with the Raven:
http://ineve.net/skills/character.php?charID=Nzk3NDA4OTIy
I'm only at 4.6m SP. I tried out that same fitting and it put me at 346 tankable DPS with 47000 effective HP. And here I thought I was almost running out of skills to boost my shield defences (besides the few upgrades I need to be able to use the T2 modules to begin with). I'm looking through the list of engineering skills I don't have / have to work on at the moment and I'm wondering what exactly could make up for the 25,000 HP difference (besides implants?).
EDIT: Duh, you have to select a damage type/faction to defend against. 75,000 and 706 against serpentis sounds more like it. Guess who feels like an idiot now? (*raises hand*) :whistling:
holyrthnyou
07-29-2009, 05:12 PM
lol no worries i forget to change that all the time lol.
agrikk
04-01-2010, 04:20 PM
I played eve for a really, really long time and finally left with the implosion of Goonfleet a little bit ago.
But I had three accounts that I used synergy to control and between them, it was L4's on Easy Mode for as long as I cared to grind them.
I didn't bother with salvage or scooping cans. It was all about LPs and mission bounties.
Two Raven pilots T2 fitted:
[Raven, L4 Tank]
Power Diagnostic System II
Power Diagnostic System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Large Shield Booster II
Heat Dissipation Field II
Invulnerability Field II
Invulnerability Field II
Photon Scattering Field II
Sensor Booster II
Cruise Missile Launcher II, Paradise Cruise Missile
Cruise Missile Launcher II, Paradise Cruise Missile
Cruise Missile Launcher II, Paradise Cruise Missile
Cruise Missile Launcher II, Paradise Cruise Missile
Cruise Missile Launcher II, Paradise Cruise Missile
Cruise Missile Launcher II, Paradise Cruise Missile
Auto Targeting System II
[empty high slot]
Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I
and a Raven Cleric:
[Raven, L4 Cleric]
Local Power Plant Manager: Capacity Power Relay I
Local Power Plant Manager: Capacity Power Relay I
Local Power Plant Manager: Capacity Power Relay I
Overdrive Injector System II
Overdrive Injector System II
Eutectic I Capacitor Charge Array
Eutectic I Capacitor Charge Array
Eutectic I Capacitor Charge Array
Eutectic I Capacitor Charge Array
Phased Muon ECCM Caster I
Phased Muon ECCM Caster I
'Arbalest' Cruise Launcher I, Paradise Cruise Missile
'Arbalest' Cruise Launcher I, Paradise Cruise Missile
'Arbalest' Cruise Launcher I, Paradise Cruise Missile
'Arbalest' Cruise Launcher I, Paradise Cruise Missile
'Arbalest' Cruise Launcher I, Paradise Cruise Missile
'Arbalest' Cruise Launcher I, Paradise Cruise Missile
Large S95a Partial Shield Transporter
Large S95a Partial Shield Transporter
Capacitor Control Circuit I
Capacitor Control Circuit I
Capacitor Control Circuit I
The two tanks were cap stable with everything on for about nine minutes, which is easily enough time to jump in and grab aggro on anything. Sensor Boosters to increase range and an auto targeting system to increased max locket targets by three so I didn't have to mess with locking things as often after shooting through my first batch of locked guys.
Once I had everything aggro'd, my pried would jump in and put a ECCM on both guys to keep them from getting jammed. I found the most annoying thing for my play style was getting jammed and this alleviated that. Two large shield transponders can either be split across both ships or plopped on a single ship for serious tanking ability.
The key point was that the cleric was cap stable. Longer fights made this important.
Should it be a mission with waves, I'd send in the two tanks first to absorb for as long as possible, then send in the priest when necessary. If the priest was targeted, I'd try to fight them off, or warp out and burn back through gates to the fight (which is why the two overdrives).
I did this for ages and never lost a ship.
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