I'm sorry it's taken me this long to post here. I work shift hours and my work days are about 17 hours all-in, and my days off are... preciousssss... to me.
On the meta-level, I think that you should really sit down and consider why you want to box WH sites in the first place. If it's ISK/hour, then Incursions are better because the risk is orders of magnitude smaller than the risk in running WH sites. I mean, astronomically smaller. If you imagined a fairytale land where you can make good ISK/hour and engage in a lot of pvp... WH space is not that. It's mostly scanning down new chains and trying to find 'content'. Especially with the recent changes to WH spawn-distance mechanics, I foresee even less activity in WH space--IE, less content. Eve is a game that rewards smart and cautious play. If people are not doing stupid things (see the list below), then it's very hard to find people doing... anything really.
Now, if none of that matters to you and you just want to hear what the most efficient setups are for running non-escalated C5 WH sites, then read on.
There are two main fleet setups that work well multiboxed running these sites: A spider-tanking fleet of similar-sized hulls that orbits around your anchor ship (5+ ships minimum), or a mixed-hull fleet with 2+ logistics ships. After playing extensively with both, I far prefer the separate logistics ships for a number of reasons. In case you're dead-set on running a RR spider-tanking fleet, I'll tackle that one first.
Spider tanked T3s are a decent option. I have run C5 sites with RR Stratios, RR Proteus, and RR Ishtars. Tengus and Legions would also work just as well from a RR perspective, less so from an applied DPS perspective. The largest problem with running a ball of RR T3s is that your repair range is only 6km. All of your ships should have afterburners. Unfortunately, almost every wave of every C5 site has webbing ships. This means that you will be limited to the maximum speed of whoever the primary target is. On a normal wave of webbers this means 100m/s max, with an afterburner running. If you're using a weapon system that puts you optimally at 40km or less, there will be waves in sites where you spend 5+ minutes chasing the sleepers as they kite you. This murders your ISK/hour, and also adds a great deal of risk; if you don't notice that the guy getting primaried is out of RR range, you're in for some hurtin'.
Furthermore, you might imagine that an RR fleet optimally uses each slot of each ship, but in practice you waste slots for cap stability when under neuting pressure. Also, you may not have a spare high slot for a RR module without giving up a weapon's slot.
There are other good reasons to not use a RR fleet, but I'll leave it here. If the above didn't convince you, you're unable to be convinced
Separate logistics is a good setup. I've run setups where each of my DPS ships feeds cap to my logistics (as per my video), and I now run T2 logistics who feed cap to each other. The problem with each of your DPS ships feeding cap to your logistics pilots is the exact same as the RR T3 ball problems we discussed above--You're limited in mobility, you lose out on some potential mid or low slots for cap stability etc. So, after all the experimentation, two T2 logistics (Basilisk or Guardian, do not try and run the Oneiros or Scimitar for the love of Horus) is the way to go.
Nestors, especially now that they have only 20m mass, are comparable to T2 logistics and take a fraction of the time to train into. However, they will quadruple the amount of ISK you're risking on grid. If you're ok with that, then run'em--They're the best in terms of reps applied, cap stability, tank, AND added DPS (125mb drone bw means 500 dps apiece with zero Drone Damage Amps--Thanks Gecko!). After being violently cap escalated against my will, I decided to swap to the more ISK efficient T2 logistics
So after all that, what DPS ships to run?
I like drone boats.
No, I love drone boats.
Drones do not reload ammo, therefore they do not shut off their weapon cycle after reloading. Drones require much less maintenance than guns/missiles, as you do not need to swap between ammo types to modify your range. They do add time to site-running either because of travel time to target (Combat drones), or because you have to collect them post-site (Sentries). From a multiboxing perspective, the tradeoff is definitely in favor of drones over guns/missiles.
So once you decide on drones, which hull?
Well, Ishtars are awesome. Even post-nerf, Ishtars are awesome. That having been said... Ishtars do have a paper-tissue tank compared to a Proteus. If you run Shield Ishtars with Basilisks, you get the third Drone Damage Amp in your lows vice only two if you run Armor Ishtars with Guardians. Then though, you don't have any extra mid slots for Omnidirectional Tracking Links or Drone Navigation Computers. So, Shield Ishtars on paper do more damage than any other drone boat (I don't want to include the Eos as it's a 6 month train for ship+weapons), but you're talking about a 40-50k EHP max pre-links/boosts.
That's a good amount of tank, but it will only survive two volleys from the most-damaging sleeper waves; the third will asplode your ship. That means you have about 10 seconds to lock your target and get reps cycled or you will lose a ship. Now, 10 seconds is a lot if you're paying attention. What happens if you spill your coffee? Or your kid runs up to your desk and nudges your chair, showing you her new thingajigger? Even if you only lose 3-4 seconds, you're seriously limiting your reaction time. Ultimately, using a non-T3/command ship hull for C5 sites is *risky*. Even if you only lose one ship per 20 sites (generous), the amount of ISK you lose pales in comparison to the amount of time you lose, logistically, in replacing it.
So yeah, Drone Proteus are a thing. Droneus. Yeah, I love'em.
[Proteus, Test]
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Corpum A-Type Energized Explosive Membrane
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Experimental 10MN Afterburner I
Phased Muon ECCM Caster I
'Umbra' White Noise ECM
250mm Railgun II, Spike M
250mm Railgun II, Spike M
250mm Railgun II, Spike M
Drone Link Augmentor I
Drone Link Augmentor I
[empty high slot]
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Proteus Electronics - Dissolution Sequencer
Proteus Defensive - Augmented Plating
Proteus Engineering - Augmented Capacitor Reservoir
Proteus Offensive - Drone Synthesis Projector
Proteus Propulsion - Localized Injectors
Gecko x2
150k tank, 670 DPS with my skills. Controlling the railguns is an afterthought--They only add ~100 DPS, but 14 of them do volley frigates. That halves my clear time of frigate-only or frigate-heavy waves.
I intend to do another video, tonight if at all possible, of my most-recent setup. This will include me breaking down my Innerspace GUI.
Well, I'm exhausted. I'll continue to answer questions as best I can though![]()
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