Level 4 mission ship fits

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Revision as of 02:01, 29 December 2008 by Herschel Yamamoto (Talk)

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Please note: This page is the opinion of the authors. These are only suggestions, not necessarily the best setups.

There are two broad schools of thought on how to do level 4 missions most effectively. One school of thought places the most emphasis on creating a large, capacitor-stable tank and treats damage-dealing as secondary, while the other school places emphasis on doing more damage, and is willing to compromise on a tank in order to get it. These can both make sense in different contexts - the former is good for a solo missioner who wants to avoid losing ships, while the latter is better for missioners in gangs who can just blow everything up before their tank cuts out.

Several of these fits have empty high slots listed on the fit. These are utility slots, and there are a few modules that are popularly used to fill them. For looting and salvaging a mission you can use Small Tractor Beam I and Salvager I, for additional drone control range you can use Drone Link Augmentor I, and for additional capacitor you can use Heavy Nosferatu. A few players also choose to use a Medium Remote Armor Repair System I to repair damaged drones, or a Large Remote Armor Repair System II or Large Shield Transporter II to repair allies when doing missions with a gang.

Amarr

When it comes to destroying missions at a stand off distance, few come close to the Amarr. Due to the massive capacitor bonuses and little ammo use, the Amarr PVE players generally focus on large beam lasers, along with huge capacitor regeneration to fuel their heavy armor tanks. The Amarr player's weapons tend to be laser weapons, meaning that they often use factional or tech 2 ammo, a rarity amongst other races. Spending the extra isk and LP on Amarr Navy Multifrequency L ammo will generally last a couple months worth of missions, so it's well worth the investment. Because of the heavy reliance on accuracy, weapon disruption is a major concern to the Amarr. The one major disadvantage of the Amarr is the heavy cap requirements of the weapons and tank. Hence, if an Amarr pilot misjudges cap usage, you might end up with a dead ship. But when it comes to straight tanking of massive damage, few have the capacitor of the Amarr, allowing them to weather most damage.

Abaddon

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Example: This is a low skill, low cost setup for amarr players. It focuses on having a large permanently running tank. This keeps you alive to kill the rats.
How to improve this setup. The best way to quickly improve this setup is by training Tech 2 Large Pulse and use Scorch L. On top of that you can drop the Damage Control and/or the Energized Adaptive in place for Heat Sink damage mods. Which decreases your tank amount in favour of increased damage.

Apocalypse Navy Issue

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Example: This is a low skill, high cost setup. It focuses on having a permanently running tank. It deals significantly more damage then the abaddon setup; because it has Heat Sinks. Thusly runs missions faster.
How to improve this setup would be to train tech 2 lasers and train the Spec skill up.

Paladin

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Example: This is a high skill, high cost setup. It focuses on having a permanently run tank; Including a very high DPS.
How to improve this setup would be to purchase deadspace or officer modules. Beware suicide gankers.

Caldari

Missiles are the name of the game for a Caldari PVE'r. Many ships in the Caldari arsenal get missile bonuses, some with shield bonuses as well. Some are better suited for an active shield tank, while others are better to fly with a passive tank. An active tank for a Caldari pilot is 'pulsed', or generally turned on only so often. This way, the shields regen somewhat on their own, at the same time the capacitor regens on it's own. Alternately, a passive tanker drives the regeneration on their shields so high that it can outpace incoming damage. The passive tank has little in the way of capacitor to use, hence the combination with missiles are ideal. The ability to throw cruise missiles out to the 200km mark is a significant ability, but this ability can be foiled by defenders. The Raven is the most commonly sold ship out on the market, and one of the first ships that a Caldari pilot does a level 4 mission in. And Raven Navy Issue, aka CNR, is one of the most commonly sold faction ships on the market, and is one the LAST ship that a Caldari pilot needs for level 4 missions. The CNR has been the gold standard of mission runners in Eve.

Drake

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Example: This is a low skill, low cost setup for Caldari players with good shield skills and okay missile skills. It has a passive shield tank that is always active.
How to improve this setup would be to move onto a Raven as the Drake is better a better fit for Level 3's; get Advanced Weapon Upgrades 4 to fit 7x Heavy Missile Launcher I

Raven

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Example: This is a low skill, low cost setup for Caldari players. It focuses on having a pulsing shield tank. This means you do have to manage your tank.
How to improve this setup would be to train tech 2 cruise missile launchers.

Raven Navy Issue

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Example: This is a low skill, high cost setup for Caldari players. It focuses on having a pulsing shield tank. This means you do have to manage your tank. This setup out performs the above raven setup.
How to improve this setup would be to train tech 2 cruise missile launchers.

Golem

Torps

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Example: This is a high skill, high cost setup for Caldari players. It focuses on having a pulsing shield tank. This means you do have to manage your tank.
How to improve this setup would be to purchase deadspace or officer modules. Beware suicide gankers.

Cruise

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Nighthawk

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Example: This is a high skill, medium cost setup for Caldari players. It has a passive shield tank that is always active.
How to improve this setup would be to purchase Caldari Navy or Dread Guristas Invulnerability fields; and Core Defence Field Purger II rigs

Gallente

The Gallente are the masters of drones and hybrid weapons. Using these two weapon systems, they skillfully deal damage with both, while tanking the incoming damage using armor repair modules. This flexibility of fittings is common amongst most Gallente ships. Some ships have major drone bonuses, allowing the pilot to fall asleep during a mission or get a sandwhich in their pod, while the drones do their work. Others use massive long range hybrid railguns, popping incoming frigates before they even touch the pilot. The Dominix is especially cheap to purchase and fit for level 4 missions, if you have the skills to fit two Large Armor Repair II modules, use lots of drones, and eventually perfect Sentry drones. With greater skill points, a pilot might consider the Kronos, which requires great skill to use properly. The downfall of the Gallente is a common one, weapon disruptors and loss of capacitor. But when a Gallente pilot closes range and opens up with blasters, few NPCs can withstand the onslaught of kinetic and thermal damage.

Dominix

Salvage fit

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Gank fit

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Ishtar

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Drones:

Example: This is a medium skill, medium cost setup for Gallente players with heavy drone. It has a passive shield tank that is always active. It has a major problem with CPU usually.
How to improve this setup would be to increase drone skills to use tech 2 sentries; and Core Defence Field Purger II rigs

Megathron Navy Issue

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Example: This is a low skill, high cost setup for Gallente players. You will be able to turn on and forget your tank; be able to pay attention on killing rats.
How to improve this setup would be to train tech 2 Railguns

Kronos

Tank fit

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Gank fit

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Example: This is a high skill, high cost setup for Gallente players. You will be able to turn on and forget your tank; be able to pay attention on killing rats. In many missions your tank may break but you will kill fast enough not to lose your ship.
How to improve this setup would be to purchase officer or deadspace modules.

Minmatar

Few weapons have the variability of the Minmatar. Load a Dual 650mm Repeating Artillery II with some Nuclear L, and you have a firestorm of thermal damage. Load it with some EMP L and you have an amazing burst of electromagnetic firepower. Not only do their damage types, but their ranges change significantly as well. This allows a Minmatar PVE'r to kill at several ranges, with different damage types, all the while shield or armor repping merrily away. The projectile weapon's lack of capacitor use allows them to funnel that capacitor into their tanking ability. Some ships, like the Typhoon, have split weapon types, requiring pilots to put valuable skill points into both gunnery and missile skills. However, this split weapon type reduces some of the effectiveness of weapon disruption modules, and because they do not require capacitor for weapons, they can at least keep firing at the enemy if they run out of cap. This combination means that they can align, retreat, and come back with fewer enemies next time around. Then again, with some autocannons and enough EMP L at their disposal, a Minmatar pilot can use their higher speed and falloff range to dodge attacks and still deliver a crippling blow to the enemy.

Maelstrom

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Example: This is a low skill, low cost setup for Minmatar players. You will need to pulse shield tank. Meaning you have to manage your tank. This means you have to pay some attention to your ship.
How to improve this setup would be to Train tech 2 Autocannons.

Typhoon

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Vargur

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Example: This is a high skill, high cost setup for Minmatar players. You will need to pulse shield tank. Meaning you have to manage your tank. This means you have to pay some attention to your ship.
How to improve this setup would be to purchase officer or deadspace modules.

Pirate Factions

Nightmare

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