Level 4 mission ship fits
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
High Slots:
Medium Slots:
Low Slots:
- 1x Large Armor Repairer II
- 1x Damage Control II
- 1x Energized Adaptive Nano Membrane II
- 4x Mission Specific Hardeners
Rig Slots:
High Slots:
Medium Slots:
Low Slots:
- 1x Amarr Navy Large Armor Repairer
- 2x Amarr Navy Heat Sink
- 1x Amarr Navy Capacitor Power Relay
- 4x Amarr Navy Mission Specific Hardeners
Rig Slots:
Paladin
High Slots:
- 4x Tachyon Beam Laser II
- 3x (Empty High Slot)
Medium Slots:
Low Slots:
Rig Slots:
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
High Slots:
- 7x best t1 named Heavy Missile Launcher I you can afford, such as 'Arbalest' Heavy Missile Launcher
- 1x Small Tractor Beam I
Medium Slots:'
Low Slots:
Rig Slots:
Raven
High Slots:
Medium Slots:
- 1x X-Large Shield Booster II
- 0-1x Shield Boost Amplifier II
- 3-4x Mission Specific Hardeners
- 0-1x Target Painter II
Low Slots:
Rig Slots:
High Slots:
Medium Slots:
- 1x Caldari Navy X-Large Shield Booster
- 1x Caldari Navy Shield Boost Amplifier
- 3x Mission Specific Hardeners
- 1x Cap Recharger II
Low Slots:
Rig Slots:
Golem
Torps
High Slots:
- 4x Siege Missile Launcher II
- 3x (Empty High Slot)
Medium Slots:
- 1x Caldari Navy X-Large Shield Booster
- 1x Caldari Navy Shield Boost Amplifier
- 4x Mission Specific Hardeners
- 1x Phased Weapon Navigation Array Generation Extron
Low Slots:
Rig Slots:
Cruise
High Slots:
- 4x Cruise Missile Launcher II
- 3x (Empty High Slot)
Medium Slots:
- 1x X-Large Shield Booster II
- 1x Shield Boost Amplifier II
- 4x Mission Specific Hardeners
- 1x Cap Recharger II
Low Slots:
Rig Slots:
Nighthawk
High Slots:
- 6x Heavy Missile Launcher II
- 1x (Empty High Slot)
Medium Slots:'
Low Slots:
Rig Slots:
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
High Slots:
- 1x any Civilian gun (to draw aggro)
- 2x Salvager I
- 2x Small Tractor Beam I
- 1x Drone Link Augmentor I
Medium Slots:
Low Slots:
Rig Slots:
Gank fit
High Slots:
Medium Slots:
Low Slots:
Rig Slots:
Ishtar
High Slots:
- At least one non-cap using gun, maybe a 125mm Gatling Cannon I
- 4x (Empty High Slot)
Medium Slots:'
- 4x Large Shield Extender II
- 1x Invulnerability Field II or a passive rat specific hardener
Low Slots:
Rig Slots:
Drones:
High Slots:
- 7x Gallente Navy 425mm Railgun
- 1x (Empty High Slot)
Medium Slots:
Low Slots:
- 1x Gallente Navy Large Armor Repairer
- 3x Gallente Navy Magnetic Field Stabilizer
- 4x Gallente Navy Mission Specific Hardeners
Rig Slots:
Kronos
Tank fit
High Slots:
- 4x 425mm Railgun II
- 3x (Empty High Slot)
Medium Slots:
Low Slots:
Rig Slots:
Gank fit
High Slots:
- 4x 425mm Railgun II
- 3x (Empty High Slot)
Medium Slots:
Low Slots:
- 1x Gallente Navy Large Armor Repairer
- 3x Gallente Navy Magnetic Field Stabilizer
- 3x Mission Specific Hardeners
Rig Slots:
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
High Slots:
Medium Slots:
Low Slots:
Rig Slots:
Typhoon
High Slots:
Medium Slots:
Low Slots:
Rig Slots:
Vargur
High Slots:
- 4x 800mm Repeating Artillery II
- 3x (Empty High Slot)
Medium Slots:
- 1x Caldari Navy X-Large Shield Booster
- 1x Caldari Navy Shield Boost Amplifier
- 3x Mission Specific Hardeners
- 1x Gallente Navy Stasis Webifier
Low Slots:
Rig Slots:
Pirate Factions
Nightmare
High Slots:
- 4x Amarr Navy Tachyon Beam Laser
- 2x (Empty High Slot)
Mediums Slots:
- 1x Caldari Navy X-Large Shield Booster
- 1x Caldari Navy Shield Boost Amplifier
- 4x Caldari Navy Mission Specific Hardeners
- 1x Cap Recharger II
Low Slots:
Rig Slots: