Archive for the ‘ Ship Fitting ’ Category

The Maller Guide

PDF Version.

The Maller is an Amarrian T1 cruiser with a 6/3/6 slot layout and a 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all Armor resistances per level. Due to these bonuses and slot layout (and lack of drones), the Maller is essentially a cruiser-sized version of the Punisher. As a result, its fitting and fighting style is remarkably similar to that of the Punisher (you may want to read the Punisher Guide before continuing).

Fitting

The Maller’s key distinctions are its phenomenal endurance and slightly-larger-than-average capacitor and powergrid. Its endurance comes from its 6 low slots (compared to the Rupture, Omen, and Thorax’s 5 lows and the Caracal’s 5 mids) and its armor resistance bonus. The Maller’s 1,500 GJ capacitor is the largest of the cruisers; the Moa, which has the second-largest cruiser capacitor, only has 1,375 GJ. In addition to this large capacitor, the Maller also has the most powergrid: 900 MW as opposed to the Rupture’s 860 and Thorax’s 820. Although these distinctions may initially seem insignificant, they are crucial to fitting the Maller.

As with the Punisher, a Maller fitting starts with the low slots to take advantage of its bonuses and distinctions. The Maller is a very slow ship (especially with armor plates) and also has poor damage (no drones and no damage/rate of fire bonuses), so speed and weapons upgrades modules in the lows are a waste of slot space. Thus the low slots are best dedicated to armor modules, which capitalize on the 5% bonus to armor resistance per level.

The Maller’s large capacitor enables it to active tank quite effectively, and its large powergrid and resistance bonus also facilitate a fearsome buffer tank. The types of tank differ in that an active tank focuses on armor repaired per second, while a buffer tank focuses on increasing EHP (effective HP; the net amount of damage you can take before you pop). For both types of tanks, a Damage Control II is helpful, as the Maller has plentiful low slots and a Damage Control’s resistance bonuses do not suffer from stacking penalties. T2 equipment, while not mandatory, is immensely helpful, as the extra 5% here and there really boost its survivability. Armor plates are the only exception to using T2 modules, as meta 4 (Rolled Tungsten) plates add less mass to your ship than meta 5 (Steel II) plates (thus your maneuverability improves).

Choice of modules for the three mid slots is fairly restricted. For PVP, you must fit a warp disruptor/scrambler in one of the slots. A disruptor has longer range, but a scrambler works better as it turns off a target’s MWD. Due to its slow speed, the Maller is a poor tackler – even if you fit a warp disruptor (24km range), your opponent can easily escape if he is outside web range (11 km).

The other two mid slots can be fitted in several ways. For active tanks, one of these will usually be a cap booster and the other a stasis webifier or afterburner. For buffer tanks, most fit an afterburner and stasis webifier, but dual stasis webs can be stunningly effective. Not only do webs require less capacitor and leave more powergrid available for other modules on the ship, but they also allow you to successfully engage frigates (it also allows the use of T2 close range ammo). The drawback to this is that tackling is more difficult.

In the high slots, you can theoretically use energy turrets (lasers), hybrid turrets (blasters/railguns), or projectile turrets (autocannons/artillery). However, projectile turrets deal lackluster DPS, and the fact that the Maller rarely suffers from capacitor shortages negates projectile turrets’ largest advantage. Thus, unlike on the Punisher, projectiles are a poor choice. Choosing between hybrids and lasers is a slightly more difficult choice, as hybrids have more DPS and better tracking, but lasers ultimately are better. Not only do they have better range (essential for a ship that cannot easily dictate engagement range) and less capacitor use (but only for medium energy turrets – small energy turrets use twice as much cap as blasters), but lasers also use less CPU (the Maller has very little CPU).

Fitting five turrets in the turret hardpoints still leaves one free high slot. The only practical module to fit here (excluding a Salvager) is an energy neutralizer or nosferatu. The key difference between the two is that a neutralizer takes away both your cap and your target’s cap at a fairly even rate (you lose a bit less cap), while a nosferatu only drains your target’s cap if it is higher in percentage than yours (so if you have more cap than they do, it does absolutely nothing). A nosferatu also drains far less cap from the target (a Small Nosferatu II removes 9.6 cap; a Small Energy Neutralizer II drains 54 cap) and requires slightly more CPU (15 vs 10) and powergrid (10 vs 9).

For the Maller, neutralizers are a better choice. You have a larger capacitor, so nosferatus are not as effective against other cruisers (and useless against frigates). In addition, it helps disable active tanks, which is very useful since the Maller has low DPS (even less than some gank frigates). In addition, unlike with the Punisher, managing the neutralizer is quite easy.

Suggested Fittings

Here are some fittings for the Maller.

PVP – Active Armor, Pulse

PVP - Active Armor, Pulse

[Maller, PVP – Active Armor, Pulse]
Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Heat Sink II

J5b Phased Prototype Warp Scrambler I
X5 Prototype I Engine Enervator
Medium Capacitor Booster II, Cap Booster 800

Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Small Energy Neutralizer II

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

This dual-repped Maller can tank 370 DPS while dealing 221 DPS. The neutralizer can paralyze frigates, but is less effective against cruisers, particularly if they have a cap booster. The active tank suffers from an inability to tackle effectively, as a cap booster is required to keep the reps running. A heat sink is used due to the fact that stacking penalties make a third resistance module less effective than increased DPS.

PVP – Armor Buffer, Pulse

PVP - Armor Buffer, Pulse

[Maller, PVP – Armor Buffer, Pulse]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Reactor Control Unit II

Warp Scrambler II
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

This buffer tanked Maller has 85,395 EHP, as large as some battleships’ tanks. The dual webs and scrambler allow it to pin down targets so effectively that even Conflagration frequency crystals can be used (T2 crystals decrease tracking speed). Many frigates engage Mallers due to the fact that they lack a drone bay, but this fit is deadly for them. MWDs are turned off by the scrambler, and afterburners are not fast enough to counteract the dual webs. Once a target is tackled, there is virtually no escape. The Medium Neutralizer on this setup increases the deadliness of this fit, proving fatal for all frigates and cruisers without a cap booster. At 158 DPS, the damage this fit produces is not very substantial, yet the large buffer easily compensates for this.

PVP – Bait

PVP - Buffer

[Maller, PVP – Bait]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Warp Scrambler II
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Small Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

This fit is a slight modification of the armor buffer fit presented earlier, replacing the reactor control with another Energized Adaptive Nano Membrane and downsizing the medium neutralizer to a small. These changes make this fit best used in a fleet as bait, as the small neutralizer is not powerful enough for solo work while the increased EHP (85,395 to 98,261) can be very helpful while the fleet is warping in. With bonuses from a fleet commander and a full set of Slaves, this fit can reach a stunning 160,761 EHP – more than the average T1 battleship. With that much EHP, even a gank-fitted battleship with 1000 DPS would take 2m 40s to kill a Maller with this fit (and do not forget that large guns and drones will have trouble tracking a cruiser).

Targets

The Maller can kill all T1 frigates, destroyers, and cruisers, but avoid range-fitted ships.

Tactics and Tips

It is difficult to make mistakes while flying the Maller. Simply overheat your mid slots when tackling, get close to the target, activate the turrets, pulse the neut, and overheat the turrets as required.

Keep the fight simple. There is no need for fancy tactics. Reduce the target’s options with your webs, scrams, and neuts, and make sure you stay in range. Many pilots have very little experience with fighting Mallers because few people fly it (the Arbitrator and Omen are considered to be better). As a result, they often underestimate the Maller – most enemies will blunder right into web range, allowing you to pounce on them.

Remove drones from the equation. Against drone-dependent ships like the Vexor and Arbitrator, web and kill dangerous drones before returning your attention to the target. For example, if a Vexor pilot deploys Hammerhead IIs, kill them before fighting the Vexor. Because most Vexors only have one flight of medium drones, this will force your opponent to use small drones. It is going to be a long fight (on average, around 5 minutes against cruisers), so reduce their DPS as much as possible.

Enjoy the fight. Think of the Maller as a Venus fly trap. Snare your opponents, then leisurely crush and digest them. Watch with satisfaction as your luckless victim slowly come to the realization that he is dying and escape is impossible.

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Punisher Guide PDF

Blipmusic, who made the Piloting Savviness PDF, has also made a PDF of the Punisher Guide. Download it here: Punisher Guide PDF.

Having Fun in Eve Online

Logging into Eve last week, I began wondering what to do. Lowsec was too blobby for effective solo PvP, missions were dull, ninja salvaging was too much work…I found myself sitting in a station, listening to the annoying, omnipresent choirs at Amarrian stations and practicing the fine art of ship spinning. So after disabling “Load station background” in the settings (to stop myself from ship whirling and twirling), I set out to keep myself preoccupied in Eve.

The Ship Quiz

Eve@phase’s Ship Quiz was not only fun, but it was also productive. I got 85%. I learned that a Skiff is an exhumer (not a T1 mining barge), a Rhea is a Caldari jump freighter (never seen one before), and a Vargar is a Minmatar Marauder (I don’t recall seeing one – it certainly is not as popular as other marauders). Aside from the Vargar, the results seem to show that I am not too familiar with the industrial/carebear aspect of Eve.

Ooh, Pretty Laz0rz

With ship spinning no longer an option, I decided to run a level 4 mission in an Abaddon. Halfway through, I got bored, so I went back to the station, and put various frequency crystals in my guns. The pretty colors kept me sufficiently entertained for me to finish the mission.

Pretty Laz0rs_1

Pretty Laz0rs_2

Concordoken-ing Remote Reppers

With the mission done, I wandered over to a trade hub to fit out some new PvP ships to replace the ones I’d lost. Then I saw this in local (name changed):

RR_Guy > anyone need armor?

I grinned ecstatically and quickly fit an Executioner (40k ISK) with 1 Gatling Pulse Laser I (3K ISK) and the first frequency crystal I found in my hangar. Then I undocked.

00sage00 > RR_Guy, i need armor
RR_Guy > no you dont!
00sage00 > in 1 sec i will
RR_Guy > XP
RR_Guy > who are you aggroed to? lol
00sage00 > i’m stealing the can
00sage00 > D: no rep?

RR_Guy kindly started repping me. But I didn’t steal the can. I didn’t pewpew another player. I didn’t get any aggro. I shot Concord.

I instapopped. RR_Guy, guilty of assisting me in criminal acts, exploded seconds later.

RR_Guy > god damnit
00sage00 > rofl
RR_Guy > sage just caused his corp a few war decs

(A week later, I still don’t have a wardec :[ )

I redocked, and began preparation for yet another fiendishly fun Eve project:

The Attack of the Industrials

Various PvP industrial fits have been floating around on Battleclinic, such as this “Battle Bestower”. I wasn’t very impressed; the fits were quite weak. Was the Bestower the best PvP industrial out there? Or was there something better? I started to compare stats.

Top Four PvP Industrials (the Sigil was a close fifth)

Stats Mammoth Bestower Badger II Iteron Mark V
Powergrid 80 70 80 85
CPU 750 750 1000 850
Slots 2/5/4 2/4/4 2/6/3 2/5/5
Speed 110 125 115 110
Tank HP 1094 1173 548 1368
Capacitor 562.5 687.5 625.5 750
Sensor Str. 8 9 13 12

According to the chart, the Iteron Mark V had the best combat potential. With this newfound knowledge, I created a mindbogglingly amazing fit for such a formidable combat beast (Battleclinic):

[Iteron Mark V, Iteron Mark V: THE BEST PVP Industrial]
Small Armor Repairer II
Small Armor Repairer II
Magnetic Field Stabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

1MN Afterburner II
Warp Scrambler II
Stasis Webifier II
Small Capacitor Booster II
Small Capacitor Booster II

Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Small Energy Neutralizer II

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Stats
6,980 EHP
70.6/61.8/61.8/47.2 resists
127 hp/s repaired, 153 hp/s repaired with heat
Cap stable with neut off, 8m 12s with neut on
45 DPS, 51 DPS with heat, 101 alpha
183 m/s

So what’s so amazing about this fit? Not only is this ship better than any other industrial, it’s also better than T1 frigates. This dual-repped ship has a tank stronger than that of any T1 frigate, and is cap stable with the cap boosters.

DPS is a bit low, but that’s ok. Active tanked frigates will have their cap neutralized, so they will slowly go down. And buffer tanked frigates will also die.

Here’s an example: a cookie cutter active tanked Rifter has 3,686 EHP against your blaster’s damage (5.75 thermal, 8.05 kinetic). Your neut will vaporize its cap in 20 seconds, probably before you even break through its shields. So it will take you 82 seconds at 45 DPS to pop him with Caldari Navy Antimatter. The Rifter, on the other hand, will not even be able to break your tank (109 inflicted – 127 repaired).

What about a fully gank fitted blaster Incursus with 211 DPS and 1,681 EHP? At 84 DPS (211 inflicted – 127 repaired), it’d still take it 83 seconds to kill you. You could kill it in 37 seconds. In fact, even if your gun somehow broke and you didn’t kill him after 37 seconds, he’d probably run out of ammo (who would’ve thought that killing an industrial took a couple thousand rounds of ammo?).

The Iteron also has a few things that frigates don’t have:
1) The “hauler” and “stealth” tags on Battleclinic.
2) Tons and tons of cargo space. You can have nearly infinite ammo, cap booster charges, and nanite repair paste in your spacious 7,500 m3 cargohold.
3) The element of surprise. Frigates don’t expect a industrial to fight back and pwn them.
4) The all-important LOL factor. This industrial rates 9.3 on the LOL factor, and a killmail earned with this fit would simply go off the charts.

I haven’t been able to use this ship yet as I don’t have Gallente Industrial V, but soon it will be ready. Carebears beware: the Can-Flipping Iteron of Death, Doom, and Destruction, is coming Soon™ to a belt near you.

Iteron of Death, Doom, and Destruction

Vigil: The Gingerbread Man

Jason commented on my Punisher Tournament fit, saying:

I’ve seen a Condor fit that has beaten that, put it was hugely skill intensive and it would require a long time limit because of the boosters…
We had a 5 min TL [time limit] on the tourney in question and due to this things range the guy just couldn’t get tackled or damaged, he just wore people down. When it came time for the FFA [free for all] that followed same deal, just didn’t let anyone in range. Sadly it has just enough DPS to force an active tank to activate as well.

First of all, it really doesn’t take much skill to simply run away indefinitely. But that makes a tournament fairly pointless and boring. You can fit a Griffin with full racials against your opponent and simply permajam them, but what’s the point of that? It doesn’t show your skill at all.

With that said, the Vigil is the best T1 frigate for the Run-Run-As-Fast-As-You-Can-Can’t-Catch-Me-I’m-the-Gingerbread-Man style fighting. Here’s a fit:

[Vigil, Gingerbread Man]
Nanofiber Internal Structure II
Overdrive Injector System II
Micro Auxiliary Power Core I

1MN MicroWarpdrive II
Remote Sensor Dampener II, Targeting Range Dampening
Micro Capacitor Booster II, Cap Booster 100

250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
Standard Missile Launcher II, Sabretooth Fury Light Missile

Ancillary Current Router I
Polycarbon Engine Housing I
Auxiliary Thrusters I

Let’s compare that to the Condor fit proposed by Jason:

[Condor, Tournament]
Micro Auxiliary Power Core I

Catalyzed Cold-Gas I Arcjet Thrusters
Small Shield Extender II

Standard Missile Launcher II, Bloodclaw Fury Light Missile
Standard Missile Launcher II, Bloodclaw Fury Light Missile
150mm Railgun II, Caldari Navy Lead Charge S

Polycarbon Engine Housing I
Polycarbon Engine Housing I
Polycarbon Engine Housing I

Now to compare the stats:

Speed: 4,922 (Vigil) vs 3,779 (Condor)
EHP: 1,188 vs 1,528
Defence: 3 vs 5
DPS (at max range): 37 vs 54
Range: 0-56 km vs 0-31 km

What do the stats show? The Vigil is 1,143 m/s faster than the Condor. That means even the Condor cannot run away from the Vigil. EHP and defence is pretty low for both – if they get hit, they’re toast. DPS for the Condor is a bit higher, but that’s only because I was comparing DPS at each ship’s max range – for the Vigil 56 km, for the Condor 31 km.

Now what can this Vigil do? Unlike most other T1 frigate, it has a large targeting range and can therefore snipe from up to 56 km away. 56 km already is far past many frigates’ targeting ranges. But now consider the remote sensor dampener – it causes most frigates’ targeting ranges to drop sharply (the Condor’s targeting range drops from 31 km to 18 km). The only frigate which still has good targeting after the sensor dampening is the Griffin, which can target at 43 km. However, note that 1) the Vigil can still snipe farther, 2) the Griffin has virtually no DPS whatsoever, and 3) standard missiles in a Griffin only reach 42 km.

But how practical is the Vigil fit? As Jason said, that Condor requires an incredibly large amount of skills to fit. On the other hand, the Vigil is far easier to fit – even characters a few months old can fit it.

There’s a reason why I dub my Vigil “The Gingerbread Man” – fitted correctly, it is untouchable.

Punisher: Tournament – Dual Active Armor, Autocannon

[Punisher, Tournament – Dual Active Armor, Autocannon]
Damage Control II
Small Armor Repairer II
Small Armor Repairer II
Energized Adaptive Nano Membrane II

Small Capacitor Booster II, Cap Booster 200
Small Capacitor Booster II, Cap Booster 200

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
Small Energy Neutralizer II

Auxiliary Nano Pump I
Auxiliary Nano Pump I
Auxiliary Nano Pump I

EHP: 3,809
76.1/68.9/64.1/61.7 resists
Defence: 155 hp/s (110 hp/s without rigs)
Cap stable at 53% with booster charges
73 DPS, 208 alpha
317 m/s

This is not a PVP fit. Nor is it a PVE fit. It’s designed exclusively for tournaments and arranged 1v1s where a point is not needed. With a defense of 155 hp/s, no T1 frigate can break its tank – not even gank-fitted blaster frigates.

You cannot lose with this fit. Theoretically, your opponent could orbit at 15+ km, but they’ll never break your tank, causing the match to be a draw.

Tengu: PVE – Passive Shield, Heavy Missile

Inspired by Karox Lominax’s guide to the Tengu (T3 Strategic Cruiser), I took a jab at making a PVE fit and posted it on Battleclinic. Please let me know what you think. :)

Fit:

[Tengu, PVE – Passive Shield, Heavy]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Caldari Navy Magnetic Scattering Amplifier
Caldari Navy Magnetic Scattering Amplifier
Caldari Navy Magnetic Scattering Amplifier
Thukker Large Shield Extender
Thukker Large Shield Extender
Thukker Large Shield Extender
Thukker Large Shield Extender

Heavy Missile Launcher II, Thunderbolt Fury Heavy Missile
Heavy Missile Launcher II, Thunderbolt Fury Heavy Missile
Heavy Missile Launcher II, Thunderbolt Fury Heavy Missile
Heavy Missile Launcher II, Thunderbolt Fury Heavy Missile
Heavy Missile Launcher II, Thunderbolt Fury Heavy Missile

Core Defence Field Purger II
Core Defence Field Purger II
Core Defence Field Purger II

Tengu Defensive – Supplemental Screening
Tengu Offensive – Rifling Launcher Pattern
Tengu Electronics – Emergent Locus Analyzer
Tengu Engineering – Capacitor Regeneration Matrix
Tengu Propulsion – Gravitational Capacitor

Hobgoblin II x5
Warrior II x5

Stats:
172,008 EHP
76.2/91.6/87.4/78.9 resists
Defence: 1583 ehp/s
Cap stable at 40%
320 DPS, 1650 alpha
231 m/s

Description:
Disclaimer: I don’t actually have a Tengu yet. So this is all theoretical; I’d appreciate feedback from anyone who actually flies one.

This fit is intended for acting as a tank in level 5 missions.

The Tengu, being Caldari and a T3 ship, has an amazing tank. Many of the fits on Battleclinic put an active shield tank on it, which is a better way for PVP than a passive shield tank. But of the passive shield tanks, there is this one: http://eve.battleclinic.com/loadout/20661-Tengu-4000-DPS-Tank.html, which advertises a 4,000 DPS tank. However, that’s only 4,000 DPS against thermal damage – the Tengu’s highest resist.

My fit here is similar, except that it has three different subsystems: Tengu Offensive – Rifling Launcher Pattern instead of Accelerated Ejection Bay, Tengu Electronics – Emergent Locus Analyzer instead of CPU Efficiency Gate, and Tengu Propulsion – Gravitational Capacitor instead of Intercalated Nanofibers. Let me explain why I chose the various subsystems for this fit.

Tengu Defensive – Supplemental Screening. This is a very obvious choice, as it gives the largest base shields and armor, has a shield HP bonus, and has two mid slots. The Adaptive Shielding subsystem has lackluster shield HP and recharge, only 1 mid slot (but 1 high), and the largest signature radius of all the defensive subsystems. The Amplification Node has a shield booster bonus and less HP/s than Supplemental Screening. Warfare Processor has even less HP/s and siege warfare link bonuses.

Tengu Offensive – Rifling Launcher Pattern. This is a bit less obvious. All offensive subsystems add 5 highs and 1 mid. The Accelerated Ejection Bay adds 5 missile hardpoints and has missile bonuses (somewhat like a Cerberus), the Covert Reconfiguration adds 4 (with one slot for a cloak), the Magnetic Infusion Basin has 5 hybrid turret hardpoints and bonuses (like an Eagle), and the Rifling Launching Pattern has an ECM bonus and a few missile bonuses and the ability to have 5 light drones (like a Rook). For PVE, a cloak is fairly useless and hybrids will drain cap and make a passive shield unfeasible. I chose the Rifling Launcher Pattern over the Accelerated Ejection Bay for several reasons. First of all, the drones can come in handy against smaller NPCs. The range bonus for the Accelerated Ejection Bay is not as useful when you are already hitting at 84 km. With Scourge missiles, the Accelerated Ejection Bay has slightly more paper DPS (320 vs 312). However, that’s kinetic damage, which few mission NPCs are weak against. With missiles of any other damage type, DPS drops to 256.

Tengu Electronics – Emergent Locus Analyzer. The CPU Efficiency Gate adds slightly more CPU with the bonuses, but the Tengu doesn’t have CPU issues. The Obfuscation Manifold is more for ECM ships. The Dissolution Sequencer seems at first to be a better choice than the Emergent Locus Analyzer, but it has 3 mids and 1 low instead of 4 mids. This is important when you actually fit the ship.

Tengu Engineering – Capacitor Regeneration Matrix. Most of the subsystems in this group are pretty horrible. The Augmented Capacitor Reserve has capacitor capacity bonuses, but even with that, has less capacitor than the Capacitor Regeneration Matrix. The Capacitor Regeneration Matrix not only has the highest base capacitor, but it also has recharge bonuses. The Augmented Capacitor Reserve is thus fairly useless for PVE and PVP. The Power Core Multiplier is mainly useful in combination with the Magnetic Infusion Basin for hybrids. The Supplemental Coolant Injector could be good if you overheat a lot, but is otherwise useless.

Tengu Propulsion – Gravimetric Capacitor. These subsystems are also fairly disappointing. The Fuel Catalyst has afterburner speed bonuses, but an afterburner would cripple a passive shield tank’s resist mods. Plus with heavy missiles, range is not an issue. The Interdiction Nullifier has an agility bonus, but has very poor base agility. It makes the Tengu as unwieldy as a battleship. That leaves the Gravitational Capacitor and Intercalated Nanofibers. This is mainly personal preference. You can either have more agility with the Intercalcated Nanofibers (.323 vs .387) or a higher max speed with the Gravitational Capacitor (231 vs 219). I simply used the Gravitational Capacitor as moving to acceleration gates in deadspace can be painful, and the agility doesn’t matter much. Plus the faster warp speed for the Gravitational Capacitor makes warping to/from missions a tiny bit faster (5.2 au/s vs 3.0 au/s).

Now for the actual fitting. Being a passive fit, the lows have Shield Power Relays. The highs have heavy missile launchers. The rig slots have Core Defence Field Purger IIs (the ship is already worth 400+ million and it’s for PVE, so use T2 rigs) for max shield recharge. The mids have 4x Large Shield Extenders and 3 resistance mods. This puts the resists at 76.2/91.6/87.4/78.9 and gives a nice tank of 1,583 omni damage.

Now for why this fit is better than the one mentioned at the beginning of the description:
– First of all, my Offensive subsystem can do better DPS against all damage types.
– Secondly, the Tengu Propulsion subsystem moves slightly faster, warps faster, and uses less cap to warp. Plus my fit is cap stable (the other fit lasts 49m 27s on paper). For those who have missioned with a Drake, you know that this being cap-unstable can be an annoyance. 49m seems like plenty at first. But don’t forget that jumping and warping to a mission will drop your cap quite a bit. And with so little DPS, level 4’s are going to take a while.
– Thirdly, my choice of the Emergent Locus Analyzer is better than the “4,000 DPS tank” fit mentioned earlier. The fit earlier has more raw shield hp/s recharge (343.6 vs 261), but has poor resists (57.9/91.6/87.4/78.9 vs 76.2/91.6/87.4/78.9). The other fit’s shield has the classic EM hole, while mine attempts to seal the hole more.

Feedback would be greatly appreciated! :)

Astounding PVP Avatar Fit

Well, I’ve been quite active on BattleClinic lately, and this fit totally made my day: Avatar: Hairy Chested Version. It’s absolutely brilliant. Check out the low slots on that in EFT. XD