![]() I got to wondering how on earth I could have a completely different experience to these other people. Debuffs are everywhere, but as long as you know which ones are dangerous to you and kill them first, you’ll be fine. There were cruisers with warp scramblers and webs. All they succeeded in doing was splitting up 30 something ship clumps and ultimately making the story mission easier. There were some micro warp drive ships, but not the unkillable hoard I had read about. Only derogatory thing I can say is they take longer to complete because there are more ships, more waves, and they actually have defensive mods on them (lots of armor reppers, shield hardeners, etc.). I was expecting hellish levels of pain after reading some of the posts on here, but seriously, they were as easy if not easier than they currently are with better rewards a lot of the time (more isk, better elite drops, etc.). I’m considering taking off the laser damage rig and using EM and thermals resist rigs.įor the engi rigs, you can’t go wrong with the cap recharge.They were ridiculously easy. For the second combat rig I’ve tried the 20% armor hit points and the increased EM resist (since I mainly do Amarr missions). (Downside here is that your Nos will be useless, but you won’t take as much damage so it might balance out by not having to keep defensive modules turned on) If you want to feel a little safer, you can use beam lasers (crossbows are good) and orbit somewhere in the high 20’s. Sometimes if I want extra resist I’ll drop my 2nd armor rep and use reactive, or if I’m doing the first couple waves, which are easy, I will take off a rep and use a heat sink. I see a lot of people drop AB to use a reactive hardener. I have skilled very deep into AB, so I like using it. You want two adaptive hardeners for SURE (it’s worth it even with the small penalty). As long as you skill and fit properly, you can't really go wrong. In Fleets, having multiple ship types and weapon types helps cover all bases. All have a purpose, a strength and a weakness. In short, I do not think there are really any bad ships. We typically team up and they speed tank while I kill. They can solo stuff, but it takes them longer. We have another guy who does them in a Thrasher Fleet Issue as well and a guy who does them in a Slasher II. I've also heard the Rupture is a far better Shield Tanker, though the damage is lower, so it can be safer than the Stabber up close, but it can not really kite. That said, there are plenty in my Corp that use Caracal's and Vexors and do just as well me. What I do sometimes is carry both fits with me and on larger encounters I'll start off with Strikes and come in at range and pick off some of the smaller nastier ships from range, then once I have to warp out, switch to the Autos and get in close and tear up the bigger stuff. I can also switch over to Autocannons, Trip Nos and Dual Shield Boosters and do more damage and shield tank smaller groups. With Strike Cannons the range is amazing and it can kite much better than a Caracal. However, I skilled up cannons as well and tried out the Stabber and I like it much better. All Navy Issue, and snipers require advance skills so are no go for Alpha characters. Use Vexor with drones and apply drones at long range then run away.įYI.I mention the above because the ship bonuses requires only basic skills. Second strategy with Stabber use strike cannons and outrange most everything and shoot stuff as it comes at you Same strategy with Stabber and use autocannons. Use a Caracal with rapid light missiles and kite around as long as range that is optimal. The Maller seems like a straight upgrade over the Omen. Obviously the Caracal and Vexor get a lot of love on these forums. Which one has the easiest time of solo completing the low level story missions. So of these eight cruisers Caracal, Vexor, Omen, Stabber, Thorax, Moa, Maller, Rupture.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |