Shadow of Cerberus

Public => EVE World News => Thema gestartet von: Aura am September 07, 2012, 03:39:14 Vormittag

Titel: [Jester's Trek] Fit of the Week: Basic Thrashers
Beitrag von: Aura am September 07, 2012, 03:39:14 Vormittag
Fit of the Week: Basic Thrashers

In keeping with doing more newbie-friendly FOTWs, let's go with Thrashers this week.

[Thrasher, Basic AC]
Damage Control II
Gyrostabilizer II

Limited 1MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
Medium Shield Extender II

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
OE-5200 Rocket Launcher, Caldari Navy Mjolnir Rocket

Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Anti-EM Screen Reinforcer I


First things first: again, if you do not have the skills for tech2 guns, take them off and fit meta3s instead.  This is just a target fit.  On the other hand, if you've got good skills and can use it, fit a tech2 Rocket Launcher as well.  You'll find that it fits.

The great thing about Thrashers is that they're a wonderful introduction to cheap PvP, yet they're still quite effective in a variety of circumstances.  I find that since they were buffed earlier this year, they're more forgiving of error and easier to fly than frigates.  This Thrasher fit is particularly strong against enemy frigates.  Of all the destroyers, the Thrasher best fits into the intended destroyer role of an "intensified frigate."  Its relatively low sig radius and fast align time makes it a great ship to bomb around low-sec in particularly.  Align time for a pilot with good skills is about four seconds, about equal to a frigate.  That'll make you tough to catch on gates if a potential fight is not to your liking.

Compared to some frigates, the tank of the Thrasher is sub-par but makes up for it in a big way with its high damage potential.  Minmatar ships are brawlers by inclination: the idea is to get in and do more damage to the other guy than you take yourself.  Even before overheating, this fit does about 300 DPS and has the agility and tracking to pull into a very tight orbit against most targets to help mitigate incoming damage.  It's also quite effective as an anti-drone platform.  If the primary DPS coming into you is light drones, feel free to turn your guns on them briefly to reduce this incoming damage.  You'll find a Synth Drop or two carried in cargo will really help you there.

With any PvP Thrasher, the best way to fly it is assuming you're already dead.  The ship is quite inexpensive for a PvP ship yet still does scary damage.  Get in tight and put it to work!  Your best range to target is about 1000 meters.

Overheating is very helpful in this ship, so if you can do it, carry a good quantity of Nanite Repair Paste (200-250 units) and overheat often!  If you're using meta guns, don't be afraid to overheat the entire high rack; the meta guns will stand up to this treatment pretty well.  If you're using T2 guns, you'll have to be more cautious.  I like to split the seven guns into a group of four and a group of three, and alternate overheating between groups.

If you don't expect to face laser damage, remove the resist rig and replace it with a cheap Projectile Burst Aerator.  It does very nice things for your DPS and fits easily even with low SP.

PvP artillery Thrashers are also quite popular, but are somewhat trickier for beginners to fly.  Tracking issues make the arty Thrasher a bit tougher to learn, and it's easier for enemy frigates to slip under your guns.  If you're going to go that route, I recommend 250mm artillery.  You'll also have to replace the MSE with a web, and you'll likely have to replace one of the CDFE rigs with a Projectile Metastasis rig to improve tracking.  The rest of the fit remains the same, including the options to include a rocket launcher (if your skills permit) and to replace the EM resist rig with a Projectile Burst Aerator for additional damage:


[Thrasher, Basic Arty]
Damage Control II
Gyrostabilizer II

Limited 1MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
[empty high slot]

Small Projectile Metastasis Adjuster I
Small Core Defense Field Extender I
Small Anti-EM Screen Reinforcer I


Again, this is an easy fit, SP-wise, except for the T2 guns which can be replaced with meta3s.  The advantage of an arty Thrasher is of course longer range: your effective range increases to about 9000 meters.  But without any sort of tank you should expect to die more frequently.

That said, that's this ship's mission: die, but kill things that are way more expensive than it before it goes down.  With the DPS you have at your command it isn't hard.  Buy these ships six or eight at a time, insure them before you undock, and go get some kills!


All Fits of the Week are intended as general guidelines only.  You  may not have the skills needed for this exact fit.  If you do not, feel  free to adjust the fit to suit to meet your skills, including using meta  3 guns and "best named" defenses and e-war.  Ships can also be adjusted  to use faction or dead-space modules depending on the budget of the  pilot flying it.  Each FOTW is intended as a general guide to introduce  you to concepts that will help you fit and to fly that particular type  of ship more aggressively and well.
Source: Fit of the Week: Basic Thrashers (http://jestertrek.blogspot.com/2012/09/fit-of-week-basic-thrashers.html)