Shadow of Cerberus

Public => EVE World News => Thema gestartet von: Aura am November 30, 2013, 05:16:57 Vormittag

Titel: [Jester's Trek] Fit of the Week: L4 Mission Paladin
Beitrag von: Aura am November 30, 2013, 05:16:57 Vormittag
Fit of the Week: L4 Mission Paladin

Let's do some Rubicon fits! And since I haven't done a PvE ship in a while, let's talk marauders for a bit. Remember how I said I think they're over-powered for missioning applications? Lesson one starts with this:

[Paladin, Missionary]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Heat Sink II
Core B-Type Large Armor Repairer

Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Large Micro Jump Drive
Eutectic Capacitor Charge Array

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Bastion Module I

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II

Hobgoblin II x5
Salvage Drone I x5
Light Armor Maintenance Bot II x5


Let's go over the basics. 1000 DPS to 35-40km. 1250 DPS tank before links. 79% minimum resists before links. Cap-stable before the NOSes. And best of all -- other than the hull cost which is admittedly substantial -- it does it all with 300 million ISK in modules. So you're not even close to gank-worthy; the ship is hardly shiny at all. And if you're even remotely concerned, downshift to a faction armor repper. You won't quite be cap-stable any more in every regimen, but you'll be all but.

Now let's talk specifics. DPS comes off pulse lasers with a 32+19km range with Multifreq and 55+19km range with UV. Those two crystals will be sufficient for most applications though you should carry Scorch and Conflagration as well. Twin faction Heat Sinks are a must but a third faction one is kind of optional: it only adds 10-12 DPS over T2. Dual Tracking Computers have been pretty standard in Amarr ships for years and the Paladin is no exception. Clear away the long range battleships, then flip them over to tracking speed to hit cruisers as they orbit you.

The fit includes three mods to increase cap recharge. With Relic and Data sites dropping an unprecedented amount of T2 salvage, this is a good time to go ahead and spring for T2 rigs on your more expensive ships and the Paladin definitely benefits from the treatment. Cap stability used to be the province of super-rich mission bots that paid through the nose for the privilege but now we proles can have it as well. There's fitting space for up to three heavy NOSes which can be turned on rats. Before NOSes were rebalanced, rats were a good source of cap and from my limited testing so far this appears not to have changed. You're cap-stable without them if you're not going to go after Blood Raider rats, though, if you'd like to fit something else in those highs instead.

Tank starts with the Bastion Module of course, which you should take advantage of more or less instantly after entering the mission. Once in Bastion, a DC and a pair of non-faction EANMs is quite sufficient omni-tank for any mission in the game, though obviously your laser damage will be most effective against missions against Blood Raiders, Sansha, and the like. Self-rep is provided by a dead-space repper which is very cap-efficient, helping with your cap stability.

An MJD is fitted by default, but you can go for a 100MN Afterburner if you like without hurting yourself too badly, or even a MWD. Fitting an MWD will of course eliminate your cap stability but with so much DPS on your side you hardly needed it... For most missions, you should feel free to fit the propulsion mod which best fits the mission profile. Carrying a Mobile Depot in cargo is very much advised! Anchor it somewhere in the center of the system and use it as a refitting point between missions.

Use Hobgoblins to wipe out frigate rats, then pull them in and deploy Salvage Drones to clean up wrecks. A Mobile Tractor unit is also not a bad call. The Paladin's cargo bay is immense and will probably be able to carry off the loot from a given mission (or two, or three) without any trouble at all. Drop your loot in your Mobile Depot and come back for it later.

tl;dr version? L4 mission easy mode. Go get 'em.


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: L4 Mission Paladin (http://jestertrek.blogspot.com/2013/11/fit-of-week-l4-mission-paladin.html)