Difference between revisions of "Pirate epic arc advice"
m (Adaptive Invulnerability Field -> Multispectrum Shield Hardener) |
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* Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.) | * Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.) | ||
* Warp Disruptor/Scrambler | * Warp Disruptor/Scrambler | ||
− | * For Guristas arc a Mobile | + | * For Guristas arc a [[Mobile structures#Mobile_Depots|Mobile Depot]] is required to refit due to low number of stations. |
For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Curse, so those pilots may wish to bring a warp scrambler/disruptor. However, '''PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.''' | For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Curse, so those pilots may wish to bring a warp scrambler/disruptor. However, '''PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.''' | ||
[[Category:Epic Arcs]] | [[Category:Epic Arcs]] |
Revision as of 18:48, 7 December 2020
The contents here are transcluded on Angel Sound and Smash and Grab
The gated pirate epic arc missions have special ship restrictions. On paper, any T1/T2 frigate or T1/T2/T3 destroyer will meet the mission restrictions.
An interceptor is a popular choice due to its immunity to warp bubbles. A destroyer has superior firepower and tank however, those setups placed a much greater demand on the pilot, and are inherently riskier to fly.
Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and perhaps a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.
Pirate Arc Thrasher, Artillery ancillary Tank
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
Medium Ancillary Shield Booster, Cap Booster 50
Optical Compact Tracking Computer, Tracking Speed Script
5MN Y-T8 Compact Microwarpdrive
Gyrostabilizer II
Gyrostabilizer II
Small Projectile Burst Aerator I
Small Projectile Metastasis Adjuster I
Small Projectile Locus Coordinator I
Cap Booster 50 x1
Tracking Speed Script x2
Phased Plasma S x2
Optimal Range Script x1
- Use MWD to crash gate if you jump into a camp.
- MWD will also help to burn long distances in missions.
- Take advantage of your range if incoming DPS is too high.
- When facing frigates you can split weapons to two groups to kill two frigates in single volley.
- Downgrade gyrostabilizers to compact if CPU doesn't fit. Swap rigs for CPU rigs if it still won't fit.
- Bring full set of different range ammo so you can kite in missions that have high dps.
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
5MN Y-T8 Compact Microwarpdrive
Medium Shield Extender II
Multispectrum Shield Hardener II
Counterbalanced Compact Gyrostabilizer
Damage Control II
Small Core Defense Field Purger I
Small Core Defense Field Purger I
Small Core Defense Field Purger I
Depleted Uranium S x5000
Phased Plasma S x2500
EMP S x2500
- Requires the following skills to have sufficient CPU:
- CPU Management V
- Weapon Upgrades IV
- Compared to an Ancillary Shield Booster/Tracking Computer fit, this fit exchanges DPS, range, signature radius, and burst healing for much more buffer and a longer lasting tank.
- Use MWD to crash gate if you jump into a camp.
- Take advantage of your range if incoming DPS is too high.
- When facing frigates you can split weapons to two groups to kill two frigates in single volley.
- Consider carrying a spare set of Autocannons for the final mission in Angel Cartel epic arc, as the frigate in that mission moves fast and occasionally carries a web that makes it hard for artillery to track well.
- Swapping the Damage Control II for a Power Diagnostic System II offers marginally higher EHP/s at the expense of buffer. It also opens up enough CPU to fit either a T2 Gyrostabilizer or an Arbalest Compact Light Missile Launcher.
- Swap the Damage Control II for a Power Diagnostic System II to get everything to fit. If there is still not enough CPU, then swap the Shield Extender to a Meta version.
- Bring full set of different range ammo so you can kite in missions that have high dps.
Regardless of the chosen ship and fitting, pilots should carry the following items in their cargo hold:
- Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
- Nanofibers
- Warp Core Stabilizers
- Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
- Warp Disruptor/Scrambler
- For Guristas arc a Mobile Depot is required to refit due to low number of stations.
For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Curse, so those pilots may wish to bring a warp scrambler/disruptor. However, PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.