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Chris Halsky (talk | contribs) No edit summary |
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<div style="text-align: center;">[[File:Icon micro jump drive.png|200px|link=User:Chris_Halsky/BuildAPraxisSJ|Micro Jump Drive]] <big>or</big> [[File:Module icon microwarpdrive tech1.png|200px|link=User:Chris_Halsky/BuildAPraxisSM|Microwarpdrive]]</div> | <div style="text-align: center;">[[File:Icon micro jump drive.png|200px|link=User:Chris_Halsky/BuildAPraxisSJ|Micro Jump Drive]] <big>or</big> [[File:Module icon microwarpdrive tech1.png|200px|link=User:Chris_Halsky/BuildAPraxisSM|Microwarpdrive]]</div> | ||
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|Author's comments | |||
|So shield it is. | |||
Quite standard setup for tank - 2x Multispectrum Shield Hardeners to gett decent resists, X-Large shield booster for actual boosting and Shield Boost Amplifier to make it better. Additionally 3 cap modules, to get it to run for more than 10s :) | |||
Additionally - for all ships I usually start with Damage Control. It's biggest advantage is that it's NOT stacking penalized with usual modules (exception being Reactive Armor Hardener), so it's always good choice. If you feel your ship is too tanky - swap it for DPS module. | |||
Prop mod: | |||
I offer two choices, both are good for what they want to do: | |||
Micro Jump Drive - most useful if you want to snipe from long ranges - allows you to jump 100km on grid, which makes a lot of rats unable to target/attack you. | |||
Micro Warp Drive - to go fast. Useful for close range fight, as you can keep the enemies in range preferred - so you pulse it to close the range, then switch it off. | |||
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