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LtCmdrCass
Amarr
Slackers Incorporated
Posted - 2007.09.18 14:16:00 - [61]
 

Got my **** together now. Ran a lvl 4 against Amarr (LOL) and used mission specific hardeners (which is where my setup was off before). Here's what I ran:

7 x MP 'named' (Gamma), 1 x Smartbomb
1 x ABII, 1 x Electro Cap Injector, 1 x Webber, 1 x CPR II
1 x LAR 'named', 2 x EANII, 1 x EMII, 2 x ThermII, 1 HSII

Agro'd the whole spawn upon warp in. Took out the HAC's 1st while drones worked on the frigs, then took down the BS's. I was so impressed with my tank that I forgot to turn on my LAR. After all ships were down I still had about 35% armor left and about 15% cap (forgot to use the injector too, lol). My EM and Therm resists were right at 90% each and I only have Armor Comp skills at lvl 3 and BS lvl 3. Thanks again for the comments. I'll prolly switch to AC's for Angel missions so I can get the explosive/kinetic damage.

Rialtor
Amarr
Yarrrateers
Posted - 2007.09.18 14:32:00 - [62]
 

Originally by: LtCmdrCass
Got my **** together now. Ran a lvl 4 against Amarr (LOL) and used mission specific hardeners (which is where my setup was off before). Here's what I ran:

7 x MP 'named' (Gamma), 1 x Smartbomb
1 x ABII, 1 x Electro Cap Injector, 1 x Webber, 1 x CPR II
1 x LAR 'named', 2 x EANII, 1 x EMII, 2 x ThermII, 1 HSII

Agro'd the whole spawn upon warp in. Took out the HAC's 1st while drones worked on the frigs, then took down the BS's. I was so impressed with my tank that I forgot to turn on my LAR. After all ships were down I still had about 35% armor left and about 15% cap (forgot to use the injector too, lol). My EM and Therm resists were right at 90% each and I only have Armor Comp skills at lvl 3 and BS lvl 3. Thanks again for the comments. I'll prolly switch to AC's for Angel missions so I can get the explosive/kinetic damage.


Maybe it's just me and my sucky tracking, but I find webbing stuff useless in missions. If something is too close and too small for me to hit, I launch drones at him (That's only when I don't shoot them down when they're coming in). Pulses hit cruiser targets fine on their own, so I find webbing redundant, anything Battlecruiser+ is always a hit given good range. I'd say drop the webber, for a tracking comp or another CR II (CPR II are low slot btw).

Be careful with that SB :). I'd rather use another gun myself and rely on drones for close frigs, but that's personal opinion.

Much improved setup although I think you may be over tanking the mission, you did it without a LAR, that's a sure sign that you could have went more dmg in the way of HS II and toast it even faster. For Blood, Sansha all you need is 1EM,2Thermic,1LAR, rest can be HS IIs.

I see you went the Booster route, that's probably more efficient, but I usually go uber regen route cause I don't always want to pay close attention on missions.

LtCmdrCass
Amarr
Slackers Incorporated
Posted - 2007.09.18 20:22:00 - [63]
 

Originally by: Rialtor

Maybe it's just me and my sucky tracking, but I find webbing stuff useless in missions. If something is too close and too small for me to hit, I launch drones at him (That's only when I don't shoot them down when they're coming in). Pulses hit cruiser targets fine on their own, so I find webbing redundant, anything Battlecruiser+ is always a hit given good range. I'd say drop the webber, for a tracking comp or another CR II (CPR II are low slot btw).

Be careful with that SB :). I'd rather use another gun myself and rely on drones for close frigs, but that's personal opinion.

Much improved setup although I think you may be over tanking the mission, you did it without a LAR, that's a sure sign that you could have went more dmg in the way of HS II and toast it even faster. For Blood, Sansha all you need is 1EM,2Thermic,1LAR, rest can be HS IIs.

I see you went the Booster route, that's probably more efficient, but I usually go uber regen route cause I don't always want to pay close attention on missions.


I agree. I probably could have gone without the LAR but then again I didn't know what to expect, and this mission only had like 4 BS's, 5 or six HACs and a handful of delta II frigates. I actually like the webber though - it cuts the kill time in half for my drones, and when I'm using 800mm AC's you can rip an interceptor at 6km. LOL on the smartbomb comment. I'll probably fit another gun like you said, just wanted to play with it.

If I continue to tank other missions like this one, I'll probably drop the booster for a TC or CR II and replace one of the EANII for a HSII (or Gyros with AC's). Much appreciation for the advice thus far.

Tzesaeia
Posted - 2007.10.05 23:41:00 - [64]
 


My Abaddon was just delivered and now I wondered what to fit on it.

I don't have t2 lasers yet but amxed cap skills and good enough PG skills to fit pulse lasers on it (not that oyu ned much for it).

I'm going fo the t2s but they'll need some time skillwise and i believe the faction would be a valid choice till than.

But i wondered why all of you use CCC rigs.

Is Cap really that dry? Even with maxed skills? You have 4 meds for t2 cap rechargers isn't that enogh to sustain cap with t1 Pulses?

Krav
Order of the Redeeming Light
Posted - 2007.10.06 02:57:00 - [65]
 

Originally by: Tzesaeia

My Abaddon was just delivered and now I wondered what to fit on it.

I don't have t2 lasers yet but amxed cap skills and good enough PG skills to fit pulse lasers on it (not that oyu ned much for it).

I'm going fo the t2s but they'll need some time skillwise and i believe the faction would be a valid choice till than.

But i wondered why all of you use CCC rigs.

Is Cap really that dry? Even with maxed skills? You have 4 meds for t2 cap rechargers isn't that enogh to sustain cap with t1 Pulses?



Note the cap use of your guns next time you fly megapulse on an apoc or armageddon. Now imagine that suddenly those guns require 50% more cap (half again more) than before. CCC's are immeasurably useful on the abaddon. Of course the above example is a bit simplistic of an example ignoring things like the different recharges of the individual ships' capacitors, but you at least see what I mean in an approximate fashion. With no -50% bonus to laser cap use, you will go through cap like nobody's business.

Now, you can fit other stuff to the rig slots and make your cap with cap modules in the fitting, but it's generally accepted that you'd rather have those slots for actual tank, gank, AB/Tracking comps/etc, instead of wasting them on cap modules, so hense the popularity of making as much cap as possible with the 3 rig slots.

Krav

Rialtor
Amarr
Yarrrateers
Posted - 2007.10.07 03:16:00 - [66]
 

Originally by: Tzesaeia

My Abaddon was just delivered and now I wondered what to fit on it.

I don't have t2 lasers yet but amxed cap skills and good enough PG skills to fit pulse lasers on it (not that oyu ned much for it).

I'm going fo the t2s but they'll need some time skillwise and i believe the faction would be a valid choice till than.

But i wondered why all of you use CCC rigs.

Is Cap really that dry? Even with maxed skills? You have 4 meds for t2 cap rechargers isn't that enogh to sustain cap with t1 Pulses?



It is very necessary. 2 at the least, I suggest 3xCCC.

As for guns since you can't use t2 yet. You'll need to switch between beams and pulses depending on the mission. To use exclusively pulse you need scorch ammo for distance targets. Using Microwave on a pulse to hit 40k+ does horrible dmg. You do more dmg with dual heavy beams with gamma in them.
So if a group swarms you, go with pulses. If the BS's orbit at like 35-40k+ you'll need to use dual heavy beams.

Also, Dual Heavy Beams use less cap, so you don't need 4x cap recharger to run perma (not actually perma with 4xcap recharger II, but pretty darn close).

If you use Megabeams you'll need 4xCap recharger IIs. You'll probably have to bix the megabeam with some dual heavies to get them to fit.

But I change my guns from mission to mission.

You're usually pretty good with 3xCCC rigs and 3-4 Cap Recharger IIs.

Lithalnas
Amarr
Privateers
Privateer Alliance
Posted - 2007.10.07 03:21:00 - [67]
 

This is only for shooting L4 sansha missions

8MP II

Cap Recharger II
Web
Injector
target painter(not jokeing)

LAR II
EANM II
EM hardener II
Therm hardener II x2
Heat Sink II x2

Aux Nano
CCC x2

An abaddon doing sansha missions is awsome with this, especially if you use 5 medium drones and 1 webber drone. The target painter gets cruisers down to two vollies with almost 100% hit probability.

Jezabel2
Posted - 2007.10.10 22:22:00 - [68]
 

I enjoy

8 modulated mp

1 tracking comp
3x cap II

1 CPR
2HS
1amarr navy EAMN
2 rat spefic hardners
1 LARII

1 CCC
2 aux rigs
can't drop below gamma ammo to hold its cap but has good dmg and range does have sucky dmg with microwave but for missions with lots of long range ships I just switch the 8 mp's for 6 modulated tachs

Tzesaeia
Posted - 2007.10.17 08:25:00 - [69]
 

Edited by: Tzesaeia on 17/10/2007 21:23:06
I'm sitting in my new Abaddon now wondering sicne a few days what to fit in her.

I started out with dual large reps and it works but only without any heatsinks and with 4 cap recharegrs in the mids.

I wanted to have the heat sinks and i wanted to have at least one free me slot for a tracking comp.

This is what I came up with in the end. I would love to swap everything slowly for faction stuff and of course t2 guns.

On a Range of 40kms this Setup tops a 8 MPulse Setup even with only one heat sink vs 2 heat sinks for the Mega Pulses.

It also is better dmg wise as a 6 Tachs Setup.

With maxed PG skills (advanced weapon upgrades is the last thin i miss) and controlled burst as well as a passive faction tank True Sansha you could maybe even fit more tachs but this is only worth it if you go for long range 40km ++

I love this Ship it has such a great potential.


Abaddon

Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]

Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II

Large Armor Repairer II
Heat Sink II
N-Type Kinetic Hardener I
N-Type Kinetic Hardener I
N-Type Explosive Hardener I
N-Type Explosive Hardener I
Heat Sink II

Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Capacitor Control Circuit I \

8400 shield, 10.5/s, E/T/K/Ex=0/19/39/59
10625 armor, E/T/K/Ex=67/48/83/81
7968.75 cap, +66.23/s, -82.271/s
132.0 m/s
302.9 DPS

It's a crazy mixture of everything i have read here and my own QF analysis. It's only for lvl4 missions and i took the worst enemy explo and kinetic. For Sansha what will be most of the time my enemy I might swap another hardener and go for a 3 Heat sink.

I am guessing that most of the time bigger enemy ships will be at about 40km so I choose my crytals accordingly to still be able to shoot in shorter ranges with decent dmg i stay wiht jmultis for the tachs and use shorter ranged crystals for the Pusles.

What do you think?


Tzesaeia
Posted - 2007.10.17 22:34:00 - [70]
 


This is what I'm aiming at in the next 3 months...it needs some skills...

Abaddon

Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large Armor Repairer II
N-Type Kinetic Hardener I
N-Type Explosive Hardener I
Heat Sink II
Heat Sink II
Energized Basic Reactive Plating
Energized Basic Magnetic Plating

Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Capacitor Control Circuit I \

8750 shield, 11.67/s, E/T/K/Ex=0/19/39/59
10625 armor, E/T/K/Ex=69/51/81/79
7968.75 cap, +82.79/s, -82.635/s
138.0 m/s
434.3 DPS

Replace the hardeners and plates with faction stuff. I haven't found the modules in QF and was too lazy to add them the resis will be even better.
I tried several other versions and compared the DMG/CAP Reliability. The best one is this. The 8 Mega Pulses won't sustain Cap well enough without droping a heat sink what in the end leads to a lower dmg/s (414/s).
A nice addition would be TS Crystals if you could afford them gives a lot extra dmg Twisted Evil

On 40km this Setup is awesome and in the ranges below it can be nice aswell. Be careful though with other crystals if you often come into ranges under 40km you might swap a tach for a MP T2.






Tzesaeia
Posted - 2007.10.17 23:32:00 - [71]
 

Edited by: Tzesaeia on 17/10/2007 23:32:19
Another Base Setup. It's now against Sansha and works with my current skills.
Against Sansha one can drop some hardeners for more dmg Twisted Evil

Abaddon

Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]
Mega Modulated Pulse Energy Beam I [1xAmarr Navy Infrared L]

Cap Recharger II
Cap Recharger II
Cap Recharger II
Tracking Computer II

Large Armor Repairer II
Heat Sink II
N-Type Thermic Hardener I
N-Type EM Hardener I
Heat Sink II
Heat Sink II
Beta Reactor Control: Capacitor Power Relay I

Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Capacitor Control Circuit I \

8400 shield, 10.5/s, E/T/K/Ex=0/19/39/59
10200 armor, E/T/K/Ex=
7968.75 cap, +87.15/s, -82.642/s
132.0 m/s
326.4 DPS

It is again based on a optimal of 40km tactic.


Tzesaeia
Posted - 2007.10.17 23:37:00 - [72]
 


This is with maxed skills and some other RIGS. Blame me but I would buy me another Abaddon to fit this it has about 40dps more than my next best Setup with 3 CCCs and it can sustain cAp a lot better.

Abaddon

Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large Armor Repairer II
N-Type Thermic Hardener I
N-Type EM Hardener I
Heat Sink II
Heat Sink II
Beta Reactor Control: Capacitor Power Relay I
Heat Sink II

Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Energy Collision Accelerator I \


10625 armor,
7968.75 cap, +92.59/s, -93.315/s
138.0 m/s
613.4 DPS

For the currious my next best CCC Setup.

Abaddon

Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Mega Pulse Laser II [1xScorch L]
Mega Beam Laser II [1xScorch L]
Mega Pulse Laser II [1xScorch L]
Tachyon Modulated Energy Beam I [1xAmarr Navy Multifrequency L]
Mega Pulse Laser II [1xScorch L]

Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Large Armor Repairer II
Heat Sink II
Heat Sink II
N-Type Thermic Hardener I
N-Type EM Hardener I
Power Diagnostic System II
Heat Sink II

Rigs : Capacitor Control Circuit I \ Capacitor Control Circuit I \ Capacitor Control Circuit I \

9187 shield, 13.39/s, E/T/K/Ex=0/19/39/59
10625 armor, E/T/K/Ex=84/75/43/39
8367.18712002039 cap, +95.0/s, -101.688/s
138.0 m/s
566.9 DPS

It can't reach the one with the collision accelerator.


Megadon
Caldari
Deep Core Mining Inc.
Posted - 2007.10.18 01:00:00 - [73]
 

Edited by: Megadon on 18/10/2007 01:08:39


I can do any lvl 4 with this setup and have max skills in most relevant areas.

6 megabeam II's
2 heavy pulse II's

1 tracking computer II
3 cap recharger II's

1 True Sansha large repper
1 True Sansha thermic hardener
1 True Sansha explosive hardener
1 True Sansha kinetic hardener
2 Dark Blood EANM's
1 Heat Sink II

3 CCC rigs

Whatever drones are appropriate.

More tank than damage, but does missions easily enough. Tried Megapulse II's for a while but hate the range, so I save those for my Geddon. I sometimes switch out one of the heavy pulses for more megabeams, just depends on what mood I'm in.

It can run repper and fire guns using anything but multi or gamma until the cows come home. Aurora rocks when things are at range.

This ship only shines with very high skill level imo.

Markus Aurelian
Posted - 2007.10.18 01:26:00 - [74]
 

Originally by: Megadon
Edited by: Megadon on 18/10/2007 01:08:39


I can do any lvl 4 with this setup and have max skills in most relevant areas.

6 megabeam II's
2 heavy pulse II's

1 tracking computer II
3 cap recharger II's

1 True Sansha large repper
1 True Sansha thermic hardener
1 True Sansha explosive hardener
1 True Sansha kinetic hardener
2 Dark Blood EANM's
1 Heat Sink II

3 CCC rigs

Whatever drones are appropriate.

More tank than damage, but does missions easily enough. Tried Megapulse II's for a while but hate the range, so I save those for my Geddon. I sometimes switch out one of the heavy pulses for more megabeams, just depends on what mood I'm in.

It can run repper and fire guns using anything but multi or gamma until the cows come home. Aurora rocks when things are at range.

This ship only shines with very high skill level imo.


why heavy pulse?, you'll do better with 5 megabeam, 3 megapulse, dropping the omnitank for specific hardeners and using more than 1 heatsink. 2, preferably 3 is best. i dont have t2 guns but i'll bet i can do most missions faster. with a tracking computer your megapulse will still hit close ships, and those that cant will be taken care of with drones.

i use

5 megabeams
3 megapulse

1-2 tracking comp
2-3 cap recharger

1 x-type rep
2 specific hardeners
3 ts heatsink
1 cpr

3 ccc

if its a rogue drone mission ill swap a heatsink for another hardener to cover my damage types, but i cant think of any mission i get where i drop below 2 damage mods.

you are IMO incorrect about the skills, you dont need them maxed, you need to know what you're doing (both setting up and in the mission) and if you dont have the skills, you can't skimp on the fitting. faction beams make up for not being able to use megapulse with scorch (and for some things are more effective anyways). there are skills as an amarr pilot you need maxed (cap skills namely), however much like with any ship, having them at the max increases your effectiveness to be sure, but is rarely a prerequisite to simply flying the ship for fun and profit.

my shift key is broken.

shinsushi
Amarr
Imperial Academy
Posted - 2007.10.18 01:51:00 - [75]
 

Edited by: shinsushi on 18/10/2007 01:52:25
8 megabeam IIs (w/ Amarr NAvy X-ray)
4 Cap recharger IIs
! amarr navy LAR, 2 amarr navy HSs, 1 x core a-type EM hard, 2 x Therm HArd II, 1 PDS II
3x CCC
5x Hamerhead IIs and 5 x hobgobs

optimal is 45km, w/ the 20 km fall-off I barely have to switch ammo.

Does 720 DPS with my skills at that range too.

For sansha/blood of course. 88.5 EM/88.55 Therm

fits with AWU 4 and a 3% PG implant
OH I have a +5% to all gun dmg implant too.


Rintra
River Styx.
Death or Glory
Posted - 2007.10.19 12:43:00 - [76]
 

Originally by: shinsushi
Edited by: shinsushi on 18/10/2007 01:52:25
8 megabeam IIs (w/ Amarr NAvy X-ray)
4 Cap recharger IIs
! amarr navy LAR, 2 amarr navy HSs, 1 x core a-type EM hard, 2 x Therm HArd II, 1 PDS II
3x CCC
5x Hamerhead IIs and 5 x hobgobs

optimal is 45km, w/ the 20 km fall-off I barely have to switch ammo.

Does 720 DPS with my skills at that range too.

For sansha/blood of course. 88.5 EM/88.55 Therm

fits with AWU 4 and a 3% PG implant
OH I have a +5% to all gun dmg implant too.




Hmm, are you sure, that 8 MB II + Armor Repper will fit, even with +3% PG ? That will give you 27037,5 PG. The guns + rep is something around 27500 with AWU 5

Proto Tron
Viziam
Posted - 2007.10.25 17:45:00 - [77]
 

My set up so far (I do not have T2 pulses)
Highs:
7x Mega Modulated Pulse (Navy Standard, Navy Microwave, Navy Gamma)
1x Heavy Diminishing Power System Drain
Meds:
1x Lif Fueled Booster (almost as good as T2 and far cheaper for those pesky cowards that run away)
3x Cap Recharger 2
Lows:
2x LAR 2
1x DC 2
1x HS 2
1x Energized Adaptive Nano Membrane 2
2x Armor XXX Hardener 2 (interestingly enough these work better then Energized ones)
Rigs:
3x CCC (you guessed it, perhaps somebody can make a case for for 2 CCC and one Semiconductor Memory Cell?)

I got 5 small drones (vs frigs)

this set up works well for any enemy that does not have a ton of frigs and is weak in EM/Thermal.
Sucks vs Caldari based enemies.

Question I have is if I should even bother to do T2 lazers (Beams/Pulses)? I see a lot of folks talking about putting something else on Abaddon. Your thoughts?


shinsushi
Amarr
Imperial Academy
Posted - 2007.10.25 17:59:00 - [78]
 

Originally by: Rintra
Originally by: shinsushi
Edited by: shinsushi on 18/10/2007 01:52:25
8 megabeam IIs (w/ Amarr NAvy X-ray)
4 Cap recharger IIs
! amarr navy LAR, 2 amarr navy HSs, 1 x core a-type EM hard, 2 x Therm HArd II, 1 PDS II
3x CCC
5x Hamerhead IIs and 5 x hobgobs

optimal is 45km, w/ the 20 km fall-off I barely have to switch ammo.

Does 720 DPS with my skills at that range too.

For sansha/blood of course. 88.5 EM/88.55 Therm

fits with AWU 4 and a 3% PG implant
OH I have a +5% to all gun dmg implant too.




Hmm, are you sure, that 8 MB II + Armor Repper will fit, even with +3% PG ? That will give you 27037,5 PG. The guns + rep is something around 27500 with AWU 5


Yes it fits. Your 27037.5 figure doesn't include the PDS II above.

shinsushi
Amarr
Imperial Academy
Posted - 2007.10.25 18:02:00 - [79]
 

Originally by: Proto Tron
My set up so far (I do not have T2 pulses)
Highs:
7x Mega Modulated Pulse (Navy Standard, Navy Microwave, Navy Gamma)
1x Heavy Diminishing Power System Drain
Meds:
1x Lif Fueled Booster (almost as good as T2 and far cheaper for those pesky cowards that run away)
3x Cap Recharger 2
Lows:
2x LAR 2
1x DC 2
1x HS 2
1x Energized Adaptive Nano Membrane 2
2x Armor XXX Hardener 2 (interestingly enough these work better then Energized ones)
Rigs:
3x CCC (you guessed it, perhaps somebody can make a case for for 2 CCC and one Semiconductor Memory Cell?)

I got 5 small drones (vs frigs)

this set up works well for any enemy that does not have a ton of frigs and is weak in EM/Thermal.
Sucks vs Caldari based enemies.

Question I have is if I should even bother to do T2 lazers (Beams/Pulses)? I see a lot of folks talking about putting something else on Abaddon. Your thoughts?




Well, T2 guns rock. If you plan on sticking with amarr, go for it as you will do more damage. If your happy with how things work now though, you could always train up something else.

Kruel
Beyond Divinity Inc
Posted - 2007.10.25 19:06:00 - [80]
 

8x MP
2x TC, 2x CR
LAR, 2x hardeners, 3x HS, CPR

Over 1k dps with Amarr Navy multifreq and drones. Tank's not much, but that's what all the dps is for... To make sure that there's less to tank. ;)

Speedrunning missions ftw.

SEYKACHU
Amarr
hirr
Morsus Mihi
Posted - 2007.11.29 22:32:00 - [81]
 

I see a lot of fits using CPR for lows on Abaddon. Not so good. Use the lows to boost the already 5 percent bonus to resistance.

The fit below keeps running, and running.
Hi: 8 mega modulated pulse beams
Mid: 4 CR II
Low: 1 HS II, 4 x ACTIVE HARDENER (DOUBLE UP), 2 LAR II
Rigs: 3 CCC

For PVP try

Hi: 8 mega modulated pulse beams
Mid: 2 SENSOR BOOSTER II, 1 TRACKING DISRUPTOR II, 1 HEAVY CAPACITOR BOOSTER II
Low: 1 HS II, 2 TRACKING ENHANCER II, 2 X ACTIVE HARDENER II, 1 ADAPTIVE NANO II, 1 LAR II
Rigs: 3 CCC
Drones : Webifier Drones

U can handle dampening, hard to target, and u can track ships that try to do the orbit thingy on u while disrupting u. At same time should someone escape they are webbed. Have a second man stand by to do the Warp Scrambling.






Hi: 8 mega modulated pulse beams (with navy gamma/microwave)
Mid: 1 Fleeting web, 1 Optical Tracking computer, 2 CR II
Low: 2 LAR II, 3 EAMN II, 2 CPR II
Rigs: 3 CCC
Drones: full load faction specific Med IIs

She can run everything for about ten mintues, and then it takes about thirty seconds to recharge by turning off the guns. By taking a pause between targets, or manually working the second repper the ship can run indefiantly. Also with the web and tracking computer, this ship can eat frigates for breakfast, helpful in lvl 4's where drones sometimes draw zone agro.

Once I can get some faction cap parts, or CCC II's, it will run 23/7. Truly an amazing battleship. Smile For especially nasty battles, just swap two of the EAMN's for faction specific hardners. The only thing left out is a DC, but if a mob can crack that armour tank, you don't need to be in there. Cool

Razer Morphis
Minmatar
Sebiestor Tribe
Posted - 2007.12.29 23:00:00 - [82]
 

Originally by: Vahlan
Apocalypse(Perma Dual-Rep)
Large Armor Repairer II x1



x1 = "Dual"?

lol.

Home Ocell
Posted - 2007.12.30 03:07:00 - [83]
 

which crystal would you use for Mega Pulse Laser II to run level4?

Biced
Posted - 2007.12.30 04:13:00 - [84]
 

8x modulated tachs
4x CR t2
LAR T2,RCU (with t2 you can fit an AB) x4 active hardeners t2 or x2 active t2 x1 eanm t2 and a heatsink t2,beta cpr.
5% grid implant (wount fit without it).
and 3x ccc rigs.

Biced
Posted - 2007.12.30 04:18:00 - [85]
 

Originally by: Home Ocell
which crystal would you use for Mega Pulse Laser II to run level4?

Well you can hit 50km with scorch.. conflagration is not worth buying for anything Sad using t2 or faction ammo in missions is a waste of isk imo so i would use the same t1 crystals as i use now..
multi/gamma, standart and microwave.

Itkovian Otanthalian
Amarr
Chain of Dogs
Posted - 2008.01.04 06:41:00 - [86]
 

Edited by: Itkovian Otanthalian on 04/01/2008 06:41:09
I've just recently picked up an Abaddon, but am not yet skilled enough to fully outfit T2.

My current plan was to go this way: (All items are what I've got on hand...I can buy what I need, provided it doesn't break the bank...)

Highs:
6 x MegaPulse I
1 x Heavy NOS
1 x True Sanchas Med. NOS (Because I have it...I suppose I could move up to another heavy once I get some ISK together)

Mids:
1 x Tracking Computer I w/range script
3 x Cap Recharge II

Lows:
1 x Large Accomodation Vestment Reconstructor
1 x Extruded Heat Sink
4 x Appropriate Hardener II's (2 x 2 vs specific factions)

Rigs:
2 x CCC I
1 x Nano Pump

Thoughts? Suggestions?


Kumas DeSauj
The White Star Consortium
Tenth Legion
Posted - 2008.01.04 07:44:00 - [87]
 

Edited by: Kumas DeSauj on 04/01/2008 07:51:15
Originally by: Itkovian Otanthalian
Edited by: Itkovian Otanthalian on 04/01/2008 06:41:09
I've just recently picked up an Abaddon, but am not yet skilled enough to fully outfit T2.

My current plan was to go this way: (All items are what I've got on hand...I can buy what I need, provided it doesn't break the bank...)

Highs:
6 x MegaPulse I
1 x Heavy NOS
1 x True Sanchas Med. NOS (Because I have it...I suppose I could move up to another heavy once I get some ISK together)

Mids:
1 x Tracking Computer I w/range script
3 x Cap Recharge II

Lows:
1 x Large Accomodation Vestment Reconstructor
1 x Extruded Heat Sink
4 x Appropriate Hardener II's (2 x 2 vs specific factions)

Rigs:
2 x CCC I
1 x Nano Pump

Thoughts? Suggestions?




rigs are the same as what i use. good mix, imo. after that, the rest are quite different. also, you only seem to use 6 lows. you should have 7 of them :)

unless you have cap problems, having 2 nos' on an abad are somewhat superfluous, especially with only one LAR. but, at least you use a heavy nos; medium nos alone brings your target too close to you (if it's a small target, and that's annoying) or for a bs, it might decide to orbit you at range, which makes the nos useless.

for a close-range setup, it does work well with what you've got. still, another rep (maybe just a medium) would be enough for the extra bump when you do start to get pummeled. would suggest a heat sink over that, though. and if you especially want to bring your targets in close for your pulses to be effective, the tracking comp is a very useful benefit.

My setup for pve:
hi:
7x tachs (1 modulated, 6 anode particle)
1x arby siege (this was prior to trinity, with torp nerf)

med:
4x t2 cap rechargers

low:
2x heat sink II
1x 'skadi' heat sink (still too lazy to buy that 3rd hs2, that's the only reason)
2x active hardeners
1x dcuII
1x MAR2

drones:
5x hammer2
5x hob2

without next to top cap skills, you will cap out especially if you don't stagger your lasers when hitting non-one-hit ships (almost all frigs and some destroyers). given the skills i had at the time, i still had to warp out on some mishes, but like some others have said, the faster you kill everything, the less dps you have to worry about taking in. on some of the more painful mishes, though, i did drop the launcher and one of the tachs for a cruise launcher, or any other fun mods in a highslot, then swap mar2 for lar2, and the skadi for a 3rd hardener.

although it's not much to brag about given the latest worlds collide L4 change, the mar2 setup does manage to get through all but the bonus room by itself.

Tidus Leonhart
Posted - 2008.01.06 12:06:00 - [88]
 

this is my setup for solo lvl4 missions i only have 3.5 mil skill points, most in gunnery, engineering and mechanics and my fit reflects that.

High slots
6x Amarr Navy Modulated Tachyon Beam lasers with 7 different amarr navy lenses so i have optimal ranges anywhere from 30 to 90 km ( not radio they suck!!)
2x Medium pulse laser IIs with conflag, standard and scorch ammo for them annoying little webber and warp jammers.

Mid slots
3x Cap recharger IIs
1x heavy cap booster II with 800s

Low slots
1x LAR II
2x Heat Sink IIs
1x PDU ( the 10% p/g one)
2x Faction energised hardners
1x Faction EANM

Rigs
3x CCCs

My guns were very expensive but they use far less cap per shot than the standard Tachyon counterparts and the DPS is better, my close range guns are a must for me as my drones wont kill a webbing intercepter as there only T1.
If the mission is gonna be bad il take out a HS and fit a second LAR which usually does the trick.
Im a bit paranoid about losing my tank mid mission while im being warp jammed for obvious reasons but with the cap booster fitted i can have both reppers running and all lasers firing until the charges run out which is not often as they have normally been obliterated in a storm of fire and death before that happens.
i love this ship its made me a very wealthy man and once my skillz get better i will really do her justice.


Mackenna
Amarr
GREY COUNCIL
Nulli Secunda
Posted - 2008.02.07 16:59:00 - [89]
 

I have to be honest here.

I hate Capacitor Boosters.
I Hate relying on them.
I Hate filling my cargo hold with a handful 800MW charges.

So, I set out on a mission to develop my Amarr Battleships to run without them. Here's my current setup:

Abaddon
High Slots
3x Mega Modulated Pulse Laser [I]
5x Mega Pulse Laser [I]
Med Slots
4x Capacitor Recharger [II]
Low Slots
1x Large Armor Repairer [II]
4x Active Hardeners [I] (2 Kin, 1 Exp, and 1 Therm)
2x Capacitor Power Relay [II]
Rigs
3x Capacitor Control Circuit [I]

- - -

It tanks surprisingly well for only having one repair module.

The Cap is superlative (145sec, 2min 20sec recharge time). I can activate everything and not bleed cap.

Just finished a Rogue Drone mission yesterday that employed 4 Energy Neutralizer towers and ~30 enemies. My Cap even withstood that.

Suffice it to say that I'm happy thus far. I can't wait to see what happens when I can get to the point where I can employ T2 Hardeners and Turrets.

Doc Imp
Goonswarm Federation
Posted - 2008.03.01 13:29:00 - [90]
 

Edited by: Doc Imp on 01/03/2008 13:29:57
I've recently picked up one of these beasties and set it up for running missions where my raven isn't needed for a change of pace/clearing trash missions.
8x tachyon modulated energy beam
4x cap recharger II
1x reactor control (t2 or faction) Currently using faction since I lack the skill for t2 but I checked and t2 will allow the fit.
1x Large navy rep
2x hardeners
3x Faction hs
3x ccc rigs
Not something I would use in every situation as the tank can be overwhelmed if you're not careful however with navy mutifrequency crystals eft says dps is at 690. I find those work out to around 50km which is generally enough. If need be swapping in x-ray will suit nearly all other situations. The low tankability may worry you a bit but I've run this even against gurista and they die quick enough. Against sansha/blood it's like a polar bear attacking a kitten. Cap use has never been a problem for me, I find the pauses when switching targets seem to do the job of keeping cap stable. When you get bored with watching cruise missiles this ship is a fun change of pace, great gangmate too. Prior to this I used a best named beam fit which did nicely and had a eanm in place of the rcu but melting stuff at long range is a lot of fun. I can't use t2 tachs and even if I could you can't get them to fit as far as I can see. Even if you could you'd gain a whopping 60dps.



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