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blankseplocked Abaddon - WH fitting. Anyone got one?
 
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Admiral Tom
Posted - 2009.06.12 13:27:00 - [1]
 

Could use an Abaddon wormhole fitting that holds up in a class3 WH. Anyone got any good that works?
Thanks

Kane Starkiller
Minmatar
Posted - 2009.06.12 13:47:00 - [2]
 

Megathron :

Highs
7 x 425 Rail II
1 x Remote Rep II

Meds

3 x Cap rechargers II
1 x Ab II

Lows

2 x Mag Stab II
2 x 1600 rolled Tugsten Plates
1 x DCU II
2 X EANM II

Too many Amarr ships roaming around. Did everyone skill for them all of a sudden? Get some variety.

Zeridox
Posted - 2009.06.12 13:57:00 - [3]
 

Edited by: Zeridox on 12/06/2009 14:09:03
Originally by: Kane Starkiller
Megathron :

Highs
7 x 425 Rail II
1 x Remote Rep II

Meds

3 x Cap rechargers II
1 x Ab II

Lows

2 x Mag Stab II
2 x 1600 rolled Tugsten Plates
1 x DCU II
2 X EANM II

Too many Amarr ships roaming around. Did everyone skill for them all of a sudden? Get some variety.


Because thats what he asked for. He's allowed to fly any ship he wants.
Jerk

maddmaxx III
Caldari
Sons Of 0din
Fatal Ascension
Posted - 2009.06.12 14:38:00 - [4]
 

Originally by: Kane Starkiller
Megathron :

Highs
7 x 425 Rail II
1 x Remote Rep II

Meds

3 x Cap rechargers II
1 x Ab II

Lows

2 x Mag Stab II
2 x 1600 rolled Tugsten Plates
1 x DCU II
2 X EANM II

Too many Amarr ships roaming around. Did everyone skill for them all of a sudden? Get some variety.


Amarr is better im afraid. No ammo :) Mega is Meh

Admiral Tom
Posted - 2009.06.12 14:51:00 - [5]
 

Originally by: maddmaxx III
Originally by: Kane Starkiller
Megathron :

Highs
7 x 425 Rail II
1 x Remote Rep II

Meds

3 x Cap rechargers II
1 x Ab II

Lows

2 x Mag Stab II
2 x 1600 rolled Tugsten Plates
1 x DCU II
2 X EANM II

Too many Amarr ships roaming around. Did everyone skill for them all of a sudden? Get some variety.


Amarr is better im afraid. No ammo :) Mega is Meh


In this particular case I think so too.

Anyways back on topic.
Could anyone help me with a decent fitting for this?

Fnog
Posted - 2009.06.12 15:46:00 - [6]
 

there isnt even a probe launcher on there. how the hell do you even wonne find the sleepers or get out of there? your armor wont last eighter you have no repper.that setup sucks. ps soz have no setup was looking for one too just trained up for amarr couse they use crystals and can stay in longer. good choise to go amarr

Janice Jankowski
Posted - 2009.06.12 16:02:00 - [7]
 

pulse or beam?

Dodgy Past
Amarr
Digital Fury Corporation
Posted - 2009.06.12 16:33:00 - [8]
 

I use something like this:
7xMega Pulse II ( Scorch / AN Multi )
1xLarge Remote Armour Rep

3x Cap Recharger II ( AB for me as no T2 lasers , dual web is an option for insane anti-drone frigate sites, though ideally 1 for you and one for someone else )
1xCap Booster II 800s

1xExplosive Hardener II
1xKinetic Hardener II
1xThermic Hardener II
EANM II
DCU II
LAR II
1 Heat Sink II

1xAuxiallary Nano Pump
2xCCC

5xHobgoblin
5xHammerhead

I tend to avoid T2 since you do lose too many.

Depending on skills this would work for pairing up with a similar RR fit, though you might want to go dual rep instead though then you'll be munching those boosters at an insane rate.

Also, yeah, no probes, you'll need a dedicated salvaging / probe vessel. Personally I bring an industrial with 1xProbe Launcher and 1xCloak. That way I can haul more than enough boosters. Someone else brings a salvager / hacking / Archaeology vessel.

Admiral Tom
Posted - 2009.06.12 17:15:00 - [9]
 

Originally by: Dodgy Past
I use something like this:
7xMega Pulse II ( Scorch / AN Multi )
1xLarge Remote Armour Rep

3x Cap Recharger II ( AB for me as no T2 lasers , dual web is an option for insane anti-drone frigate sites, though ideally 1 for you and one for someone else )
1xCap Booster II 800s

1xExplosive Hardener II
1xKinetic Hardener II
1xThermic Hardener II
EANM II
DCU II
LAR II
1 Heat Sink II

1xAuxiallary Nano Pump
2xCCC

5xHobgoblin
5xHammerhead

I tend to avoid T2 since you do lose too many.

Depending on skills this would work for pairing up with a similar RR fit, though you might want to go dual rep instead though then you'll be munching those boosters at an insane rate.

Also, yeah, no probes, you'll need a dedicated salvaging / probe vessel. Personally I bring an industrial with 1xProbe Launcher and 1xCloak. That way I can haul more than enough boosters. Someone else brings a salvager / hacking / Archaeology vessel.



Thanks mate.
We are setting up a pos so we have enough room for boosters and such.
by the way, nu 1600mm tungsten plating?

Dodgy Past
Amarr
Digital Fury Corporation
Posted - 2009.06.12 19:04:00 - [10]
 

Ideally no in a class 3. Just make sure you co-ordinate well with your corp mates. Higher resistance means better efficiency on RR and you can afford to lose a couple of target locks to keep your gang mates continually locked.

When we do them while I don't have T2 I do end up as one of the main damage dealers, normally with mates in a Domi and a Hype. Therefore I tend to control the range as I kite in with an AB ( there is a noticeable decrease in DPS ) to get into AN Multi range while the other two concentrate on staying close in their faster ships.

Sometimes I team up with a mate in a Rokh and then I fit dual LAR II ( infact Amarr Navy ).

Also if we want to clean out a Radar or Magneto site then we want 3 BS with dual RR rather than single to handle the DPS of 3 sleeper BS.

If you're not too fussy about the boosters you can also drop a CCC rig for a damage one.


 

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