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Le Badass
Posted - 2010.12.07 14:59:00 - [1]
 

Hi guys

I was wondering if anyone made a guide for implants (and combat drugs)?
I have fittings worked out pretty decently and some practice PVP-ing, so I feel comfortable spending some money getting jacked up with some PVP-oriented implants to get that last edge.
I fly almost exclusively frigs and cruisers, using drones, neuts, ACs, blasters and missiles - More or less in that order.
If you know of a good contemporary guide, please link me.
If not, and you are a knowledgable PVP'er, please feel free to take some time out of your schedule to educate me.
If none of the above apply, I encourage you to stick around and get smart :-P
Plz keep the trolling to a minimum :)
Constructive help is greatly appreciated.

Jennifer Starling
Amarr
Posted - 2010.12.07 15:31:00 - [2]
 

I find this overview quite handy.

Ravenal
The Fated
E.Y
Posted - 2010.12.07 15:40:00 - [3]
 

hint 101: you only need 2 attribute augmenting implants, one for your primary skill training attribute and one for your secondary.

If you change between training perc/will and int/mem for example... keep a jump clone with a different set of implants handy.

Lost Greybeard
Gallente
Posted - 2010.12.07 20:42:00 - [4]
 

I'd add that you should always weigh the cost of the implants against the probably lifetime of the clone.

A pure PvE clone? Sure, fit that sucker up with +5s in all stats and 5% bonuses.

A clone you're taking out to pvp in an interceptor? Grab a bunch of the 1% stuff and maybe a couple +2s from a loyalty store for something like a million or two isk total.

Various things fall in between. Flying a BS or with a fleet, for instance, you might risk some more expensive implants since you're likely to last longer. Rule of thumb, try to be able to earn back your ship and implants in less time than it takes to lose them. That means only 50% of your time wasted on PvE.

Misanthra
Posted - 2010.12.08 04:08:00 - [5]
 

I had 3 pvp clones.

1 clean -suicide roam clone. you know you dying, why lose implants...no boost a fair tradeoff for a night not involved in moon goo warfare and jsut about straight up killing and dying (you do pos ops for extended periods...some guy says screw it, lets take a trip 20 jumps into the heart of the enemy to kill **** and not worry about coming back in one piece...its actually refreshing lol)

1 int/mem +3 - cheap replacement if podded, egghead skill trains

1 perc/will +3 - cheap replacement if podded, shoot em up skill trains


Now on a pve break:
Have a fun clone with HG talons, better jam resistance, helpe to be unprobable in a tengu


Evemon +4 and +5's.....the numbers didn't impress me enough to run them way back in the day. Course at the time cyber 4 or 5 wasn't a wanted training either. Picked it up for the talon omega....might reconsider depending on how long this pve break lasts lol.

Le Badass
Posted - 2010.12.08 08:21:00 - [6]
 

Good info, thanks ppl.
Now I have a starting point to plan from.
If only these implants had more user-friendly names.

DarthCaboose
Posted - 2010.12.09 21:33:00 - [7]
 

Edited by: DarthCaboose on 09/12/2010 21:33:02
Originally by: Le Badass
Good info, thanks ppl.
Now I have a starting point to plan from.
If only these implants had more user-friendly names.


There's only 5 attributes. You'll memorize them soon enough!

Or do what I do and memorize the colors. Charisma = Yellow = No way I'm going to remap base attribute points in this ever...

DjLowballer
Amarr
Firebird Squadron
Posted - 2010.12.11 07:31:00 - [8]
 

Originally by: Ravenal
hint 101: you only need 2 attribute augmenting implants, one for your primary skill training attribute and one for your secondary.

If you change between training perc/will and int/mem for example... keep a jump clone with a different set of implants handy.


Thank you. I have been playing for awhile and I never thought about this. I had always just kept backups with all attributes and never thought of it.


 

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