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MasterAsher
Posted - 2008.07.09 00:24:00 - [1]
 

can anyone give me a basic list of all the skills i will need to fly drake well in pvp?

Lee Maker
Posted - 2008.07.09 00:30:00 - [2]
 

work on tanking that puppy and heavy missiles tech 2 is a nice way to go. If working in team I would slap on a warp lock and a web, just keep it tanked with a warp stabilizer.

bluebeyond
DEATHFUNK
Atlas Alliance
Posted - 2008.07.09 03:56:00 - [3]
 

Garhh ****ing Drakes

Karille
Gallente
Sharks With Frickin' Laser Beams
Posted - 2008.07.09 07:30:00 - [4]
 

1. A different race's ship skills
2. Any skill not pertaining to shield tanking
3. Propulsion jamming

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2008.07.22 12:57:00 - [5]
 

Edited by: Astria Tiphareth on 22/07/2008 13:28:03
The above players clearly haven't flown in small gang PvP much. A Drake properly set up and skilled for is a capable foe in PvP, though you won't be matching the DPS of a Harbinger. You can capitalise on the above snorts of disgust by letting the fools assume your Drake is a PvE passive-tanked boat. Surprise them.

In all cases, you need an MWD (Navigation, Microwarpdrive & Acceleration Control if memory serves) to get around quickly, whether it's onto gates, off of warp-in points, or into range. In the same vein, your lows are all going to be BCUs (Ballistic Control Units) so Weapon Upgrades to level 4 is a bare minimum for the T2 stuff. In practice you want Advanced Weapon Upgrades to level 3 or 4 to fit T2 fits anyway.

Your basic shield skills are your survival, get them as high as you can. Shield Management, Hull Upgrades, Mechanic, these are your basic hitpoint skills. Get them to level 5. You will not regret it.

I'm not going to cover all the shield tanking skills as I'd rather hope that by the time you fly a drake you know these inside out. Drake performs best as a passive or buffer shield tank. Shield Operation increases your recharge rate, get this to level 5.

First pick your fighting range. If you're going long-range then go for Heavy Missiles. If you're dealing damage at range for some reason, then you're not going to be tackling, so fit your mediums accordingly. Tailor it to your situation. EW modules can be a surprise - dampeners are rather nice, or if you're feeling like surviving and running away before anyone gets close, fit enough tank to survive. Shield Upgrades covers things like Shield Extenders and so on.

Far better in my view however is the short-range Drake. For this you want Heavy Assault Missiles. You'll be hitting at maximum around 20km, so fit to tackle - stasis webifier and warp disruptor/scrambler (Propulsion Jamming). You'll only have two medium slots left after that and MWD, so just fit a buffer tank (a couple of medium shield extenders or a large and invulnerability field (Tactical Shield Manipulation) depending on skills).

So to summarise:
Speed:
Navigation (4)
Microwarpdrive Operation (4)
Acceleration Control (4)

Shields & Defense:
Tactical Shield Manipulation (1 or 4 T1/T2)
Shield Operation (5)
Shield Management (5)
Hull Upgrades (5)
Mechanic (5)
When you come out of a fight with 15% structure left, you'll remember why you trained these.

Fitting & Shield Extenders:
Shield Upgrades (1 or 4 T1/T2)
Weapon Upgrades (4 minimum, 5 for advanced below)
Advanced Weapon Upgrades (3 minimum for decent T2 fits)

EW:
Propulsion Jamming - Mandatory, get to level 4 when you can.
Signal Suppression - For damps
Sensor Linking - For damps

Weapons (4 or 5, get to 5 ASAP):
Heavy Missiles
Heavy Assault Missiles
Every generic missile skill you can lay your hands on and get as high as you can. Projection and damage are two particular to focus on.

And obviously:
Caldari Cruiser 3
Battlecruisers 4, get to 5 when you can.

Finally, general skils that will serve you well:
Signature Analysis - speed of lock.
Long Range Targeting - distance of lock.
Electronics & Engineering - More fitting room.
<Damage Type> Shield Compensation - Beware confusing this with just Shield Compensation. Boosts the resists when using passive shield hardeners.

Drones:
A topic in of itself, but fit some. Get Drones 5 & Drone Interfacing to at least 4.

Probably some other handy ones but you'll get the idea. Personally however I would recommend if you've never done PvP to try it in a frigate first and get used to it, before splashing out on a Drake.

Edit: If the above seems daunting, remember that in a fleet fight of more than about 5 opposing DPS ships, a few percentage points here or there on shields/armour isn't going to make a blind bit of difference when you're called primary, but your DPS will, so focus on firepower first. In small gangs or solo, those few points can save your ship.

Artemis Rose
Clandestine Vector
THE SPACE P0LICE
Posted - 2008.07.22 14:59:00 - [6]
 

Originally by: Lee Maker
work on tanking that puppy and heavy missiles tech 2 is a nice way to go. If working in team I would slap on a warp lock and a web, just keep it tanked with a warp stabilizer.


Argh.

Bad advice all around. A super tanked Drake either has the rest of its gang killed, then it goes, or it gets beat up and popped by a small gang if you are solo.

If you want to fly a Drake for PvP, you want DAMAGE as you have the worst damage output of all tier 2 BC. A good majority of PvP takes place under 20km, so why not fit the missile system (heavy assault missiles) that work in that range and do more DPS than Heavy Missiles?

NEVER put warp stabs on a ship you ever plan on fighting in. Not only do you use that slot for anything remotely useful (Say.. damage mods because your tank is in the mid slots), you nerf your targeting abilities to near useless levels. If thats not bad enough, you will have multiple points put on you by the enemy and you still die.

Lars Lodar
The Python Cartel.
The Jerk Cartel
Posted - 2008.07.23 02:01:00 - [7]
 

Basically keep training till you have all skills affecting or providing access to these modules to level 4 or 5.

[Drake PVP HAM Gank]
Ballistic Control System II
Ballistic Control System II
Power Diagnostic System II
Damage Control II

Invulnerability Field II
Invulnerability Field II
Large Shield Extender II
10MN MicroWarpdrive II
Warp Disruptor II
Stasis Webifier II

Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Heavy Assault Missile Launcher II, Terror Rage Assault Missile
Salvager I [Offline] Heat Sink for Overheating

Core Defence Field Extender I
Core Defence Field Extender I
Core Defence Field Extender I

Warrior II x5


Now, you won't be able to dish out the staggering DPS of say a Harbinger but you have way more tank and consistent damage from 0-15km (Rage) or 0-75km (Javelin). Unless someone is rocking a slave set, I can confidently engage any battlecruiser I come across as I can pretty much fly the drake perfectly.

All the Tier 2 Battlecruisers are very balanced and I've found that this particular fit has is extremely effective in the right hands. In the 2 months I have come back to piracy, I have 20:1 Kill/Death ratio using the drake exclusive.

You have the advantage of rarely ever being called primary and make great bait for your gang. Unlike a harbinger which most sane FC will primary to drop 800+ DPS from a fight relatively quickly unless something else requires tactical expediency.


 

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