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blankseplocked Myrmidon Setup - High Slot Advice
 
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StraightEdge Phoenix
Gallente
Flight of One
Posted - 2008.09.26 15:18:00 - [1]
 

Hi all,

Just setting up my Myrmi. Looking for advice on the high slots really. You can see what I've got on the setup below, but wondering if there's something better I could use? Wondering about the warfare link modules that the Myrmi has bonuses for. No setups seem to use them - are they only for gang work or something really specific like that?

Anyway - here's the setup, thoughts appreciated thanks.

Lows -
1x DCU II
1x EANM II
2x Energized Hardener II
2x MAR II

Meds -
4x Cap Recharger II
1x 10MN MWD II

Highs -
6x Heavy Ion Blaster II

Rigs -
3x CCC I

Drones -
Whatever, selection of all sorts.


I'm guessing I might get slagged a little bit for the Energized hardeners rather than active, but the ships not exactly cap stable even with the rigging, so I figure even a little bit will help.

But like I said, if there's a better or more inventive way to outfit the highs, I'm listening.

Thanks,

SEP

InsanlyEvlPerson
Gallente
Night-Stalkers
Posted - 2008.09.26 15:25:00 - [2]
 

Try active hardners and a cap injector if you wish to run dual reppers. and fit a web and point in the other mids.... otherwise it actually looks rather nice. then again, i'm no myrm expert.

StraightEdge Phoenix
Gallente
Flight of One
Posted - 2008.09.26 15:26:00 - [3]
 

That leads to a rather noob question which I am ashamed of myself for.
What exactly is a point?

Modok Strongsauce
Merch Industrial
Posted - 2008.09.26 15:29:00 - [4]
 

What is the goal of this setup?
(Combat: small gang, fleet, or solo work)
(Carebear: tanking large amounts of damage for sustained amounts of time)

P'uck
Posted - 2008.09.26 15:29:00 - [5]
 

Edited by: P''uck on 26/09/2008 15:30:23
I don't really get it... what's it for, what you wanna do with it?

It looks so pve-ish, in that case the MWD is kind of misplaced. Unless you absolutely positively only want to run FW plexes without ever encountering hostiles.

If it is for pvp, I'd make use of the medslots. Tackle gear, EWAR, anything. And finish with a cap booster. Even in a gang full of tacklers I'd probably bring at least a web to help the blasters...

In any case, if armortanked, I'd use Aux pumps, they multiply nicely wiht the ship bonus and create an omfgwtf-anti-bbq tank. Looking at what your setup can do, I'd probably point you to the passive shieldtanked AC myrm, and I'm not kidding.

StraightEdge Phoenix
Gallente
Flight of One
Posted - 2008.09.26 15:30:00 - [6]
 

Yeah, mostly missioning I was thinking.

Saint Lazarus
Pwn 'N Play
Chaos Theory Alliance
Posted - 2008.09.26 15:34:00 - [7]
 

Its entirely possible to use projectiles in highs which dont use cap and have lower fittings, less DPS but more tank but also added range, with t2 Autocannons you can use drones and barrage to do damage outside of web range.



Generally projectiles can give it more versatility and are worth looking into if you're looking for inventive ways of fitting.


That said your current fit isnt so bad cept for lack of tackle, no scram or web. If you're using it in gang where you'll have a dedicated tackler it looks fine as is

P'uck
Posted - 2008.09.26 15:34:00 - [8]
 

Edited by: P''uck on 26/09/2008 15:35:44
Okay, so first of all, drop the MWD (again, unless FW missions, which I wouldnt bother running in a slowass big target ship or even at all). This will increase your base cap a lot and bring you a lot closer to cap stability, for a start.

Next thing is, maybe consider railguns. You'll be using an afterburner, if even, in mission deadspace, and you will have to see if you can wait for the targets to come in range. Again, a web would help.

Last but not least, the myrm doesn't have a gun bonus. So just fit whatever guns you like. If you really want the theoretical dps by all means use blasters. I'd probably try to get some medium ACs or 650 arties on there, but then again, I don't know what the grid has to say about that.

edit: and again, if for missioning you can always look at the passive shield tank myrm.
aggro whole pocket, release drones, go eat a sandvich.

StraightEdge Phoenix
Gallente
Flight of One
Posted - 2008.09.26 15:36:00 - [9]
 

Cheers P'uck. I'll take that on board and have a mess around. Thanks.

Heknai
Gallente
Damage Unlimited Inc
AN EYE F0R AN EYE
Posted - 2008.09.26 15:44:00 - [10]
 

Originally by: P'uck
Edited by: P''uck on 26/09/2008 15:35:44
Okay, so first of all, drop the MWD (again, unless FW missions, which I wouldnt bother running in a slowass big target ship or even at all). This will increase your base cap a lot and bring you a lot closer to cap stability, for a start.

Next thing is, maybe consider railguns. You'll be using an afterburner, if even, in mission deadspace, and you will have to see if you can wait for the targets to come in range. Again, a web would help.

Last but not least, the myrm doesn't have a gun bonus. So just fit whatever guns you like. If you really want the theoretical dps by all means use blasters. I'd probably try to get some medium ACs or 650 arties on there, but then again, I don't know what the grid has to say about that.

edit: and again, if for missioning you can always look at the passive shield tank myrm.
aggro whole pocket, release drones, go eat a sandvich.


P'uck has the right of it. I used a myrm briefly for missioning and If iirc, i used something like:

6x 200mm railgun IIs

ab I or named
x5 web (two)
drone nav computer
cap recharger

mar II
eanm II x2 (named also)
passive xplosive hardner
mag stab II x2

(there are 6 lows right?)

hammers, warriors ..may have to play round with this to get cpu to fit, but i think it all works ..i'd stay away from dual 150mm railguns just fyi ;)

StraightEdge Phoenix
Gallente
Flight of One
Posted - 2008.09.26 15:49:00 - [11]
 

Alright. So I'm looking at rails rather than blasters.

I'm looking at another couple of months before I can fly it properly anyway, so it's just sitting in the hangar for now, waiting for the day...

Anyways, thanks for the advice. I'll try some of the setups and see what works. Thanks.

StraightEdge Phoenix
Gallente
Flight of One
Posted - 2008.09.26 17:38:00 - [12]
 

One more thing I've just thought of, is it worth using 3x aux pumps or mixing with CCC rigs? Is the bonus useful enough after installing 3?

Heknai
Gallente
Damage Unlimited Inc
AN EYE F0R AN EYE
Posted - 2008.09.26 17:40:00 - [13]
 

try using 2x nanobot accelerator Is and 1 auxiliary nanopump I

P'uck
Posted - 2008.09.26 17:40:00 - [14]
 

Edited by: P''uck on 26/09/2008 17:41:02
It gets very slow, but imho speed isnt that important for missionrunning.
So in my opinion, yes, it's useful.

Or maybe a drone control range rig?

edit: and IF you use the accelerator rig, which most likely will tip the cap balance, I'd still say 2xaux pumps 1x accelerator, because of ship bonus


 

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