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blankseplocked Lv 4’s As Amarr HELP!!!!!
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Lambent Enterprises
Posted - 2009.11.21 06:26:00 - [1]

Ok, I’m a fairly young Amarr player and I’m looking for some advice. I have 7.6mill SP all into Battleships and PvE skills. I Can fit ALL Tech 2 def, rep, and cap modules. Only thing I cant fit is T2 Guns yet.

I keep loosing my Abaddon in lv 4 missions. I am making sure I have the correct hardeners for the mission and I am only doing LV4 -13 Quality Missions…. I usually do fine, but on some missions I just die to quick and I cant hit the small things that are close to me. And my T2 Med Drones are not killing the things fast enough when I get warp scrambled. So I end up dieing.
Set up im using is this:

Mega Modal Pulse Laser I x8 With all Faction Crystals

Cap Recharger II x 3
Tracking Computer II

Large Armor Rep II x2
Armor Hardener x2
Capacitor Power Relay II
Heat Sink II x2

Large Capacitor Control Circuit x3

I do swap out the 2x Heat sinks for more Def stuff when I need. Im using 5x Hammerhead II drones or 4x Hammerhead II’s and 1x Heavy Web Drone. I don’t know what else I can do to help me do these missions. I am particuallry have a hard time with the “Worlds Collide Missions” Any help would be great!! Or do I need to start using a diffrent ship? Loosing that much stuff is starting to get really hard on my wallet....

Posted - 2009.11.21 06:39:00 - [2]

drop a heat sink for mission specific active tank.

If space permites throw in light drones they hit the elite frigs easier

Continue to train relevant skills

ignore harder missions if need be till skills improve ( esp tanking skills)

Jon Rackham
Posted - 2009.11.21 06:44:00 - [3]

Well, I don't know that much about the Abaddon as a ship, but I do know a thing or two about missions, so I'll try to give you the best advice that I can.
First of all, I would definitely suggest using light drones rather than medium. They're a lot more effective against those pesky scrammers. You might be annoyed by losing some of your overall DPS, but medium drones are really best against cruisers and cruisers don't scram (at least not that I know of). If you insist on using medium drones, you could think about putting on a web to slow down those scrammers so your drones can catch them more easily.
I wouldn't use a tracking computer if I were you. I've found that their benefit is minimal compared to other mid modules. Personally, I use an afterburner to hold range. That won't help you as much in Worlds Collide where you get dropped directly into the middle of the spawns, though.
Finally, how are you doing on cap? I've heard that the Abaddon is a cap hog, since it has no cap bonus to lasers. With two large reps, I imagine you're burning through your cap really fast, even with all those rechargers. (Incidently, I think there's diminishing returns on cap rechargers and capacitor control circuits. Most people don't put on more than 3 such items.) You might be better off in an Apocalypse for most missions: just swap out all that cap recharging for better resists and DPS stuff.
I hope that helps. Worlds Collide is one of the more challenging missions, but it shouldn't be impossible.
Seriously, though: trust me on the drones.

Lambent Enterprises
Posted - 2009.11.21 06:49:00 - [4]

Thanks, Cap is stable on 1 Rep and will last ~6 min with both on, I only need 2 reps on in emergncys. And thanks I'll switch to light drones.

The Legion of Spoon
Curatores Veritatis Alliance
Posted - 2009.11.21 06:50:00 - [5]

Edited by: Losmandy on 21/11/2009 07:15:23

Are you using drones to kill the small scrammer/webber frigs? Kill them first

Use two hardeners of each type to suit damage incoming (two em and two thermal against Sanchas)

Two reppers is draining your cap to fast one should suffice, I would dump the tracking computer for another cap charger

Read this here to make sure you get the trigger ships identified.

Distance is your friend, burn away from the hostile group get to optimal gun range let them chase you.Very Happy

Being a lower skill player go for maximizing your tank until things improve, it will just take a little longer to finish the mission.

There is no ideal fit as this is skill dependant, insure your shipVery Happy

One final tip, once scram/web frigs get to within 10-15k don't bother shooting as your guns won't track for poop, let the drones deal with them while your guns shoot at bigger targets thus decreasing incoming damage.

Irdia Freelancer
Posted - 2009.11.21 07:07:00 - [6]

For most missions I run 1 LAR as its plenty. I dont even bother with mission specific hardners for missions and run 2x amarr navy energized adaptives - is slightly less than hardners but gives okay resist vs everything and I dont need to refit betwen missions. Likewise I dont have training for T2 pulse lasers so I run mega modulated pulse lasers which are better than modal by a good amount.

By runing 1x LAR you should free up much of your cap. I run an AB in a mid, plus a web so can slow anything under 10km so my pulse lasers can kill better. Like said, run 5x med and 5x small drones. If your taking out interceptors then 5x small will kill them over 3x faster than meds. I run either 2x heat sink II's or 2x amarr navy/true sansha heat sinks as these add little more damage. Watch your range when shooting stuff and manage your agro. clear the frigtes so if a problem you can warp out, but you shouldn't need to warp out.

Take WC4, guessing your getting sansha/bloods plus say angels? pocket 2 you should take drones off active and make passive - dont have them attack the spy drones. Set them to kill any frigaates apart from spys, plus add to damage on anything bigger. Shoot a group at a time and the pocket will be easy to do. Pocket 3 I move my ship 1st, then shoot. They altered this mission ages ago so it has shorter agro range than it had (about a year back) and since they did this I find you can angle your ship away from the npc ships before letting out your drones and shooting anything. Move about 12km (agro range closer to 8km, 12 is nice and safe) away from the non-agro'd npcs and you will be very safe to then shoot anything agro'd - this should cut down your agro from possibly 3 groups to 1 group which even 1x LAR will manage easy.

There is one mission may give trouble still - blockade 4 with bloods. The npcs aren't a problem except they can drain cap - no cap and you have nothing to fire, nor can your rep. Again use your small drones to clear the small frigates quickly so can warp out. If runing an abaddon you may need to warp out if cap is low, or load cap booster. I've had up to 9 ships in a wave look like they were sucking my cap - sometimes you can get lucky and is only about 2.

I find the abaddon about best of T1 amarr ships, very good ship.

Byron Squared
Posted - 2009.11.21 07:26:00 - [7]

OK. Slightly different perspective. First, I also love the baddon for missions. Just upgraded to a paladin. However, would seriously consider beam lasers until you can fit T2 pulse. Seriously. Too many amarr ships orbit outside pulse antimatter range and with a TC you can track the close in BS just fine if you align to the dirrection they are flying. And using an AB to kite won't work if you are flying a pulse BS without Scorch.

Second, cap mods don't get nerfed from stacking - they get buffed. So fit as many as you need. That is the only way to make a dual rep setup run.

Third, you should have enough room in the baddon drone bay for both a flight of med and a flight of lights. Cary both. Switch as needed.

Finally, strategy. Don't use baddon (or any laser boat) against angels. Ever. Are you trying to do both sides of WC? Some of the rats will have 90% EM resist. Stick to the side you can toast easily. Also, consider checking the mission on one of the guide sites - you are probably agroing more groups than you mean to. Single rep baddon should handel pretty much any amarr or drone or merc mission without too much trouble.

Strak Yogorn
Mind Warpers
Posted - 2009.11.21 08:42:00 - [8]

keyword on WC: aggro management - dont shoot at the spies, unless you are prepared for full room aggro, and as others have said, scramblers die first, always! if you got spare shiboki (spell?) hacker card, you can activate gates in Wc before spawns are dead, keycard get consumed tho, gotta kill spawn in last room tho to get mission objective.

Irdia Freelancer
Posted - 2009.11.21 20:30:00 - [9]

Sure angels have good em resists but their therm is lower. An abaddon doing likes of WC4 vs Angels should still melt them. Most angels orbit close so you should be using multifreq faction crystals with 5x med drones support. Even without fully trained skills, 2x faction heat sinks I get over 800 dps with heavy therm damage. Who cares if angels have 90% em resist, they still melt as your using a good amount of damage and no angel battleship has 90% resists - only an odd elite cruiser of which there is only 'one' in the second pocket (version I do). The cruiser is closer orbiting so can use full force of the multifreq crystals and it still melts even if it has high em resists. If your not melting angels with pulses, look at your tracking, are your turrets tracking your npc target? Beams having poor tracking it may be your beams that is giving tracking problems and giving difficulty to melt a little elite crusier. Even on a pulse abaddon I like a web as the web slows the target enough to increase my damage. The long range orbits are like Saints which I use infrared lens on and even with no drone support they still drop with my modulated pulses. My drone support trained to drone interfacing 5 now so even just my drones will drop angel battleships like saints even using therm hammerheads. I often will set the drones on the distant saint angel, kill rest with multifreq crystals. I web the closer angels so I am getting higher damage.

Drawbacks of beams on the abaddon.
- lower dps
- much worse tracking
- much higher grid requirement

If you dont have the grid skills to reduce the grid of beams will run out of grid so either have to drop modules of heat sink/resists/cap for more grip, or run less than 8 turrets which is stuppid. Pulses are much less grid and even a low skilled char can fit 8 of. Are pulse less range? Yes, but in amarr space most things close and orbit closer. 50km about furtherest orbit for things like cardinals and popes. I run amarr radios for these long orbits and they still melt with T1 modulated pulses. Angels orbit much closer than amarr ships.

Train another ship for angels in WC4 for 'One cruiser'? Sounds stuppid to me. My 5x med hammerhead drones will still take the elite cruiser, as will my pulses without drone support. Sure explo drones better but if I'm doing Wc4 I'll kill everything without docking my ship to change fittings or drones and 5x therm drones much better in general.

Posted - 2009.11.21 21:25:00 - [10]

Edited by: ivanthegrand on 21/11/2009 21:35:00
Edited by: ivanthegrand on 21/11/2009 21:32:01
i use a Abaddon, it does lvl4s with ease, i would definatly use tech 2 drones(try to train all the drone skills that increase damage). i also bring 5 medium and 5 light drones, t2 light drones kill web/scramble frigs fast. if im doing a mission with a bunch of frigates i usualy drop a cap recharger for a webifier to help my drones hit them beter. also i noticed that i can almost duel repair and be cap stable ALMOST when i turn all guns off, i do this when theres lots of ships hitting me and i let my drones do the work till i get my armor back up. and also eve-survival website is my freind.

Armor Thermic Hardener II
Armor Kinetic Hardener II
Energized Adaptive Nano Membrane II
Large Armor Repairer II
Large Armor Repairer II
Beta Reactor Control: Capacitor Power Relay I
Damage Control II

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

Mega Anode Particle Stream I,
Mega Anode Particle Stream I
Mega Anode Particle Stream I
Mega Anode Particle Stream I
Mega Anode Particle Stream I
Mega Anode Particle Stream I
Mega Anode Particle Stream I
[empty high slot]ran out of powergrid, need beter skills

Large Capacitor Control Circuit I
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I

cap lasts 4m44s, (i got 4m12s with
3 Large Capacitor Control Circuit I) so i get 32seconds more with 2 Large Semiconductor Memory Cell I and 1 Large Capacitor Control Circuit I

thermic resistance is 83%
kinetic is 80%
dps is 244
volley damage 1740
using faction ammo:amarr navy multifrequency
my damage is not the best but i only have like 6mil sp so im still prety new at this, i need alot more gunnery sp.

i hope that helped someSmile

Posted - 2009.11.21 22:04:00 - [11]

I've been running Abaddons for a couple of years now and I have to say your tank is pretty poor (no suitcase for starters). Before I maxed my gunnery/tank skills I would overdo it on tank at the expense of lower damage (after losing a couple as you have). Something like this:

1 x LAR II
1 x Suitcase II
1 x EAM II
3 x Hardeners II (2 x Thermal, 1 x EM)
1 x CPR II

The damage isn't very good, but at least you'll live; resists should be around 90% for EM and Thermal. You can take a lot of pain. When you get more skilled, you can drop the low CPR (I put cap rigs on my Abaddons these days) and one of the hardeners and add in two heat sinks, or one heatsink and a tracking enhancer.

In mids I go all Cap Rechargers usually and in high I use TII tachs. Named T1 tachs aren't bad either. You can't fit a full rack though, so I usually go with 6 tachs and two drone control units, so I can put drone damage out to range. If you're having trouble killing frigs, use TII small drones and drop a gun or two for small beams or pulses. Frigate weapons, yes, but they will keep you alive if your drones can't take out scrambling frigs fast enough. To be honest I only ever use pulses in level 4's when I get an angel mission. I prefer the alpha of Tachs.

Finally, obviously you know this already: manage agression so you aren't ****d by the entire room, where possible.

Posted - 2009.11.21 23:27:00 - [12]

Use Apocalypse, you can get permatank running and decent DPS with cheap ISK. Use pulse lasers and scorch.

Amaha Megumi
Draconis Compact
Eclectic Collective
Posted - 2009.11.22 00:49:00 - [13]

Meh, looks like everyone else mentioned everything else I wanted to say...Oh well, here's a bit more non-tanking advice: Go into EFT with your setup and turn everything on that you would normally be using during the mission (guns, repper, hardeners, TC's what have you) then shut off one gun at a time as needed to make yourself cap stable with your reppper and hardeners active (mine's 4) and group your guns accordingly. Or find what ammo might make you stable and carry that, switching to it as needed.

The idea, as everyone's mentioned, is to make your tank last just long enough for your DPS to do the job; you at least have a safety net to fall back on if you need sustained repping power if something goes wrong (too much aggro, ect, ect...)

Here's my Abbadon setup, for when I'm in Khanid space trying to repair my atrocious Ammar and Caldari standings ;p

[Abbadon, Urd's Whim]
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II

100mn Afterburner II (for traveling between gates)
Cap Recharger II
Cap Recharger II
Cap Recharger II

Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L
Mega Modulated Pulse Energy Beam I, Multifrequency L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Auxiliary Nano Pump I

Even with my rather pathetic energy weapon skills, I get around 500 DPS and a 400 DPS tank

Posted - 2009.11.22 06:16:00 - [14]

My setup is somewhat expensive, but its cap stable with everything on. Works very well in Amarr L4 missions.

Carry one flight each of medium and light drones. Snipe the frigates FIRST, send lights after them if they reach you and orbit. Once they gone, change to medium drones and burn down the cruisers/battleships with your guns.

900 dps tank
725 dps damage with 5x medium drones

8x Amarr Navy MegaPulse Lasers with Amarr Navy Multi/Standard/Radio

3x Amarr Navy Cap Recharger
Tracking Computer II with range and tracking script (switch as needed)

Amarr Navy Large Armor Rep
2x Amarr Navy EM Hardener
2x Amarr Navy Thermic Hardner
Amarr Navy Energized Adaptive Nano Membrane
Amarr Navy Heat Sink



Bastelrunde EV
People in Lousy Ships
Posted - 2009.11.23 00:40:00 - [15]

Originally by: Aladine
I am particuallry have a hard time with the “Worlds Collide Missions”

You realize that the Worlds Collide in Amarr regions contains two pirate factions that shoot totally different damage types..? So, which hardeners are you fitting?
Especially if you warp in weird you can the whole room, and then well, good bye.

Irdia Freelancer
Posted - 2009.11.23 01:42:00 - [16]

Warp in wierd? Agro management solves that.

I even farmed WC4 for a while for overseers just to see what it was like. The agro range on the 3 groups in the last pocket has been reduced. If you dont 'shoot' something you can't get all 3 groups to agro on warp-in any more (version I do). I even have had a group agro, then manouvered around the non-agro'd ships. Having a good amarr battleship which can shrug off full pocket agro helps to test such things. I've had 14 lvl 4 battleships plus change agro'd and tanked on that ship - WC4 has fewer ships in the last pocket than it used to have. Its had some of its teeth pulled.

Npc ships have several agro ranges which the survival sites dont cover. As mostly writen by raven fliers who shoot all from warp in point, not really a surprise.

- proximity agro range, if your ship is within xxx proximity range, group agro's. 1 group in final pocket of WC4 I do in Amarr space wont agro from proximity. Not agro'n all 3 groups makes WC4 final pocket much easier. The 1st group will agro on warp in. If you shoot the 1st group while in range of the 2nd/3rd they will also agro - hence my advice of move your ship first before shooting and not getting pocket agro.

Junko Togawa
Posted - 2009.11.23 03:34:00 - [17]

Besides just using Light Drones, make sure you have Drone Interfacing trained to 4, as that will greatly improve their DPS across the board. The difference between T1 and T2 Drones are minimal. The difference between drones of any kind with and without Drone Interfacing is immense.

Insa Rexion
Fumar Puede Matar
Posted - 2009.11.23 05:37:00 - [18]

Originally by: Aladine
and I cant hit the small things that are close to me. And my T2 Med Drones are not killing the things fast enough when I get warp scrambled.

I don't even run missions TBH but that's yer problem right there... lights will kill frigs faster than mediums, simple. Kill the scrammers, at least you can warp out, the missioners can tell you the rest

Ronin Vaga
Posted - 2009.11.23 06:53:00 - [19]

Its simple really, to run Lvl 4s you need all the following:

1. Skills (less then 8 mil is marginal for lvl 4s)
2. Read up on the mission before you jump in so you have a plan.
3. Manage aggro effectively.
4. Tank the heck out of your ship with the right resists and gradually move to a gank as your skills improve.
5. Know when to SKIP a mission.

Your setup is actually very close to what I fly, except I have 12mil SPs so I'm willing to bet my Gunnery is higher then yours, and I am just now really able to control those Lvl 4s. But I will still skip a mission if I think it'll drop me in the middle of 4 aggroed battle ship groups.

I've lost 2 Abs to Worlds Collide too....tough lessons there.

jst tstng
Posted - 2009.11.23 11:39:00 - [20]

i havent flown the Abaddon yet but have been running missions in an Apoc since about 2 mil SP maybe even less.

Some advice that can be applied at will
Switch to an Apoc(more cap, more range)
Use beams
Light drones for frigs(Apoc can carry a flight of medium and lights)

On close orbiting BS or a little further orbiting smaller ships start flying towards them. They will start Flying away from you and their transversal goes to 0. On Angel missions I switch the tracking comp for a web, web a bs and set approach to 4000 and down they go.

I had been running mission with other race BS for a while and when this new toon got in Amarr BS I was surprised at how well, with very little skill, it could dispatch of certain NPCs(Bloods, Sansha and mercs).

Irdia Freelancer
Posted - 2009.11.23 19:42:00 - [21]

Switch to Apoc and beams from abaddon with pulses?

- Lose the 5% dmage/lvl for battleship skill. As at least lvl 3 to fly abaddon this is at least 15% less damage.
- apoc has less grid than abaddon, ie when the abaddon has trouble with grid to fit beams, the apoc has worse trouble. Beams also do less damage than pulses.
- Apoc can fit flight of small and medium drones ... Abaddon has 75 mtr drone space which can also fit flight of medium and small drones.

For the odd mission I prefer a navy apoc over the abaddon, but then I like its better tank which can shrug off 13 battleships + change while stationary. My current skills I expect the limit is about 17 lvl 4 battships + change with a passive shield tank which is one reason why ccp is nerfing the shield recharge time on battleships in the next patch. Going a passive shield tank kills the cap, so I fit scout artillery which is cap free. As the apoc has no bonus to dps the switch to artillery not much loss and a gain in can choose damage type better than amarr em/therm.

Posted - 2009.11.26 12:42:00 - [22]

Edited by: JusTaLooN on 26/11/2009 12:47:38
I have been running Amarr lvl 4s with an Abaddon for quite a while now and did it from 6mil sp, with 1mil of those in missiles, so basically from 5mil sp, so needing a minimum of 8mil sp or higher is BS imho.

Your main lifesavers are intel and agro control and then tank correctly.

The ship I fly is fitted like this:

7xMega Mod Beam Lasers
1xDrone Link Augmentor
(Don’t have the skills to fit 8 lasers yet)

3xCap Rechangers II
1xOptimal Tracking Computer

3x Mission specific Hardeners (I use True Sansha Hardeners, they aren’t that expensive 15mil a pop and tank the same as t2s and I dont have the skills for t2s either)
3x Heat Sinks II (I use 2xAmarr HS and 1x T2)
1x LAR ‘Accommodation’

1xNano pump

5x Hobgoblin II
5x Hammerhead II

This fit is NOT Cap stable in any way. With the above I have 2min and 20seconds with Faction Multi crystals but that is more than enough, since the repper doesn’t need to run all the time.

I use this for all missions and have very rarely needed to warp out. Just shoot things in the right order and you shouldn’t have a problem. Eve-Survival truly is your friend at this.
If you want more stability and more tank then drop a HS for a EAM II (or faction if you don’t have the skills) and add cap rechargers instead of the tracker and nano pump.

Kayda Hatake
Posted - 2009.11.26 15:01:00 - [23]

i would sugest flying the apoc rather than the baddon, yes the 5% damage is nice but lasers are cap hogs and u can go dry very fast running a repper and a full rack of lasers. i started out with the apoc, the range is realy nice when using pluse since 50% of the mission u will do have targets over 40km away.

Julia Venatrix
Posted - 2009.11.26 20:58:00 - [24]

Originally by: Aladine
Ok, I’m a fairly young Amarr player and I’m looking for some advice. I have 7.6mill SP all into Battleships and PvE skills. I Can fit ALL Tech 2 def, rep, and cap modules. Only thing I cant fit is T2 Guns yet.

Top points in order of importance:
1) Carry light drones. 5 T2 lights are what you need to kill scramming frigs. Once they are dead, call the drones back in and launch the flight of mediums.

2) Abaddon lows are - LAR, 4 x Hardeners (or Exp/Kin/Therm/EANM for mixed damage missions), 2x heat sink. The Abby barely has the cap to really permarun even one LAR without fitting a CPR in the lows and compromising your DPS - a second LAR has such a short window of usability that you are almost always better off fitting an additional resistance or DPS mod.

3) Consider 7x mega beams (not tachyons) instead of 8x pulses. Without T2 guns you will have issues with engaging at range with pulses - what DPS can you inflict at 35km? Your last hislot can be a medium nos to help with cap issues.

Lambent Enterprises
Posted - 2009.11.29 10:01:00 - [25]

Edited by: Aladine on 29/11/2009 10:01:45
Ok, I’m not dyeing anymore thanks for all the help and I’ve learned a lot and got a good tanking Abaddon now. Here is my current setup:

8x Mega Modulated Pulses

3x Cap Rechargers II
1x Afterburner II

1xLarge armor Rep II
4x Armor Hardeners (mission specific)
1x Cap power relay II
1x Heat Sink II
2x Capacitor Control Circuit I
1x Auxiliary nano Pump I

DPS using Faction Crystals excluding drone damage:

40k- 264 DPS
34k- 308 DPS
25k- 396 DPS
14k- 528 DPS

Now this works really well and I have not died with his at all, cap is stable enough for me, but I’m killing kind of slow… I’m not sure where I can improve DPS, if I go beams I can only get 7 on and cap is crap.. But, should I try to get some faction or dead space gear? What do you all think? Some missions are taking 2-3 hours to do. I’m just killing really slow… Any tips would be great!

Tentative Nature
Posted - 2009.11.29 10:16:00 - [26]

I would recommend the Apoc and working on your gunnery supports. After your supports get T2 lasers. This will make it a little easier, also improving upon your drone skills can help

Lambent Enterprises
Posted - 2009.11.29 11:01:00 - [27]

Im confused I think im at the point where the Abaddon is better than the Apoc. Every way I try to fit an Apoc in eve HQ, the Abaddon still out DPS's and Out tanks the Apoc. Why should I go to something that has less tank and less dps?

Dodgy Past
Digital Fury Corporation
Posted - 2009.11.29 12:49:00 - [28]

Apoc has it's uses when you have T2 Pulse as the range bonus means you can hit out to insane ranges with Scorch and yet still have good tracking close it. Also earlier on Apocs with 7 beams work well when you don't have the best cap skills.

Currently I don't have T2 guns so I'm using a beam abaddon for everything except angels when I swap to pulse.

To me fitting a suitcase is fitting to fail as you'll lose out too much for the hull resists, though very much recommended when you're still learning how to manage aggro.

[Abaddon, Abaddon - Gurista]
Amarr Navy Large Armor Repairer
Armor Thermic Hardener II
Armor Kinetic Hardener II
Amarr Navy Energized Adaptive Nano Membrane
Amarr Navy Heat Sink
Amarr Navy Heat Sink
Capacitor Power Relay II

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

Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L
Mega Modulated Energy Beam I, Amarr Navy Gamma L

Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Hammerhead II x5
Hobgoblin II x5

This actually gives pretty top tier mission completion times and is cap stable with Gamma with the right implants.

Vs. Sansha / Blood / easier missions I'll swap out the EANM for another heat sink, if there is travelling involved the missions are normally easier and I'll fit an AB ( barring WC where I do slow boat )

Personally I'll be upgrading to a Navy Apoc once I have T2 Pulses, the extra slot and superior cap stability means I can always fit a third HS and either use the CPR II slot for a tracking enhancer or extra tank. I expect that my completion times should get a nice buff since I'll be getting higher damage at longer ranges and far superior tracking at closer ranges. It also should have no problems with the AE bonus room which is one thing you can't do with the T1 pulse fit Abaddon and trying to do AE with beams is pretty painful.


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