Welcome to Jester's Trek.
I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
You can follow along, if you want...

Wednesday, March 2, 2011

Fit of the Week: the Curse sucks

[Curse, Sucks To Be You]
Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Reactor Control Unit II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Photon Scattering Field II
Invulnerability Field II
Invulnerability Field II
Large Shield Extender II
Large Shield Extender II

Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Nosferatu II
Medium Nosferatu II

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

Warrior II x5
Valkyrie II x5
Medium Armor Maintenance Bot I x5
Hornet EC-300 x5



I love Recons.  Recon Ships V was a no-brainer for two of my mains.  I fly almost every Recon in the game, both cloaky and non-cloaky.  They're such wonderfully versatile ships.  Many of them have two or even three roles that they can be pressed into with one fitting.  They're outstanding gate campers; a gate camp without at least two Recons of some sort supporting it is a fail gate camp, in my opinion.  One Recon -- the Rapier -- can take on just about any role in the game depending on how you fit it, from cloaky scout to gate-camp support to pure DPS cruiser (OK, maybe this one's a stretch, but 300+ DPS isn't bad) to ninja salvaging.  A Rapier will definitely be FOTW in some future installment... probably a couple of future installments.

This week, though, I thought it would be fun to feature an Amarr ship, since there's only been one Amarr FOTW so far.  So here's an extremely evil Curse fit.  This fit doesn't even require Recon V, though of course it will be much more effective with it.

Amarr ships are usually armor tankers, but the Curse is a natural shield tanker with its six mid slots.  It's possibly the only Amarr ship that really rewards solid shield skills.  This fitting has 11825 shield HP.  That would be a lot for a Caldari cruiser, much less an Amarr one.  ;-)  Resistances are also quite good across the board, with only a small Thermal damage hole.  That makes this Curse extremely resilient in a close-range fight.  If you can live with a less sturdy tank or are somewhat short tackle, take off an Invul and fit a Warp Disruptor II.

DPS is provided by an extremely large drone bay, 150m3.  Unfortunately, there isn't enough bandwidth to use heavy drones or sentries, but that leaves a lot of room for a variety of the light and medium drones of your choice.  I tend to stick with Minmatar drones in the Curse because the Curse is a little slow and the speedy Minnie drones make up for this lack.  ECM bots provide a second GTFO option, and a ship carrying armor rep bots is quite useful if you take this Curse on a long roam with a shield fleet.  Even if you have shield logi along, the ability to rep armor in the field after a battle can be critical.

Of course, the main utility of a Curse is its ability to make life a living hell for just about any ship that comes into contact with it.  By itself and with Recon V skill, this fit will neut out a full-on PL Hellcat using an overheated Heavy Cap Booster II in about a minute.  Anything less than that is in serious trouble.  Depending on the skills of the pilots involved, this Curse can eliminate between four and six of the eight Large armor reps coming off a pair of Guardians!  As for Falcons, Blackbirds, and other jamming ships?  If the jammer doesn't hit and successfully jam the Curse almost instantly, the jamming ship is done.  And if your fleet is wanting to keep range from the enemy, inties and other tackle ships are the Curse's natural food source.

The only ships that don't fear Curses are Drakes and other passive shield tankers.  Everything else hopes that the Curse attacks somebody else.  Anybody else.

The primary disadvantages of this fit are two.  First, it has tough fitting requirements: that Reactor Control Unit II is an annoying fit, requiring Energy Grid Upgrades V.  You can get around this by replacing one of the Core Defence Field Extenders with an Ancillary Current Router and third PDS2 instead, but that really hurts your tank.  Second, once you're sitting in this ship, you're really going to have to carefully manage your own cap.  The best advice?  Open your attack with the three Medium Neuts, then once you're confident a target is neuted down, keep one neut on that target while you move on to the next target with both NOSs plus a neut or two.  If you can, alternate between heavier and lighter targets so that you can alternate between using all three Neuts on one target before using only one or two on the next one while you cap back up.  Help your own cause by assisting your drones to a nearby ally so you can concentrate on neuting.

Finally, some pilots like Tracking Disruptors on Curses, but I'm not one of them.  There's really only room in your mids for one non-tank mod, and if you're going to do that, that mod should really be a point.  If you want to get into Tracking Disruptor tactics, the Pilgrim and its armor tank is the much, much superior ship to do it in, in my opinion.

Have fun making people hate you.  ;-)

8 comments:

  1. [Curse, Standard]
    Power Diagnostic System II
    Power Diagnostic System II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II

    Large Shield Extender II
    Large Shield Extender II
    Large Shield Extender II
    Invulnerability Field II
    Dark Blood Warp Disruptor
    Y-T8 Overcharged Hydrocarbon I Microwarpdrive

    Medium Unstable Power Fluctuator I
    Medium Unstable Power Fluctuator I
    Medium Diminishing Power System Drain I
    Heavy Missile Launcher II, Caldari Navy Havoc Heavy Missile
    Heavy Missile Launcher II, Caldari Navy Havoc Heavy Missile

    Medium Capacitor Control Circuit I
    Medium Capacitor Control Circuit I


    Warrior II x10
    Valkyrie II x5
    Vespa EC-600 x5

    My solo boat. Swap out the cap rigs with shield buffer depending on personal preference. I find that I spend a lot of time keeping range so the extra cap to keep my MWD cycling usually pays off. Tracking disruptor, eccm, web, and cloak are kept in the hold for easy swapping between fights.

    ReplyDelete
  2. I like it a lot, except for the big EM hole. That said, you don't run into a lot of solo or small-gang Amarr, so that's probably not all that big of a worry.

    I see a lot of Curses with three missile launchers, two neuts, and no NOS. Do you find that the NOS is needed with the CCC rigs?

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  3. The EM hole is definitely something to be concerned about. Basically any engagement against a drake pilot that is smart enough to swap missiles or an arty cane needs to be avoided at all costs.
    The NOS isn't always necessary, but it's nice to have when you are fighting multiple opponents. The goal of this fit is to harass and pick off targets without ever getting in close. To keep your MWD running while you're buzzing around you either need a cap booster or a lot of cap regen.

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  4. [Curse, Neuts and Nos]
    Power Diagnostic System II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II
    Damage Control II

    Y-T8 Overcharged Hydrocarbon I Microwarpdrive
    Republic Fleet Warp Disruptor
    Balmer Series Tracking Disruptor I, Optimal Range Disruption
    Large Shield Extender II
    Balmer Series Tracking Disruptor I, Optimal Range Disruption
    Large Shield Extender II

    Medium Energy Neutralizer II
    Medium Energy Neutralizer II
    Medium Diminishing Power System Drain I
    Medium Diminishing Power System Drain I
    Small Energy Neutralizer II

    Medium Capacitor Control Circuit I
    Medium Capacitor Control Circuit I


    Hammerhead II x5
    Warrior II x5
    Vespa EC-600 x5
    Hornet EC-300 x5

    Nanos for speed and agility, the Curse is really fat. Point to... point stuff, come on this is mandatory. TDs to effectively take turret ships out of the fight. Neuts: self explanatory, Nos for cap stability in a longer fight where you should have other ships with juicy capacitors to suck on. Small neut is for swatting frigs that get too close or stuff that sneaks up on you, with it's halved cycle time of the medium cap mods. ECM drones to take another ship out of the fight, the DPS from the hammers etc is fairly meaningless in a gang.

    Tank is fairly irrelevant, your tank is your range and your ewar. You can take at least 3 targets out of the fight completely with this fit- a cap hungry ship such as a laser boat, a turret ship such as a Hurricane, and finally one other ship with the ECM drones.

    ReplyDelete
  5. Oops, the LSEs are laid out wrong there, they should be in between the MWD and point and on the other side of the point.

    ReplyDelete
  6. Yeah, but one Arazu on the other side and you're done, aren't you? It'd make me nervous to fly something so thin-skinned in today's EVE. How do you find it works in practice? Got a BR to share?

    ReplyDelete
  7. Why would you be screwed? Neut out or jam the Arazu and warp off.

    ReplyDelete
  8. Please don't shoot :)

    I`ve been fiddling about with some Curse fittings and I found it that it'd be a shame not to take advantage of the great resists the armor offers. Still, a little shield buffer, to keep the enemy interested until you neut half or more of his cap. Then fire up the repper and the TD and call in the cavalry. Opinions?

    [Curse, Curseeeeeessss]

    3x True Sansha Medium Energy Neutralizer
    2x True Sansha Medium Nosferatu

    F-90 Positional Sensor Subroutines (Scan Resolution) OR Stasis Webifier II
    Balmer Series Tracking Disruptor I (Tracking Speed Disruption)
    Balmer Series Tracking Disruptor I (Optimal Range Disruption)
    Y-T8 Overcharged Hydrocarbon I Microwarpdrive
    Warp Disruptor II
    Large F-S9 Regolith Shield Induction

    2x Energized Adaptive Nano Membrane II
    Centum B-Type Medium Armor Repairer
    Damage Control II

    Medium Ancillary Current Router II
    Medium Capacitor Control Circuit II

    ReplyDelete

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