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 7, 2012

Fit of the Week: Vanilla PvP Drake

I've never gotten around to doing this, so let's get it out of the way so that people who search this blog for it will find it.  ;-)

[Drake, Vanilla PvP]
Power Diagnostic System II
Nanofiber Internal Structure II
Ballistic Control System II
Ballistic Control System II

Experimental 10MN MicroWarpdrive
Warp Disruptor II
Invulnerability Field II
Invulnerability Field II
Large F-S9 Regolith Shield Induction
Large Shield Extender II

Heavy Missile Launcher II, Trauma Fury Heavy Missile
Heavy Missile Launcher II, Trauma Fury Heavy Missile
Heavy Missile Launcher II, Trauma Fury Heavy Missile
[empty high slot]
Heavy Missile Launcher II, Trauma Fury Heavy Missile
Heavy Missile Launcher II, Trauma Fury Heavy Missile
Heavy Missile Launcher II, Trauma Fury Heavy Missile
Heavy Missile Launcher II, Trauma Fury Heavy Missile

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Anti-EM Screen Reinforcer I

Warrior II x5


There's an old, old expression in the computer industry: "Nobody ever got fired for buying IBM."  It dates from a time when buying an IBM computer for your business was a safe, conservative choice.  Sure, there were flashier systems out there.  There were less expensive systems out there.  But with a safe, conservative choice, you know what you're getting with no surprises... even if that choice is a little boring.  That's a PvP Drake all over.

This fit emphasizes the Drake's traditional strengths while still making it useful on the modern PvP battlefield.

Heavy Missile Launchers are a conservative weapon choice on a conservative ship choice.  They sacrifice a bit of DPS over Heavy Assault launchers, but provide much more flexibility in terms of engagement range.  If you can target it, you can probably hit it.  They're also easier to fit than the shorter-range launchers.  A lot of pilots go for Caldari Navy Trauma missiles, and there's nothing inherently wrong with that choice.  The Furies bump up the Drake's signature radius, after all.  Still, if you only carry one type of missile, carry the Furies.  The faction missiles lose you about 50 DPS and a dual-LSE, three-rig Drake already has the sig radius of a Tempest and is not much faster than one.  In short, you're going to be taking full damage from BS weapons anyway... you may as well get the benefit the Furies give you.

HMLs combined with dual Ballistic Control Systems give you about 400 DPS.  Damage drones add about another 50, depending on skills.  Use the faster Warriors to offset the fact that you'll probably be fighting at range.  Remember to put your single empty high slot in the middle of your missile launchers to act as a heat sink for overheating.

After the MWD, your mid slots couldn't be more generic, and serve to bolster the Drake's traditional strong tank.  The second LSE is meta4 to increase CPU headroom.  Resist the temptation to go with a meta point; you'll need the Tech2 point's longer range.  It's even somewhat common to use the cheapest faction points (Dread Guristas) on vanilla Drakes, both because Drakes are pretty unlikely to die and to further assist with CPU headroom.  You can use the meta Psuedoelectron Containment Field Damage Control on a Drake if you like, but honestly, most pilots just go with a simple PDS2 to increase both buffer and cap.  The cap help is particularly helpful since you're going to be running your MWD very frequently.  The rig choices, again, are extremely conservative.

A single Nanofiber rounds out the fitting, and is intended to help Drakes try to keep up with their most common fleet-mates: artillery-fit Hurricanes.  A typical arty-Cane aligns for warp in about eight seconds.  The single Nano allows the Drakes to beat that.  Without it, the Drakes are a half-second or so slower.  The Nano also adds a good 15m/s to the ship's speed, quite important for skirmish tactics where Drakes are commonly used.

There are lots of variations on the traditional Drake fit, but this is the fitting those variations all start from.  The most common variant is to replace a single Invul with some form of e-war, or with a Remote Sensor Booster to bolster the fleet's Rapier or Huginn.  This is most often done if the fleet is receiving shield resist boosts from a friendly Tengu, Caldari Command Ship... or even another gang-linked Drake.  With the gang-link running, the second Invul becomes superfluous.

Again, I've shown this fit in an order that's very neat, but remember to put LSEs between your other mid-slot mods.  In particular, try to isolate your point from the other active modules since you can and should overheat it pretty frequently.  If you've sprung for the cheapest faction point, you'll be able to keep it overheated longer.  A common order is MWD-LSE2-Invul-Invul-meta LSE-point.

Finally, this ship couldn't possibly be any simpler to fly, and is a very common first fleet ship for new PvPers.  Just stay with the rest of the fleet, wherever the rest of the fleet is.  Put your point on the primary, or on something bigger and slower than you (don't bother pointing faster stuff, not with a Drake).  As a Drake, you probably won't be called by the opposition as a primary target until everything else is gone.  As the fleet maneuvers, try to stay aligned to a celestial.  Shoot the primary.  Be ready to be one of the last things standing on your side if the fight goes badly, and be ready to warp off at the FC's orders if that happens.  Nothing else to it.

It is a smart idea to carry a Synth Crash or two in your Drakes, though.  Use it if you're faced with a T1 cruiser fleet, destroyer fleet, or the like.

Drakes don't do a lot of things really well in PvP, but they also do almost nothing badly.  As a result, as a conservative choice, they're fine and few FCs will turn them away if they at all fit with the fleet doctrine.  Still, you'll be better served as a player by starting with this ship, but then weaning yourself off it pretty quickly into things that are a bit more challenging (even if that is a more unorthodox Drake fit).  The vanilla Drake is a great "baby's first PvP ship."

Fly "safe".  ;-)


All Fits of the Week are intended as general guidelines only.  You may not have the skills needed for this exact fit.  If you do not, feel free to adjust the fit to suit to meet your skills, including using meta 3 guns and "best named" defenses and e-war.  Ships can also be adjusted to use faction or dead-space modules depending on the budget of the pilot flying it.  Each FOTW is intended as a general guide to introduce you to concepts that will help you fit and to fly that particular type of ship more aggressively and well.

10 comments:

  1. If I may suggest an alternative "Vanilla" Drake for a lowskilled pilot...Swap the PDS to a DCII, the LSEII to Meta IV, an Invuln to a Photon Scattering Field, and the EM Rig to an additional Extender. Gain ~11% more Shields with ~11% more EM resist and ~5% less on the other 3 damage types. With 3 different bonuses for EM Resist, you're quite stacking penalized on your above fit (A 3rd extender on your fit would gain you the same EHP against EM damage and more against any other damage type), which is a penalty the DCII doesn't suffer from. I also consider the Damage Control particularly good for any new pilot as it greatly increases the amount of time between "My shields have failed" and "I'm in my pod".

    ReplyDelete
    Replies
    1. In smaller gangs, this is a good change, yeah. In bigger gangs, you don't face EM damage often enough for it to be a worry, oddly enough...

      Delete
    2. I may have done a poor job emphasizing it, but your raw gain in HP makes up for the loss in Resists across the other damage types. So even if you're not facing EM damage you have more HP. What your fit accomplishes better is all gained from the PDS, which gives 20 seconds of cap and slightly higher passive regen.

      If those things are of the utmost importance to you, I'd still recommend changing the Anti-EM Rig to a 3rd Extender. You lose 2kehp against 100% EM damage (I can't think of a single fight I've had where I took 100% EM damage), but would gain 6kehp in shields overall. The main point I'm trying to make is that a 3rd Resistance bonus is so rarely advised because of the stacking penalty, which is something I'm sure you already know, but the idea the the 2 Modules and 1 Rig are all stacking may not have been immediately obvious.

      Delete
    3. My ratting Drake has the EM rig as the rats over here do EM damage; you will need the EM rig while anomming.

      For PVP I tend to go with three extenders, as you're less likely to face that much EM.

      Delete
    4. Don't automatically jump to that conclusion. I routinely fire EMP projectile ammo at Drakes, and am always happy to see it hit harder than I expect it to because the other guy thought "I'm not going to be facing lasers."

      Delete
  2. Do you stagger the missiles or fire all at once? Does it matter?

    ReplyDelete
    Replies
    1. It doesn't matter a huge amount, but when I occasionally fly these, I stagger. 4 launchers in one group, 3 in the other, alternating group membership across the high slots so I can overheat the 4-launcher group without stressing the 3-launcher group too much.

      Then stagger launches so that I have a set available on half-cycle times.

      Delete
  3. Regarding navy missiles vs. furies, the reason one may want to consider at least carrying the navy variant is their reduced explosion radius. This makes them very useful vs. T3's, whereas the much larger explosion radius of furies will mitigate much of the damage being applied to the target.

    ReplyDelete
  4. I've almost never used it but I like to throw a small neut in that last high slot.

    That drake fit can do alot of damage both solo and in gangs.

    ReplyDelete

Note: Only a member of this blog may post a comment.