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, October 31, 2012

Fit of the Week: Basic Pantheon Archon

I've never done a capital ship as a FOTW.  And once I decided to go ahead and do one, a carrier was the obvious choice.  Once I decided to do a carrier, the Archon was the obvious choice.  But then that begs the question: what sort of Archon?  Because there are roughly as many carrier fits -- particularly Archon fits -- as there are types of battleship fits.  A self-rep carrier?  Triage?  The so-called Slocat?  In the end, I decided to start basic, universal, and most useful:

[Archon, Basic Pantheon]
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Capacitor Power Relay

Sensor Booster II, Scan Resolution Script
Cap Recharger II
Cap Recharger II
Warp Disruptor II

Capital Remote Armor Repair System I
Capital Energy Transfer Array I
Capital Remote Armor Repair System I
Capital Energy Transfer Array I
Capital Remote Armor Repair System I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


The basic "Pantheon" carrier is named after the Rooks and Kings video of the same name, still one of the best videos that R&K has ever produced.  Over the last couple of years, the exact fit has changed here and there, but the basics involve a point, Sebo, and Cap Rechargers in the mids, a mix of remote armor repair and energy transfers in the highs, and a strong resist tank in the lows.  What I've provided above is a basic starter that will get you going.

Obviously, on its own such a carrier is easy meat: there is no local tank.  So if you bring this ship, you're going to have to bring at least two of them.  However, for each such carrier on the field, 6200 DPS of reps are provided to whatever the enemy fleet's primary is (minus 6200 if the target is one of the carriers).  That's rather extreme repping power, and nearly twice as strong as a typical dual-rep carrier can provide itself.  The Pantheon carriers can also sustain those reps for a lot longer, thanks to multiple energy transfers from each Archon.  As a result, such a group scales remarkably well.  Three such carriers can provide 20000 DPS of reps to a fourth such carrier under attack and can sustain those reps for many minutes if not under neut pressure.

That gives a friendly dreadnought or battleship fleet a lot of time to inflict some kills and reduce the incoming DPS of the enemy group.

As I said, this is the basic fit.  You're going to have to supplement it with significant remote ECCM, friendly neuts (to prevent enemy neuts), and a smart-bombing battleship or two to reduce incoming DPS.  It's also quite smart for the pilots involved to use Mindflood boosters to increase their native cap strength.  The faction Capacitor Power Relay is also a help there, and the faction EANMs provide additional resistance which is going to be very important when tanking a large enemy fleet.  More advanced players still will use dead-space hardeners to increase resistance still further.  The exact exact fit is going to vary based on how many carriers can be committed and the skills of the pilots involved.

Get a large enough Pantheon group, and you're going to face cap issues because there's likely to be more armor reppers than energy transfers.  To solve that, you'll have to comp a full energy transfer fit Archon or two: carriers devoted to keeping the capacitor flowing for all.  One such "battery Archon" for every five or six repping carriers is about the right ratio if an all-Archon group is used.

Needless to say, by that time, we're in the realm of pretty significant fights.  Even two such Archons isn't exactly routine.  This isn't a ship you pull out for the average Friday night roam.  Still, a pair of these carriers can provide significant support to a roaming battleship gang if you don't mind the risk of being escalated or counter-dropped.

If you face such a group of spidered carriers with your own gang, your best defense is to break the spider chain by bumping the carriers away from each other.  Rote Kapelle has used this technique with some success on a few occasions: push the carriers far enough away from each other, or far enough away from the ship being repped, and you'll be able to break this sort of tactic.  But of course, you have to stay alive long enough to implement this plan, which might mean either Pantheon or triage carriers of your own.  Once you have the Pantheon carriers separated, they're easy kills.

The big advantage that Pantheon carriers provide over triage carriers, besides the ability to scale up well beyond what triage carriers can do, is that Pantheon carriers can provide fairly significant DPS in their own right.  Confident carrier pilots should carry 15 fighters: five each of Firbolgs, Einherjis, and Templars.  The Firbs get launched regardless of the target.  If the target is armor-tanking, add the Einherjis.  If the target is shield-tanking, the Templars.  To the fighters, add ten each of Bouncers, Gardes, and Curator sentry drones of either T2 or T1 (and preferably both, so you have some throw-away DPS).  It's also smart to add several groups of jamming drones.  You can also add a small stock of rep drones if you care to.

A Pantheon carrier is not something you need to fit in isolation.  As I mentioned, a single one alone is not at all useful.  But if your corp or alliance has the means, even a very small number of these ships working together will both make you capable of up-engaging pretty significantly... and make you a fairly tempting target.  If you're looking for a fight, sometimes that's the wisest course.


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.

5 comments:

  1. CCC definetly T2 ....

    ReplyDelete
  2. Silly jester doesn't know how to fit a pantheon...

    [Archon, Pantheon Carrier]

    Damage Control II
    Energized Thermic Membrane II
    Energized Kinetic Membrane II
    Energized Explosive Membrane II
    Energized EM Membrane II
    Imperial Navy Energized Adaptive Nano Membrane
    Imperial Navy Energized Adaptive Nano Membrane

    Sensor Booster II
    Sensor Booster II
    Prototype ECCM Radar Sensor Cluster
    Prototype ECCM Radar Sensor Cluster

    Capital Energy Transfer Array I
    Capital Energy Transfer Array I
    Capital Remote Armor Repair System I
    Capital Remote Armor Repair System I
    Capital Remote Armor Repair System I

    Large Remote Repair Augmentor I
    Large Remote Repair Augmentor I
    Large Remote Repair Augmentor I


    Garde II x10


    ReplyDelete
  3. You never use CCCs for these, you use Remote Repair Augmentors. That's how you make them cap stable.

    ReplyDelete
  4. RRA rigs make you cap stable when you're on the field and repping, but they don't help your overall cap regen -- meaning that you're slower to cap up when you jump, and don't benefit as much from Mindflood boosters.

    CCC rigs make getting up to jump cap faster -- important for moving through midpoints, or getting up to jump cap once you're done with the fight and need to leave the field. However, you make yourself slightly less capstable when running all three reps. (However, you're close enough, and in practice you'll be capstable if you have to do any amount of target switching.)

    CCC versus RRA comes down to how much time you spend repping vs traveling. They both have legitimate arguments for and against them; anyone who says "never use CCC" or "never use RRA" is either unimaginative or inexperienced.

    This has been your daily episode of "Spot the EFT Warriors."

    ReplyDelete
    Replies
    1. IMO the main advantage of CCC rigs, even beyond all that, is that they let you refit the same carrier between pantheon and triage.

      Delete

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