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.
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Wednesday, May 22, 2013

Fit of the Week: Starter Moros

In honor of the XL blaster nerf, I thought it'd be fun to go with a capital ship FOTW.  So here's a standard starter Moros for those of you thinking about one:

[Moros, Starter]
Damage Control II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Magnetic Field Stabilizer II
Capital Armor Repairer I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

Sensor Booster II, Scan Resolution Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Heavy Capacitor Booster II, Cap Booster 800
Heavy Capacitor Booster II, Cap Booster 800

Ion Siege Blaster Cannon I, Antimatter Charge XL
Ion Siege Blaster Cannon I, Antimatter Charge XL
Ion Siege Blaster Cannon I, Antimatter Charge XL
Siege Module II

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


This is about as basic as it gets for a dreadnought fit.  You can obviously start with a T1 siege module as you train up for T2, but the T2 module is so much better than T1, you should definitely make training for it a priority.  It adds about a 15% damage bonus.  As a result, in terms of training order, I recommend Gallente Dreadnought III, then Tactical Weapon Reconfiguration II, then Capital Hybrid Turret III.  That will get you very basic competence.  Then Dread IV (adding 11% DPS or so), then Tactical Weapon Reconfiguration V (adding 15%), then Capital Hybrid Turret IV (adding 5%), then Dread V (adding 11%), then finally Capital Hybrid Turret V (adding the last 5%).  All of that assumes you want a perfect dread pilot.  If you want to be a bit more balanced, you can stop at Dread IV and Capital Hybrid Turret IV.

But if you do take it all the way, then in this fitting, you'll be doing about 11500 DPS with standard ammo and 12700 DPS with faction ammo.  A third faction MFS adds about 250 DPS.  CONCORD guns add about 400 DPS per gun.  In the end, it will come down to the amount of ISK you want to put at risk.  Since dreads rarely come under fire and those that do frequently die regardless of tank, you can even go with a damage rig if you like.  Fully maxed out, you'll approach 15500 DPS... not bad at all.

Dreadnoughts generally operate "in siege" which should be the topic of a separate blog entry.  But for the purposes of this one, siege lasts five minutes and is the only way you should operate dreads in serious combat.  During siege, you will be unable to move, jump out, or warp.  But your damage is hugely enhanced.  Outside of siege, you'll be reduced to about 1300 DPS... you may as well bring a battleship instead.

Tank is provided by two EANMs, a damage control, and a single capital self-repair module.  You cannot receive remote repairs while in siege.  This tank is primarily intended to provide sufficient buffer and self-rep to safely attack a POS defended by large guns.  It will provide you with some 2.0 million EHP of which about 350k HP is armor at an average resist of 66%.  While this sounds like a lot, it really isn't.  A single enemy Moros in seige can destroy you in about three minutes, and ten of them can wipe you out in 20 or 30 seconds, barely enough time to get a few cycles of this repper off.  So while it may make you feel better to have it, don't kid yourself that it's going to do much.  If you're put into this situation, the repper is there in case the additional seconds of life it provides are enough to get you out of siege and into the arms of a nearby (hopefully triaged) carrier.  You can extend these seconds fairly significantly by springing for faction EANMs for the extra resists or having a Damnation or the like in your fleet.  Otherwise, as I said, the repper primarily exists to mitigate POS gun damage during a POS bash.

A dread in siege can only lock a tiny number of targets (two with a T1 siege module, three with a T2 module), and locking targets takes forever without a Sebo (30 seconds to lock an enemy dread while in siege), so a Sensor Booster is more or less mandatory.  It will somewhat lessen your pain.  ;-)  Two Tracking Computers is more or less also a requirement for armor-tanking dreads.  The remainder of the mid slots are dual Heavy Capacitor Boosters.  These will keep your guns firing under the heavy neuting which often precedes you becoming the enemy fleet's primary target.  The Moros's cargo bay is enormous, so carry 800s and don't skimp on extra charges!  The cap boosters will also help tremendously during a capital fleet's egress process: you can use them to "cap back up" quickly after coming out of siege, since you won't be able to use your jump drive until your cap is above 70% or so (assuming Jump Drive Operation V).

It's a great idea in a Moros to keep boosters in cargo, as well as several hundred units of nanite repair paste.  Good choices for boosters are Mindflood (for additional cap), Frentix (for additional optimal range, though this one is going to become less important), Sooth Sayer (for additional fall-off; this one is going to become more important), and Drop (for tracking).  Since dreads operate exclusively in low, null, or w-space, if your dread pilot can handle them, I recommend Standard boosters, if not Improved boosters.  One of each of the ones you want to carry will probably be sufficient.

That's it for the basic fit.  Something that is quite useful for dread pilots is to keep alternate modules for your dread right in the dread's cargo bay.  Using these additional modules is quite reliant on having a carrier within refit range during dreadnought use (hint: this is a really good idea).  And you should always jump into any combat situation in a dread with your basic combat fit.  However, if you know you are attacking a POS that is unlikely to be defended, once the dreads are in siege and a carrier has moved into refitting position, you can adjust your fitting based on your needs.  Good spare modules to carry in cargo are:
  • two Cap Rechargers;
  • two or three Capacitor Power Relays;
  • two or three additional T2 Magnetic Field Stabilizers;
  • two T2 Tracking Enhancers; and,
  • a full set of T2 active armor hardeners.
If you intend to attack an undefended POS, POCO, or similar structure, you can trade out your EANMs for the CPRs, the MFSs, or the TEs depending on the situation.  For instance, if attacking an undefended medium POS, take off your EANMs and fit one TE and one addition MFS.  Though certainly affected by the diminishing returns penalty, on a Moros a fourth MFS is worth 750 or more DPS... almost another battleship.  ;-)

Similarly, if attacking a POS or structure, you can remove the Heavy Cap Boosters and replace them with Cap Rechargers.  Once the operation is over and you're capping up for the jump out, replace two low slots with Cap Power Relays to cap up more quickly.  If your fleet comes under heavy attack and you become an enemy fleet's primary, trade out your MFSs and one EANM for the full set of hardeners to increase your chances of staying alive (or at least to slow the enemy fleet's DPS down).  With time and practice, you'll become quite good at swapping out modules on the fly and adjusting for the situation you find yourself in.  In particular, if your fleet is attacked, make sure you get some resists back into the lows and the cap boosters back into the mids.  You'll need them.

Finally, your first few fights in a dread are going to be somewhat nerve-wracking.  A well-fit dread can run up to three billion ISK... not small change in just about anyone's book!  Find a mentor to help you understand the rather specialized dread "battle language" and orders and to help guide you through your first few dread fleets.  With a mentor looking over your shoulder, you'll be much less likely to make the really common mistakes that cause new dread pilots to lose their dreads...

Siege green!


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.

16 comments:

  1. ...remove the Heavy Cap Boosters and replace them with Cap Boosters. (Rechargers?)

    ReplyDelete
  2. Once there are Capital rigs out... will those armor rep rigs benefit capital modules? And will it do any good to a siege dread?

    Large currently say "Note: Does not work on capital sized modules" ... would be bad if this applies to Capital rigs too...

    obviously a local tank won't help against a great bunch of fighter bombers but hey, if you are dying anyway you can also die more slowly.

    ReplyDelete
  3. That's the second time I've seen reference to "CONCORD guns" - are those the meta XL guns as opposed to the meta-0 guns in the fit? Because aside from your blog, the only references I can find to "CONCORD guns" are guns belonging to CONCORD itself.

    And suddenly I'm incredibly glad I bailed out of null and back into an alliance that's OK with me flying lighter stuff...

    ReplyDelete
    Replies
    1. Yes, because their BPC is bought with CONCORD LP.

      Delete
    2. He's calling them Concord guns but yes they are the meta guns you can get such as the Limited Mega Ion Siege Cannons. He calls them Concord guns because they are obtained from the Concord LP store from running incursions.

      Delete
    3. Yeah, those are the meta guns. They've come into the lexicon as CONCORD guns because that's the source of them right now.

      Delete
  4. Having a full set of bulkheads in cargo is a decent idea with any dread, but especially with the moros.

    ReplyDelete
  5. Given the hull price of 2.5 bil+, it seems silly to me to ever skimp on EANMs, given the tiny additional cost of Amarr Navy EANMs.

    It also might be worth mentioning that people might consider springing for Large T2 rigs now, before Odyssey makes them use capital rigs at much larger cost.

    ReplyDelete
    Replies
    1. A lot of dreads in bigger alliances die so fast that faction EANMs are a superfluous waste of ISK.

      Delete
  6. Reinforced bulkheads are also a good idea to carry for emergency hull tanking assuming you have a carrier nearby to refit off of. Can buy you precious seconds.

    This is more W-Space specific for limited engagements as in K-space "hot-drop city" I doubt bulkheads would save you if you came under serious fire.

    Still they are cheap and easy to carry.

    ReplyDelete
  7. "... Frentix (for additional optimal range, though this one is going to become less important), Sooth Sayer (for additional fall-off; this one is going to become more important) ..."

    Eh, care to elaborate?
    I thought optimal range was nerfed and fall-off buffed for the XL's?

    ReplyDelete
    Replies
    1. Because they are %modifiers, you'd rather have the one that affects what you have more of. Currently optimal and falloff are about equal (say 24+24, although it's more), so you want the 10% or whatever extra optimal since that extends your 100% damage out to 26.4+24. But when it's 14+34, going up to 14+37.4 extends your damage curve better than 15.4+34.

      Delete
    2. Take a second look at what you just wrote. I think you'll figure it out...

      Delete
  8. Hrm I wonder if this FOTW was inspired from a certain tower coming out of reinforce....

    http://eve-kill.net/?a=kill_related&kll_id=17911219

    ReplyDelete
    Replies
    1. Nope, inspired by the XL gun post the other day, and my realization that I'm running out of Gallente ships to feature as FOTWs. ;-)

      Delete

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