Prop mod is just the first glaring issue with the fit. Slowboat and Pray is a shit approach for any combat situation. Especially one like Abyss, where you can get a large variety of different spawns. AB/MWD would give you much more options for damage mitigation than not just Shield Recharger, but likely even more than an Extender... The bigger issue, however, is lack of DPS. Exotics are already nice in that rats don't get survivability bonus, only the resist penalty. Abusing it with Raw killing power is much more efficient than trying to outright tank all enemies. Kill the enemy before it kills you, or DPS tank, as ppl like to call it. Very effective in Exotic/Electrics, although works better with raw Buffer HP rather than HP regen. Nothing 1 or 2 hardeners and Extender rigs can't fix. Might take longer to regen back up to 70%, but hey - you just saved that time by killing all enemies much faster anyway... If you're looking for something cheap and new to use in t4s, might wanna try my t4 Gamma gila instead. With max skills and enough practice can even run t5s highly reliably... Also handles all but Dark t3s with ease, and can do t4 Exotics reasonably well. WARNING - it's not cap stable, so cap management and different targeting priority becomes a requirement. Also - faction shield extenders aren't a hard requirement, t4 gamma can be done with t2/compact ones. The prop mod, however, I advise keeping faction. While compact might fit and work, I find it not worth the drawback. Likewise, there are other opportunities for small improvements, if you care to look for them, but I for one have been too lazy to change something that has worked for so long... [Gila, MuGila] Power Diagnostic System II Drone Damage Amplifier II Drone Damage Amplifier II Federation Navy 50MN Microwarpdrive Republic Fleet Large Shield Extender Republic Fleet Large Shield Extender Republic Fleet Large Shield Extender Republic Fleet Large Shield Extender Multispectrum Shield Hardener II Rapid Light Missile Launcher II Rapid Light Missile Launcher II [Empty High slot] Rapid Light Missile Launcher II Rapid Light Missile Launcher II Medium Core Defense Field Extender II Medium Core Defense Field Extender II Medium Core Defense Field Extender II Valkyrie II x6 Vespa II x2 Infiltrator II x2 Inferno Fury Light Missile x1778 Nanite Repair Paste x173 Scourge Fury Light Missile x5464
Yeah, that was my issues with the fit, lacking speed and DPS. Had seen this fit in a video maybe a year ago, thought we could give it a try. I'll reconfigure to your fit and we will give it a go.
@@officialdireraven Take note - relying on Buffer rather than regen DOES change targeting priority rather drastically. You generally want to go after the highest DPS first, if you can't kite it. Namely - it's almost always best to go for Karen first, instead of the escorts. While against Drekavacs, which you can kite, taking escorts out first is the better idea. If there are no clear biggest DPS threats, the priority becomes neuts and/or scrams. Another good thing about using Gila is that you can actually rely on your Drones to tank some damage in tougher spawns. Lets say you messed up and got caught by scrams, but NPCs switched agro to drones - often it's better to sacrifice a drone or two to ensure your ship's survival. Namely - kill the NPCs that aggro your ship first, instead of trying to save your drones by recalling them and ultimately facing the full DPS of the room. There are other little tips and tricks, like if you notice all neuters (except frigates) stacking neuts on the same server tick. You actually get enough cap regen to run the hardener in between neut cycles, so that can help you focus on other, more pressing threats in the meanwhile. Likewise, it can be helpful to notice and kill anchors first - reducing all NPCs following it to 0 speed, even if only for a short while. Better dmg application can quite noticeably increase clearing times. Or, in the rare occasion Karen follows one of it's escorts as an anchor, it's a great opportunity to drastically reduce damage coming from it. Ultimately, as with any other fit, it's necessary to get used to it. Cap instability aside, it's also important to recognize situations when you better start heating your single hardener early. Probably not required in T4, once you get used to it, but until you do, having some paste for repairs to get some heat in each room can save your ship. It's not much of a difference with just the 1 hardener, but it can mean the difference between finishing all 3 rooms early vs barely getting out in the nick of time, since you wasted extra time to regen between the rooms. Needless to say, the better you learn to kite to avoid damage completely, the better your clear times will become. As you generally don't want to enter next room without ~65%+ of shields. As for aforementioned fit variations - swapping the T2 PDS for a compact one should allow you to fit a t1 Drone Range Amplifier or whatever it's called. Can come in handy early on, while you haven't grown used to possible scenarios where enemies get yanked outside your drone range. Costs a tiny bit of cap/shield, but is probably the single biggest improvement the fit could have. Other than that, heavily blinging it out probably isn't the best idea - it's supposed to be a cheap t4 runner, not a 100% reliable t5 clearing machine. It still can clear t5 with enough practice, but having lost most ships in abyss to DCs rather than anything else, I'd strongly advise against heavy bling. If anything, the current fit is an evolution of me trying to find the cheapest t5 capable fit that could pay for itself rapidly, in case of unfortunate losses.
hmm... Adding an AB. Sure, you lose a shield recharger, but the added speed you may avoid some hits? And be able to pilot more efficiently?
Prop mod is just the first glaring issue with the fit. Slowboat and Pray is a shit approach for any combat situation. Especially one like Abyss, where you can get a large variety of different spawns. AB/MWD would give you much more options for damage mitigation than not just Shield Recharger, but likely even more than an Extender...
The bigger issue, however, is lack of DPS. Exotics are already nice in that rats don't get survivability bonus, only the resist penalty. Abusing it with Raw killing power is much more efficient than trying to outright tank all enemies. Kill the enemy before it kills you, or DPS tank, as ppl like to call it. Very effective in Exotic/Electrics, although works better with raw Buffer HP rather than HP regen. Nothing 1 or 2 hardeners and Extender rigs can't fix. Might take longer to regen back up to 70%, but hey - you just saved that time by killing all enemies much faster anyway...
If you're looking for something cheap and new to use in t4s, might wanna try my t4 Gamma gila instead. With max skills and enough practice can even run t5s highly reliably... Also handles all but Dark t3s with ease, and can do t4 Exotics reasonably well.
WARNING - it's not cap stable, so cap management and different targeting priority becomes a requirement. Also - faction shield extenders aren't a hard requirement, t4 gamma can be done with t2/compact ones. The prop mod, however, I advise keeping faction. While compact might fit and work, I find it not worth the drawback. Likewise, there are other opportunities for small improvements, if you care to look for them, but I for one have been too lazy to change something that has worked for so long...
[Gila, MuGila]
Power Diagnostic System II
Drone Damage Amplifier II
Drone Damage Amplifier II
Federation Navy 50MN Microwarpdrive
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Republic Fleet Large Shield Extender
Multispectrum Shield Hardener II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
[Empty High slot]
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Valkyrie II x6
Vespa II x2
Infiltrator II x2
Inferno Fury Light Missile x1778
Nanite Repair Paste x173
Scourge Fury Light Missile x5464
Yeah, that was my issues with the fit, lacking speed and DPS. Had seen this fit in a video maybe a year ago, thought we could give it a try. I'll reconfigure to your fit and we will give it a go.
@@officialdireraven Take note - relying on Buffer rather than regen DOES change targeting priority rather drastically. You generally want to go after the highest DPS first, if you can't kite it. Namely - it's almost always best to go for Karen first, instead of the escorts. While against Drekavacs, which you can kite, taking escorts out first is the better idea. If there are no clear biggest DPS threats, the priority becomes neuts and/or scrams.
Another good thing about using Gila is that you can actually rely on your Drones to tank some damage in tougher spawns. Lets say you messed up and got caught by scrams, but NPCs switched agro to drones - often it's better to sacrifice a drone or two to ensure your ship's survival. Namely - kill the NPCs that aggro your ship first, instead of trying to save your drones by recalling them and ultimately facing the full DPS of the room.
There are other little tips and tricks, like if you notice all neuters (except frigates) stacking neuts on the same server tick. You actually get enough cap regen to run the hardener in between neut cycles, so that can help you focus on other, more pressing threats in the meanwhile. Likewise, it can be helpful to notice and kill anchors first - reducing all NPCs following it to 0 speed, even if only for a short while. Better dmg application can quite noticeably increase clearing times. Or, in the rare occasion Karen follows one of it's escorts as an anchor, it's a great opportunity to drastically reduce damage coming from it.
Ultimately, as with any other fit, it's necessary to get used to it. Cap instability aside, it's also important to recognize situations when you better start heating your single hardener early. Probably not required in T4, once you get used to it, but until you do, having some paste for repairs to get some heat in each room can save your ship. It's not much of a difference with just the 1 hardener, but it can mean the difference between finishing all 3 rooms early vs barely getting out in the nick of time, since you wasted extra time to regen between the rooms. Needless to say, the better you learn to kite to avoid damage completely, the better your clear times will become. As you generally don't want to enter next room without ~65%+ of shields.
As for aforementioned fit variations - swapping the T2 PDS for a compact one should allow you to fit a t1 Drone Range Amplifier or whatever it's called. Can come in handy early on, while you haven't grown used to possible scenarios where enemies get yanked outside your drone range. Costs a tiny bit of cap/shield, but is probably the single biggest improvement the fit could have. Other than that, heavily blinging it out probably isn't the best idea - it's supposed to be a cheap t4 runner, not a 100% reliable t5 clearing machine. It still can clear t5 with enough practice, but having lost most ships in abyss to DCs rather than anything else, I'd strongly advise against heavy bling. If anything, the current fit is an evolution of me trying to find the cheapest t5 capable fit that could pay for itself rapidly, in case of unfortunate losses.
stay out of range of the marchels, they cant hit you beyond 70km
Hard to keep range with the time crunch caused by the slow boating.
First.