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Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
346
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Posted - 2013.10.28 01:59:00 -
[1] - Quote
I favor shield based dropships
Obviously hitting passives have always been a good investment, but what passives would you recommend first and if there are any non passive skills that should be obtained sooner than later to make life easier what are they?
I already have points into scouts as a fallback and I already goof off with militia dropships and meager fittings, hopping to eventually have a scout/pilot hybrid unit.
Any advice is welcome as it will at least allow me to think it over. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
346
|
Posted - 2013.10.28 04:02:00 -
[2] - Quote
gbghg wrote:shield upgrades, maxing that out gives you a 10% passive shield resist that doesn't stack with modules, after that get every shield skill barring transportation to level 3, that unlocks the top tier mods and gives you a decent rounding in all the skills. as for what order i recommend getting extension and adaption first. another priority is electronics and engineering, get both to level4 asap. i also recommend getting vehicle maneuvering to lv3 eventually as well.
be warned, you need about 5-6 million sp invested to get anything like a decent vehicle fit.
Much obliged, I might just wait till I incur 5 million spar (which I appreciate that bit of advice as well) before dropping sp but what you laid out sounds ideal.
thanks |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
346
|
Posted - 2013.10.28 04:55:00 -
[3] - Quote
hackerzilla wrote:Gallente (armor) dropships are about 150% better than caldari (shields) dropships... if you haven't wasted the SP/ISK yet I would definitely go armor.
I have not thrown in the sp yet, still waiting for it to build up a little bit more before throwing it in, but what you have presented here is definitely handy, I'm almost wondering now if I should re-look into those new dropship stats that CCP put out to see if that still stands.
I believe the formula is that shields in 1.7 are going to be hit and run and armor will be stand and kill, due to militia fittings I'm used to the hit and run aspect (or hit and die) but I'll have to look into this more though. |
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