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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:07:00 -
[1] - Quote
Amarr Basic AK.0
http://www.protofits.com/fittings/index/1477/10320
i cant decide if i should do my best to fill all slots or keep as is with 1 of 2 options: option 1: keep 2 precisions and leave 1 low free
or option 2: put 2 dmg mods and have a CPU upgrade
thoughts?
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:19:00 -
[2] - Quote
if you have any other suggestions than please say so as well
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:24:00 -
[3] - Quote
Atiim wrote:knight guard fury wrote:if you have any other suggestions than please say so as well Get about 15Gé¼ and purchase a respec, then spec into the Amarr Assault.
theres a reason i have a fully proto'd out amarr Alt called Ark Angel Clone-A..
and no because im Tru to the Minmatar sooo...
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:25:00 -
[4] - Quote
also? what do you think on the fit? should i keep it or change it?
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:27:00 -
[5] - Quote
also here is my spreadsheet about the basic frame load outs, if you havent looked in the feedback forums.
https://docs.google.com/spreadsheets/d/1bftT2gRMzpnqVpaZVBA-IWA7mW9cFMe7eoxlfR-Sv14/edit?usp=sharing
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:38:00 -
[6] - Quote
reserved
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:49:00 -
[7] - Quote
Viktor Hadah Jr wrote:have you ever considered getting a real proto suit?
i have proto min scout and proto min assault.
also this is for the feedback section in the topic that rattati created for basic frame loadouts for new players
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:50:00 -
[8] - Quote
Nocturnal Soul wrote:Still wondering why there's a shield module on it. fixed* and i was testing what true said
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 07:51:00 -
[9] - Quote
True Adamance wrote:Damage mods and or a Shield Energizer could also work for you.
I like to use a less armoured frame with 1-2 plates depending on what kind of movement penalty you want, a repper or two, and a kin cat.
For highs you can chuck in damage modules if you can fit them or a Shield Energizer to make that shield regen really nice and quick/ when coupled with armour regen that's not to bad for a quick kitey assault.
im trying to keep it somewhat lore wise, or doctrine wise. its potentally for newbros for prefitted basic load outs
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 08:07:00 -
[10] - Quote
True Adamance wrote:knight guard fury wrote:True Adamance wrote:Damage mods and or a Shield Energizer could also work for you.
I like to use a less armoured frame with 1-2 plates depending on what kind of movement penalty you want, a repper or two, and a kin cat.
For highs you can chuck in damage modules if you can fit them or a Shield Energizer to make that shield regen really nice and quick/ when coupled with armour regen that's not to bad for a quick kitey assault. im trying to keep it somewhat lore wise, or doctrine wise. its potentally for newbros for prefitted basic load outs Lore wise this is a totally appropriate fit. I based it off the core ideals of the Imperial Navy Slicer. Kite them to range like most Amarr ships designed to do. (either Scram Kite Tormentor out to 6.5+ km or the INS out to 20km). Plate stacking on an Amarr suit is not a good idea. Leaves you far too slow for not enough eHP. If you are going to play an Assault better to maximise your regenerative power and mobility options. The Energizer drops your shield Hp for better regen which you use as a buffer to protect your armour tank. 1 Complex Plate 2 Reppers 1 Kin Cat 2x Damage Mods 1x Energizer If you can fit em they make a damn hard hitting fit that can roll out of one engagement into the next in a matter of seconds and not too shabby on the move if you want to lay uplinks or provide active scans. A decent "Bait" fit would be something like 2x Plates 2x Reppers 2x Damage modules 1x Either Precision Enhancer or Shield Energizer Remember plate stacking is not all the Amarr do. Their ships can rep just as well as a Gallentean ship on most hulls especially when modded and rigged correctly.
To be honest, its kind of hard to fit much else besides what i have on there now. i either have cpu problems, or its pg problems. and in my expierance of gameplay 2 plates and 1-2 reps have done fairly well. it just depends on play style really.
since CCP want these basic frames to have all assault variants on them, they seem more like they are mid distance fighters.
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knight guard fury
Carbon 7 Iron Oxide.
1154
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Posted - 2014.12.21 08:17:00 -
[11] - Quote
by the way, unless "amarr A" is mid to long range with "enemy B", than i dont think that a regulator or a kin kat is necessary.
in my expierance i survive superbly with more armor to tank it out and some reps to keep me alive, while at the same time trying to keep my enemies distanced so either, i can kill them while they approach me or i kill/keep them away from me. and if it comes to it in cqc, i am usually the top dog in a cqc fight for dps and tank reasons.
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