True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
568
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Posted - 2013.07.14 05:46:00 -
[1] - Quote
knight guard fury wrote:im skilling into the amarr suits and weapons but im not sure how to fit my Amarr logi and assault suit so it can be very effective in combat. I already have my assault suit fitted pretty well right now but its not too great so I'm wondering if I can make it better.
As a long time Laser user, and one who joined an RP corp where the rule stands that you have to use Amarrian gear, I have a few suggestions for you.
Depending on how you like to play and Amarrian you can fit your character out in a number of ways. Since Amarrian discipline in Dust seems to be about dictating range and suppressing targets at that range I have three suggestions for you.
Close Combat Templar
Role- Designed to be supported by a Logistics player, your point is to achieve the highest EHP value you can while putting out withering bursts of close quarter fire. This fit is designed to hold position and just generally be a tough nut to crack.
Advanced Amarrian Assault Suit or Logistics Suit
CRD-9 Assault Scrambler Rifle SMG
High Slots- Advanced Weapon Damage Mods
Low Slots- 2 Complex Armour plates ( sub out one armour repper for your preference but up close I suggest more EHP)
Equipment- Drop Uplink for a squad to spawn on you, or if squad carried uplinks then a Nanohive Armour Repairing
Marksman Templar
Role- Establishing Killzones, laying down a lot of fire power on targets, and general fire support for the squad. Your going to want to be more mobile than the other fits and able to regen on the move.
CRW Scrambler Rifle Scrambler Pistol
High Slots 1- Complex Damage Mod, Shield Recharger Low Slots- 1 Complex or Advanced Armour Plate, 1 Advanced + Armour Repper Equipment Drop-Uplinks for establishing mobile regrouping points.
My Personal Favorutie....
Crusader Templar
Role- Bring terror to the Minmatar Rebels in the only way a holy warrior knows how.....by BURNING THEM! Find you place on the map, and....."BURN THE HERETICS BURN THEM ALL!"
ELM-7 Laser Rifle SMG or Scrambler Pistol
HighSlots- Weapon Damage Mods
Low Slots- 1 Enhanced or Complex Armour Plate, 1 Enhanced or Complex Armour Repper
Equipment- Nanohive (you will run out of ammo fast doing this)
All of these builds should be possible on LvL 3 basic drop suits so never get amarr standard frame up to lvl 5 there is no point. Simply skip ahead to the Racial Varients to take advantage of the heat build up reduction modifiers so you can squeeze out those few extra precious shots on the scrambler rifle, or to boost that laser heat build up to a very nice level.
Core skills wise boost up that Armour increasing skill to level 5 asap always good to have the 52.5 bonus on the Gallentean suits, and the standard 45 on the Amarrian suits, then focus on getting both Armour repair and Amrour plates to 3 each so you can have access to decent cheap fits. Amarrian weaponry is always very good so I would personally hold off on building up weapons skills until your core tank is set up to a decent level, armour tankers have always had it tough so making youself an armoured beast should be top of your priorities list.
As an Armour tanker you will almost always be slower than your opponents so dictate the range of the engagement by taking up positions where you are less likely to have to move, higher levels of the map, or internal areas with cover.
Despite what people tell you the Lasers are a viable weapon, AScR's do maul up close, and regular scrambler rifles when volley fired en masse tear through just about anything.
If you want to know more hit me up in game. I game go through all of my fits and what I use them for, as well as how I have specced by 3.8 M SP toon, I have two other shield tankers as well totalling about 10M SP so I can also point out how those minnies scumbags tend to think. |