Eve online curse setup


















Your signature exceeds the maximum allowed filesize of bytes -Sahwoolo Etoophie [email protected]. Originally by: Tortilla Smasher Do poly's really help? If you mean "has it an noticeable effect? If you mean "do I need it? But vs such one you would still win if you would use an AB and reinforced bulkheads.

However would you rather jump in a camp with 2. As a sidenote, do not forget the cheap implants. When out in my curse the only things that hit me usually are light t2 drones or small missiles. With no passive tank the extra 2k sheild will help you for only so long.

If you use the LSB T2 you can boost sheild hp every 10 seconds. This enabled me to fight a Myrm Drake and Zealot 3v1 and tank the assualt launcher's and pop the Myrm and Zealot drake tucked tail n ran My two cents.

Edit: Domination scram is awesome for this ship fit. That's good for gang, but in deep space when picking off lone NPCers solo, you really need a probe launcher.

The Curse is usually slower and tankier than the Pilgrim, but I've also seen some nasty fast Curses out there. This series of ships offers eve a major public-good.

They are cytotoxic and very effective in an anti-cancer role All the same, as in any PvP, it's critical to carefully choose your targets when flying any of this line of ships.

Given their module setup and bonuses these ships, Curse and Pilgrim, are fairly adaptable and offer: - Decent drone-based damage delivery, running a 5-mediums flight of drones; - Phenomenal neuting power and range to disable targets; - Ok, but not awesome, tanking potential; - Faster shield or slower tankier armor fitting options; - Tracking Disruption option for armor fit.

Shield fit gives you speed but less tank, and reduces the capacity for TD use. Armor provides more tank, is slower, but lets you brings TDs into play.

Fitting options , in general terms - Highslots : Energy Neutralizers, cloak for Pilgrim. Rigslots : Tank assistance rigs. Drones : Depending on what you're doing and what you like. The Hammerheads are the workhorses, and the ones I lose most often. The warriors are great for little things and have managed to kill ships that have escaped tackle, before they get into warp. I can usually escape any 1 , 2, or 3 enemies so when I am actually caught it's usually a larger gang and a flight of ECs is of little use there.

Fight style I use a shield-tanked kiter fit plenty of killboard losses if you want to check my fit , but I have also played with the armor fit TD option. My view, certainly not shared by all, is that the added utility of the TDs is inadequate benefit against the downside of the ship being slower. My approach is to tackle, neut-to-oblivion, and then apply death-by-drones. Capacitor management can be an issue.

These ships have superb escapability when you start getting outnumbered, up to a point. One neut cycle turns 'ceptors off and leaves them wallowing in your wake. Similarly heavier tackle lose their hold on you when they run out of cap.

The shield-tanked setup also moves at a reasonable speed so can pull some distance away from hostiles. Tough targets. They keep on delivering their DPS when neuted to oblivion. No amount of pointing and neuting stops these beggars from jumping away, but they do make nice targets when they're not MJD fit. You are critically dependent on your own cap. If a Stratios can get close they're very much in this category. I've avoided garmurs and orthruses partly for this reason. Intermediate difficulty targets : - Projectile bonused ships.

Even neuted and immobilized these guys can apply damage to your drones and to your ship. Sometimes it's a DPS race, and sometimes just a few km of extra range seems to make a difference to their effective damage output. Killing your drones is also an effective defence, especially when they have friends on their way and want to stall. I managed to kill one particularly tenacious Svipul with my last surviving Warrior - he had killed all my Hammerheads and Infiltrators and four of my Warriors by then.

If your target is able to boost their capacitor, especially at crucial times, they can make your life difficult. A good pilot in such a ship is a joy to fight, they're slippery and nasty and very hard to pin down. Sometimes it's a stand-off between who has the most cap boosters available.

Sometimes they just pop a booster and use that surge to get a MWD cycle off and pull range on you. Sometimes they do that to re-establish a scram or web on you. A non-bonused flight of mediums or smalls is usually fine Juicy targets : - Hybrid and Laser bonused ships. They lose their DPS output when you've neuted them. If you screw-up, as I have, they can kill you fairly easily but it's a joy to tackle and kill BCs and BSs in your cruiser.

I still prefer the Pilgrim over the Curse, but many people prefer the Curse. University of Caille. Tung Yoggi. Curse is awesome, solo as well as for small gang. It has been buffed twice, however today's meta is a bit less forgiving than it used to be, so it kind of balances the buffs. However, I don't fly it much these days because: 1.

Heavy Dictors camps see point 1. What i recommend for solo: - Fly it without any weapon disruptors, go for full tank - Fit for agility and speed, not RCUs, PDS and whatnot, you should aim for at least 1 speed mod.

I havent' checked your killboard but if you are a newbie, quite rusty, or bad at the game but willing to improve , get a kitey vexor instead as you will widen your engagement range by a lot. Feel free to message me in game for specific fits and tactics. Tung Yoggi wrote: Curse is awesome, solo as well as for small gang. Substantia Nigra wrote: I've flown the Pilgrim extensively - but not the Arbitrator at all, and the Curse just a little - and I just love, love, love that ship.

The Curse is usually slower and tankier than the Pilgrim, but I've also seen some nasty fast Curses out there Silas Cooper. Dante Graydon wrote: Bumblefck wrote: I predict four 4 hilarious lossmails in the pipeline, soon On a serious note, put the Curses aside until you've had a chance to play with the Arbitrator the T1 version. No Salvation. Liang Nuren. The Arbitrator isn't a good substitute for the Curse any more than the Vexor is. If you pick a stupid name for yourself, you should prepare for some people to not take you seriously.

You can pick a first and last name although the last name is optional. Character names are unique, and the game will check whether your chosen name is available before letting you proceed. When you first start the game as a new character, you can go through the tutorial also called the "New Player Experience" , a story-driven experience that gives you step-by-step instructions on the basic mechanics of playing EVE.

Unless you've already played the game, it's highly recommended that you follow the tutorial, as there are many particular mechanics which you may not be used to. The next step in learning to play EVE after the tutorial is to visit the career agents and do the missions they offer to you, which expand on what you've learned in the tutorial and introduce you to some of the main PvE activities in EVE Online.

The agents are not exclusive, and you can do as many of the agents' missions as you want. It's highly recommended that you do as many of them as interest you, as they not only explain many more game mechanics, but also offer some good rewards for new players. However, keep in mind that they offer little training in PvP , which makes up a very substantial part of the game. Additionally, EVE is a sandbox game, and much of the attraction of the game is forging your own path as opposed to following a pre-set path.

If you've followed the tutorial, you will have flown to the station housing the nearest career agents; all five agents are always located in the same station. If you skipped the tutorial, you can locate the closest set of career agents there are three sets of agents per faction, but they all offer the same missions :. You can do the agents in any order you like although you should do the Explorer agent before you do the Soldier of Fortune one.

After you have completed the missions for the career agents, the EVE galaxy is yours to explore! The epic arc is a series of 50 connected missions which take you all over highsec and expose you to quite a bit of the background and lore of the game, particularly concerning the Rogue Drones and the secret Society of Conscious Thought. While doing the epic arc, you should focus on continuing to train your combat skills.

You can do most of the initial missions in a Frigate , but you should consider upgrading to a Destroyer or even a Cruiser towards the end. Most of the missions will be fairly easy, but some particularly towards the end, like the infamous " Burning Down the Hive " or " Our Man Dagan " have a reputation for being very challenging for new players. By contrast, be careful about accepting or asking for help in the Local chat channel, as some unscrupulous players who might hijack your mission objective, or bait you and destroy your ship see also: scams in EVE Online.

Unlike in many other MMOs, in EVE your character advances gains new abilities, can use additional modules and ships, etc through training skills, which are trained in real time, even when you are logged off. Therefore, you should always have a skill actively training. You can queue up skills to be trained one after the other, up to a maximum of 24 hours into the future for Alpha characters or nearly infinitely for Omega characters.

Skills have five levels I through V , and while the benefits of each additional level scale linearly, the training time increases exponentially: it's usually not worth training skills beyond level IV in your first few days. Instead, focus on the skills which either improve whatever you're doing at the moment, or which unlock new ships or modules you want to try. As you get a feel for what you enjoy doing in EVE you can focus your training in that particular area.

Skills are cumulative, and a character provided they have an Omega clone can potentially learn every skill in the game given enough time. It is even possible to "extract " spent skill points and apply them elsewhere, for a price.

So don't worry too much about training "the wrong skill" at the start of the game. You start the game with a number of skills already trained. To train additional skills, you must first acquire the appropriate skillbook. While you will receive a few skillbooks as rewards from the career agents , the others must be bought on the market ; most of the basic skillbooks are reasonably cheap. EVE University provides certain skillbooks for free to its members.

Ships in EVE can be fitted with a wide variety of modules that grant the ship additional abilities e. Learning which modules work well on which ship and in combination with which other modules is a potentially very deep topic, so you should approach it step by step. Basic guidelines to each of the four factions' core ships can be found on the following pages:. Additionally, there is a complete list of all modules and rigs, and what they do.



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