Burner Mission - Ship advice to solo them including fittings

Yeah, I did that on SISI as well, seemed ok to me

WARNING

The smartbomb cyclone does NOT work anymore.

Dramiel tank has been buffed and you will NOT kill them in time.

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All the high-DPS fits that were ā€œoverkillā€ still work just fine, cause 30% more rep means it takes you like 3-5 more gun cycles to kill them at that level of DPS.

All those special ā€œinch-by-inchā€ DPS fits almost certainly do not work anymore, or work at a glacial pace.

Confirmed. I posted that warning in one of the other burner threads. I donā€™t think any of the SB fits will work anymore. It seems to be less about running out of buffer to take down the Drams than it is SBs simply canā€™t break the tank even with indefinite time. HACs are really the only option to run the Angel Base now.

Hi all,

So are the fits in the guide still reliable enough to complete all the burner missions or which ones are just not viable with the changes?

Iā€™ve just come back and am sitting looking over my fits from a year ago, wondering if theyā€™ll still be able to cut it or not.

Iā€™ve had a read through and canā€™t see any clear cut avoid/doable mission list. Anyone able to hook me up?

Cheers :slight_smile:

edit: Also keep up the fantastic work!

edit: Is the Onyx no longer viable for the Ashimu?

Iā€™ve been attempting to either do all of these or train up skills to be able to do all of these. Thereā€™s only a few that are skills-barred, but Iā€™m closing the gap (Canā€™t fly a Wolf yet, or fire autocannons!). Hereā€™s my list of fits that work. Note: I have never been on the test server; these are all done in game.

Team Burner - Garmur: first one I ever did, and pulled in a 90m drop (that has so far been my ONLY high priced drop). Iā€™ve done this one against each faction and it works every time. It can get a little dicey on cap if youā€™re running both Guidance Computers for an extended period of time with the TP to pop that first logi; I typically turn GC off and on when cap starts to get low. Also typically have to OH the launchers for a few volleys to finally break the tank on the first target. Once that first logi is dead, the rest fall pretty quickly. Remember to keep range (by orbiting)

Base Burner Escort Dramiel Angel Base - Vigilant: I only did this one once, and I was done to about 15% structure when I finally beat it. That was my mistake though; I forgot to hit the cap booster onceā€¦ yikes! Either way, this fit still works.

Sansha Agent Burner Succubus - Daredevil: drew this one once, no problems with the fit.

Serpentis Agent Burner Daredevil - Hawk: Iā€™ve done this one 2 or 3 times now. I used a second CN BCS instead of the BCS II. Didnā€™t have a problem.

Angel Agent Burner Dramiel - Daredevil: this oneā€¦ Iā€™ve lost 4 daredevils to this one. I now think I know what I am doing wrong, so I donā€™t think itā€™s unbeatable; I simply donā€™t know how to operate my Blasters. Iā€™m quite sure I need to use ā€œkeep at rangeā€ as opposed to ā€œorbit,ā€ but if someone can correct me here though, that would be appreciated. I havenā€™t drawn this one since I lost 2 in a row 7 days ago. I wouldā€™ve tried a third time but I got domestic aggro so no time to rip out to buy a new Daredevil.

Note please that I have not tried any of the alternative fits, and in the case of the Angel agent I was using one A-type hardener and an A-type repper (They were cheaper than the B-type versions).

Thanks Jori McKie for putting this guide together. Itā€™s been a ton of fun.

There is one lingering curiosity I have: I drew a Gurista Base, but couldnā€™t find any or much info on it, so I had to decline. Does anyone have a solo fit for this one?? Preferably Caldari missile but need not be. I had to decline it 3 times and it kills me every time I decline one of these burners.

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Nobody is doing gurista base, it is not time efficient

All the Daredevils still work fine for Angel/Sansha/Guristas Agents.

The Serpentis Agent is very tight with the Hawk but doable, and almost entirely undoable with the Harpy unless you go bling and get better skills.

The Blood Agent Wolf with ā€œCensorā€ Medium Cap Battery still works, just takes longer.

The Archangel Base Smartbomb Battlecruisers no longer work, but the Vigilant works just fine.

Set your default Keep At Range to 1500 meters and use that against the Archangel Agent rat (and Sansha and Guristas too). Do not question this or you will die.

If you use the Default 1000 meters, the Archangel rat will have too much transversal for you to hit it, and yes that means exactly what it means: THE DUAL-WEBBED RAT WITH MWD RUNNING WILL ACTUALLY SIG-TANK YOUR SMALL BLASTERS BECAUSE YOU ARE JUST SLIGHTLY TOO CLOSE TO IT AT 1000 METERS.

If you use Default 2500 meters, the rat lies outside your optimal and you canā€™t apply full DPS to it as a result. Not much better than 1000 meters. It turns out that 1500 meters is a bizarre sweet spot where you can usually apply full DPS to the rat.

If you orbit the rat, it will easily sig-tank you to death.

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or just use an alternave fit like the succubus .

you got plenty dps in em / thermal without using extnded webs for slow down. with one web you set the pace and the dram follows you. remember the succubus has a ab bonus .

[Succubus, burner dramiel beater done improve]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Heat Sink II

1MN Afterburner II
Pithi A-Type Small Shield Booster
Stasis Webifier II
Pithum C-Type Explosive Deflection Amplifier

Small Focused Pulse Laser II, Conflagration S
Small Focused Pulse Laser II, Conflagration S
Small Energy Nosferatu II

Small Anti-Explosive Screen Reinforcer I
Small Anti-EM Screen Reinforcer II
Small Anti-EM Screen Reinforcer II

as you set the pace its important to set your course in the mids of nowhwere and you have to be moving more then 839 ms. so take a watch on your speed under 60 % webs.

but yea to honor jori for this i m proud to know him and worked about that and have fun fun together. we had great times to duo in lowsec.

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Onxy works still but you better have a lot of the missile support skills/shield tank skills to V.

Without a lot of missile skills to V, its hard to kill 1 frig before reload of rlml.

I have managed to survive a reload of shield booster at like ~40% hull with both frigs before though.

Usually have 3 missiles left when 1st frig dies if i remember correctly.

But before one of my recent missile skills to V i would kill 1st frig in EXACTLY 20 lol.

So yeah def works still, but remember the guide does state it is ā€œdesigned for all skills level Vā€

Itā€™s a cool fit, especially since it doesnā€™t use a cap booster. But setting the speed for Kiting is kind of a pain, and Iā€™d personally rather swap that for Keep At Range 1500m with Cap Boost management instead.

Another thing I donā€™t like is that it splits you into having to skill up Amarr Frigate, Small Pulse, and Controlled Burst. With the Daredevil having a fit for Archangel as well as Sansha and Guristas agents, you can just double-down on Min/Gal frigate skills and Small Blasters. If you already have Amarr skills then go nuts!

Yeah all skills for all fittings/hulls etc are at V :slight_smile:

@Muffinmixer

setting the kiting speed isnt a pain at all.

but yeah if you already have the skills its a nice alternative ship for those with probs like Corporal_Punishment08. of course the devil is the swiss army knife in most cases.:grinning:

this thread has my solution to it. As said itā€™s not really time efficient. The good news is that it uses the same rigs as the angel base vigilant, so you can just swap some fittings. Also Iā€™m not sure if any mods need swapping due to tiericide changes.

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I would definitely fly the succubus if I could use lasers :frowning:

Definitely, the problem has been pilot error. 99% of the time something goes wrong for me, itā€™s pilot error. Also, thereā€™s a 1% margin of error :wink:

Thatā€™s a very thorough guide. I will definitely try that out next time I draw that mission. Thanks!

Thank you for confirming my suspicions! Pilot error: Keep at range must be used!

Reflecting back on this mission, I realise now that I was in fact using ā€œKeep at Rangeā€ at 1500m. I remember what went wrong nowā€¦ I was moving away from the Agent with the ā€œKeep at Range,ā€ and its tank was dropping properly. But then I realised that I was heading right for the base itself. I had to change direction, and upon doing so, not only did my dmg application drop but the Agentā€™s damage application increased, and I missed a cap cycle, so my tank dropped. I injected a booster and fired up my tank again, but it was too late. I then went back into the mission and attempted to avoid the problem of running into the base by using ā€œOrbit,ā€ not yet realising that I was unable to hit the Agent when I changed my trajectory. Of course I blew up that second time. By the time I realised to check my combat logs to see the difference in damage between ā€œorbitā€ and ā€œkeep at range,ā€ the messages were gone from that fight.

So kids, when using ā€œkeep at range,ā€ make sure youā€™re not heading towards random space junk :wink:

Thanks everyone for the help. Iā€™m slightly more confident now.

From my experience, the lower your shield level is, the Ashimmu and Sentinel are less likely to focus on you instead of aggro a drone. I think Ashimmu will focus on you when you are below 50% and sentinels are a bit not clear.

[Harpy, serp agent]
Shield Power Relay II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Gistum C-Type Thermal Dissipation Amplifier
Gistum C-Type Kinetic Deflection Amplifier
Republic Fleet Medium Shield Extender
Caldari Navy Stasis Webifier

Light Neutron Blaster II
Light Neutron Blaster II
Rocket Launcher II
Light Neutron Blaster II
Light Neutron Blaster II

Small Hybrid Locus Coordinator II
Small Hybrid Locus Coordinator II

Null S x3876
Nova Javelin Rocket x470

my skills and implants (genos) 1.6 grid and 3.1 cpu spare and total of 249dps 2988 shield hp 351s recharge
kills in 2mins but no injectors or active tanking and doesnt go below 40% shield WITHOUT overheating
gun range 9983m 14000m falloff 15km rocket (just gravy dont need it really)

i have a cap stable blood base cerb im working on (thanks to the cap batt stat change a while ago that DOES affect npc nos/neuts)

will post that when im happy with it (it will require genos tho same as the harpy above)

pretty sure on the old forum chainsaw, zarek or zekir posted already a capstable cerb fit. but looks like there are goneā€¦CCP really :face_with_raised_eyebrow:

maybe the fit should look like

[Cerberus, Burner Ashimmu]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Pith X-Type Large Shield Booster
Pith X-Type EM Ward Field
Pith X-Type EM Ward Field
Republic Fleet Large Cap Battery
Shield Boost Amplifier II

Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile
Rapid Light Missile Launcher II, Scourge Fury Light Missile

Medium Anti-EM Screen Reinforcer II
Medium Capacitor Control Circuit II

Hobgoblin I x3

geno set isnt necessary for fitting but for neut pressure. tank is ~ 1 k unheated

i got 2 setups first has a cap booster but doesnt require genos and is MUCH cheaper just requires OH the EM field until a sentinel is down

[Cerberus, *Blood Cerberus]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Pith X-Type EM Ward Field
Adaptive Invulnerability Field II
Thukker Large Cap Battery
Medium Electrochemical Capacitor Booster I
Pith X-Type Large Shield Booster

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II

Medium Anti-EM Screen Reinforcer II
Medium Warhead Flare Catalyst II

Hornet I x3

Cap Booster 800 x11
Caldari Navy Scourge Light Missile x4760
Scourge Fury Light Missile x4784

second is fully cap stable once a single sentinel is dead but requires geno set to fit and faction damage mods recommended (genos may not be needed if you go thukker batts and replace missile rig with t2 ccc rig)

[Cerberus, *Blood Cerberus]
Dark Blood Reactor Control Unit
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Pith X-Type EM Ward Field
Adaptive Invulnerability Field II
Republic Fleet Large Cap Battery
Republic Fleet Large Cap Battery
Pith X-Type Large Shield Booster

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II

Medium Anti-EM Screen Reinforcer II
Medium Warhead Flare Catalyst II

Hornet I x3

Caldari Navy Scourge Light Missile x4760
Scourge Fury Light Missile x4784

price for both fits is in the 600m mark unless you faction the BCUs

also i have noticed that the sentinels even with my skills (near max) take around 15 shots each (faction bcus) has the tank on the sods been upped? also the ashimu itself is taking atleast 1 reload

more high skilled than high price so can save DD for angel and sansha only
@Jori_McKie the worm slows down to 360m/s on scram

[Enyo, WORM AGENT]
Armor Kinetic Hardener II
Overdrive Injector System II
True Sansha Small Armor Repairer
Overdrive Injector System II

Coreli A-Type 5MN Microwarpdrive
Warp Scrambler II
Small Capacitor Booster II, Navy Cap Booster 400

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Rocket Launcher II, Caldari Navy Mjolnir Rocket /OFFLINE

Small Auxiliary Thrusters I
Small Hybrid Burst Aerator II

i have genos so i can online the rocket for extra damage (and 200m/s)
i overheat mwd until close to scram range 2-3 cycles if u time it correctly then once scramed keep at range 1km and OH guns at 50% shield bye bye worm

has enough speed to catch the worm w/o genos (3.1km/s 4.5km/sOH and 440 no mwd after scram)
start mwd overheat on 2nd cycle and u catch up without going over 50% damage on the mwd
does require high speed skills but pumps out same (or more) dps than a DD and far far safer and cheaper

no oh on tank required so you are never in danger of dieing
have run this many times no issues even if assault frigs lvl 1 (makes no dif on damage)

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