Burner Mission - Ship advice to solo them including fittings

maybe but remember the tracking disruption from the sents lowers ur falloff aswell
if u wanna try it and post results go for it but im betting 220s will take longer than my fit (i may drop 1 TE for gyro as a perma change after some testing but i still feel 425s are best way to go about it)

also chainsaw my fit with genos (using RF cap bats) and lvl 5 skills can almost perma tank the entire mission but also allows alot of time to kill the first sent b4 it becomes an issue (even without genos)

forgot about the falloff :roll_eyes:
but if i have time i will try it out and report back.

I tried a Cerberus fit from From this post: Blood Base Burner escorts take all 20 from RHML, right? and it also seems pretty safe. first clip took down one sent, needed a reload for the second and heated the invlun + EM hardeners to keep up with damage, and then used the rest of the clip + reload to fury for the ashimmu. Could probably shave off a little time with better reload awareness

5:28 kill time first and last combat logs:
04:51:43 Combat Burner Sentinel misses you completely
04:57:11 Combat 969 to Burner Ashimmu - Scourge Fury Light Missile - Hits

the original fit had 2 cn bcus and a t2 missile guidance enhancer, not really sure what difference that would make, I did refit a t2 bcu for a t2 mge and those volleys did less damage. And they had an alt fit with thukker cap batteries that swaps the PDS for an extra cn BCU.

[Cerberus, Ashimu Republic Fleet]
Power Diagnostic 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
Adaptive Invulnerability Field II
Republic Fleet Large Cap Battery
Republic Fleet Large Cap Battery

Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile

Medium Ancillary Current Router II
Medium Anti-EM Screen Reinforcer II

Hornet I x3
Scourge Fury Light Missile x4214
Caldari Navy Scourge Light Missile x4336

AF buffs and assault damage control update:

Excited for AF changes. first thought is drop the cap rig on my wolf for a resist rig, and then swap the resits mod for an extra gyro, also the Jag might become an option. Might be able to get extra damage on the hawk. And then I have a kite retribution for team burners that will get more interesting with the extra speed, cap, and damage bonus.

Probably worth swapping to ADC with the vagabond, every now and then you just get hit with double wrecking shots, great time to activate the ADC, and then probably hit it again on the last one and just hit approach.

4 Likes

What, on the last talos you donā€™t already hit approach ? most of the time the trajectory between turrets goes straight towards him. Even if he wrecks you, you should be able to facetank him.

I did with the deimos as that would easily tank it, with the vaga I usually hit orbit 12km which probably isnā€™t a huge difference but seems to be enough to make it miss often enough that it doesnā€™t seem threatening.

the last talos, I hit kar 1500m when I exit the turrets. sometimes I bump him, anyhow the vaga can facetank one talos. also being at 1500 makes it faster to grab the loot.

I see that Chainsaw did some tests on alpha skills.
Do you think 2 alphas (or low SP omegas) could succeed more easily ?
I get that if you have 2 capable chars, itā€™s advised to run 2 burners, itā€™s viewed as more efficient.
But if you have 2 not-that-capable chars, would joining make it possible ?

Or, in another way, what would be the trade-off to make running as a couple successful ? How far can you downgrade the fits if you are two ?
I would believe that you wouldnā€™t want to mess too much with speed and tank, but maybe you could ā€œsplitā€ the dps beetween 2 ships, making it easier / cheaper to fit ?

(Iā€™ve no experience with Burners, so Iā€™m totally OK with all the above being utter bullsh*t ^^)

Good question, itā€™s something Iā€™ve only ever theory crafted.

For the team burners having 2 characters should give a few options. with 2 garmurs you should get plenty of dps to just punch through logi reps, and can use cheap fits. or you could use one ECM ship to jam the logi and one dps ship. Or use two DPS ships with ECM in the mids. And probably some options with frigate logi but I havenā€™t gone there.

Vs the agents
In general having two ships should add safety. Two daredevils is a lot of flexiblity. probably still need to go shiny on the tank, as either ship can take aggro at any time. The shiny web/ab on fits are there for range control as a solo ship, but can probably get away with t2/meta webs + ab as there are two players so one should always be able to get into web range. and once DD webs are on the other player should quickly catch up. Can probably keep the AB, web, cap booster fit for everything and just swap hardeners. And then MWD fit for the guristas version.

blood is the only one Iā€™m worried about. Like I said in an earlier post the wolf is just so good for it. but if you can duo most burners you should be well on your way to some plex. DD + griffin might work, or a griffin navy issue which could add decent DPS.

Vs the Bases
Serp: Iā€™d guess 100mn AB fits would work well on most t1/faction cruisers, one player goes left one goes right then meet back up at the middle one.

Angel: double vigilant will be some serious overkill, and with 2 players the t2 fit should be pretty safe, can drop a damage mod for a reactive armor hardener for extra tank if you donā€™t want to rely on overheating as much, or maybe drop the rigs to t1 to make it that much cheaper?

Might be worth trying double drone ships and just drone swarming it? My first thought was use vexors/arbitrators as they are super cheap, but a myrm or prophecy would have a great tank for it, could probably also do something with remote reps.

blood: double gilas should result in some sweet sweet overkill. Double drakes would be a cheaper option that I would guess could work. Hams apply reasonably well, and you should be able to position so on of you can get a web on the sentinels. Or try the drone BCs. Prophecy can fit some RLML and has a pretty nice drone bay. Or the myrm which can get a great passive tank, or good armor tank.

It seems the Burner Jaguar has not suffered any alterations in connection to todayā€™s patch. It has retained the 3 autocannons + 1 rocket launcher layout. I canā€™t tell any difference speedwise as well. Does someone share the same observations or am I wrong?

itā€™s an NPC so I doubt it would change with balance passes. That said there have been a bunch of stealth burner changes. Iā€™d say donā€™t expect burner changes but be on the look out for them.

I know the word ā€œsafeā€ is kind of a joke in EVE, but do you have fits that are still viable but focus more on survivability ? Iā€™m nearing the AFs and can already use most of the stuff required (newbie player) so instead of doing them as fast as possible I wanna focus on just being able to do them without risking too much

non-polarized garmur (with ECM ?) for team burners ; hawk for serpentis agent and wolf for blood agent should be fine (cap stable fits that donā€™t need OH). Orbit the jaguar at 24km.
Guristas, sansha and angel agents on the other hand are pretty intense. Same for base burners.

Try them on sisi first. If you are not sure, only do team burners, they offer better rewards than agents for same time (agent serp and blood) , and if you can get an alt ready in a disposable griffin to get your main out.
using an alt in a griffin makes those missions very easy. justā€¦ if you get instapopped on arrival, donā€™t forget to withdraw your main :smiley:

see the cap stable fits, they should all be pretty safe. Kind of a pain in the butt buying more hulls and fits, but they should be nearly idiot proof, and they only lose a little efficiency.

Garmur is what Iā€™d suggest getting first, can use it for all 4 team burners, with ECM itā€™s easy, but can take a while to land a jam. Should also get you decent skills for the hawk. From there Iā€™d do the daredevil as it can do most pirate burners, will likely want 2-3 hulls depending on what fits you want to use. then should be a short train to pick up t2 acs and the wolf for the blood burner. From there should be good to move on to the bases.

Might be some more viable assault frig fits now but I havenā€™t looked into it. Although with the AFs typically damage and application are the issues and that mostly didnā€™t get changed.

cap and speed got buffed too.

maybe jag can be good vs succubus.

did not test
[Jaguar, succubus agent wannabe]
Missile Guidance Enhancer II
Ballistic Control System II
Ballistic Control System II

Federation Navy Stasis Webifier
Gistii A-Type 1MN Afterburner
Gistii A-Type Small Shield Booster
Federation Navy Stasis Webifier
Upgraded EM Ward Amplifier I

Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Small Ghoul Compact Energy Nosferatu

Small Capacitor Control Circuit I
Small Processor Overclocking Unit II




Mjolnir Javelin Rocket x150

doubt it, main reason the DD works is the 90% web, without that the jag isnā€™t going to be able to stay in non-heated web range I would think, although with double webs it just might work.

There is a wolf fit that works with the same rigs as my blood fit, pretty much just load up on gyros and tracking mods, and use the high natural armor EM resist to tank with a small rep. This is what it was before the change, Iā€™m assuming post change it has enough cap that you can drop the CCC for a falloff rig which is a change Iā€™m close to recommending for the blood fit. Pretty easy fit to get into but the DD does the mission quicker.

[Wolf, huehue cap build sansha]
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Coreli A-Type Small Armor Repairer

Small Compact Pb-Acid Cap Battery
Tracking Computer II, Optimal Range Script

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
[empty high slot]
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S

Small Capacitor Control Circuit I
Small Projectile Collision Accelerator II

the succubus orbit @14, which is the range of the webs. However the issue is that its speed is still too high and though the signature is half of precisionā€™s radius, the double webbed speed is more than double the precisionā€™s velocity, meaning it does not apply perfectly. However it should be capstable and eventually kill the succubus.
The first web adds in +150% dmg through apply

I agree that dd web is way better

I just know Iā€™ve needed to heat my web on my DD to catch the succubus. It might try to orbit at 14km, but with speed/momentum it seems to end up around 15-16km from what I remember. Double webs + AB might be enough to keep it inside 14km though. And if you are going to throw that much pimp on an AF might as well go DD.

Letā€™s see if the Jaguar got changed at all.

did not.