Hey there i search a very Good fit for my new Kronos with Blaster II and Void L Null L Weapon
Have anyone an Idea??? ISK Wallet Max 4 Bil
Thanks a lot for Tipps and Shitstorm^^
Hey there i search a very Good fit for my new Kronos with Blaster II and Void L Null L Weapon
Have anyone an Idea??? ISK Wallet Max 4 Bil
Thanks a lot for Tipps and Shitstorm^^
I think you will find the dominix is a better pve ship for lvl 4 missions.
Fit it with two drone range extenders and a drone range extension rig, use caldari navy wardens, and an MJD drive. Also fit drone tracking computer with optimal range script, plus a sensor booster with targeting range script.
You can snipe out to 120km, which means you can MJD to range and take out the small ships very easily. Everything else dies trying to close range to you.
Kronos is more for doing DED sites in nulsec, where the mechanics are a bit more complex.
thanks, I have a Dominix too but now i will try a other ship and i have a clone with 10% hybrid dmg 5% falloff ect and search rly ideas for a Krono fit^^
High:
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Bastion Module
Small Tractor Beam II
Salvager II
Salvager II
Mid:
Micro Jump Drive
Tracking Computer II
Tracking Computer II
Thukker Large Capacitor Battery
Low:
Blood Large Armor Repairer
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II
Federation Navy Magnetic Field Stabilizer
Federation Mavy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Rigs:
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
If I remember right, this is the fit I use on my Kronos. Switch TC scripts depending on the engagement and don’t use Void L, even against Angels I think you’re better off using faction Antimatter to avoid the tracking loss from Void.
[Chrono$]
Core C-Type Large Armor Repairer
Mission specific hardener
Mission specific hardener
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
MJD/MWD
Cap Recharger II
Federation Navy Tracking Computer
Federation Navy Tracking Computer
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Dark Blood Heavy Energy Nosferatu
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Bastion Module I - not needed/just in case
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Fit isn’t cap stable (11 minutes cap) but does the job with any mission when blitzing.
You don’t need capacitor control circuits, cap rechargers or batteries.
If your fit includes any of these items then you’re doing it all wrong.
Bastion module … yes (pretty much the whole point).
MWD and MJD … yes (acceleration gates don’t move themselves and your blasters are you’re going to find it a slugfest past 60km with blasters).
2x T2 Tracking computers … yes (range-scripted).
3x (not 4x) Faction Magnetic field stabilizers … yes.
T2 Damage control … yes.
Reactive armor hardener … yes.
Deadspace large armor repairer … yes.
Rigs and remaining slots are entirely up to you but I like to run a T2 burst aerator, T2 metastasis adjuster and T2 tracking enhancer in the remaining low slot.
You only need Null L and Void L for ammunition. You should carry a flight of light Acolyte IIs, Hornet IIs, Hobgoblin IIs and either a Gecko or a flight of medium Hammerhead IIs.
Each to their own skills and liking of course so what’s right for you may be wrong for me.
I’d only point that:
• Bastion is entirely optional for blitzing (it’s only 60 seconds). With a MJD and Bastion it’s easy to blitz missions like Assault, Pirates and Zazz.
• Disconnects are an issue regardless (Bastion or not), but having a damage control and reactive armor hardener mitigates that to some extent.
• With 3 Faction magnetic field stabilizers and an Aerator rig you actually get more overall DPS than 4 Faction magnetic field stabilizers (not too mention saving some ISK). Depending on what missions you run 2 Faction magnetic stabilizers are almost as effective as 3 (more tracking often offsets the slight % loss in DPS).
• With the numerous (free) Citadels, cap recharging and repairs are easily obtainable. I’ve yet to completely run out of cap as you can passive tank many missions just with shields.
• ECMs are really personal preference. I find that having three flights of NPC-specific light drones is the most effective.
• I like running a Heavy stasis grappler as it allows me to kill anything smaller than a battlecruiser that gets within <5km.
• I also run a large smartbomb (not to use) as NPC frigates detect it and stay that distance away.
I’ve been pushing tracking with skills and implants till I found it satisfactory in the middle. Pushing tracking and rof even further sounds interesting, think I’ll go there when I get back to 4’s, though I see a drawback - at longer ranges you loose dps and/or time needed to travel to apply optimal dps and while some missions are tracking sensitive (those can be usually done in a smaller ship more effectively), most will require higher range.
Marauder fits come up as a topic quite often. I’d be tempted to write an FAQ and post it somewhere, but I probably fly radically different than others. On that point, I want to say something-
Marauders are very, very fun to fly. They’ve got very generous fitting room and slots, and there’s immense flexibility when it comes to fits. You might find there’s a thousand different fits out there, and so long as you fly appropriately for the fit you have, all of them are completely viable and effective. So the single best piece of advice I can give is to find a combat philosophy that you are comfortable with, and fit around that.
It’s like a Reese’s. There’s no wrong way to eat a Reese’s. Now, there are wrong ways to fit any ship, but just remember what I said earlier - any half-decent fit and knowledge about how it works will work just as well as any other fit.
When it comes to Kronos, I’ve flown mine a lot, and I’ve gone through about a dozen different fitting variations (blasters and rails), including the variation I switched to last night. I’ll talk a bit about my flying philosophy, why I think and fight the way I do, you can decide for yourself what works and what doesn’t. (also this is mostly going to be general marauder fitting advice, since the same philosophies transcend individual ships or tank type).
On bastion - I have bastion equipped but I consider it in the same way you’d consider a metaphorical “big red button”. To be pressed in emergencies only. In reality, I bastion very rarely - usually only to shrug off EWAR that’s bogging me down and won’t let up. The other benefit of bastion is repair boost. But if you find yourself in a situation where you need it, then you effed up something really badly. There’s nothing you should do that requires that level of repping power. If you’re blitzing, you shouldn’t be taking that much damage. If you are flying missions normally, you should know the triggers well enough to avoid getting overwhelmed. And if you know the missions, you should have the appropriate hardeners so you don’t get to that point either.
If you use bastion, you run the risk of having problems if you disconnect mid-mission. Bastion locks you in place and emergency warp only attempts to get you out once. If you’re self-tackled, your pilotless ship will be on the server and taking damage while you frantically try to reconnect. In the case of the Kronos, no, you do not have enough cap regen to be cap stable while repping unless you undersize your repper. This is a common tactic for those that intend to use bastion on a regular basis - they use a medium repper and the boost from bastion gives you more rep with a medium, than a large can do without bastion. It’s your call how you want to handle that, but keep in mind that if you go that route, you’ll be forced to bastion to get any decent repping going for your battleship.
On tank - two mission-specific hardeners usually will be enough. Depending on how well you manage triggers and the specific mission’s difficulty, you can get by with one, or one + damage control. Be aware of some missions and some specific enemy factions that do tremendous damage, and be ready to switch to a three-slot tank if you need to, or just to make things easier on yourself and do less overall repping.
On mobility - your prop mod choice largely depends on the mission and your weapon type. With the generous fitting room on marauders and the lack of need for most utility, it’s highly recommended to run dual prop - MWD and MJD.
On utility - at least one tracking computer works very well on any ship. Highly recommended you use at least one. Other options include a cap battery, which does work well to give you more cap and regen. Sensor booster works well to help counter Guristas and Serpentis EWARs but really doesn’t have a use otherwise. Heavy grappler can sometimes be used to slow down ships on a close-range brawler build, or simply to slow down enemy frigates to allow your drones a much easier time hitting them.
On weapons - your weapons can either be long-range or short-range, and that should be your cornerstone of your build. That choice effects all other options on tank, utility, prop mod, etc. On the Kronos, it’s worth mentioning that BOTH blasters and rails are very workable. More on that…
Many people immediately rally for blasters on Kronos, but remember that most fits work and work very well on marauders. The problem is that blasters have about as much range as your average sneeze, and beyond that range, are about as powerful as one too. The Kronos gets a ton of falloff range boosting, so you can eek out a lot more range from it, but you must keep in mind that you will almost always be fighting in falloff - meaning you’re doing a fraction of your maximum theoretical DPS. A large part of your DPS is glancing off the enemy or just fired off into the void of space. While you can get VERY impressive DPS numbers on paper, in practice, it’s rare you’ll actually hit for that.
Working with blasters means using a MWD, preferably a faction one so you lose less capacitor capacity, and losing a lot of time just getting to get to the enemy in the first place before you even fire the first volley. Now once you get there, they’ll vaporize in spectacular fashion, but you have to get there first. Therefore, I recommend using blasters verses Serpentis, and NOT against more ranged opponents like Guristas who typically orbit at 50k.
Working with rails means using a MJD and staying away from the enemies. You’ll have an optimal range (with Antimatter) around 40km, and falloff range of around 100km. That means if you can target it, you can kill it. You’ll need a good bit less capacitor since you won’t be using MWD, and the range tank means a lot less pressure on your repper. The DPS looks less but being able to apply it immediately to everyone means you’re saving a lot of time over the blasters. These work well against Guristas, but not so well against enemies that close in and get under your guns like Serpentis. You’ll have difficulty hitting enemies that get under 20k though, especially if they’re smaller.
On rigs - this is going to be 100% preference. All marauders are energy-hungry, so I slap cap rigs on mine. Other than that, there’s almost no other rig that’ll give you as much general use. Utility mods like warp speed are nice but I prefer my rigs to help me in combat. You might consider the rep enhancement rigs to help ease the pressure on your capacitor, but I wouldn’t exactly recommend that. Heck, you can probably run your marauder without rigs for a good while until you decide what you want.
On damage mods - any marauder which fights largely in falloff is wasting a lot of DPS into space. If your combat strategy includes using blasters in falloff, I wouldn’t recommend faction damage mods as half the benefit is being shot into space anyway. But if you don’t mind that and have tons of money to spend, eh, couldn’t hurt. Two ideal, three max. You could also consider mixing two with a rig as another poster mentioned above.
Utility highs - a small remote armor repairer is nice to keep your drones happy. Other than that, a tractor beam to grab mission boxes. Maybe a large cap neutralizer if you anticipate people hassling you.
On faction mods - any high-end ship benefits greatly from faction equipment, but you don’t really need it here. You can breeze through most level 4 missions without a problem with just tech II equipment. I do recommend faction tank mods though. The extra resistances help a lot, and the battleship-sized rep mods are relatively cheap considering what you get out of them.
One final note: a few years ago someone once recommended running marauders with two reppers - one medium and one large. The large one would be set to NOT auto-repeat, and the medium would. During a mission, for a quick boost of HP, you’d hit up the large one. If you needed to bastion, you’d engage the medium one which gave you plenty of repping with that bastion boost and was a lot less intensive on the capacitor. I flew that for about a year, and it works very nicely indeed.
wow thanks a LOT Khan Wrenth
The following fit is for people with great support skills, sufficient L4 experience, willingness to pay attention to the game while doing the missions and flying predominantely vs Serpentis.
[Kronos, just works]
Corelum A-Type Medium Armor Repairer
Corpum B-Type Energized Adaptive Nano Membrane
Corpum B-Type Energized Adaptive Nano Membrane
Capacitor Power Relay II
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Tracking Computer II
Tracking Computer II
Large Micro Jump Drive
Gist X-Type 500MN Microwarpdrive
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Small Tractor Beam II
Salvager II
Salvager II
Bastion Module I
Large Hybrid Burst Aerator II
Large Hyperspatial Velocity Optimizer II
Salvage Drone I x5
Hobgoblin I x5
Hobgoblin II x5
Warden II x2
Just as the fit name says: it just works. Fast, reliable, earns you good isk. But it does require attention, some experience and I guess a stable internet connection because you’ll need to move as close as possible to groups of battleships for max damage.
If someone wants to fly a Vargur instead for some reason, check my posting history for a fitting in a similar line of thought.
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