I’m no PvP expert but I am max skilled and usually go with 150mm AC’s instead of 200mm AC’s, mainly due to better tracking and lower fitting requirements…
Anyway, I checked the https://app.eveo.cc app found in this thread and the app AI helped set up this Dramiel FW fit using my skills:
High Slots:
3x 125mm Gatling AutoCannon II
Mid Slots:
1x 5MN Quad LiF Restrained Microwarpdrive
1x Medium Ancillary Shield Booster
1x Warp Scrambler II
1x Fleeting Compact Stasis Webifier
Low Slots:
1x Damage Control II
1x Republic Fleet Gyrostabilizer
1x Power Diagnostic System II
Rig Slots:
1x Small EM Shield Reinforcer I
1x Small Projectile Collision Accelerator I
1x Small Projectile Metastasis Adjuster II
Drone Bay:
4x Warrior II
Charges:
Navy Cap Booster 50 (Medium Ancillary Shield Booster)
Hail S
Barrage S
Republic Fleet Fusion S
Republic Fleet EMP S
Republic Fleet Phased Plasma S
RF Fusion S for brawling, Barrage S for scram‑kite / chasing kiters, Hail S for up close controlled brawls…
Note: RF EMP and RF Phased Plasma are situational…
Republic Fleet EMP S good vs shieldy or atypical fits like Shield Slicers / Executioners, odd shield Punishers or shield cruisers and Non‑Amarr shield ships.. Also good as a “probe” ammo when tank type is unknown…
Republic Fleet Phased Plasma S (backup vs odd resists / T2) good middle ground for fighting T2 hulls or pirate hulls with weird resist profiles… Also when Fusion/EMP both feel “meh” and want to try a different resist…
Cheat cards for Amarr/Minmatar FW (mixed brawler + kite) for quick reference:
- Punisher (brawler)
- Pre-load: Republic Fleet Fusion S
- Drones: Warrior II
- Range: 500–2,000 m (tight orbit, high transversal)
- Plan:
- Burn in, scram + web, keep MWD pulsed.
- Stay on Fusion; if you’re comfortably hitting, swap to Hail S for max DPS.
- Watch for neut fits; manage MASB charges carefully.
- Tormentor (brawler or semi-kite)
- Pre-load: Republic Fleet Fusion S
- Drones: Warrior II
- Range:
- If brawling: 500–3,000 m
- If he’s trying to kite: stay 6–9 km with Barrage S
- Plan:
- If he comes in: Fusion/Hail brawl.
- If he hovers just outside optimal: swap to Barrage S, use speed + scram/web to control range.
- Coercer (destroyer, lasers)
- Pre-load: Republic Fleet Fusion S
- Drones: Warrior II
- Range: Under 3 km as fast as possible.
- Plan:
- Enter from an angle, not straight line.
- Close fast, scram + web, get under guns.
- Pulse MASB vs big volleys; never sit at 5–10 km where his tracking is best.
- Imperial Navy Slicer (kite)
- Pre-load: Barrage S
- Drones: Warrior II
- Range:
- Before catch: 7–12 km (Barrage, slingshot attempts).
- After catch: 2–5 km on Fusion S.
- Plan:
- Approach with manual piloting, try a slingshot to force him into scram range.
- Once you land scram + web, immediately:
- Overheat MWD a cycle if needed to stick,
- Swap to Republic Fleet Fusion S for DPS.
- If he breaks free and re-kites, back to Barrage S.
- Executioner (kitey or scram-kite)
- Pre-load: Barrage S
- Drones: Warrior II
- Range:
- Scram-kite: try to keep 5–7 km with Barrage.
- Full kite: same plan as Slicer – slingshot into scram, then 2–5 km on Fusion.
- Plan:
- Assume fast and slippery; use overheat on scram/web/MWD as needed.
- Once pinned, Fusion; Hail only if you’re very tight and tracking is clearly fine.
- Unknown Amarr frigate on short scan
- Pre-load: Republic Fleet Fusion S
- Drones: Warrior II
- Range: Start close (0 in) if you’re confident, or 10 km if you want to read the fight.
- Plan:
- If it behaves like a kiter (keeps pulling away): swap to Barrage S.
- If it dives in: stay on Fusion; consider Hail S after you have firm control.
Max performance but cheap combat clone summary for standard FW Dramiel clone:
- Slot 6: Eifyr and Co. ‘Rogue’ Navigation NN-602 (+2% velocity)
- Slot 7: Zainou ‘Gnome’ Shield Management SM-701 (+1% shield HP)
- Slot 8: Zainou ‘Deadeye’ Small Projectile Turret SP-902 (+2% small projectile damage)
- Slot 9: Zainou ‘Deadeye’ Motion Prediction MP-701 (+1% tracking)
- Slot 10: Eifyr and Co. ‘Rogue’ Evasive Maneuvering EM-701 (+1% agility)
This keeps the clone very affordable and strong where the Dramiel wants to be strong:
speed, agility, damage, application, and a bit more shield.
I then asked the AI this question:
Using a blank clone and just my skills, would an Armor Rep be better than the current Shield Rep?
This was the answer:
No—swapping the Medium Ancillary Shield Booster to an armor rep would be a downgrade for what you’re doing, even in a blank clone.
Short version why:
-
Burst vs bleed:
-
MASB = huge burst in a short window, perfect for frig brawls that are decided in 20–40 seconds.
-
Small armor rep = steady but low repair over time; in FW frig fights that often ends up being “too little, too late.”
-
Slot / fitting tradeoffs on Dramiel:
-
Shield rep sits in a mid, leaving your lows free for damage + utility (Gyro + PDS now, or Gyro + Nano later).
-
Armor rep would go in a low, directly competing with your DPS / agility / fitting slots and usually forcing you to weaken either damage or speed.
-
Speed and role:
-
Your Dramiel wants to hit hard, control range, and disengage if needed. MASB aligns with that “burst and bounce” style.
-
An armor rep Dramiel tends to be slower and more committed; you give up the skirmish edge that makes Dramiel good.
-
Your current skills:
-
From the fact that you can run the present fit cleanly with no implants, your shield and cap situation are already good enough that the MASB is doing its job.
-
A small armor rep wouldn’t suddenly become more efficient with your skills; it would just repair less per cycle than your MASB can swing in a burst.
So: with your skills and a blank clone, stick with the MASB. If you want to experiment later, a better “tank change” would be tweaking resist rigs/modules on the same shield-rep core, not flipping to armor reps on the Dramiel.