Tracking disruptor Dramiel fit thoughts?

So I’ve been trying to find the “best” Dramiel fit for FW PVP. I’ve tried double rep, MSE buffer and this tracking disruptor fit below. Of course fits are designed with a purpose in mind so it’s difficult to choose a best but I feel like this fit has a lot of potential to shine. I based it off a fit I saw on Youtube from Cable Udan to give it more DPS, EHP and a T2 TD. I’m not sure if the slightly less agility and speed makes it worse and I am trying to perfect this fit still so any advice people can give me, I’d appreciate it. Right now I am considering possibly adding 150mm turrets instead of the 200mm for better tracking when I orbit at 500m but I am not sure if that’s ideal. Let me know what you guys think.

[Dramiel, Dramiel]
Small Ancillary Armor Repairer
Overdrive Injector System II
IFFA Compact Damage Control

Fleeting Compact Stasis Webifier
Faint Epsilon Scoped Warp Scrambler
1MN Afterburner II
Tracking Disruptor II

200mm AutoCannon II
200mm AutoCannon II
Small Ghoul Compact Energy Nosferatu

Small Transverse Bulkhead II
Small Transverse Bulkhead II
Small Projectile Burst Aerator I

Hobgoblin II x4

Hail S x2000
Republic Fleet Phased Plasma S x2000
Republic Fleet EMP S x2000
Optimal Range Disruption Script x1
Tracking Speed Disruption Script x1
Barrage S x2000
Nanite Repair Paste x8

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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:

  1. 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.
  1. 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.
  1. 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.
  1. 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.
  1. 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.
  1. 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.