Tracking disruptor Dramiel fit thoughts?

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.

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