What's a good 2-man team for L4s?

You are missing the point.
He was saying his tank was overwhelmed in cerberus(he lost one), and talking about T3C, and I was saying that both need to speed tank.

Please don’t. Alpha is a bad thing in PVE, as you have many targets the overshot from alpha increases.
In PVE, you want the lowest alpha and the highest DPS.

Few exceptions include anire scarlet, and basically any mission that you can blitz by killing one single rat - as long as your alpha is high enough to kill it in few shots.
But those are mission-specific ships, not general PVE ships.

The Cerbs you might have seen flying in lowsec are mostly buffer tanked microwarp fits, more or less variations of

[Cerberus, F1 Monkey]

Ballistic Control System II
Ballistic Control System II
Assault Damage Control II
Overdrive Injector System II

50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Multispectrum Shield Hardener II
EM Shield Amplifier II

Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile
Heavy Missile Launcher II, Caldari Navy Scourge Heavy Missile

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II

though some corps prefer sacrificing a tank rig for either more missile range or more movement speed, yielding around 300M isk.

The point of a Cerb is that it can move fast, so it should move fast. Taking some 10% more damage due to the extenders is easily compensable if you can burn around at 2km/s… thought the active tanked AB fit some posts above also has some nieches, namely situations you can’t avoid getting webbed, as the MWD gives full sig-bloom while not providing the equal amount of evasion in that case.

Web don’t reduce the speed given by MWD. Maybe they should, by adding mass - but in that case AB and MWD would suffer the same.

Cerbs were good for ratting when they had a sig bloom reduction on MWD.

Also I was wrong, cerb have +100% range for HAM so 50km with a GC range scripted instead of the sebo .

Regarding the speed, cerberus is 33/66 of cruisers so literally median

ship speed
Bestla 300.00
Vagabond 295.00
Stabber 290.00
Scythe Fleet Issue 280.00
Exequror Navy Issue 270.00
Omen Navy Issue 265.00
Tiamat 265.00
Cynabal 263.00
Omen 260.00
Moracha 260.00
Osprey Navy Issue 260.00
Bellicose 260.00
Victorieux Luxury Yacht 250.00
Stabber Fleet Issue 250.00
Scythe 250.00
Opux Luxury Yacht 250.00
Vigilant 242.00
Cobra 240.00
Exequror 240.00
Vedmak 240.00
Huginn 240.00
Thorax 240.00
Rodiva 236.00
Augoror 235.00
Muninn 235.00
Cybele 235.00
Caracal 230.00
Deimos 230.00
Rapier 230.00
Orthrus 230.00
Adrestia 228.00
Phantasm 228.00
Victor 220.00
Ikitursa 220.00
Cerberus 220.00
Lachesis 220.00
Augoror Navy Issue 215.00
Celestis 210.00
Zealot 210.00
Rupture 210.00
Mimir 210.00
Caracal Navy Issue 210.00
Osprey 210.00
Vexor Navy Issue 210.00
Vangel 209.00
Ashimmu 208.00
Arazu 207.00
Maller 205.00
Curse 205.00
Stormbringer 200.00
Sacrilege 200.00
Arbitrator 200.00
Pilgrim 198.00
Vexor 195.00
Stratios Emergency Responder 195.00
Gila 195.00
Rook 194.00
Falcon 192.00
Moa 190.00
Enforcer 190.00
Blackbird 190.00
Stratios 182.00
Guardian-Vexor 180.00
Ishtar 175.00
Chameleon 170.00
Eagle 160.00

Though you can remove some

Good points. I stand corrected :slight_smile:

On PVE I agree many situations call for DPS over Alpha. However, that does not mean that having a higher Alpha is a bad thing. If your Alpha can take out frigs/destros in one shot, then that is going to be a big help. Especially with the reload time, distance traveled to target, speed of missiles, etc.

I’ve never seen a missle boat with an Alpha less than it’s DPS - can you tell me what missle boats have this? For a T3 DPS is king for PVE.

Actually, yes it does.
On average you had 50% of your alpha to the enemy HP due to overshot after evasion, assuming you don’t one shot them - if you do, can lose more than that.

if you deal 100 damage every 1 s, your enemy has 400 HP : the last shot has 0 overshot.
420 HP : last is 80 overshot
475 : 25 overshot
If you do the average, its half your alpha (it IS average because enemies move around so never 100% application).

So back to 4xxHP , you lose 50damage to the overshot.
now if you have half alpha (so 50) but shoot every .5s you lose 25 damage per rat to the overshot

So DPS is good, alpha is bad.

There is none besides garmur, AFAIK. That’s not the point, the point is that alpha is a BAD stat in PVE in most cases.
It’s a good one in PVP though.

My Cerb was active tanked, I just took too long to realize I was in real trouble before trying to get out. Completely my fault. I don’t bling it out, just T2 fittings, so I didn’t lose much.

I fly it with HAMs and an AB to orbit close to battleships and chase down everything else. Do MWDs work in mission spaces now? They didn’t use to.

They always did ?
They are good for range control, not for damage mitigation.

Awesome! Thank you so much for explaining. Makes perfect sense now. I appreciate you responding with detail.

See you out there :slight_smile: S!

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I’m just back after a 16-year break. No MWDs allowed in mission spaces back then. If I can use them now, that will be awesome.

Reading between the lines… I sense that you’re taking to long for small stuff.

Cruise missiles and torpedoes have large slow ‘explosions’. This is the application problem for small fast targets.

Adjust fit for smaller targets. I use precision cruise missiles for almost all sites. Yes, it’s less dps but your applying to more targets. It’s the trade off for most missions.

For your alt I’d suggest the community fit Typhoon Fleet Issue it would help burn down the smaller targets without change your current Raven. Although you might have to adjust out the drones for something more to your liking.

[Typhoon Fleet Issue, L4 Mission Runner by Melamori]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Drone Damage Amplifier II
Drone Damage Amplifier II
Ballistic Control System II
Missile Guidance Enhancer II

Large Shield Booster II
Missile Guidance Computer II
Missile Guidance Computer II
Eutectic Compact Cap Recharger
500MN Quad LiF Restrained Microwarpdrive

Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Auto Targeting System I
Drone Link Augmentor II

Large EM Shield Reinforcer II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Hobgoblin II x5
Hammerhead II x5
Ogre II x5

Caldari Navy Scourge Heavy Missile x1500
Nova Fury Heavy Missile x1500
Nova Auto-Targeting Heavy Missile I x1500
Missile Precision Script x2

pleeease don’t use cap rechargers in the mid, they are very bad except for ships with high cap recharge delay like amarr ones.

And don’t try go add drones modules on a ship that has no bonus to drones, it eats up your CPU for a very low gain in DPS.

And don’t use a guidance enhance when you already have 2 computers, it only gives 60% of its value so at max +7% DPS

I go from 1450 to 1250 DPS but twice the tank and almost cap stable with

[Typhoon Fleet Issue, *L4 Mission Runner by Melamori]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Capacitor Flux Coil II
Capacitor Flux Coil II
Damage Control II
Capacitor Flux Coil II

X-Large Clarity Ward Enduring Shield Booster
Missile Guidance Computer II
Missile Guidance Computer II
Large Compact Pb-Acid Cap Battery
500MN Y-T8 Compact Microwarpdrive

Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Rapid Heavy Missile Launcher II
Auto Targeting System I

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Large Capacitor Control Circuit I



Hobgoblin II x5
Hammerhead II x5
Ogre II x5

Caldari Navy Scourge Heavy Missile x1650
Missile Precision Script x2
Nova Fury Heavy Missile x1500
Nova Auto-Targeting Heavy Missile I x1500

Blockquote Reading between the lines… I sense that you’re taking to long for small stuff.

Cruise missiles and torpedoes have large slow ‘explosions’. This is the application problem for small fast targets.

Basically. I don’t like being webbed and scrammed when there’s 20-30 rats shooting at me and I don’t like taking DPS off battleships to get rid of frigates.

My current tactic is to just microjump out to 100 and snipe with cruise missiles. I’ve found that Navy cruise missiles hit frigs about as well as precision and they have way better range, so I’ve been using those lately. Costs more, but it works.

I’d still rather use my Cerberus when I can, just because some idiot years ago decided Lvl 4 missions all need to have multiple warp gates 50+KM away from where you land. My Raven hits like a truck, but it also flies like one. :slight_smile:

protip : you can fit a MWD/AB along with a MJD.

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Since the OP wants to dual box, remote repair, as well as remote capacitor transfer, is more efficient then local (capacitor) repair, as there’s a skill to improve the capacitor usage of remote repair modules/transfer.

Also, de-buffing the enemy is more efficient then buffing yourself even when using a single account. I.e. within the range a typhoon can lock targets, a Target Painter provides more application bonus then a precision scripted Guidance Computer. To the heavy missiles that is. If you take the drones into consideration, the TP provides the same bonus to them as it provides to the missiles, while the guidance computer provides no application bonus at all to the drones.

Besides drones, of cause, the other capsuleer’s ship and drones, too, will take advantage of the debuff effect the first capsuleer provided to a target, and that’s without having to use his own modules at all.


If your tank is too poor, then your resistances are too low. Frequently, having high resistances with not so glorious raw repair amounts can outperform having low resistances and high repair amount.

As the XLSB consumed alot of capacitor, a significant part of the TFI fit revolves around capacitor stability…

For example, the 3 Capacitor Flux Coils are there only to accomodate the X-Large Shield Booster.

If they are replaced by 2 Multispectrum Membranes and a Medium (!) Armor Repair Module, the armor resistances will be so high that the repair effect gets doubled, bringing the medium repair module to about 60% of the repair amount that is provided by the XLSB … while freeing the mid slot of the XLSB…

Armor Tank can be made more efficiently by installing Nanobot Accelerator rigs, where the T1 variants will push the Medium Armor Tank module into the effect level of the XLSB, while being less expensive then the T2 capacitor rigs.

As the fit isn’t constrained by the XLSB’s fitting requirements any more, the MWD can be replaced by a Quad Lif one, which has less negative capacitor modifier then the Compact one, and less signature bloom, too.

The XLSB slot can now be used to install an Afterburner, and the Meta Cap Bat be turned into a T2 one. At this point, the Phoon has as much tank and damage (which wasn’t touched) as the XLSB fit, a second propulsion module, and can still zoom around with MWD for 3 minutes w/o running out of capacitor, just as the XLSB could, but can AB for longer then that, and is 100m isk less expensive then the XLSB fit as it doesn’t use T2 rigs.

You can put those 100m isk into a deadspace tank module to gain more capacitor efficiency and better tank over the XLSB fit, and still be less expensive:

[Typhoon Fleet Issue, Modified]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Damage Control II
Corelum C-Type Medium Armor Repairer

100MN Afterburner II
Missile Guidance Computer II
Missile Guidance Computer II
Large Cap Battery II
500MN Quad LiF Restrained Microwarpdrive

Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Auto Targeting System I
[Empty High slot]

Large Nanobot Accelerator I
Large Nanobot Accelerator I
Large Nanobot Accelerator I


Hobgoblin II x5
Hammerhead II x5
Ogre II x5


Nova Fury Heavy Missile x1500
Nova Auto-Targeting Heavy Missile I x1500
Caldari Navy Scourge Heavy Missile x1650
Missile Precision Script x2

Despite having more tank, it is less expensive.

Now let’s take off the Autotargetter. It might be good for the lazyness, but when you have two ships on grid, odds are that the NPCs won’t target you, but your alt, and in that case the Autotargetter won’t work. Replace the AT, and the empty slot next to it, too, by Large Capacitor Transmitters. After all, we’re multiboxing, so that’s +30GJ/s we can cap-chain with our alt. As it doesn’t fit, downgrade the Cap Battery into a Cap Recharger, which provides a very similar capacitor repair rate but without the PG requirement, and we don’t need buffer as long as we can keep the Transmitters operating:

[Typhoon Fleet Issue, Cap Chain]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Damage Control II
Corelum C-Type Medium Armor Repairer

100MN Afterburner II
Missile Guidance Computer II
Missile Guidance Computer II
Cap Recharger II
500MN Quad LiF Restrained Microwarpdrive

Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Precision Heavy Missile
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II

Large Nanobot Accelerator I
Large Nanobot Accelerator I
Large Nanobot Accelerator I


Hobgoblin II x5
Hammerhead II x5
Ogre II x5


Nova Fury Heavy Missile x1500
Nova Auto-Targeting Heavy Missile I x1500
Caldari Navy Scourge Heavy Missile x1650
Missile Precision Script x2

20 minutes microwarp and capacitor stable during afterburner or unpropulsed manouvering, while still less expensive and more tanky then the XLSB fit.

Note that IMO, 210-ish ehp/s tank, on a battleship, is too little to feel comfortable.

So you are having 60% of the efficient tank with 75% of the slots ?
That’s a loss in my book.
And yes, medium modules re more efficient than large or xlarge, you can use a large and you won’t need as much cap. But you won’t also have the same tank.

No, it’s good to add one more max target.
But yes, you can use it to RR. not really sure its worth.

Indeed, I think globally your fit is better. Just remove the RR and keep the AT.

I fly Tempest Fleet - Active Shield Tank - Cap Stable with 1200 Artilery and HM II’s
My friend flys Typhoon Fleet - Active Shield Tank - Cap Stable with same Guns and HM
We easily do all lvl 4 Missions ( except Anomic)

I tried an Anomic just once and nearly lost an Ishkur to a damn little kiting frigate with a 100KM warp disruptor and now I just auto-decline those missions.

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That’s a good start.
You can start accepting teams though, you can do them in a ECM hookbill

Since this thread is about mission multiboxing, the burners aren’t really all that dangerous if you have two toons.

For the teams, you can just nuke through their repair if you bring two damage oriented assault frigates. Or you build your main for damage and bring your own remote repair ship to keep your main alive. Just make sure your bantam/scalpel/deacon/whatever isn’t reached by the burner.

For the individual frigate burners, your main needs to be tanky as usual, but you don’t need ewar. Warp in your main, start manouvering it away from the warp-in beacon, and the NPC burner will follow you away from it… then, once you have the burner no longer closing into 30+ km distance to the beacon, warp in your alt with a tripple web Hyena. With 3 webs on it the burner is basically immobilized, whlie the Hyena is way too far away from the burner for it to inflict significant damage, and your main will hit/apply the imobiilized burner rather well. You can even launch some light missiles with the hyena to speed things up a bit.

Doesn’t work on the Gurista burner though, as its’ range is higher then the hyena’s.