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Ship fitting - Built on July 18, 2009
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To start with, i do not actually fly this ship. I run missions sometimes with a buddy of mine when we just want to shoot the shit and have a little fun. Well a couple months ago he got into the vargar and asked me if i could come up with a fit for him. This is the result of that. While i have not flown this ship, i have been witness to what it can do in a good number of missions.
The Ship: Tank: You'll notice that i make use of the Pith A-type medium shield booster, this is mainly personal preference (you can pulse a X-L if you want to). This ship has a 595 onmi tank which is a little on the overkill side but there isn't really any more gank that can be added so this ship gets a very nice tank. Rigs: There are 2 T2 extension rigs, these are actually fairly cheap and make a huge difference in you effective dps as you will be fighting into falloff most of the time. Lows: Got 4 Gyros. If you wanna add a 5th gyro feel free to go for it, you will not be cap stable that way but with all mods running you are stable for like 13 mins or something, so that is plenty of time. I made the setup stable cause my buddy has lots of wife/kid agro to contend with. Mids: There is my typical 4 mod shield tank but then there are 2 tracking comps with tracking scripts. Some folks may say that the second tracking comp is over kill but in response to that i have this: The vargar is made to fight angel ships which like to orbit you close. While one tracking comp will let you hit orbiting cruisers, 2 will let you hit them for almost full damage everytime, not to mention that the second one pretty much assures that you hit any and everything for full damage (ignoring the falloff reduction). Highs: Of course we have the T2 800mm AC's, this is because you want to have access to Barrage ammo, it is what really makes this ship work. You should be able to insta-pop frigs as far out as 70km (over 60km it sometimes takes 2 shots, but that is still crazy considering you are using AC's) The utility slots can really be any combination of the three mods i put there, that is just for your own play style, there is no right/wrong there. A few notes about the ship and how to fly it. -With this ship for the most part you are gonna want to use medium drones and just have them eat cruisers for you. I say this because you will be insta-popping most all frigs so you don't really need light drones, the few cases where a frig gets into orbiting range the medium drones can still kill it handily. By using the medium drones to pop cruisers you are making full use of their added dps. -This ship has a 3.15s Rof, with that in mind you want to take full advantage of insta-popping frigs. The main reason for this is that you want to fight in falloff as little as possible. Since you can 1 volley frigs up to 70km, you don't lose any dps do to falloff. This allows things that will take more time to kill to get into range while you are owning small things. -Feel free to agro extra groups before you finish off another group, this will give the next wave/group time to get into your optimal so when you are ready for them they are already there. -This ship owns against Angel, it even gives my Golem a run for its money in these type missions. I would not fly this ship though unless you are in mimnatar space as there are other BS's that are better anywhere but mimnatar space. So far the highest bounty my buddy has gotten using this setup came from a angel blockade and it was 17.4 mil (He cleared the entire mission in a single bounty). Thank you for reading this. Any questions or comments are welcome. Some questions may take a day to two to answer if it is something i do not know as i will have to ask my corpmate. Hope you enjoy. Greengimp |
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What about swapping a tracking computer for a gallente navy web?
Yeah, I figured.What about swapping a tracking computer for a gallente navy web?
We did try that, but found that for the most part there was no difference between 1 comp and 1 web, or just 2 comps. The reason for 2 comps is just you don't have to keep turning it on for each thing you want to kill and there is no range requirement.
Ya know, greengimp, you're awesome. I love this fit, with the autocannon sniping...
Your Golem's better though, but definitely not by much. +1 from me. The thing that makes this fit really awesome is it's extreme range versatility. Wow.
How often would you say cruisers get into orbit range when you're missioning? When I fly the Vargur, I always pop them on approach after I kill the frigs, and they almost never get to orbit...but I can see how tracking mods would be a godsend if you're using the 800mm ACs. (I prefer 650mm myself, with the better built-in tracking, easier fitting, and only marginally worse DPS).
I just noticed that in eft the vargur doesn't appear to get minmatar t2 resists for its shields. Can anyone confirm?it does theyre just less than HAC/CS.
(stealth bump)
(stealth bump)

His: I rarely find the need to target drones on anything out side 54km (iirc) so I use another salvager here. If a group is outside 54km then a quick shot from the ACs soon gets them coming in.
Los: PDS rather than DCU??
Mids: Very nice but sooooo expensive. If you have the cash to splash then great. I have just gone ultraextravagant on a Pith c-type med SB. Anything more is out of my league. For those looking at putting a Vargur together, if there is 1 module that you should spend extra on it is the shield booster. CN invuln make a big difference but just cost too much for me. with invuln IIs I have a 589 perma tank against angels - enough for anything(I hope!). Also I have to have an AB otherwise I go mad from boredom
For those that want EFT numbers (all lvl 5) my setup
never found the need for TE but prepared to be convinced.
sorry but i liked it until i tried it. tbh, the 2x extra tracking is overkill on a ship w/bonus. And without AB any time you make up with extra tracking damage you lose slowboating between gates. I think ned had it right. switch 1xTC for AB and i'd reconsider.
also look at damage curves. your never gonna hit for full damage on cruisers at 5km, no matter how many TCs you got on it.
I really have no idea what you are trying to say with this. The damage curve only applies when you are start fighting outside your optimal but inside your falloff. If something is at 5km, then it is inside your optimal so as long as you can track it you will hit for full damage. Now when i say full damage i mean you are only losing damage to resists but you are not losing any due to failure at tracking. Also cruisers in pve don't move fast enough to be to fast to track so yes 2 TC's will let you track them even at 5km just fine.

The big reason is that the PDS makes the fit stable. You really don't need to be stable but when using the medium booster i prefer it since you arn't getting a ultra-huge boost from your booster but rather a decent constant boost. Also i hate seeing DC's on shield tankers in pve, the gain is very minimal.
Sorry, I haven't put your fit into EFT but my pith c-type fit is cap stable if I am not running tractor/salvagers, which if things are that busy I won't be! The gain in tank with a DCU is a 38% increase in EHPs and a 12.7% increase in tank - I wouldn't call that minimal.
On the AB front I guess what it comes down to is that I am quite lazy - I don't want to keep changing fits, I want one that I can just undock and start shooting!
I think deciding between a DCU and the PDU in this case is pointless. You should really be deciding if the 4th gyro is paying for itself or not. Which IMHO it doesn't. I haven't checked eft, but my gut feeling is you should use both and skip the 4th gyro. My shield tanking skills are not all 5s but my gunnery is, so I would tend to add more in the way of tank, and sacrifice some dps addons.
I am also personally opposed to putting any module on a ship that costs more than the ship. I would like to see this ship loadout modified to use as many t2 bits as possible and see if it can tank some of the harder L4s solo. Missions are all about the tank and being cap stable. Which is why I currently don't use minmatar ships at all, even though my skills are better with them. I use the abbadon, which gives better tank and DPS than anything in the normal stable of matar ships, even with BS4 rather than BS5 (I don't have Caldari or Galente Skills, so it is either Amarr or Matar for me).
I am trained for the vargur, but have been hesitant to spring for one. I do like where this loadout is heading though, and it makes me think I might buy one and see.
I think deciding between a DCU and the PDU in this case is pointless. You should really be deciding if the 4th gyro is paying for itself or not. Which IMHO it doesn't. I haven't checked eft, but my gut feeling is you should use both and skip the 4th gyro. My shield tanking skills are not all 5s but my gunnery is, so I would tend to add more in the way of tank, and sacrifice some dps addons.
I am also personally opposed to putting any module on a ship that costs more than the ship. I would like to see this ship loadout modified to use as many t2 bits as possible and see if it can tank some of the harder L4s solo.
Missions are all about the tank and being cap stable.

here's an ud for you. figure rest out depending on your wallet and tanking needs.
3x gyro, 2x tc, t2 burst, t1 ambit
-1 for having a pdu instead of te in the low.
Your Golem's better though, but definitely not by much. +1 from me. The thing that makes this fit really awesome is it's extreme range versatility. Wow.