Member Login
Not a Member?
Sign Up

Forgot Login?

Loadout: Hurricane: Dark Fusion Terror (L3 Mission Runner)

Bookmark and Share

Hurricane: Dark Fusion Terror (L3 Mission Runner)


Quick tag

Similar

No similar loadouts

Ship fitting - Built on July 22, 2009

Build Views Tagged as
Dominion 1.0.3
15th December 2009
27,868 Active tank, Armor tank, Cheap, Expensive, Gun boat, Long range, PvE, Short range
Download EVEMon skill plan
Open fitting in EVEHQ
You may have come across the option in various BattleClinic loadouts to "Open fitting in EveHQ" and wandered what it does and how to set it up, so I'll briefly explain.

The option in BattleClinic for opening the fitting is really just a special link which contains data about the fitting. If configured correctly, web browsers can be instructed how to respond to clicking those links such as opening a new page or starting a download. In this case, the link will ultimately show the fitting in HQF - the EveHQ Fitting plug-in.

First, we need to configure Windows to recognise the protocol (that's the part of the link that read "fitting://"). With HQF already open, go into the HQF options and select the General Options. In there, you will see a Fitting Protocol section which shows the current status of the protocol (enabled or disabled) and appropriate buttons to toggle this state. Simply click the Enable button and this should allow the fitting:// protocol to be recognised by web browsers with the status updated accordingly.

Please note that the step above writes a value into the registry and therefore you will need to have administrator rights to do this. In Vista or Windows 7, you will need to run EveHQ as Administrator for this part only.

And that's really all that's required. With the protocol status active, clicking on the links in the BattleClinic loadouts will show the fitting in a special browser window in HQF (so you can see DPS, tank etc). If EveHQ or HQF is not loaded, then these will be loaded as appropriate so the fitting can be displayed.

The fitting:// protocol has been tested and working in IE, Firefox, Safari and Chrome but any issues, please let me know.
Export to EVEHQ skill plan
Download | Print
   
[Hurricane, Hurricane: Dark Fusion Terror (L3 Mission Runner)]
Gyrostabilizer II
Gyrostabilizer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Armor Explosive Hardener II

Cap Recharger II
Cap Recharger II
Cap Recharger II
10MN Afterburner II

Assault Missile Launcher II
Assault Missile Launcher II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II

Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I
Medium Projectile Collision Accelerator I


Hobgoblin II
There are no revisions on file for this loadout. Only the original builder may revise the loadout.
How to fund this loadout with PLEX:

Current estimated total value, ISK: 58,953,211
Sell this many PLEX* to fund: 1
Convert this many ETC to PLEX: 1 Purchase ETC here

*You may only sell PLEX for ISK via the CCP Secure Transfer Method
You need to upgrade your Flash Player
With all Level 5 (and Dominion updates)
NOTE: Level 5 skills unnecessary, only used for stats comparison purposes.

Without Rigs:
Full Cap Stability
402 DPS without Drones
501 with Drones
2170 Alpha
505 M/S with AB

With Rigs:
Full Cap Stability
423 DPS without Drones
522 with Drones
2293 Alpha
459 M/S with AB

------------------------------------------

Easily hits anything between 15km and 40km. Drones deal with anything shorter than that.

Switch hardeners depending on the mission, obviously. I sometimes forget to activate the tank, but when the volleys are popping threats in one shot, it doesn't actually matter. Can insta pop frigates at range, FYI.

You may need some Level 5 Capacitor skills, but even with Level 4 skills, the tank on this thing lasts for a solid 15 minutes; plenty of time to lower enemy DPS by shattering them.

STILL haven't tested it in L4s. It's more of an L3 runner anyway. Still @#$%ing good one at that.

Final words: It's solid. Too solid, actually. It makes L3s feel like "L1s with a destroyer," if you know what I mean. Not like I'm complaining. Hell, due to my skills (or lack thereof) I make more isk running L3s in this than L4s in a battleship.

Before making any suggestions... TRY IT! You'll realize how unnecessary it is to make changes of any sort. I can only think of maybe tossing rigs, and even that's completely unnecessary.

Update: I added rigs, because... Well its still completely unnecessary to put them, but who says you can't overkill? Plus their cheap now. Don't put em if you don't feel like it, you'll still own.

If your cap isn't that great, go 2x Nano Pumps. If your cap is right there next to Jesus, use 2x Nano Accelerators. At my skills, I use 1x of each.

Damage Rig vs RoF = no noticeable difference. Use the damage rig to at least reduce ammo consumption.

Also switched the limoses for Arbalests, because I can.

EDIT: Everything was Tech 2 already, so I made the AB and Launchers Tech 2 as well.

Comments

  • July 22, 2009, 09:20:56 am

    yes +1
  • July 22, 2009, 09:31:17 am

    excellent fit for someone with moderate to high SP who wants to rush through missions for a new corp to gain standing. 

    only downside is most people will be doing level 4's long before they have the skills to fit this level 3 boat lol.  so it's definitely not a setup that a newb can get into and utilize.

    still +1
  • July 22, 2009, 10:39:12 am

    noice +1
  • July 25, 2009, 09:00:07 am

    Moderate to high SP? How many SPs are you thinking it would take to fit this? This looks to be a solid fit and maybe with a bit of work you could fit most T1 gear in if you don't have the skills for all of the T2. Tho the only T2 skils I would not expect on "lower" SP characters would be the T2 guns.

    This fit gets a +1 from me. Its hard to find solid armor tanked hurricane fits out there.
  • July 25, 2009, 09:10:59 am

    Moderate to high SP? How many SPs are you thinking it would take to fit this?

    I'm referring to his stating this is for level 3 missions... it takes a noob what, 2 weeks to get to level 3 missions?  maybe 3 weeks?  they won't have skills to use much t2 equipment by then, if any at all.  so as is, with all t2 goodies, this makes perfect sense for someone with good skills to power-mission their way to high standings with a new npc corp.
  • August 07, 2009, 08:48:52 am

    if all the T2 stuff fits then T1 should fit as well. so the idea is sound and for low to med sp swap the modules for T1. Since lvl 3's are easy with this fit they should be doable with T1.

    good fit a + from me
  • August 28, 2009, 09:42:22 am

    Used it on a couple lvl 4's with a great shield tanking Drake and we did pretty well. Of course this load out is for lvl 3's but it can also hold it's own with help in lvl 4's.
  • September 14, 2009, 02:14:23 am

    Nice setup i have a very similar one, instead of the EAP2 i use a DC2 as it also gives extra resists to shields. Now the medium rigs are out it's actually not that expensive to fit an acr and use some heavy missile launchers - they'll help get thru the missions faster.
    For a nicer tank you could fit an aux nano pump for about 5m and to free up one of the mid-points u could fit a ccc and include a CPU.

    With the 3 rigs it's maybe an extra 15m on a 51m ship so it's worth it.

    Btw the ship should be able to tank lvl4's okish.. not well 'cos the hurricane relies on it's speed so if you get webbed you're $%^$ed
  • September 26, 2009, 11:33:44 am

    nice setup, runs capstable with me , only switched out AB with a T2...  +1
  • October 03, 2009, 04:35:44 pm

    1 question any suggestions about what rigs i can fit into it to make even more stronger?
  • October 03, 2009, 05:14:50 pm

    auxiliary nano pumps 
  • October 16, 2009, 09:07:23 pm

    +1
  • October 31, 2009, 10:34:09 pm

    +1....for rigs, I would go with Projectile rigs that increase DPS, Rate of Fire, and then an armor rig of some type.

    I would also drop one of the Nano adaptives and go with a Damage Control II.  D.C. gives resistance to shields, armor and hull (60% hull to all damage types!).

    The Hurricane is a great ship and capable of soloing even a few of the lvl 4 encounter missions.
  • November 17, 2009, 04:16:12 pm

    I liked this build so much that I tried it and fell in love with this build.
  • November 22, 2009, 02:16:04 am

    Great fit I would change one thing and one thing only, drop 1 cap recharger and fit a sensor booster with a scan res script to save a lil bit of time on locking stuff, you're still stable with that unless you're using the afterburner but do you need the ab 100% of the time? Great fit
  • November 22, 2009, 05:25:10 am

    I've been using this fitting for some weeks now running L3 missions. Have changed one thing: I added rigs for better damage.

    By the way, I disagree with the idea of fitting a sensor booster. In missions, with the number of targets you can lock at the same time you can always have your next target ready by the time you get to it. So, the benefit would be only for the very first ship you want to hit in a pocket, and that is negligible. If you don't want cap stability - I do want it - a webber would be a better choice, at least against short range NPCs.

    The only problem I've had with my Hurricane so far was against Serpentis with full stage aggro. There the tank was insufficient, I would have needed a substantially better repper. However, please take this as a comment and not as criticism. The build as such is rock solid and a clear +1.
  • November 27, 2009, 10:08:53 am

    Thanks so much for posting this setup. I am using it for Level 3 missions and it makes them fairly easy even thought I am inexperienced.

    Nestor Z
  • December 05, 2009, 11:25:39 am

    Wow, I completely did not expect to get so many thumbs up.

    Anyway, I updated the thing with rigs and better launchers. Otherwise, I didn't touch it.

    Also, new dominion updates make this thing 30% more lethal. Win.
  • December 08, 2009, 05:43:40 am

    Nice tip is to swap the Energized Adaptive Nano Membrane II with a Damage Control II , if you happen not to have Hull Upgrades lvl 5 (dc II only requires Hull Upgrades IV).

    reason : Same 15% bonus as the t1 equivalent of the EANM plus you get 12.5% on each damage type on your shield, plus 60% on hull damage res. With EANM II, AKH II and AEH II,  I get 27 472 EHP , but with DC II , AKH I and AEH I,  I get 33 235 EHP.

    EDIT : Swapping the limos with a Assault Missile Launcher II , is also recommended for extra dps.
  • December 19, 2009, 07:55:10 pm

    Makes me want to crosstrain minnie :P

    +1
  • December 23, 2009, 06:45:47 am

    fot lvl3 mission, use a Vagabond with AB and without warp distruptor. Very fast, and probably the most ppl just want to grow standing.
  • December 23, 2009, 02:48:13 pm

    fot lvl3 mission, use a Vagabond with AB and without warp distruptor. Very fast, and probably the most ppl just want to grow standing.

    Except a Vaga's more expensive, has less tank, less DPS, has shorter range, burns more ammo, and in general is not suited for the heavier L3 missions. You can't fit 650mms on a Vaga, so your going to be spitting things at 20km or less, and I know for a fact most L3s operate beyond that range.
  • December 24, 2009, 01:59:56 am

    plus 1. works GREAT. for those who cant fix all tech 2 or cant use tech 2 what ever i tried this with tech 1 crap and still does well(keep the repper 2, and cap 2s keep it cap stab)
    dcu is a little fine tunning, i dropped the gyro for it and picked up a dcu and kept the EANM since dps was good enough for me and it perma tanks with out the AB running(and amost 15mins with) even when if things just hairy it holds up. SOILD BUILD, ppl with the SP to run this as is will be happy this fit and lower SP should run what they fit as its still soild and works!(these rigs are worth it and fit the biuld Nicely)
  • December 27, 2009, 02:29:58 pm

    EDIT: Everything was Tech 2 already, so I made the AB and Launchers Tech 2 as well. Tech 2 launchers don't make an enormous difference, but why the hell not?
  • January 01, 2010, 08:59:14 am

    I am seriously happy to see you have the ammo for the different factions.  I hear so many times people ignoring the damage types of projectile ammos.
    plus 1 here too!
    aka janikai
  • January 22, 2010, 03:14:39 am

    Thanks for this build! I've been using T1 version of it, slowly upgrading it to T2 as my training progresses. It's already great for lvl 3s with T2 tank DCU, armor rep, AB + cap chargers.

    In order to fit the guns, tank and rigs, I have to switch the gyrostabs for items which increase powergrid. I probably should've waited before putting the weapon rig in, but it's there now :P

    So I'm wondering what the minimum skill requirements are to be able to free up those two slots for gyrostabs. Any help with this would be awesome ;) I'm training engineering 5 atm, but not sure if that'll be enough...
  • January 22, 2010, 02:50:50 pm

    The above fit pushes the limits of fitting skills required. Drop the weapon rig and it'll be a lot easier.

    Regardless, this is what you need minimum: Electronics 4, Engineering 5, Weapon Upgrades 4

    If you have/want the weapon rig, you'll need: Electronics 3, Engineering 5, Weapon Upgrades 5, Advanced Weapon Upgrades 3
  • January 23, 2010, 04:06:01 am

    Awesome, thanks a lot ;)

    How come Electronics 4 is required with no rig, but only Electronics 3 is needed with the rig?
  • January 23, 2010, 09:37:51 am

    You need weapon upgrades 5 (which reduces weapon CPU) to get advanced weapon upgrades. As a result, you don't need electronics 4 anymore.

    No need to reply, but thanks for the comment and question.
  • January 30, 2010, 07:51:42 pm

    Just wondering, im currently using this fit with the exception of tech 2 weapons and instead use 6 650mm medium prototype siege cannons, along with 2 heavy missile launchers as they don't close enough for light missiles. The thing is, level 3 missions such as going berserk and blockade and many more are near impossible, Im ripped to shreds with swarms of heavy missiles and don't dish out enough damage to stop me from being swarmed. Usually battle happens around 20km-30km, which is well within reach of their missiles. Tried using all kinds of ammunitions, all kinds of armor hardeners, still a no-go. Not very experienced I guess, any help would be welcome. :)
  • January 31, 2010, 06:36:15 am

    i used this build with no real problems in blockades. they are tuffer but have you looked up the mission and fitted the hardeners for the mission and followed the guild line?
    some missions have triggers or helpful guilds to wait areas to pull first.
  • February 03, 2010, 12:25:21 pm

    +1 for the decent fit.  -1 for the terrible name.  you net a 0
  • February 03, 2010, 05:04:53 pm

    Registered just to thank you for this fit! I dont use all tech 2, but I put the next best I can. I use a web in the midslot to help my guns hit. Not sure if that really works though. can someone confirm?
  • February 07, 2010, 01:42:17 pm

    I can't help but beg to ask: why are people giving it thumbs down without any sort of valid reason, or feedback? Seriously, if you think there's something wrong with it, go ahead and tell me. Don't just give a thumbs down and hide.

    Incidentally, what a completely worthless post Illadelph. I'm guessing your just trolling, or looking to increase your post count.
  • February 10, 2010, 02:28:15 am

    I like it. Im hoping to get this set-up within the next few weeks or so.
    +1
  • February 15, 2010, 03:04:11 am

    I'm using a simular setup, except for the cannons/launchers and drones, those are T1. Need to work on those skills to get the T2 version.

    +1
  • February 16, 2010, 09:14:41 pm

    Been using this fit since you posted it, pretty much, and I have to say I love it.  The only thing I can't swing (I haven't rigged mine) is The Blockade L3. But otherwise this thing is a beast.
  • February 25, 2010, 09:23:58 pm

    I like this fit because it is cap stable with the medium armor rep. The 650mm IIs can take out targets at 30km. The only change I did make was to fit 2 Dual 180mm IIs to hit the closer range fast frigates between 16km and 2.5km. I would also like to try 2 220mm II Vulcans.

    +1
  • February 26, 2010, 06:22:26 am

    With skills like mine, I can hit targets at 10km and beyond. Anything closer gets dealt with by my drones or the assault missile launchers. If I still cant hit em, I merely use the afterburner, move away at 500m/s, and get enough TV to get em.

    Never mix weapons by the way.
  • February 26, 2010, 09:08:30 am

    Explain why "never" to mix weapons. I can understand this in PVP but for missions 1 to 3, who cares?
  • February 26, 2010, 12:39:10 pm

    Let's take your idea of using essentially 4 artillery and 2 autocannons.

    Given that in pve its better to concentrate fire (since NPCs active tank), you're better off applying as much pressure as possible onto your target. If we used your method, anything beyond 10km could only be hit by 4 artilleries, and anything below 10km, only 2 autocannons could hit it. Thus half your main weapons are useless at any given time, or not laying firepower on one target.

    Now, something more. Most of the close ranged targets you encounter in L3s are frigates and destroyers. I'd argue that there are no "Medium" targets that are both too fast and who get very close to you. Even against angels, all of the medium targets are easily out-run in this hurricane.

    Thus, combining the above pieces of information, drones and missiles could very easily take care of any close range threats, while 6 combined artilleries concentrate fire on long range targets, taking them out in no time.

    There's no wrong way to play, but there are better ways. And I hate to say this, but the method you suggest is not better.

    EDIT: Better implies faster. The faster you can complete a mission, the better. Thus, directly to your question of "who cares," well, most mission runners care.
  • February 28, 2010, 08:55:03 pm

    I have a very similar fit cane, unrigged, that I've used for lvl 3s and some lvl 4s. The cane is an amazing ship.
  • February 28, 2010, 11:41:29 pm

    Why the love for active armor tanks here?  I can fit this in evemon:
    [Hurricane, arty passive shield tank]
    Gyrostabilizer II
    Gyrostabilizer II
    Shield Power Relay II
    Shield Power Relay II
    Shield Power Relay II
    Shield Power Relay II

    Invulnerability Field II
    Large Shield Extender II
    Large Shield Extender II
    10MN Afterburner II

    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    Salvager I
    Small Tractor Beam I

    Medium Core Defence Field Purger I
    Medium Core Defence Field Purger I
    Medium Projectile Collision Accelerator I


    It dishes out almost the exact same DPS, gives you an easy salvage option (go ahead and put assault missile launchers up there if you want, 2 will fit at all skills V), and has 15-20% more EHP and almost twice the tankable DPS (!!).  Capacitor lasts for 24 minutes when not running tractor/salvager.  Drones kill any frigates that get close.

    I am new to fitting Hurricanes though ... why is this highly rated fit better than the simple shield 'cane I just whipped up?
  • March 01, 2010, 06:32:42 am

    Not everyone shield tanks, and given that there are literally no armor tank fits on battleclinic for a pve hurricane, this has become a "highly rated fit."

    Your fit is good, but also requires top notch skills to use. Many of the pilots who've posted their appreciation for the fit have done so because they "downgraded" the modules, and were capable of excellence; Your fit would be harder to pull off in that respect.

    Ultimately, one should not view it as "better than another fit" but "Good as a fit."
  • March 02, 2010, 10:52:03 pm

    The armor fit makes sense in many ways. its a skill plan that fits right in line for pvp with the hurricane and battleships.
    that said...
    the cyclone makes for a solid cheap shield based pvp ship.
    http://eve.battleclinic.com/loadout/22789-A-REAL-cyclone.html
    although its not passive. i fly one like this but about 10 mil cheaper.

    if you got the skills and going shield i like this fit for pve ;) solid solo L3 missioner that can be downgraded and is still functional. perhaps not as down gradable as the armor fit. but i have used it for a long while upgrading as i could.
    http://eve.battleclinic.com/loadout/30454-Hurricane-Logical-Madness-720s-passive.html
    720 arties are awesome for pve imho.
    missions boil down to speed for me and the 720 passive fit tears up L3's.

    vankar it might be interesting to post mission speed times.
    it isnt a better worse thing but a decision thing.
  • March 04, 2010, 03:53:30 am

    soooo, let me get this straight... you got enough SP to run a full T2 fitted Hurricane but you're doing L3 missions?, anyone doing L3 missions is far out of price and SP range for this fit... sooo, good in the theory, bad in practice. Nothing wrong with the build itself, but the proposed use is out of whack with the build itself.
  • March 04, 2010, 04:42:29 am

    artside are you implying that a hurricane should do L4's?
    Some feel that L3's give more isk per hour than L4's.
    please explain your idea more fully.

  • March 04, 2010, 11:25:37 am

    Minnie ships are versatile as hell. And so is the hurricane: armor, shield, speed - everything is possible and works. And I have to crosstrain for this. +1
  • March 10, 2010, 07:13:51 am

    Armortank against Angels? I for my part think that this is a failfit because Angels do around 60% Explosivedamage so it is a good idea to use your natural shieldresist (50%) and build a tank around that. U will have a better tank, cap stable with more damage at the same time. Its just dumb to build a tank around the 10% EXP resist that u have on armor imho. Not to mention that all your numbers seem to be wrong.

    This fit has(all lvl 5 skills):

    131 dps tank (omni) | 151 against angels
    498 dps

    Compare that with a lousy shieldtank:

    318 dps tank (omni) | 402 against angels
    518 dps

    So u get around 5% more damage with a tank that is 2.5 times better. And btw. all u need for this setup are some shieldskills on 4. Your armortank needs at least hull upgrades to 5 for the Energized Adaptive Nano Membrane II. Lets say you are a beginner in EVE and u can't fit all that juicy T2 stuff and u are short on money, so u can just use the cheapest fit around ->  u still would be better with a shieldtank. Even with only meta 1 extenders and shieldmods you would have a tank that is at least 100 dps stronger compared to your t2 fit. So where is your fit good again?


    [Hurricane, Shieldtank]
    Shield Power Relay II
    Shield Power Relay II
    Shield Power Relay II
    Gyrostabilizer II
    Gyrostabilizer II
    Gyrostabilizer II

    Large Shield Extender II
    Large Shield Extender II
    Large Shield Extender II
    Invulnerability Field II

    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    650mm Artillery Cannon II, EMP M
    'Arbalest' Assault Missile Launcher, Sabretooth Light Missile
    'Arbalest' Assault Missile Launcher, Sabretooth Light Missile

    Medium Core Defence Field Purger I
    Medium Core Defence Field Purger I
    Medium Core Defence Field Purger I


    Hammerhead II x1
    Hobgoblin II x4

  • March 10, 2010, 10:01:05 am

    Troll all you like DerArt1st, the whole point was to make a PVE Armor fit, not the best Hurricane fit in EVE.

    Incidentally, there's nothing wrong with my fit either. No matter what you believe, the truth is it works. If that bothers you, and you feel like taking it personally, be my guest.

    And even if all you need is some shield skills to 4, there are those who simply do not want to use shields at all. There are those who just plain prefer armor over shields for whatever their reason. To them, I give this fit.
  • March 11, 2010, 09:09:23 am

    Well, i am not trolling and hey, its not my ship. If u think square-shaped tires are better on your car -> go for it.
  • March 12, 2010, 10:20:51 am

    This is just one of those ship fits that makes me ask myself: "why did i NOT go Minamtar to begin with!?"

    Simply awesome ship! I'll sure try this baby out, as soon as i'm done training skills.

    Quick question though: Which missiles will fit best for this ship?
  • March 12, 2010, 03:14:46 pm

    Assault Missile Launchers will fit. The type of damage depends on the enemy.
  • March 15, 2010, 02:20:55 am

    i used a very similar build when i was doing lv3 missions but 2 mids were tracking computers, no scripts and a 3rd gyro so i only had a 3slot tank (repper and 2 Active resists). i ate missions for breakfast, only has problem with mordus head hunter, cap ran out for the last 2 rats
  • March 15, 2010, 05:40:49 pm

    +1, great build i use it (what i can use of it) myself

Leave a Comment

BoldItalicizedUnderlineStrikethrough|Preformatted TextLeft AlignCenteredRight Align
YouTubeInsert ImageInsert HyperlinkInsert EmailInsert FTP Link|GlowShadowMarquee|SuperscriptSubscriptTeletype|Insert TableInsert CodeInsert Quote|Insert ListInsert ListHorizontal Rule|Remove FormattingToggle View