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Ship fitting - Built on October 2, 2009
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I've been playing this one close to my chest for a while, because I wanted to test it out before posting. (Wanted to make sure it didn't suck tremendously.)
NOTE: Updated for Dominion! New stats, too. After running a couple hundred missions in the Vargur fits I have posted here, I was curious to see if the Maelstrom could work with a similar setup. The answer is yes, and much better than I expected. It needed help with tracking, however, to match the Varg's built-in bonus, and it loses damage because faction ammo gets just too expensive to use...but otherwise, it worked great. I give you the following stats (updated): Barrage: 781 DPS Turrets. 8.5KM Optimal + 69KM Falloff. EMP/Fusion/Phased Plasma: 852 DPS Turrets. 4.2KM Optimal + 46KM Falloff. Resistances (setup for angels): 48.3% EM, 58.6% TH, 69% KIN, 86.2% EXP Defense (against angels): 850 cap booster sustained. The cap boosted shield tank works just fine for any mission I've run, though I haven't put it through Angel Extravaganza or Smash The Supplier yet. (Might have trouble with those two.) For comparison, here's an image of the damage curve compared to my T2 Vargur fit, both targets shooting a battleship class target (drones turned off, Baby Varg in green): EDIT - Here's something crazy: The Vargur's range in the graph below is actually the Dominion range of this fit. That big of an improvement. Pretty nice huh? Fly it like a pre-Dominion Vargur! ![]() It does pretty well up until around 40KM, which makes it still very useable against Angel targets. If you plan on hopping into a Vargur some day, this may make excellent training wheels in the mean time. EDIT: Since Dominion came out, the hardest part of this fit that I was mulling over before updating it was the rigs. In the end, I settled with a happy medium of extra damage, range, and tank. If you'd prefer something else, I'll leave it up to you. ;) One last note: Since Valkyries seem to be performing almost as well against unwebbed frigs as Warriors, I (tentatively) recommend 5x Valks, 2x Berserks for drones. Pop the Serks out for BSs with 3x valks, and use just Valkyries for the rest. EDIT: Made a few updates thanks to Zee87. Thanks man! LAST EDIT: New rigs for even more killing efficiency. See last post by me. 2/11/11 EDIT: I get asked a lot how the Mael should be fit while you're training for T2 ACs. Without being able to use Barrage, I think that the artillery Maelstrom has more to offer for the average mission. I would fit the ship as following, using 1200s because of the better tracking and faster rate of fire: [Maelstrom, Arty Complement] 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 1200mm Heavy 'Scout' Artillery I, Republic Fleet Fusion L 100MN Afterburner II Invulnerability Field II Invulnerability Field II Explosion Dampening Field II Heavy Capacitor Booster II, Cap Booster 800 X-Large Shield Booster II Tracking Enhancer II Tracking Enhancer II Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Large Projectile Burst Aerator II Large Core Defence Capacitor Safeguard I Large Core Defence Capacitor Safeguard I |
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nice graph. someone likes thier matar ships.
Playing with EFT and with minimal skills needed to equip this ship I get about 1min 15s of cap time with everything on, and about 10:18 with the shield booster off. While flying this are you supposed to pulse the booster or am I just too underskilled for this fit?
Thanks for all the great minnie fits and the info.
For most missions a large SB is plenty, which means you don't need the cap booster, which leaves you room for a DC and another hardener, and I'd use another hardener instead of a SBA too; taking less damage beats repping less damage anyday ( and leaves you more cap to waste attempting to thrash the whale around with the AB... ). This is nice for those odd missions where you need a huge tank though.
Also, fit a pair of t2 ambits, they're cheap.
Updated yet again. Thanks to comments from Liang and other EVE-O folks on getting the 800mm ACs to fit without a Co-Proc, and with 2x TE IIs.cap boosters work well, allows you to fit more gank and still have the cap when needed. I don't need to use it vm but is necessary. got one on my nm, this is my setup with the exception of my rigs are all still ccc. http://eve.battleclinic.com/loadout/29777-Nightmare-Bad-Dreams.html
And for showing me the light that 3x Hardeners > 2x Hardeners + SBA on cap boosted setups.
Umm....while the numbers look good I wonder at the effectiveness against stuff orbiting you at 50k. Even with an AB a BS still moves pretty damn slow to close the range.
You could switch the AB to a Republic Fleet AB, it is relative cheap and improves speed and cap stability.
Very good fit, +1 from me
Me again, just wanted to ask how this fit would fare without the t2 guns/ammo. I'm training for t2 weaponry but takes hell of a time![]()

Why do you use a Burst Aerator and not a Collision Accellerator Rig?
The damage is the same, but using the CA you get a higher alpha
great setup, almost identical to the one i use (just more expensive)
+2 from me

I really like this setup, but I cant use the T2 guns yet..
Is there any Maelstrom fit that is capable of running lvl 4 missions AND not highly skill intensive?
I really like this setup, but I cant use the T2 guns yet..
Is there any Maelstrom fit that is capable of running lvl 4 missions AND not highly skill intensive?
Do you think this fit would work okay with a co-processor and 2 T2 Gyros instead of 3 Republic Fleet Gyros? Also, how much is this build dependent on T2 Heavy Drones? Will just T2 Medium drones work okay?
Do you think this fit would work okay with a co-processor and 2 T2 Gyros instead of 3 Republic Fleet Gyros? Also, how much is this build dependent on T2 Heavy Drones? Will just T2 Medium drones work okay?
If you aren't going to use the RF Gyros (understandable, but I strongly, strongly recommend them for missioning), you would be better off replacing the XL Shield Booster II with a C5-L X-Large Shield Booster instead of using fewer gyrostabilizers.
More damage = faster missions = more money, and the reduction in tank isn't that significant. (More ships dead faster also reduces your dependence on a beefy tank.)
If you can't use T2 Heavies, using 5x T2 Medium drones is 100% fine. The only reason I have heavies on there is because I've found T2 Medium drones more than do the job of killing mission frigs including Spider Drones, so having a flight of T2 Lights seemed like a waste. With 2x Heavies and 5x Mediums, I send out the medium drones to kill everything until only BSs remain, and then I recall two of the mediums and send out the heavies for better damage against the BS/BCs.
Looking again, I still don't like cap safeguard rigs, especially a) with AB, and b) with a cap booster. Ignoring the drain from hardeners, your cap is used for shield boost, and manoevering, so; great, less cap per rep, but it doesn't help the AB/MWD at all, other than having more free cap. A CCC won't make you use less cap per rep, but it gives a greater available pool of cap to use for both cap-munching mods, and also has no drawback so you take a little less damage.
TBH a cap booster is all the cap mod you need anyway, I'd rather either fit another ambit or a metastasis rig in there.
So this only works well on Angel missions?
Good dmg, good range,ing crap for cap, if its a 5-pocket deadspace, prepare to dock often to refuel
Good dmg, good range,This may sound crazy. But, expanded cargoholds exist for a reason.ing crap for cap, if its a 5-pocket deadspace, prepare to dock often to refuel
Good dmg, good range,ing crap for cap, if its a 5-pocket deadspace, prepare to dock often to refuel
To be fair, that's what the heavy cap booster is for. IIRC, I never had to redock for more charges on World's Collide, and that was before Dominion. (I've since moved on to the Vargur.) Of course, I was a bit more stingy with my cap charges as well, only using them when I was below 20% cap.
Ah well, I'll take my first -1. It was coming eventually.
hi
I just looked at this fitting and it's great ... i would copy it if i could ( skills not trained and so on )
so I replaced:
the t2 weapons with t1 800mm proto siege cannons, one metastasis adjuster with an anti-em screen, and the explosion dampening with a target painter t2 in order to regain the loss in falloff ...
can i fit like that or is that setup crap ?
this looks fine, just curious to why you don't use a faction or deadspace medium shield booster so that you could drop that silly cap booster.

nah works for me, i just know of people that run the medium booster and it apparently works well. I don't run missions on my main so I can't really try it out.this looks fine, just curious to why you don't use a faction or deadspace medium shield booster so that you could drop that silly cap booster.
This is a good question, but the short answer is that the tank would be worse, and it would still run into cap issues.
A single deadspace medium shield booster could run indefinitely with this setup, but it would be a desperately thin tank for how close this ship usually is to the damage. Two medium deadspace boosters couldn't be sustained for very long at all, and that would preclude every turning on the afterburner. I'm very unwilling to sacrifice damage for cap stability, because applied damage is what makes you money, not perma-tanking.
The XL Booster offers good burst effectiveness for when things get hairy, and runs for a much longer time than you would think if you just pay a marginal amount of attention to your shield and cap boosters.
I guess the other reason is that I set out for this to be a completely T2 fit. Somewhere along the way I cheated by adding the RF Gyros, but to be honest, I think RF Gyros should be on everyone's short list if they're serious about missioning with a Minnie ship. With the exception of one or two fits, I've been on a kick of trying to get the most performance for the buck out of my fits because I think BC is full of enough fantasy fits.
(Hope that wasn't an annoyingly long response for a simple question.)
SB, I didn't want to disrespect by submitting this loadout I came up with. If it weren't for your setup, anyway, I'd probably have never come up with this one. Anyway, I just wanted to share. It's really not much different, just tracking comp. instead of AB, and the rigs are different... And drones.
SB (saw you in Lustrevik last night, I think, in your God of Missions), I have a question for you: The one set of NPCs which really get my goat are the ones in the mission The Assault (Serpentis). It's very easy to get full room aggro in that mission and the NPCs do excellent range (Megathron NPC 65kms Kin damage) and the overall DPS is extremely high. Even with an alt repping me, I can't hold out for long enough in my T2 AC fit Maelstrom for the NPCs to get into range to start killing enough of them to bring down the DPS before I have to warp out. The only way, it seems, to do the mission is the slow and boring kite them at range with Arties, using a SeBo to counter the damping they do. Do you perhaps have a decent strategy for doing this mission that is soloable using ACs in the Mael (can't afford a Vargur yet)?

I have one question as to your rigging in your fit. Since you already have two TEs and one TC, do the Metastasis and Amit rigs make much of a difference? say perhaps 5% or so?
Edit: I have another question: If one is basically just parking the Mael and tanking and shooting, with no AB (the way I usually do it, especially for Angels), would it not be useful to invest in 3 Sentries and 5 Lights in drones? The 3 Sentries would add even more awesome sauce to an already awesome setup and the 5 Lights should be more than enough to kill the pesky little buggers after all the big boys are dead, shouldn't they?
Thank god we fight Angels!I would like to know that do you swap only one rat specific hardener or do you sometimes drop another inv for second hardener? Or is that pointless with resists you already have?
Loving this setup +1

This is an absolute monster of a fit! chews through missions like nothing else! +1
Love the fit, and am a bit fan of ACs. Will be a nice step as I go from my Loki (another AC ship) to a Vargur.
This probably have been asked.. but i'm about to buy the last to fit my Maelstrom.. i have some questions though:
1. Can i safely jump into lvl 4 missions in this build? or doest it take some experience to fly it... (i've been flying lvl 3 missions for a long time)
2. do you need the t2 rig + faction gear to do this? and can you do it with a t1 AC? or does the AC give higher bonus to range and damage then the t1 versions.
The loadout that is pictured is date 28 January 2010, what is the final updated version...................

Does large barrages cost a ton?
Thanks for the answer, really good.. however answers tend to give birth to more questions... so i got only one... wich probably is a bit silly, since you wouldn't be doing this if it weren't soDoes large barrages cost a ton?
so i think im going to go for it... and try get the faction equipment as fast as possible

Without even running numbers I can tell you this setup has serious flaws:
1: Shield Safeguards are GARBAGE, cap control circuits offer higher efficiency over time
2: The Proj rig is useless as its penalized far too much and your essentially wasting a rig slot which could be used more efficiently.
3: Cap boosters on NPCing ship is a fools errand. Your better off adjusting your cap recharge via rigs/modules to keep up cap.
4: This is no where near a Vargur, its not a baby varg, its not even close. Vargur puts up over 900dps with only guns, tanks more, and is faster/more agile/high slots to spare, etc etc.
SB, can we get an updated dps/range graph to include the Mach?
SB, can we get an updated dps/range graph to include the Mach?


Small question....My cpu is limiting this set up. I have my gunnery cpu at 5, but I cant mount this...
What skill(s) should I increase to get this to work?
And where would I obtain these Rf gyros, and how much do they cost?
**sorry, still a novice**

If its 60 million each ove got the cash for that...just cant seem to find anyone willing to ell em...I don't have LP's with the correct factions to buy em atm.
I just want to re-iterate a point i know has been made earlier, but for noobs, this is a biggie. If you cant fit t2 autos on this, or tempest or whatever, dont even bother.
With all said and done, what is the final configuration looking like

Hello there, Im a new player, gonna train my battleship skills in few days, and I saw your setup. Of course I'll have to train lots of skills, before I can equip all the written stuff, but first I'd like to ask is there a biggie between 800mm Repeating Artillery II and 800mm Heavy 'Scout' Repeating Artillery I turrets? Because I cannot see the difference:) (except for trained skills bonuses).any t2 weapon type will be better for couple reasons.
Rudlow: I wouldnt use it without t2 guns, the barrage reaaaaally makes this build usable or you have to move too much. So until you can fit t2 autocannons just use 1200mm arties.
While you're training for the T2 autos though, you could be saving up for RF Gyrostabilizers or the T2 Aerator rig, so that once you slip into a proper AC Mael, you can use this killing machine at its best potential.
So...with everything.. what would be the best ammo, drones and targeting computer script to be used?
I've been taking it out on test runs in level 3's with medium guns to see how it handles, and check on tank fittings. So I'm probably like, a month away from being able to fly this. But hey, something to shoot for! (Also, one of the better fits I've seen after sifting through so many intentionally fail fits.)
First, thank you very much for your answers. I still got some tho:) Lets say I use Tech1 1200mm Artillery turrets (scouts for more damage), and their accuracy falloff is 35km, what would u suggest me to use for closer ships or small ships? My drones are really weak so far, so should I add some smaller arties in few slots or should I go all the way down with 1200mm? Thank you.
t2 rigs are worth it if you have the isk for them and fit them on expensive ships.
this ships isn't very expensive.
sb just put it on there cause she's an eft warrior carebear.
Keep the 1200 and train up your drone skills. They are important to kill off the scrambler frigs anyway. AAAND always useful since almost all ships use them. And you dont need to go that crazy with drone training tbh for the difference to be enough for them to kill off the smaller stuff.
Okey, working on your advices then:) One more question tho. What handwritings should I use? (I mean 6-10 slots). Thanks.large proj. damg. ones would be good. don't plug 5% ones in your clone unless you have +5 learning imps. also.
So I have a few questions:
1. T2 guns is a long way out, so do you recommend 1200mm or 1400mm best named?
2. Most fits I see have 3 x CCC rigs. Is your selection geared more towards the auto setup, or will they perform as well with a 8 x 1200mm arty setup?
If you use 1200s, you should be able to plop them in place of the 800s with no concessions to fitting. Then you just replace the guns once your skills are up to par.Quote from: FiriaI'm pretty far off from being able to use this. In fact, I JUST learned the Battleship Skill, and can't even fit the large guns.I've been taking it out on test runs in level 3's with medium guns to see how it handles, and check on tank fittings. So I'm probably like, a month away from being able to fly this. But hey, something to shoot for! (Also, one of the better fits I've seen after sifting through so many intentionally fail fits.)
I'm curious though, how necessary is that T2 rig? More experienced players than I have told me that T2 rigs are almost never worth their price tag. I figure I'd quiz the architect before assuming it's over the top and unnecessary. Otherwise I'm thinking I'll use a T1 rig for cost effectiveness.
Haha! Maybe that isn't too far off the truth. The short answer to your question Fira is that the T2 rig isn't absolutely necessary, and using a T1 version won't be too bad.
But here's the logic behind it's inclusion: It takes a long time to train up to a Vargur, and a still significant amount of time to crosstrain Gallente well enough where flying a Machariel would be worth your while. You should be using this ship and fit for a long time, and the T2 Aerator offers a big enough performance boost over the T1 version - or even a fourth RF Gyro - to justify its price.
Once you're done with the ship, you can sell it with the T2 rig on it and I'm pretty positive someone would pay to take it off your hands, so it isn't an unrecoverable cost. Don't buy it until you're good and comfortable in the ship however, and until losing a ship in an L4 mission is a totally alien concept to you. Your other parts may drop, but that rig is gone for good if the ship goes explodey.
(As a general rule, I would agree that T2 rigs aren't usually worth their price. But the T2 Aerator is an exception because of how the stacking penalty works, and because when missioning more damage = more money.)
think most use pest for pvp. it has utility highs.
)I appreciate your fit but I do have to ask. Why T1 capacitor safeguards. The T2s are really cheap. 20-30 per depending on where you shop.eve has something called calibration. it limits the type of rigs you're allowed to fit on ships.
I just won a fight against a Drake and a Vengance in this PVE fit. Oh, and it kills NPCs pretty, too.
Only difference to my fit: I use T1 ACs, a Microwarpdrive and CCC Rigs for the MWD.
<3 AC Mael.
Just askin im starting to get into minmatar bs and the maelstrom is what ive got atm and also a friend of mine kindly gave me a dread guristers XL shield booster.
Now for the issues.
i cant fit tech 2 guns
im new to minmatar bs and they seam to be the hardest to fit.
is this fit ok without tech 2 guns and not completly fantastic shield skills ?
And IIRC, you can drop a TE for a DPS to fit 1400mm's.
Awesome Just got tech 2 resists today .. CheersJust askin im starting to get into minmatar bs and the maelstrom is what ive got atm and also a friend of mine kindly gave me a dread guristers XL shield booster.
Now for the issues.
i cant fit tech 2 guns
im new to minmatar bs and they seam to be the hardest to fit.
is this fit ok without tech 2 guns and not completly fantastic shield skills ?
The fit is definitely okay without completely fantastic shield skills (being able to fit T2 invulns and hardeners is a must though), but without having T2 ACs, you're probably better off using 1200mm or 1400mm artillery. Your range will just be too limited.
The good news is that 1200mm artillery fits right into the rest of this loadout without issues.And IIRC, you can drop a TE for a DPS to fit 1400mm's.
it would be an awesome edition to AC fits though... currently im using this fit with 1200mm Arties.. while training for the t2 AC's... and i had to ad an AB to keep stuff at range.would having this ship plow missions be better than using an raven?
this even looks like it is better than my abaddon!
While it won't give pretty graphs or dps numbers on eft, have you considered rolling with some painter drones? I use 3x heavy painters and 5x warrior II on my fleet tempest, and wonder if the mael would similarly benefit from the painter drones. basically they'd help you land more quality hits in the falloff range, and you can still switch to lights for orbiting frigs.
While it won't give pretty graphs or dps numbers on eft, have you considered rolling with some painter drones? I use 3x heavy painters and 5x warrior II on my fleet tempest, and wonder if the mael would similarly benefit from the painter drones. basically they'd help you land more quality hits in the falloff range, and you can still switch to lights for orbiting frigs.
It's an interesting idea, and I'll have to try it, but I must confess I have a low opinion of painter drones. The stacking penalty means that 3x heavy painter drones are about as effective as a single skilled Target Painter on your ship. The downside being the target isn't painted nearly as quickly as activating a module, and the thing you need them for (small ships) would be dead before the painter drones arrive to increase their sig. Damage is always damage, however.
Maybe I'm wrong about them, and I might give it a shot though.
I'm EFT warrior-ing around with this setup, and apparently, dropping a invul II and putting in a shield boost amplifier II will give a slightly better tank
Is this something worth pursuing ? I mean, the bonus tanking effect will be apparent only when boosting.
It's a trade off between a little more resilience when not boosting vs a bigger boost amount when you ARE boosting.
3 painting drones equaling 1 module is about right, but we don't have a spare midslot for the module on either the mael or the shield tanked tempest. with the mael's higher drone bandwitdh, what about 2x heavy painter and 3x valk II? I have to admit my results with painter drones looking better than damage drones may be due to my low drone skills (only 900k), where the ewar drones are not affected as much.
Hi, i've started to fly a maelstrom and run L4s today, and i've some questions. I hope you can help me.
I don't have T2 gun skills, so i replaced T2 guns with scout versions. I've 567 dps with drones in EFT. I guess it's hard to run L4s without cap booster, isn't it? If we assume cap booster is a must have, which skills do you suggest me to spend my skill points which comes from learning skills (about 1m sp)? I thought Energy Systems Operation (level IV now) to V and Energy Management (level III now) to V, but it's unnecessary if i use cap booster.
Secondly, is there any fitting for nullsec Angel Cartel ratting that you can suggest? Thank you so much.
I also tend to use only a large shield booster and a an amp. instead of the cap-booster. When we know the missions very well, we know exactly how much tank is needed. For angel extravaganza bonus room, the cap-booster and xl-shield booster seems a good idea.
Seriously: you should probably add in the description: use 1200meta 4 if you cant use t2 AC. since it gets asked all the time :)
Ask sir, and ye shall receive. I've pasted the alternate Artillery fit into the main description.
Btw after using my mach for a while i think ill train for your vargur and check it out. Should be fun. Btw its Ma'am but who cares
Totally new, few questions:
What does 'Arty' mean?
Who/what is Dominion? keep seeing it pop and I dont have a clue what it is..
Totally new, few questions:
What does 'Arty' mean?
Who/what is Dominion? keep seeing it pop and I dont have a clue what it is..
arty = artillery. aka the long range projectile weapon
Dominion = previous expansion to eve that boosted projectile weapons quite a bit hence a lot of fits will state post or pre dominion as that expansion made a big difference in how they work.

Pretty new to EVE, what would be the ammo that you would use regularly? I would assume EMP/Fusion/Phased and not Barrage, though I could be wrong.
I like this build a lot but i have 2 questions about it:the only time I would really use a prop mod on a bs is for movement between far off gates. sure it's nice to nice on a mach to increase damg. fast and speed tank. but, that's really the only bs it's good on.
1) Without an AB this ship is basically stopped. How does it sustain dmg if you pop withing 5-10km with 10 enemies shooting at you? Considering all level 5 shield skills.
2) Autocannons are able to deal with glued enemies like frigates? Again i can't see this ship getting distance from anything so i gotta fight at point blank range in some missions. Sorry my lack of knowledge abut drones too idk if berserker and valkyrie can deal with frigates always used hobgoblins.

Anyone know how this would fare in an Angel Sanctum or or at least a Haven?
Love this fit, one observation regards the 3 Hardeners, my EveHQ shows that 2 CN Inv would give the same tank vs Angels and would free a mid for a RF AB - obviously unless your missioning for a corps that gives the CN Inv's for LP's your looking at a lot more expense but Id say it would be worthwhile.
4th Gyro instead of Damage Control
LiF Fueled Booser Rockets instead of Tracking Computer
Photon Scattering Field II for one of the Invulnerability Field IIs
You can't just fit it and fly it once like you can with the Vargur, but it's still a good ship.