Ship fitting - Built on December 12, 2009
There are no revisions on file for this loadout. Only the original builder may revise the loadout.
Positive ratings (137)
Negative ratings (8)
Stats assume all skills at V. Use EVEHQ for detailed combat simulations.
This feature is currently in Beta.
How to fund this loadout with PLEX:
*You may only sell PLEX for ISK via the CCP Secure Transfer Method
You need to upgrade your Flash Player
This is the arbitrator I fly solo. I love it very much and have had extreme success with it. You can solo most ships with it if you are a good pilot, and swapping out the scram and pairing it with a high dps cruiser or bc makes it a very gruesome combo on single ships or groups of 2 or three. I know that most people think it needs a mwd, but the afterburner is actually the key to the setup. BC's with ab's and boosters are your bane though, and rupture's can be tough if you don't get your orbit pattern right. I generally orbit right on the edge of my small neuts range, depending on ship using a tracking disruption script or optimal range. The td is very effective on all types of guns, you just have to know where to orbit and what script to use. It will generally neut most cruisers t1 or t2 within 2 or 3 cycles of the medium neut, and even gives mwd boosting bc's a hard time. The egress port maximizers make this setup rock. it is stable with the medium neut or 2 small ones, and lasts for a whole 1min 50 sec with everything on, so you only have to boost roughly every minute and a couple seconds. Once you shut off mwd or neut non boosting ships it's pretty much over. I've dropped every t1 ship class solo in this ship, and paired it with a vexor have killed command ships among other things. Also, of course, avoid missile ships and generally large drone bay ships. On Bc's like the brutix and hurricane it helps to pop their drones first. Now for stats
Cap: 1min 50 sec