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Talinthi
*
Reputation: 24

oh forgot to mention cap stability, can run guns/mwd/points without cap boosters lasts a minute with the armor rep on.

oh forgot to mention my reasonings for the t2 cap booster id highly reccomend using navy 400s as you can fit 3 in that there cap booster.  800s are nice but for cap longevity id take 3 400s in a t2 cap booster over 1 800 in a faction one.  and their not THAT expensive compared to the rest of the ship.

p.s. this also works great for tanking plexes that your gang steals from ratters in 0.0
Mike712
*
Reputation: 781

Damage control.
Talinthi
*
Reputation: 24

Damage control.

first off can you please explain to me your reasoning??  or do you just throw a damage control on every ship you own and not bother to check the stats??  this fit is actually better WITHOUT a dcII.  yes i said WITHOUT.  damage tanked veresus efhp is always tricky with pvp but when the damage tanked loses 50 out of 650 and efhp gains 300 from 57500 i think you can see the reason i chose not to use a dc.  the 22.5% resists across the board for armor gives a better all around tank than 15% to armor and 60% to structure.  this difference is not so profound here where the efhp is slightly skewed towards the dcII but try the change out on a buffer proteus there is a reason this thing can get several hundred thousand efhp when properly fit.
Senso
*
Reputation: 24

damage control + fit a secon repper if you wanna go with a active tank. the nanobot injectors + some decent reppers make a sick tank, use that advantage
Sabin Weatherlight
*
Reputation: 2

damage control is for buying time, and you can agree having someone breach your armor will welcome the DC when it makes them take 120% longer which will result in that repper having more time to pulse which will probably save your ass.

But essentially you're investing alot of trust in your armor and hoping that the 650 repped per second will be tougher to get through, which would give you more time to continue the damage dealing.

Now since you've also mentioned that you operate in plexes, having 650 dps tanking omni can be a really nice plus when dealing with tanking whatever is in the plex.

Honestly i would probably stick with the armor myself.

ultimately your resists are great, well over the 60% mark, at which a damage control is beyond helping.
Talinthi
*
Reputation: 24

damage control + fit a secon repper if you wanna go with a active tank. the nanobot injectors + some decent reppers make a sick tank, use that advantage

for pvp running two reppers is not a good idea for this fit.  i would have to remove the plate to fit the second repper and yeah i coudl tank 1200 dps or something like that but it would be EXTREMELY non-capstable.  the idea is to use the repper in bursts only when needed and use the 60k buffer and sig radius take most of the brunt.

damage control is for buying time, and you can agree having someone breach your armor will welcome the DC when it makes them take 120% longer which will result in that repper having more time to pulse which will probably save your ass.

But essentially you're investing alot of trust in your armor and hoping that the 650 repped per second will be tougher to get through, which would give you more time to continue the damage dealing.

Now since you've also mentioned that you operate in plexes, having 650 dps tanking omni can be a really nice plus when dealing with tanking whatever is in the plex.

Honestly i would probably stick with the armor myself.

ultimately your resists are great, well over the 60% mark, at which a damage control is beyond helping.

you make some good points about the damage control but i personally think in a dire situation an extra 60% resists on my structure wont do didly considering the lack of very much structure hp.  on a bs this is always the best way to go cause they have a lot of base hp for structure.  but for cruisers it depends how much armor/shields you have and ini this case its better to usee the eanm.

As for the plex thing if you really want to run plexes with this im sure you can convert it to a blaster plexing ship with little to no trouble hehe.  I wouldnt reccomend taking this thing into a plex solo without better cap support in the mids as this things cargo hold sucks.
23gabe
*
Reputation: 488

tech III without a DCU II  :o , you will cry when you hit structure and you cant get another cycle out of the rep because you melted. And don't say that you wont hit structure, trust me you will eventually hit it and when you do you will wish you fitted a dcu. 
Talinthi
*
Reputation: 24

if your hitting structure your most likely going to die regardless.  that being said i think the extra 50 active tank will allow you to take more hits than an extra 2k structure will.
23gabe
*
Reputation: 488

if your hitting structure your most likely going to die regardless.  that being said i think the extra 50 active tank will allow you to take more hits than an extra 2k structure will.
lol what? Hitting structure does not mean death!
Amarrian Cynicism
*
Reputation: 246

Damage Controls save lives. You are using active repair which has cycle times, what happens if you dip into structure during those times? You might survive once, but not twice. Don't kid yourself, you will dip into structure. May not happen often, but all it takes is once and good-bye Proteus. What about being hit with neutralizers, your cap booster has a cycle time as well. You could run out of capacitor, or simply miss a cycle. When you dip into structure, having a damage control could buy you enough time to repair that armor, which is your primary defense. I see no reason not to fit one.

To sum it up, throw on a Damage Control II.

Proteus: active pvp fit

Talinthi's Proteus built 2010-01-15

Talinthi
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Spaceship
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Medium Capacitor Booster II
True Sansha Warp Scrambler
Corelum C-Type 10MN Microwarpdrive
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Energized Explosive Membrane
Corpum A-Type Medium Armor Repairer
Proteus Defensive - Nanobot Injector
Proteus Electronics - Friction Extension Processor
Proteus Propulsion - Localized Injectors
Proteus Offensive - Hybrid Propulsion Armature
Proteus Engineering - Power Core Multiplier
Medium Auxiliary Nano Pump II
Medium Auxiliary Nano Pump II
Medium Nanobot Accelerator I
Modulename
ok this fit is a tad expensive but i daresay the 20+ kills ive gotten in it speaks to how well it works.

the basic idea is get in blaster range hold them there and eat their face off.  standard gallente blaster tactics hehe.  as for holding them there id say this fit could take on anything from bc down and many bs as well.  i have used it in several engagements in losec and 0.0 that included multiple bs which it easily tanked(sig tank ftw).ok now for some numbers as i know all you eft warrior oh so love.

speed w/mwd: 1239m/s
dps(all lvl5): 740
dps turrets: 580(670 w/ heat)
dps drones: 158
omni-tank:650
efhp:57k
implants needed: pg4(3% pwgd slot 6)

reccomended implants (not used in stats above)
-imperial navy 'noble' implant(3% armor hp/rep slot 9)
-lowgrade/high grade slaves(obviously hehe slots 1-5)
-zgm1000(5% damageslot 8)
-cx-1/cx-2(3%/5% turret damage different slot than zgm1000 tad expensive slot 9)
-zet4000(5% armor repair slot 10)

well flame or praise away :)

Targeting

Maximum targets 5
Maximum targeting range 75 km
Scan resolution 337.5
Sensor strength 0 0 15 0

Size/Movement

Maximum velocity 2184.28
Inertia modifier 0.39555
Signature radius 852.8 m
Cargo capacity 0 m3

Systems

Capacitor capacity 1725 GJ
Capacitor recharge time 5 minutes 18 seconds
Powergrid 1727.6 / 1820.31MW
CPU 455.5 / 468.75 tf

Shields

Shield capacity 3000
Shield recharge time 20 minutes 22 seconds
Shield resistances 0% 50% 85% 60%

Armor

Armor hit points 9750
Armor resistances 72.85% 74.67% 91.18% 82.35%

Structure

Structure hit points 2320
Structure resistances 0% 0% 0% 0%
Drone bandwidth 50 Mbit/sec
Drone control range 0 m

Drones

Drone capacity 75 m3
Download EVEMon Skill Plan
[Proteus, Proteus: active pvp fit]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Energized Explosive Membrane
Corpum A-Type Medium Armor Repairer

Medium Capacitor Booster II
True Sansha Warp Scrambler
Corelum C-Type 10MN Microwarpdrive

Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II
Heavy Ion Blaster II

Medium Auxiliary Nano Pump II
Medium Auxiliary Nano Pump II
Medium Nanobot Accelerator I

Proteus Defensive - Nanobot Injector
Proteus Electronics - Friction Extension Processor
Proteus Propulsion - Localized Injectors
Proteus Offensive - Hybrid Propulsion Armature
Proteus Engineering - Power Core Multiplier

Hammerhead II
Item Quantity Value
Proteus 1 174,960,000
Medium Capacitor Booster II 1 914,845
Hammerhead II 1 696,995
Heavy Ion Blaster II 6 1,366,310
Magnetic Field Stabilizer II 2 985,000
1600mm Reinforced Rolled Tungsten Plates I 1 603,000
True Sansha Warp Scrambler 1 172,000,000
Imperial Navy Energized Adaptive Nano Membrane 2 39,119,100
Corpum A-Type Energized Explosive Membrane 1 109,179,000
Corpum A-Type Medium Armor Repairer 1 210,843,000
Corelum C-Type 10MN Microwarpdrive 1 64,202,000
Caldari Navy Antimatter Charge M 1 699
Proteus Defensive - Nanobot Injector 1 54,981,300
Proteus Electronics - Friction Extension Processor 1 50,898,900
Proteus Propulsion - Localized Injectors 1 50,000,000
Proteus Offensive - Hybrid Propulsion Armature 1 52,849,500
Proteus Engineering - Power Core Multiplier 1 51,498,400
Medium Auxiliary Nano Pump II 2 29,401,700
Medium Nanobot Accelerator I 1 2,499,700
Total 1,143,336,799
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    • EinAlbert