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Tagged as
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Incursion 1.6
31st May 2011 |
1,064 |
Incursion, Passive tank, PvE, Shield tank
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[Nightmare, Incursion Nightmare]
Damage Control II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Republic Fleet Tracking Enhancer
Sensor Booster II
EM Ward Field II
Thermic Dissipation Field II
Large Shield Extender II
Federation Navy Tracking Computer
Caldari Navy Adaptive Invulnerability Field
Caldari Navy Adaptive Invulnerability Field
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Hobgoblin II
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You need to upgrade your Flash Player
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Version 1 changed on Jun 17, 2011 |
[Nightmare, Incursion Nightmare]
Damage Control II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Republic Fleet Tracking Enhancer
Sensor Booster II
EM Ward Field II
Thermic Dissipation Field II
Large Shield Extender II
Federation Navy Tracking Computer
Caldari Navy Adaptive Invulnerability Field
Caldari Navy Adaptive Invulnerability Field
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Hobgoblin II
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| Item
| Eve-Central
| Build cost
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Nightmare
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837,010,000 |
186,869,276
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Tachyon Beam Laser II
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4,800,000 |
4,235,983
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Tachyon Beam Laser II
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4,800,000 |
4,235,983
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Tachyon Beam Laser II
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4,800,000 |
4,235,983
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Tachyon Beam Laser II
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4,800,000 |
4,235,983
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Large 'Regard' Power Projector
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105,002 |
N/A
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Large 'Regard' Power Projector
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105,002 |
N/A
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Sensor Booster II
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1,093,500 |
515,183
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EM Ward Field II
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1,387,990 |
780,976
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Thermic Dissipation Field II
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1,501,000 |
853,714
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Large Shield Extender II
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974,998 |
409,117
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Federation Navy Tracking Computer
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249,955,000 |
638,352
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Caldari Navy Adaptive Invulnerability Field
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421,000,000 |
N/A
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Caldari Navy Adaptive Invulnerability Field
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421,000,000 |
N/A
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Damage Control II
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835,000 |
267,480
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Imperial Navy Heat Sink
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62,500,000 |
493,983
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Imperial Navy Heat Sink
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62,500,000 |
493,983
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Imperial Navy Heat Sink
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62,500,000 |
493,983
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Republic Fleet Tracking Enhancer
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150,000,000 |
27,980
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Large Core Defense Field Extender I
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19,500,000 |
21,848,130
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Large Core Defense Field Extender I
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19,500,000 |
21,848,130
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Large Core Defense Field Extender I
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19,500,000 |
21,848,130
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| Title |
Author |
Date |
Ratings |
How to fund this loadout with PLEX:
| Current estimated total value, ISK: |
2,456,134,637 |
| Sell this many PLEX* to fund: |
5 |
| Convert this many ETC to PLEX: |
3 |
Purchase ETC here |
*You may only sell PLEX for ISK via the CCP Secure Transfer Method
You need to upgrade your Flash Player
So this is my Nightmare i use for incursions.
All lvl 5 skills give: Resists - 79.1/83.3/77.9/81.6 (OH 86.5/89.2/82.4/85.3) EHP - 165k (OH 211k)
Gleam L - DPS/Volley - 1027/6389 (OH 1191 DPS) Aurora L - DPS/Volley - 630/3651 (OH 723 DPS)
Running all cap runs out in 1m 4s Without the cap transfers on cap lasts 4m 7s
But obviously this setup is to be used with a cap buddy, either a Basilisk or another Nightmare. With a cap buddy your cap will still run out, but will last around an hour or so. If you wanted cap stability tho you could change the t2 beams for faction Imperial Navy Tachs and you will be cap stable then at 69%
Now this exact setup would be more useful in assaults/HQ sites, so when running Vanguards its better to change the beams for pulse. Also with pulse you will be cap stable at 77% (Mega Pulse Laser II that is)
Not sure what else to say, my first time posting a setup on here, so hope you guys like.
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