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87

Everything you wanted to know about Blitzing*

*But were afraid to ask

Compiled by Anize Oramara

Version 1.2.3

Foreword

**Note: The following missions have been stealth nerfed or changed by CCP some time in 2015 September-ish: Attack of the Drones, Gone Bezerk and Recon 1. No posts, no patch notes and no dev blogs and most importantly no acknowledgement via either bug reports (ignored and closed) or forum posts (locked). Why I do not know, nor have I been able to find out. Regardless it doesn’t make a difference to this guide or blitzing in general. It just pisses me off.**

With the introduction of Burner missions to Lv4 mission agents it has become somewhat trivial to consistently make well in excess of 200million isk per hour with just a little bit of training and preparation. This can be done on a single, well trained character in the relative safety of Hi-Sec, indefinitely.

This short guide is here to help you gain the knowledge on how to do it, and maybe a bit of an explanation around the mechanics so that you can easily adapt the processes found in the guide to your own situation. I can’t guarantee results if you deviate from the guide but I encourage you to experiment. This is only one way of doing this after all.

In particular I would like you to review the thread below on the Eve-o Forums. Most of what I know came initially from there and the extremely helpful chaps. Thanks to everyone I stole and borrowed fits from as well.

https://forums.eveonline.com/default.aspx?g=posts&t=369477&find=unread

Quick Link to Burner Video Playlist: https://www.youtube.com/playlist?list=PLzPaTWMzXCo22oa2tCmjlc9JHcyxNM_VA

Contents

1. Requirements

1.1. Standings

1.2. Skills

1.3. ISK

1.3.1. Implants

1.3.2. Ships

2. Missions

2.1 Standard lv4 Missions (Blitzable)

2.1 Burners

3. The Pay-out

Appendix A: Ship Fits

A.1. Machariel

A.2. Daredevil – Angel Agent

A.3. Daredevil – Sansha Agent

A.4. Daredevil – Gurista Agent

A.5. Wolf – Blood Agent

A.6. Garmur – All Team Burners

A.7. Hawk – Serpentis Agent

A.8. Vigilant – Angel Base

A.9. Vagabond – Serpentis Base

A.10. Orthrus – Blood Base

A.11. Barghest – Lv4 Blitzer

Appendix B: Sample Skill plan

Appendix C: Thanks and Version Info

Contents show
1. Requirements
1.1. Standings
1.2. Skills
1.3. ISK
1.3.1. Implants
1.3.2. Ships
2. Missions
2.1 Standard lv4 Missions (Blitzable)
2.1 Burners
3. The Pay-out
Appendix A: Ship Fits
A.1. Machariel
A.2. Daredevil – Angel Agent
A.3. Daredevil – Sansha Agent
A.4. Daredevil – Gurista Agent
A.5. Wolf – Blood Agent
A.6. Garmur – All Team Burners
A.7. Hawk – Serpentis Agent
A.8. Vigilant – Angel Base
A.9. Vagabond – Serpentis Base
A.10. Orthrus – Blood Base
A.11. Barghest – Lv4 Blitzer
Appendix B: Sample Skill plan
Appendix C: Thanks and Version Info

1. Requirements

**Note: With the introduction of Skill injectors a player with a modest initial isk investment can create a hi-sec mission running alt quite quickly and be running these missions as soon as the required standings have been farmed up. Alternatively a well established character with a solid skill foundation can be used. The better your support skills the easier it will be to quickly move into burner missions as well as grind out that initial standings. That said this guide does cater for brand new pilots, check out the skill plan at the end.

To that end we will look at the following:

– Standings

– Skills
– Isk (Ships and Implants)

1.1. Standings

Standings requirements for Lv4s:
– Faction or Corp Effective Standings: 5+
– Agent Effective Standings: Higher than -2
– Effective Security standings: High enough to get into most Hi-Sec systems, depending on where you mission.

Here is a short explanation of why this whole exercise works in the first place; because of how agent and faction standings work and the requirements for running lv4s you only need to be over effective standings of 5 with either the Faction or the Corporation you want to run missions with. Additionally your agent standings need to be above -2 or they won’t talk to you.

Now there are two mechanics that make it possible to decline successive missions so you can cherry-pick only the good ones. The first is that the lower your standing, the smaller the effect of a decline and conversely the lower your standings the bigger the effect of any successful missions. Yes if you decline enough missions without completing any you will eventually get to -2 agent standings. However you will find with the proper skills that you’ll hover around 3 standings with the agent. Standings might go down to 0 after a long string of missions that you decline but will quickly shoot back up to 5 or higher after just a few successive good missions. The second mechanic comes in that while Corp standings goes up and down by a large amount every time you complete or decline/fail a mission(similar to agent standings), you can substitute that standing with Faction standings.

Faction standings is not affected by completing a normal or burner lv4 mission, however there is a very small negative impact every time you decline a non burner mission (the first one every 4 hours is free). To gain Faction standings you run Storyline missions primarily, or a couple of other ways like cosmos or tag missions (check out the guide called ‘The Plan’ by DMC for more details). You get Storyline missions every 16 lv4 missions you complete, including burners, for a specific corporation. Depending on the mission the standings gain might be anywhere from decent to very large (15%+) and you will easily cover any faction standing losses by running even just a third of the storyline missions you receive. You tend to rack up a lot of Storyline missions in a very short time due to how fast you are completing missions simply due to how blitzing works.

These two mechanics taken together means you can almost (but not quite) decline every single lv4 missions and only run burners with the occasional storyline. Just keep an eye on your agent standing and supplement it with blitzing the odd ‘The Assault’ or ‘Pirate Invasion’ with your trusty Machariel or Barghest.

1.2. Skills

Zora Aran was kind enough to set up/host a skill plan at this link:

https://www.dropbox.com/s/vcnzq0nrs5iya76/Blitzing.emp?dl=0

I scanned it over and it looks pretty solid so I’m posting it as is. It’s for the Machariel + burners blitzing so some modification might be needed if you want to go for the Barghest. Thanks a bunch Zora!

A character capable of achieving the desired 200million+ ISK per hour mark comfortably would need around 22 to 25 million skill points, or about one year’s worth of focussed training. However a wide range of skills are used, almost all of it universally useful and in fact probably most of it already trained on your average Lv4 mission runner or PvP combat pilot.

The exact training order for the skills would be heavily dependent on what has already been trained but the Social related skills and the skills for a Machariel blitz fit ship should be the first priority. After that any low hanging fruit should be prioritized to get started on burners as quickly as possible. Check the appendix for a sample skill training plan. The progression is relatively simple, aiming to get into a Blitzing armour tanked Machariel capable of running the required missions and then transitioning into the armour based burner fits, the missile based burner fits and then the shield and cruiser burners.

1.3. ISK

Estimated isk investment: Between 5 to 7 billion isk for implants and ships. To jump from the starting SP to a character that can run all burners you will need around 50 skill injectors or roughly 32 billion isk worth.

As the old saying goes, can’t make money without spending money, and this is all too true in this case. Now unless you’re a really old character than has all the skills and standings already available, you won’t need (or even can make use of) all of the assets that you’d buy with that ISK so don’t panic quite yet at the large bill.

A breakdown of what you’ll be spending this isk on:
– 2-4 billion: Implants
– 3 billion: 9-10 ships with fits for Lv4s and burners.

Starting out you will only need the Machariel or Barghest, around a 700mill investment, and as you work on your faction standings you will build up the capital for the other ships as well as the Hi-Grade implants.

1.3.1. Implants

The first 6 slots are relatively straightforward. Depending on the initial ISK available either a Mid-Grade or High-Grade Ascendancy set is required. As will be explained in the ship section these implants greatly boost your warp speed, not only in the Machariel but in every single ship you’ll be flying, and there will be quite a few of them.

A note on the Omega implant; it is by far the biggest single cost item you will buy and for the Mid-Grade set is completely pointless. There is a far better warp speed implant available for far cheaper that should be used instead, namely the “Eifyr and Co. ‘Rogue’ Warp Drive Speed WS-615”. For the High-Grade set the Omega is a slight improvement but will probably double your implant cost alone and requires a lengthy Cybernetics 5 train. If you have the skill and the ISK it’d be worth it but for the purposes of this guide we’ll stick with the normal warp speed implant.

Other implants that I’ve found to be incredibly useful is the “Zainou ‘Deadeye’ Missile Projection MP-705” for increased range on the Hawk, Garmur, Orthrus/Onyx and Barghest fits and make up for not quite perfect projection skills. The “Zor’s Custom Navigation Hyper-Link” is great for the Machariel/Barghest as well as two of the Daredevil fits that make use of an AB or a MWD. The remaining two is up to the player however “Zainou ‘Snapshot’ Rockets RD-905” is an immense help on the Garmur and Hawk in particular and the “Eifyr and Co. ‘Gunslinger’ Large Projectile Turret LP-1005” makes a great addition to the Machariel.

1.3.2. Ships

Quick description of why and how this works from a warp speed perspective. More than 50% of your time running missions is spent in space, warping from one system to the next or from one acceleration gate to the next. Ship characteristics that effect this is align time and warp speed. The higher your maximum warp speed the faster your ship accelerates to that speed. The same is true for the deceleration although that is capped at a lower speed. Not only that, but most blitzing missions have a relatively small group of ships that need to be killed to trigger mission completion.

So this is where the Machariel, and the implants covered in the previous section, come in. The Machariel has a role bonus that increases warp speed by 50%, giving it a whopping 3 AU/s BASE warp speed, the same speed as T1 cruisers. The important part here is it modifies the BASE speed, so this dictates how strongly both the Hyperspatial Velocity Optimizer II Rigs and the Ascendency implants affect the max warp speed. With a full set of implants and the Rigs the Mach will be able to out warp even T2 frigates (interceptors notwithstanding) and have a huge impact on mission completion times.

Qualities that make the Machariel the premier blitzing ship:

  • Aforementioned role bonus to Warp Speed
  • Excellent range (70km+ falloff)
  • Short range weapon tracking
  • One of the best align times and great agility in general
  • High base sub-warp speed
  • Great fitting characteristics
  • Utility high
  • Large drone bay/bandwidth
  • Very high base DPS (well over 1k dps)
  • Decent variety of selectable damage

All of this makes for a ship perfectly suited to blitzing lv4 missions.

Barghest

I’ve been running the Barghest in place of the Machariel for a while and all around it’s turned out to be an excellent and surprisingly viable alternative to the Machariel. The skill requirements to really make it work is a bit steeper in some ways although Cruise missiles are in fact not required at all and I’ll explain why in the comparison section. I’ll do a similar list to the above for the Barghest.

Qualities that make the Barghest a viable Blitzing alternative:

  • Better range than the Machariel (90km+) Allowing it to start hitting ships for full damage sooner
  • No range falloff on damage
  • No Tracking issues
  • Pure damage type selection
  • Align time only .5s slower than Machariel
  • Better scan resolution than Machariel
  • Can dedicate all 3 rigs to Hyperspatial Velocity Optimizers without compromising damage application
  • Very High burst damage, a bit higher than Machariel in fact
  • Sustained dps (Reloads on the RHML) it still quite high
  • Just under 1k DPS with reloads but better application due to Missile Guidance modules.
  • Two utility high slots
  • Amazing damage mitigation due to being able to go full MWD and apply full damage.

This means the Barghest is slightly better in some missions while slightly worse in others.

Cruise vs RHML

It turns out actually that there is no point in fitting cruise missiles to the Barghest, except perhaps for Angels Pirate Invasion. A few numbers to illustrate why: Fit is the one in this guide and skills are at all V

RHML (Fury Heavy)Cruise (Caldari Navy)Cruise (Fury)
DPS (Burst)12268671056
DPS With Reload8028311012
Explosion Radius (Less is better)138189325
Explosion Velocity (More is better)129131110

Cruise Fury will actually lose a decent amount of dps even on some BS rats, not to mention cruisers or battlecruisers and a few missions do actually have frigates (Serpentis Assault comes to mind) so those are out. Caldari Navy actually has really good stats and would make a good weapon system until you look at the RHML and the fact that the dps with reloads is less than 30dps while the burst dps is a whopping 260 dps higher. This is very useful for missions like The Rogue Slave Trader 1 and 2 and Stop the Thief. Even better is that it gives you the option to fit faction Heavies for Serpentis Assault.

In the 2nd room there are 4 scramming frigates. Normally in the Machariel you would need to MWD away to around 30km from the Frigates, blap them and then MWD back to the acceleration gate. Fitting the Faction Heavy missiles you can quickly and easily kill them while slowboating towards the Acceleration Gate, killing only the ones actively scramming and then taking the gate (Reloading to Fury while doing so for the last room).

Basically you get the DPS of Faction cruise but with better application and the potential for Frig blapping AND high Burst.  

2. Missions

For the purposes of this guide, there are two types of Level 4 missions you will want to blitz: ‘Standard’ and ‘Burner’.

2.1 Standard lv4 Missions (Blitzable)

Blitzable level 4 missions share some common characteristics:

  • They generally spawn close to your agent’s system
  • You only have a few ships to kill
  • All gates are unlocked and / or easily bypassed
  • Easy-to-complete mission triggers

The missions in the below list are all best run with either the Machariel, Barghest or a fast frigate. For the initial Standings grind you will have to accept and run most of the missions.

EXTREMELY IMPORTANT : Once your faction, corp, and agent standings are at the required levels, wdecline any mission that is not on the list below. Even then, so long as you monitor your standings, you can often skip some of these missions as well.

You will not achieve the advertised 200mill ISK/h if you do every Blockade or Angel Extravaganza that shakes it’s bounty at you.

Missions are listed in rough order of profitability. (Most profitable top)

Mission NameConfirmed Blitzable OnHow To Blitz It
Recon 126-Nov-2016Use frigate or interceptor to MWD to gate, take gate to next room, then warp out.
Dread Pirate Scarlet26-Nov-2016(If you do not have Gate Key, kill the initial spawn to get it. This key does not get used up, so hold on to it for running this mission in the future.) MWD to gate, activate it. In 2nd room, if you are arty fit, blap Scarlet. In either case, MWD to gate and activate. In 3rd room, kill Scarlet if you have not already, then loot her implant. Warp out. Use RF EMP or Mjolnir.
Pirate Invasion26-Nov-2016MWD or MJD to Carrier Wreckage. Kill that spawn only then warp out. Be aware of potentially scramming NPC frigates that might aggro. (Angel)  Use RF Fusion / Hail or Nova.
Assault, The26-Nov-2016Gates are not locked. Kill frigates in 2nd room as they will disrupt. (Either MWD away and blap them, or use Faction/Precision Interno missiles.) In last room, kill only left-most spawn, then warp out.Use RF Plasma or Faction/Rage Inferno.
Stop The Thief26-Nov-2016On landing, turn on MWD and manually burn away from Overlord for just one cycle of MWD. Then lock and kill Overlord. Align to the system outgate (or your station). Lock and kill Shadow, then warp out. Use RF Plasma or Inferno. Buy ‘Reports’ from NPCs.
Cargo Delivery26-Nov-2016Use frigate or interceptor to MWD to can. Loot can, then warp out.
Right Hand of Zazzmatazz26-Nov-2016On landing, burn straight at Zor and kill only the ships spawning close to him, the cruiser and battleship. Align out and destroy the indicated structure. Remember to loot Zor before warping as he may drop an expensive implant. Use RF Plasma or Inferno.
Recon 226-Nov-2016Use frigate or inceptor to MWD toward gate. Around 10km from gate, enemies will spawn. Immediately warp out.
Rogue Slave Trader, The (1 of 2)26-Nov-2016Warp to site, then immediately MWD down. Kill slave pens and tractor in the dropped can. Loot the can, then warp out.
Rogue Slave Trader, The (2 of 2)26-Nov-2016Warp to site, kill all ships, then take gate. When you land, immediately align to the system outgate (or your agent’s station). Kill only the ‘Sansha Slaver’ cruisers, then warp out.

For more information on these missions, go to the Eve Survival Mission Reports. Be aware, however, that some of the information there may be outdated or missing.

Once you are running most or all of the burner missions you will find you only need to run very few of these missions to maintain a positive agent standings. This means you can eventually decline most of the above missions as well and only run the occasional one. However Recon 1 and Dread Pirate Scarlet are both missions you should always run. The Assault and Pirate Invasion are both acceptable as well once you get T2 Guns for the Machariel or are using a Polarised Vargur.

2.1 Burners

Burner missions are generally intense and short fights. To run them in a timely manner, you’ll need good skills, shiny fits, and over-heating.

Since this guide is focused on maximizing the speed at which you can run missions, the fits in the appendix are generally considered to be some of the most efficient fits possible.

You will find similar fits on the forum, although some may have seen some modification based on trial-and-error. There are also possible alternative fits, but the skill list provided in this guide doesn’t guarantee you can fly any fit not listed in the appendix.

Expect to lose a few burner ships before you get fully comfortable with burner missions. However, once you have experience and are comfortable with burners, you should only have the occasional ship loss. (Usually due to either a lapse of attention or a closed socket.) This is simply the nature of burners (and the game).

The pay out for burner missions is well worth it, though, ranging from anywhere between 35 to 50 million per 6-10 minute run.

In the appendix, every possible burner mission[*1] is listed. For each burner mission, three pieces of information will be provided:

  • An appropriate fit
  • A short description of exactly how to run it
  • What to have in your cargo hold

Remember to repair heat damage after every fight and whatever you do, don’t forget the cap charges or drones!

[1]: The Gurista Base (Super Carrier) burner mission is currently not a mission you should run. Hence, there is no fit for it in this guide. (It takes over 30 minutes to run, even with a blinged fit. It is never worth running, even if it had max payout.)

3. The Pay-out

Ah finally the reason why you’re even reading this in the first place, that magical 200mill+ per hour income. How this is accomplished is quite simple; a combination of raw isk rewards/bounties combined with the insane amount of LP given out by burner missions. Each burner Agent and Team is worth 5mill bounty as well as another 5-6mill ISK reward. Burner bases are worth between 15mill (Blood) to 20mill (Angel and Serpentis) in bounties, with the Ashimu dropping an additional 2-3mill in guaranteed loot in the Blood Base. All Burners except for the Blood and Gurista Base currently pay out over 14k LP in a .5 system with Security Connections trained to 5.

The real magic however comes in with the LP and who the Corporation is you’re getting the LP with. Sisters of Eve is currently the best Corp to run missions for and Lanngisi is the best SOE system to run missions in. The spawn location of most missions is 1 or 2 jumps away (including burners) with very few spawning in LS or more than 3 jumps away. The system itself is also a very low .5 truesec so it has a very high LP and ISK payout.

The best items to trade your LP in for is SOE Probe launchers (both kinds) as well as Stratios BPCs. Probes and Asteros also have good ISK/LP ratios but can fluctuate more than the other items, sometimes very much in your favor. Generally you’re looking around anywhere between 1600ISK to 1800ISK per LP. There have been spikes in the price of these items and the market seemingly has an insatiable appetite for these items. There can also be dips so make sure you check your conversion rate.

That is not to say there aren’t other corporations with extremely well paying items in their LP stores. There’s plenty of 5-run BPCs or other faction items that you can easily turn a good profit on. It all depends on how much effort the player is willing to put into the market/research side of things.

Appendix A: Ship Fits

I would like to stress again that there are many alternative fits, including cheap fits that are not listed here. I have found these fits to be the most effective for me. Expect to lose a few of the burner fits.

A.1. Machariel

[Machariel, Blitz Machariel – Meta 4 Guns]

Gyrostabilizer II

Gyrostabilizer II

Gyrostabilizer II

Gyrostabilizer II

Centus C-Type Large Armor Repairer

Energized Adaptive Nano Membrane II

Energized Adaptive Nano Membrane II

Tracking Computer II, Optimal Range Script

Tracking Computer II, Optimal Range Script

Tracking Computer II, Optimal Range Script

Shadow Serpentis 500MN Microwarpdrive

Heavy Electrochemical Capacitor Booster I, Cap Booster 800

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

800mm Heavy ‘Scout’ Repeating Cannon I, Republic Fleet EMP L

Small Tractor Beam I

Large Hyperspatial Velocity Optimizer II

Large Hyperspatial Velocity Optimizer II

Large Hyperspatial Velocity Optimizer II

Caldari Navy Warden x4

Hobgoblin II x5

In Cargo:

  • One of each T2 Armor hardener
  • 2k Ammo of; RF EMP, RF Phased Plasma, RF Fusion (Barrage and Hail if using T2 guns).
  • Cap Charges 800
  • 3 Tracking scripts
  • Gate Key (Dread Pirate Scarlet)

In station:

  • 4 Navy Curators
  • Reports (buyable from NPCs for 27 isk each)

Some people do use a second 1400 Arty fit Machariel specifically for Dread Pirate scarlet. Using this fit allows you to bag an extra 5mill ISK per run. I will leave this up to each player to decide for themselves if it is worth the extra effort.

An alternative fit to the above replaces the cap booster with a sensor booster. None of the blitzing missions technically require a Cap booster but it is a good ‘just in case’ to have. It is also required for the initial standings grind and even replacing a Gyro with a reactive armour hardener or DCU II will not go amiss. Another alternative would be a MJD purely to escape NPC warp disruptors though again, not something you should be running into much, if at all. Feel free to add Faction Gyro’s and T2 guns if you the skills.

A.2. Daredevil – Angel Agent

[Daredevil, ‘Unified’ Burner Dramiel – Daredevil]

[Daredevil, Angel Agent]

Centii A-Type Small Armor Repairer

Core B-Type Armor EM Hardener

Magnetic Field Stabilizer II

Centus B-Type Armor Explosive Hardener

Stasis Webifier II

Small Electrochemical Capacitor Booster I, Cap Booster 25

Stasis Webifier II

Light Neutron Blaster II, Antimatter Charge S

[empty high slot]

Light Neutron Blaster II, Antimatter Charge S

Small Auxiliary Nano Pump II

Small Nanobot Accelerator I

Small Auxiliary Nano Pump I

A.3. Daredevil – Sansha Agent

[Daredevil, ‘Unified’ Burner Succubus – Ion Daredevil]

Corpii A-Type Small Armor Repairer

Magnetic Field Stabilizer II

Magnetic Field Stabilizer II

Core B-Type Armor EM Hardener

Coreli A-Type 1MN Afterburner

Small Electrochemical Capacitor Booster I, Navy Cap Booster 400

Federation Navy Stasis Webifier

Light Ion Blaster II, Void S

[empty high slot]

Light Ion Blaster II, Void S

Small Auxiliary Nano Pump II

Small Auxiliary Nano Pump I

Small Nanobot Accelerator I

In cargo:

  • Navy cap booster 400
  • 1k Void S

Unified burner; you will notice that these two fits share most modules as well as all rigs. Just swap out mods for either Dramiel or Succubus depending on the mission you need to run and save on an extra ship if you want.

For Dramiel Mission: OH Explosive Hardener and Guns. Keep at range 1.5km. Activate Hardeners, Rep and Webs. Once within 3km activate Guns. Activate Cap Booster once cap is low.

For Succubus Mission: OH EM Hardener, Afterburner, Web(1 cycle) and Guns. Keep at range 1km. Activate Hardeners, Rep, Web and AB. Once within 3KM turn off OH on AB and activate Guns. Activate Cap Booster once cap is low.

A.4. Daredevil – Gurista Agent

[Daredevil, Burner Worm – Daredevil]

Corpii A-Type Small Armor Repairer

Shadow Serpentis Armor Kinetic Hardener

Magnetic Field Stabilizer II

Core B-Type Armor Kinetic Hardener

Coreli A-Type 5MN Microwarpdrive

Small Electrochemical Capacitor Booster I, Navy Cap Booster 400

Faint Epsilon Warp Scrambler I

Light Neutron Blaster II, Void S

[empty high slot]

Light Neutron Blaster II, Void S

Small Auxiliary Thrusters II

Small Auxiliary Thrusters I

Small Ancillary Current Router I

In cargo:

  • Navy cap booster 400
  • 1k Void S

For Worm Mission: OH both armour hardeners, Warp Scram(1 cycle) and Guns. OH MWD for 1 cycle ONLY(Optional). Keep at range 1.5km. Activate all tank modules. Once within 10km activate Scram and deactivate MWD. Once within 3km activate Guns and turn off OH on Shadow Serpentis Armor Kinetic Hardener and scram. Activate Cap Booster once cap is low.

A.5. Wolf – Blood Agent

[Wolf, Burner Cruor – Wolf]

Republic Fleet Gyrostabilizer

Republic Fleet Gyrostabilizer

Tracking Enhancer II

Coreli A-Type Small Armor Repairer

Energized thermal Membrane II

Stasis Webifier II

Small Electrochemical Capacitor Booster I, Navy Cap Booster 200

200mm AutoCannon II, Republic Fleet Fusion S

200mm AutoCannon II, Republic Fleet Fusion S

Small Nosferatu II

200mm AutoCannon II, Republic Fleet Fusion S

200mm AutoCannon II, Republic Fleet Fusion S

Small Anti-thermal Pump II

Small Auxiliary Nano Pump II

In Cargo:

  • Navy Cap Booster 200
  • RF Fusion S

For Cruor Mission: Activate web and guns. I tend to keep at range 100km (Anything over 10km is fine) to help reduce transversal for your guns. As soon as you activate the cap booster, activate armour rep. OH Cap booster if tank is having trouble keeping up. Only OH guns at 25% armor.

[Wolf, Burner Cruor – Wolf alternative fit]

Gyrostabilizer II

Gyrostabilizer II

Gyrostabilizer II

Coreli A-Type Small Armor Repairer

Coreli A-Type thermal Plating

Fleeting Propulsion Inhibitor I

Small Electrochemical Capacitor Booster I, Navy Cap Booster 400

200mm AutoCannon II, Republic Fleet Fusion S

200mm AutoCannon II, Republic Fleet Fusion S

‘Arbalest’ Rocket Launcher I, Caldari Navy Nova Rocket

200mm AutoCannon II, Republic Fleet Fusion S

200mm AutoCannon II, Republic Fleet Fusion S

Small Anti-thermal Pump II

Small Auxiliary Nano Pump II

In Cargo:

  • Navy Cap Booster 400
  • RF Fusion S
  • Caldari Navy Nova Rockets

OH the Armor repper when you activate cap booster and armor repper. It will help get the most out of the cap charge.

A.6. Garmur – All Team Burners

Team Burners are back to the normal behaviour and can be brute forced with the DPS Garmur. I will keep the ECM garmur fit up as an alternative. Due to some Ganking activity, see the cheap alternative fit below.

[Garmur, Team Burner T2]

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Missile Guidance Computer II, Missile Range Script

Missile Guidance Computer II, Missile Range Script

5MN Y-T8 Compact Microwarpdrive

Phased Scoped Target Painter

Polarized Rocket Launcher, Caldari Navy Nova Rocket

Polarized Rocket Launcher, Caldari Navy Nova Rocket

Polarized Rocket Launcher, Caldari Navy Nova Rocket

Small Hydraulic Bay Thrusters II

Small Rocket Fuel Cache Partition II

Small Warhead Flare Catalyst I

Caldari Navy Mjolnir Rocket x2220

Caldari Navy Inferno Rocket x2787

Caldari Navy Scourge Rocket x4000

Caldari Navy Nova Rocket x2267

In cargo

  • 2K of each Caldari Navy Mjolnir, Javelin Mjolnir, Inferno, Nova and Scourge Rockets.

Use the following ammo for the specific rats:

Hawk, Bantam, Burst: Mjolnir

Enyo, Navitas, Inquisitor: Nova

Vengeance: Inferno

Jaguar: Scourge

Orbit at 20km for the Hawk, Enyo and Vengenace

Orbit at 25km for the Jaguar

Kill 1 logi then focus on the burner for Hawk, Enyo

Kill one or two Logi then focus on burner for Jaguar (DPS dependent). Use Javelin Mjolnir if you need range against Logi

Kill both logi then focus on burner for Vengeance

Cheap Alternative

[Garmur, Team Burner]

Ballistic Control System II

Ballistic Control System II

Co-Processor II

Missile Guidance Computer II

Phased Scoped Target Painter

5MN Y-T8 Compact Microwarpdrive

Missile Guidance Computer II

Polarized Rocket Launcher

Polarized Rocket Launcher

Polarized Rocket Launcher

Small Rocket Fuel Cache Partition II

Small Hydraulic Bay Thrusters II

Small Warhead Flare Catalyst I

Caldari Navy Mjolnir Rocket x3000

Caldari Navy Inferno Rocket x1183

Caldari Navy Nova Rocket x2491

Caldari Navy Scourge Rocket x5632

Mjolnir Javelin Rocket x842

In cargo

  • 2K of each Caldari Navy Mjolnir, Inferno, Nova and Scourge Rockets.
  • Precision Script

A.7. Hawk – Serpentis Agent

[Hawk, Burner Daredevil – Hawk]

Caldari Navy Ballistic Control System

Ballistic Control System II

Pithum C-Type Medium Shield Booster

Small Electrochemical Capacitor Booster I, Navy Cap Booster 400

Dread Guristas Stasis Webifier

Dread Guristas Stasis Webifier

Phased Weapon Navigation Array Generation Extron

Rocket Launcher II, Caldari Navy Scourge Rocket

Rocket Launcher II, Caldari Navy Scourge Rocket

[empty high slot]

Rocket Launcher II, Caldari Navy Scourge Rocket

Rocket Launcher II, Caldari Navy Scourge Rocket

Small Bay Loading Accelerator II

Small Warhead Rigor Catalyst I

In Cargo:

  • 2k Caldari Navy Scourge Rockets
  • Navy Cap Booster 400

For Daredevil Burner: Always keep Cap booster and Target painter OH at all times. Run Shield Booster at all times. Activate both webs. I tend to keep at range 10km or you can try orbiting at 14km. Reactivate any modules that go offline. Be careful of Heat on weapons. Be very mindful of range as it is quite sensitive if you don’t have enough. If your range is good you should be able to start overheating as soon as you get through the shields and end up with around 12 or so rockets left.

[Hawk, Serpentis Agent]

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Federation Navy Stasis Webifier

Pithum C-Type Medium Shield Booster

‘Micro’ Cap Battery

Federation Navy Stasis Webifier

Small Electrochemical Capacitor Booster I

Rocket Launcher II

Rocket Launcher II

125mm Railgun II

Rocket Launcher II

Rocket Launcher II

Small Bay Loading Accelerator II

Small Warhead Rigor Catalyst I

In cargo:

  • Caldari Navy Uranium Charge S x1000
  • Navy Cap Booster 400 x22
  • Caldari Navy Scourge Rocket x2000

Alternative build for hIgh skilled pilots. If TP is not giving additional damage application switch to this fit. Makes full use of cap booster 400s so you won’t have to overheat the cap booster.

A.8. Vigilant – Angel Base

[Vigilant, Burner Angel – Vigilant]

Medium Armor Repairer II

Energized Adaptive Nano Membrane II

Magnetic Field Stabilizer II

Armor Explosive Hardener II

Magnetic Field Stabilizer II

Armor Explosive Hardener II

Medium Electrochemical Capacitor Booster I, Cap Booster 800

Stasis Webifier II

Stasis Webifier II

Stasis Webifier II

Heavy Neutron Blaster II, Void M

Heavy Neutron Blaster II, Void M

Heavy Neutron Blaster II, Void M

Heavy Neutron Blaster II, Void M

Heavy Neutron Blaster II, Void M

Medium Auxiliary Nano Pump II

Medium Anti-EM Pump II

Medium Nanobot Accelerator I

Hornet I x5

Hornet I x5

In Cargo:

  • Mobile Depo and Tractor Unit
  • Cap booster 800
  • Void M
  • 50mn Y-T8 Compact Microwarpdrive

For Angel Base Burner: OH Both Hardeners and Weapons. Lock all Dramiels and deploy MTU and Depo. Web only when Dramiel is orbiting at +- 3km. Launch Hornets. Once first two Dramiels are dead turn off OH on hardeners. Activate Cap Booster when low. Once all 4 Dramiels are dead refit 50mn MWD and pick up Depo and MTU. Kill transport.

A.9. Vagabond – Serpentis Base

[Vagabond, Burner Talos – Vagabond]

Gyrostabilizer II

Gyrostabilizer II

Gyrostabilizer II

Overdrive Injector System II

Damage Control II

Shadow Serpentis 50MN Microwarpdrive

Pith X-Type Kinetic Deflection Field

Pith C-Type Large Shield Booster

Medium Electrochemical Capacitor Booster I, Cap Booster 800

425mm AutoCannon II, Hail M

425mm AutoCannon II, Hail M

220mm Vulcan AutoCannon II, Hail M

[empty high slot]

425mm AutoCannon II, Hail M

425mm AutoCannon II, Hail M

Medium Core Defense Capacitor Safeguard II

Medium Anti-Thermal Screen Reinforcer II

Hobgoblin II x5

In Cargo:

  • Hail M
  • Cap Booster 800

For Serpentis Base Burner: Activate DCU and Hardener. Manually approach nearest Talos at an angle with MWD on. Once at range 60km Orbit Talos at 6km. Once within 20km turn off MWD and launch drones. Pulse Shield Booster as needed. If Talos aggressed on drones approach to 3km. Pull drones just before Burner dies. Loot and move to next Burner with the same procedure. Try to stay at least 10 km from sentry turrets. Remember to loot the Taloses, they can drop up to 250mill+ drops and do so more regularly than other burners.

If you have the skills, slitting in a meta 4 or T2 rocket launcher in the free high slot using Nova Rage ammo adds a little bit of punch.

A.10. Orthrus – Blood Base

[Orthrus, Ashimu Burner – Orthrus]

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Damage Control II

Caldari Navy Large Shield Extender

Caldari Navy Large Shield Extender

X-Large Ancillary Shield Booster, Navy Cap Booster 400

Pithum B-Type EM Ward Amplifier

Pithum B-Type EM Ward Amplifier

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Small Tractor Beam I

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Medium Anti-Thermal Screen Reinforcer II

Medium Processor Overclocking Unit I

Medium Anti-Thermal Screen Reinforcer II

Hornet I x5

[Onyx, Safer Alternative Ashimu Burner – Onyx]

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Missile Guidance Enhancer II

Pithum C-Type EM Ward Amplifier

Pithum C-Type EM Ward Amplifier

Shield Boost Amplifier II

X-Large Ancillary Shield Booster

Large Shield Extender II

Large Shield Extender II

Rapid Light Missile Launcher II

Rapid Light Missile Launcher II

Small Tractor Beam II

Rapid Light Missile Launcher II

Rapid Light Missile Launcher II

Rapid Light Missile Launcher II

Medium Warhead Calefaction Catalyst II

Medium Anti-EM Screen Reinforcer II

In Cargo:

  • 1k Caldari Navy Scourge Light Missile
  • 1k Scourge Fury Light Missile
  • Max Navy Cap Booster 400

For Blood Base Burner: Wait for Sentinels to orbit player so you can apply full damage with RLML using Caldari Navy Scourge. Keep transversal on Ashimu by orbiting at 13km. Once Sentinels are dead load Scourge Fury and target Ashimu. Use tractor beam to pull in wrecks as cap becomes available.

A.11. Barghest – Lv4 Blitzer

[Barghest, Blitzer Alternative]

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Caldari Navy Ballistic Control System

Ballistic Control System II

Missile Guidance Enhancer II

Missile Guidance Enhancer II

Shadow Serpentis 500MN Microwarpdrive

Sensor Booster II, Scan Resolution Script

Missile Guidance Computer II, Missile Precision Script

Pith C-Type X-Large Shield Booster

Adaptive Invulnerability Field II

Adaptive Invulnerability Field II

Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile

Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile

Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile

Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile

Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile

Rapid Heavy Missile Launcher II, Caldari Navy Inferno Heavy Missile

Drone Link Augmentor II

Small Tractor Beam II

Large Hyperspatial Velocity Optimizer II

Large Hyperspatial Velocity Optimizer II

Large Hyperspatial Velocity Optimizer II

Hammerhead II x5

Hobgoblin II x5

In Cargo:

  • One of each T2 Shield hardener
  • 2k Fury Ammo of; Scourge, Mjolnir, Inferno and Nova.
  • 2k Caldari Navy Inferno
  • Gate Key (Dread Pirate Scarlet)

After testing the Barghest with T2 Fury missiles and close to max skills it is definitely a viable alternative to the Machariel.

As per the Machariel fit, a Heavy Cap booster can be fitted (though the drone link augmentor will need to be offlined) in case you’d rather want the panic button. This though is not so much of an issue because being able to kite the rats well outside of their range due to missile projection.

Appendix B: Sample Skill plan

https://www.dropbox.com/s/vcnzq0nrs5iya76/Blitzing.emp?dl=0 Courtesy of Zora Aran.

This skill plan has all the skills required to fly every single one of the fits listed in this guide. It is just under/over 1y of training depending on implants and if you use remaps or not. It is mostly optimised for a new player and corresponds with the order that I listed the ship fits in. If anyone is willing to host the Evemon Plan file for this let me know.

1. Cybernetics II

2. Cybernetics III

3. Cybernetics IV

4. Minmatar Destroyer I

5. Minmatar Destroyer II

6. Minmatar Destroyer III

7. Minmatar Cruiser I

8. Medium Projectile Turret I

9. Minmatar Cruiser II

10. Medium Projectile Turret II

11. Minmatar Cruiser III

12. Medium Projectile Turret III

13. Repair Systems IV

14. Hull Upgrades IV

15. Kinetic Armor Compensation I

16. Kinetic Armor Compensation II

17. thermal Armor Compensation I

18. thermal Armor Compensation II

19. EM Armor Compensation I

20. EM Armor Compensation II

21. Explosive Armor Compensation I

22. Explosive Armor Compensation II

23. Kinetic Armor Compensation III

24. Kinetic Armor Compensation IV

25. Repair Systems V

26. Minmatar Battlecruiser I

27. Minmatar Battlecruiser II

28. Minmatar Battlecruiser III

29. Drones V

30. Long Range Targeting II

31. Long Range Targeting III

32. Signature Analysis II

33. Signature Analysis III

34. Signature Analysis IV

35. Target Management II

36. Target Management III

37. Target Management IV

38. Capacitor Management IV

39. Capacitor Systems Operation IV

40. Weapon Upgrades III

41. Weapon Upgrades IV

42. Energy Grid Upgrades II

43. Energy Grid Upgrades III

44. Energy Grid Upgrades IV

45. Sharpshooter III

46. Rapid Firing III

47. Motion Prediction III

48. Surgical Strike II

49. Surgical Strike III

50. Trajectory Analysis II

51. Trajectory Analysis III

52. Drone Interfacing I

53. Drone Interfacing II

54. Drone Interfacing III

55. Drone Durability II

56. Drone Durability III

57. Drone Avionics I

58. Drone Avionics II

59. Drone Avionics III

60. Drone Navigation I

61. Drone Navigation II

62. Drone Navigation III

63. Drone Sharpshooting I

64. Drone Sharpshooting II

65. Drone Sharpshooting III

66. Light Drone Operation I

67. Light Drone Operation II

68. Light Drone Operation III

69. Light Drone Operation IV

70. Rapid Firing IV

71. Motion Prediction IV

72. Surgical Strike IV

73. Sharpshooter IV

74. Trajectory Analysis IV

75. Drone Interfacing IV

76. Light Drone Operation V

77. Gallente Drone Specialization I

78. Gallente Drone Specialization II

79. Gallente Drone Specialization III

80. thermal Armor Compensation III

81. thermal Armor Compensation IV

82. EM Armor Compensation III

83. EM Armor Compensation IV

84. Explosive Armor Compensation III

85. Explosive Armor Compensation IV

86. Gunnery V

87. Spaceship Command IV

88. Large Projectile Turret I

89. Minmatar Battleship I

90. Large Projectile Turret II

91. Minmatar Battleship II

92. Large Projectile Turret III

93. Minmatar Battleship III

94. Drone Sharpshooting IV

95. Sentry Drone Interfacing I

96. Sentry Drone Interfacing II

97. Sentry Drone Interfacing III

98. Hull Upgrades V

99. Gallente Frigate I

100. Gallente Frigate II

101. Gallente Frigate III

102. Gallente Destroyer I

103. Gallente Destroyer II

104. Gallente Destroyer III

105. Gallente Cruiser I

106. Gallente Cruiser II

107. Gallente Cruiser III

108. Gallente Battlecruiser I

109. Gallente Battlecruiser II

110. Gallente Battlecruiser III

111. Gallente Battleship I

112. Gallente Battleship II

113. Gallente Battleship III

114. Social I

115. Social II

116. Social III

117. Connections I

118. Connections II

119. Connections III

120. Diplomacy I

121. Diplomacy II

122. Diplomacy III

123. Social IV

127. Leadership I

128. Leadership II

129. Leadership III

130. Security Connections I

131. Security Connections II

132. Security Connections III

133. Negotiation I

134. Negotiation II

135. Negotiation III

136. Large Projectile Turret IV

137. Minmatar Battleship IV

138. Gallente Drone Specialization IV

139. Sentry Drone Interfacing IV

140. Security Connections IV

141. Negotiation IV

142. Connections IV

143. Diplomacy IV

145. Gallente Battleship IV

146. Capacitor Systems Operation V

147. Energy Grid Upgrades V

148. CPU Management V

149. Acceleration Control II

150. Acceleration Control III

151. Evasive Maneuvering II

152. Evasive Maneuvering III

153. High Speed Maneuvering II

154. High Speed Maneuvering III

155. Warp Drive Operation II

156. Warp Drive Operation III

157. Evasive Maneuvering IV

158. High Speed Maneuvering IV

159. Navigation IV

160. Navigation V

161. Infomorph Psychology I

162. Infomorph Psychology II

163. Infomorph Psychology III

164. Infomorph Synchronizing I

165. Infomorph Synchronizing II

166. Infomorph Synchronizing III

167. Jury Rigging I

168. Jury Rigging II

169. Jury Rigging III

170. Astronautics Rigging I

171. Astronautics Rigging II

172. Astronautics Rigging III

173. Astronautics Rigging IV

174. Security Connections V

175. Social V

176. Weapon Upgrades V

177. Advanced Weapon Upgrades I

178. Advanced Weapon Upgrades II

179. Advanced Weapon Upgrades III

180. Thermodynamics II

181. Thermodynamics III

182. Thermodynamics IV

183. Armor Rigging I

184. Armor Rigging II

185. Armor Rigging III

186. Armor Rigging IV

187. Small Hybrid Turret I

188. Small Hybrid Turret II

189. Small Hybrid Turret III

190. Small Hybrid Turret IV

191. Small Hybrid Turret V

192. Small Blaster Specialization I

193. Small Blaster Specialization II

194. Small Blaster Specialization III

195. Small Blaster Specialization IV

196. Gallente Frigate IV

197. Minmatar Frigate IV

198. Controlled Bursts II

199. Controlled Bursts III

200. Propulsion Jamming II

201. Propulsion Jamming III

202. Propulsion Jamming IV

203. Controlled Bursts IV

204. Minmatar Frigate V

205. Small Projectile Turret IV

206. Small Projectile Turret V

207. Small Autocannon Specialization I

208. Small Autocannon Specialization II

209. Small Autocannon Specialization III

210. Power Grid Management V

211. Mechanics IV

212. Mechanics V

213. Assault Frigates I

214. Assault Frigates II

215. Assault Frigates III

216. Capacitor Emission Systems I

217. Capacitor Emission Systems II

218. Capacitor Emission Systems III

219. Capacitor Emission Systems IV

220. Small Autocannon Specialization IV

221. Assault Frigates IV

222. Launcher Rigging I

223. Launcher Rigging II

224. Launcher Rigging III

225. Launcher Rigging IV

226. Caldari Frigate I

227. Caldari Frigate II

228. Caldari Frigate III

229. Caldari Frigate IV

230. Missile Launcher Operation II

231. Missile Launcher Operation III

232. Missile Launcher Operation IV

233. Missile Launcher Operation V

234. Rockets I

235. Rockets II

236. Rockets III

237. Rockets IV

238. Rockets V

239. Rocket Specialization I

240. Rocket Specialization II

241. Rocket Specialization III

242. Rocket Specialization IV

243. Target Navigation Prediction I

244. Target Navigation Prediction II

245. Target Navigation Prediction III

246. Warhead Upgrades I

247. Warhead Upgrades II

248. Warhead Upgrades III

249. Missile Projection I

250. Missile Projection II

251. Missile Projection III

252. Missile Bombardment I

253. Missile Bombardment II

254. Missile Bombardment III

255. Guided Missile Precision I

256. Guided Missile Precision II

257. Guided Missile Precision III

258. Rapid Launch I

259. Rapid Launch II

260. Rapid Launch III

261. Target Painting I

262. Target Painting II

263. Target Painting III

264. Electronics Upgrades IV

265. Target Painting IV

266. Signature Focusing I

267. Signature Focusing II

268. Signature Focusing III

269. Missile Projection IV

270. Target Navigation Prediction IV

271. Warhead Upgrades IV

272. Missile Bombardment IV

273. Guided Missile Precision IV

274. Rapid Launch IV

275. Caldari Frigate V

276. Signature Focusing IV

277. Medium Hybrid Turret I

278. Medium Hybrid Turret II

279. Medium Hybrid Turret III

280. Medium Hybrid Turret IV

281. Medium Hybrid Turret V

282. Medium Blaster Specialization I

283. Medium Blaster Specialization II

284. Medium Blaster Specialization III

285. Medium Blaster Specialization IV

286. Minmatar Cruiser IV

287. Minmatar Cruiser V

288. Shield Operation II

289. Shield Operation III

290. Shield Operation IV

291. Shield Operation V

292. Shield Management II

293. Shield Management III

294. Shield Management IV

295. Shield Upgrades II

296. Shield Upgrades III

297. Shield Upgrades IV

298. Tactical Shield Manipulation II

299. Tactical Shield Manipulation III

300. Tactical Shield Manipulation IV

301. Kinetic Shield Compensation I

302. Kinetic Shield Compensation II

303. Kinetic Shield Compensation III

304. Kinetic Shield Compensation IV

305. Shield Compensation I

306. Shield Compensation II

307. Shield Compensation III

308. Shield Compensation IV

309. Medium Projectile Turret IV

310. Medium Projectile Turret V

311. Medium Autocannon Specialization I

312. Spaceship Command V

313. Heavy Assault Cruisers I

314. Heavy Assault Cruisers II

315. Heavy Assault Cruisers III

316. Medium Autocannon Specialization II

317. Medium Autocannon Specialization III

318. Shield Rigging I

319. Shield Rigging II

320. Medium Autocannon Specialization IV

321. Heavy Assault Cruisers IV

322. Shield Rigging III

323. Caldari Destroyer I

324. Caldari Destroyer II

325. Caldari Destroyer III

326. Caldari Cruiser I

327. Caldari Cruiser II

328. Caldari Cruiser III

329. Caldari Cruiser IV

330. Light Missiles I

331. Light Missiles II

332. Light Missiles III

333. Light Missiles IV

334. Light Missiles V

335. Light Missile Specialization I

336. Light Missile Specialization II

337. Light Missile Specialization III

338. Light Missile Specialization IV

339. Caldari Drone Specialization I

340. Caldari Drone Specialization II

341. Caldari Drone Specialization III

342. EM Shield Compensation I

343. EM Shield Compensation II

344. EM Shield Compensation III

345. EM Shield Compensation IV

346. thermal Shield Compensation I

347. thermal Shield Compensation II

348. thermal Shield Compensation III

349. thermal Shield Compensation IV

350. Caldari Cruiser V

351. Caldari Drone Specialization IV

Appendix C: Thanks and Version Info

I’d like to thank the following forum gurus and forum members for their help, willing or not, in the creation of this document. Any potential donations should go to them for their help on the fits especially. Many of these fits are near enough straight up copies or only slight modifications of their own fits.

  • Jori Mckie – Fits
  • Jackudza – Videos and fits
  • Chainsaw Plankton – Fits and generally being helpful on the forums
  • Ploing – Fits
  • The Bigpuns – spotting a very stupid an obvious mistake on the machariel warp speed
  • DeMichael Crimson aka DMC – His standings guide ‘The Plan’ is pretty much the definitive source on standings mechanics and is what makes most of this possible in the first place.
  • Zora Aran – Creating/hosting an Evemon Skill Plan.
  • Fire Trooper – For pointing out CPU fitting issues on bling Garmur due to paint changes.
  • Bumblefck – I think he originated the Onyx fit for Blood Base.
  • Larold for a couple fixes here and there and a revamped section 2.

I know for a fact I’m probably missing people so please contact me ingame if you feel I missed you or someone you think I missed should be added.

Special mention goes to Market McSelling Alt. He really helped push me to complete this guide in his own very special way.

If you spot any mistakes please let me know and thanks for reading!

Versions:

v1.00 – Original guide

v1.01 – 20/11/2015 – Added Garmur alt build, Barghest Experimental build and fixed warp speed on Mach, minor editing changes.

v1.02 – 22/11/2015 – Added Version Info, Gurista Base burner information.

v1.03 – 23/11/2015 – Gone Bezerk trigger randomised or changed.

v1.04 – 09/12/2015 – Added note to Forward and to Missions, added back the DPS Garmur fit to Team Burners, Many changes in the Missions section.

V1.05 – 12/12/2015 – Added missing Credits

V1.06 – 18/12/2015 – Added Cheap Garmur fit and updated with Javelin advice.

V1.07 – 08/01/2016 – Fleshed out the Barghest Fit and Ship Discussion under 1.3.2 Ships

V1.08 – 17/01/2016 – Update regarding stealth changes to missions and CCP’s lack of answer.

V1.1 – 28/02/2016 – Update to Skills under 1.2 and Appendix B with a link to a skill plan for Evemon.

V1.2 – 24/04/2016:

  • Updated Foreword
  • Updated 1.1 text to be clearer.
  • Updated 1.3 with Skill Injectors.
  • Minor Updates to 1.3.1.
  • Updated section 2’s note, missions, headings and some other text.
  • Updated 3. Ashimu loot drop amount and added some text.
  • Updated A.2. Daredevil with Stasis Webifier II.
  • Updated A.5. Wolf with Stasis Webifier II.
  • Updated A.6. Garmur with Phased Scoped Target Painter and 5MN Y-T8 Compact  Microwarpdrive. Removed ECM fits.
  • Updated A.8. Vigilant with Stasis Webifier II.
  • Updated A10. Removed Orthrus Cheap Fit, added Onyx fit and updated how-to text.

V1.2.1 – 22/05/2016

  • Added alternative Serpentis Agent fit for high skilled pilots.
  • Changed ammo loadout on Blood Base (Onyx fit). CN Scourge does about 12% more damage.

V1.2.2 – 22/11/2016

  • Added quick link to Burner Playlist

V1.2.3 – 20/12/2016

  • Huge thanks to player The Larold for the help in making section 2 easier to read! Pop him a few isk if you like the changes 😉
  • Normal lv4 missions are now listed in order of profitability
  • Added Right hand of Zazzmatazz to the mission list
  • Replaced thermic in every case with thermal
  • Removed Fast Talk as a skill in the list
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