RvB PvP: The Maller

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IMO, while the Maller is good, the Vexor is a better ship. It wields almost the same tank (42.5 vs 46.5k EHP), much more close range dps (~600), half of which is drone dps with excellent projection, and even has an extra midslot for EWAR or ECCM.
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IMO, while the Maller is good, the Vexor is a better ship. It wields almost the same tank (42.5 vs 46.5k EHP), much more close range dps (~600), half of which is drone dps with excellent projection, and even has an extra midslot for EWAR or ECCM.
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Respectfully sir, that's an ok fit for RvB but not a great fit. Ditch the scram, that's someone elses job. You'll still need a MWD and cap booster, especially if you can't shoot scorch yet. Fights do happen on set locations but even then you need to get to optimal quickly. With an AB and short guns you'll not much better than double plate/small gun lolboats. 3 trimarks for rigs bear more fruit. The majority of incoming dps is therm/kinetic. You may prefer to go tanky but even with 3 heat sinks the Maller's still a tough nut, especially with logi on the field. And lastly, while the eft dps of hmpl's is attractive, fmpl's track better and you'll have a lot of frigs and dessys to kill too. Fit hmpls for range if that what you need. Tbh, if you cant shoot scorch yet, fit beamsNot trolling you, I have respect for your work but I doubt the effectiveness of that fit.
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you lose at least a little credibilty by having a sacrilege pictured in your article about the maller :/
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Nice article there dude. More RvB publicity is all good.
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This is completely failfit. Afterburner on a brawling boat as a doctrine will see you wasting your time vs anything that doesn't fancy ramming a maller, your dps is only as good as your ability to apply it and this ship has none. The lack of a cap booster hurts too, 4 minutes with perfect skills amounts to nearer 2 minutes without and that's before you take into account the minute you're going to spend getting into range (472m/s with perfect skills), if you're making a fit for RvB you can't just tick all V in the skills and go with it. Furthermore your ideas about being useful by being not useful so you stay on the field longer defy all rationality. By picking a ship with low utility so you'll be on the field until everyone else is dead you simply encourage them to primary one of your more useful fleetmates. The fleet still suffers the exact same amount of incoming dps, it's just the overall utility of the fleet has gone down. You do nobody any favours by being so useless that they kill you last, the extension of that logic is simply to whore on mails from the back with a cormorant and then cloak it up when the battle is decisively lost.
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Let's not say drones have excellent projection unless they are sentries. Drones still need a lot fo work.
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lol undock tactics xD1. The maller needs more than 1 web to track a frigate.. It needs 1 web to track a slowboating thorax.2, Its not a versatile ship... it has 3 mids and one of them pretty much HAS to be a cap booster..3. I don't have another point but only 2 would have looked rather silly
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i dont know why ppl keep brick tanking the shit out of amarr ships. just max dps the shit of that sucker nobody wants to shoot at you anyway so why not use that to your advantage.....
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T2 guns or fly something else. T2 DC, EANM II, ANP = more EHP and less fittings than your lows (46215 vs 47036. Going all trimarks is probably better in most situations (53241 EHP, slightly worse resist profile).

Most people who enter RvB arrive with little or no PVP experience, and are intimidated by the prospect of joining a fleet with almost no basic knowledge. Others come from a low or null-sec background with a bias toward strict fleet doctrines and scheduled CTAs. 

Neither know off the bat which ships 'work' for a successful RvB career. You can certainly fly your HAC or T3 BC around and find things to kill. Flying something more expensive than a T1 Cruiser typically attracts a lot of undesired attention, though, and with the enemy HQ no more than two jumps away, your Cynabal may quickly be taken out by a fleet whose collective ISK value is less than half of your hull.

In fleets, your first task is to be useful. If you can apply DPS and web a target, you are already useful. If an enemy FC knows that you're going to be particularly damaging and not too hard to kill (Catalysts, for instance), you will be primaried quickly. If your hull is worth more than your surrounding fleet combined, you will be primaried quickly. In other words, if you try to stand out from the rest of your fleet, though your sacrifice is appreciated, it will get you no further on your killboard than if you'd flown a T1 frigate.

FCs can count on some targets being soft and others being hard. Mallers are typically the last cruiser to be primaried in a fleet because they easily reach 50k EHP yet don't output a tremendous amount of DPS. T1 frigates will be primaried sooner than Mallers, even after the latest Tiercide buff which gives Mallers over 300 DPS plus that 50k EHP tank. They are easily the most useful Cruiser to bring in a fleet if only because they will stay on the field longest of the T1 Cruisers (and thus lay down more damage and points/webs on more targets). A Thorax might put out twice as much DPS, but it won't stay on the field for even half as long.

This is a modern (Post-Retribution) Maller fit. Before Retribution, Mallers were commonly fit with 200mm Autocannons and two 1600mm plates for massive tank. While it's possible now to fit medium guns and two plates, this would require the use of ACR rigs, which effectively adds 10 million to the pricetag on your cruiser. While you can expect that your Maller won't be primaried on the spot, you should be ready to lose them. For tracking frigates - the backbone of most RvB fleets - 200mm Autocannon fits are still popular, but medium lasers easily track scrammed and webbed frigates.

But beyond this, the Maller is surprisingly versatile. Aside from the almost mandatory bits (a plate for buffer, damage control, hardeners, guns of some variety, an afterburner) the rest is up to imagination. Two webs are great for catching AB frigates. Tracking disruptors and sensor dampeners also help by reducing the effectiveness of large targets or forcing Logistics cruisers (the T1 varieties have seen widespread use in RvB since Retribution) to move in closer to the action. Some folks choose to fit their Maller specifically for DPS, since they can usually expect to not be primaried until late in the fight. I've seen blaster Mallers lately that can put out over 500 DPS (albeit with much less range than a similar laser fit) while keeping the 50k EHP tank.

A Maller can be fit on the cheap for around 20 million ISK, but if you have fitting implants and some ISK to blow, why not go for broke? T2 1600mm plates add a nice chunk of EHP. T2 guns enable you to use Scorch crystals, which effectively extends your range beyond 20km. Active tanking is possible, though you shouldn't expect Myrmidon-like performance due to having only three mid slots. The only thing a Maller can't be expected to do is move quickly; even without plates, it's still one of the slowest T1 Cruisers.

Next time, I'll discuss undock tactics and baiting.

The blackest member of Kugutsumen.com.