niki lasvegas

Fleet Commander
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Posts posted by niki lasvegas

  1. So as long as you don't want to heat for example an armor repper or something extra like that it really doesn't matter, cuz you only have 1 single gun.

    Okay. Well that makes sense. Also that means you don't have to bring cyno and stuff like that, Malcolm :P

    Going to edit the initial post according to that after some tests.

    UPDATE / EDIT : actually i have some contradicting info on this. So i'm gonna investigate more and see if i can find out more. Once i get to some results i'll get back to this. Anyone with any useful info: feel free to chip in!

  2. 1 hour ago, Malcolm Galora said:

    Regarding high slots, would it be a decent idea to put an offlined cyno and entosis link next to the disentegrator to act as a giant heat sink? I don't understand heat dispersion as much I'd like, would this make any difference then having the slots empty?

    I was thinking the same a while back, playing with the idea. But never got to actually follow it up. Those items would be probably the best heatsinks (at least in theory), but i can not really be bothered to test it out :P
    Another problem is that technically those modules are banned from WTM.
    But if i ever actually test it out i'll get back to you with the results :D 
    Of course if someone has something about the topic feel free to speak up.

  3. 1 minute ago, Lord Sarevok said:

    Love it. Except for this bit:

    Leshaks have a bonus to Remote Armor Repair range. I suggest we use it by loading up on 2-4 large armor reps and saving our fleet-mates when the need arises.

    Fair point.
    Even tho' i personally don't believe in armor reps saving anyone in WTM fleet due to the nature of the community. But i'm sure many thinks otherwise and that's not an argument i am willing to take. Can just silently disagree.

    Nevertheless if anyone feels like stuffing remote armors to utility highs feel free to do so! The ship indeed has a bonus for it. Just be careful about the tight CPU fitting limit! Would be a shame if you miss out on some nice mod cuz too many remote reps on highs!

    • Like 1

  4. Hey guys!

    Just wanted to share my POV about the Leshak, and provide a basic guideline about how you should fly this beautiful snowflake in a WTM fleet.
    So here goes nothing!



    1. With every guide the first general and golden rule should always be: "USE COMMON SENSE, PLEASE!" So there you have it. Its not hard. You just have to think a little bit :)
    2. Second golden rule is: "ALWAYS LISTEN TO YOUR FC!" Maybe there is something unusual thing going on and fleet needs to react and adjust. Please do so!
    3. The Leshak is not a "DPS", neither a "SNIPER" ship. Its a snowflake. If you want to fly it, then please fly it properly. Basically you will need to anchor
      yourself all the time, not following AAA or VVV around. Most of the times you need to shoot out of tagging order, something different.
      I really do expect all my Leshaks to actually put effort into flying their ships as long as they are in my fleet.
    4. Getting The Precursor Battleship Level up to 5 is super important. Its an amazing bump to your efficiency. For real. I mean sure, weapon spec to 5 is nice
      too, but you can leave it temporarily at 4 in order to train Battleship Level 5. Its way more important!
    5. Always try to use the Occult ammo. You should use Mystic only when you enter a pocket and you are burning into position, or if you are finishing a wave and
      you are prepping for the next one but still removing the remnant of the wave.
    6. This ship is all about its weapon spool-up. You should aim to shoot a single ship continuously as long as possible, preferably with Occult.
      Its basically a guessing game: you need to guess the ship that normally would die last on the grid. And try to shoot that ship with Occult.
      When it dies you just simply reset the game.
      - Spawn Trigger Ships: you need to exclude those from this game for obvious reasons.
      - Outuni Mesen: if there are 2 or 3 on the grid at the same time then they are just too dangerous to completely ignore them in a shield fleet.
       Even if you are a Leshak. So they come before the game.
    7. Don't be scared to break the spool-up of the Mystic if you know you can shoot with Occult around 20 times or more after the switch on the same boat.
    8. Don't be afraid of burning as much as you want. This ship has mad cap stability. Use it!
    9. Keep at range 15 km on your main target is a really easy way to keep the spool going until they go poof. Especially if they are burning somewhere.
      If they are 20 or more km away, that's where you can start worrying about breaking the spool with Occult.
      I'd suggest to adjust your position if they are more than 20 km away.
    10. You should always shoot something. There is no excuse to ever stop shooting with this ship. You have everything in order to do so:
      You can switch ammo instantly, you can always burn whenever you are not in range cuz you have the cap for it, you have somewhat decent tracking to even try your luck on frigs and you have a ridiculously short cycle time. Jack of all trades.
    11. In my opinion utility high slots are not important for the Leshak in a WTM fleet. So if you are missing some fitting space (PG or more likely CPU) you can try to adjust your fitting by using up less on the high slots. Nevertheless if anyone feels like stuffing one or maybe two remote armors to utility highs feel free to do so! The ship indeed has a bonus for it. Just be careful about the tight CPU fitting limit. But more importantly as a Leshak you should never broadcast for cap if you are not neuted, so please dont cap yourself out with them!
    12. Overloading: in case of contest you can easily continuously overheat your single gun during almost (if not) the whole site!
      You can train relevant skills for better results of course, but just try it out! Experience your personal limit with it! Just don't burn out your gun pretty please.
      For more info this guide is probably on point with overheating:
      RNG is involved of course, so i could be wrong but in my test runs it worked.
    13. Depending on fleet comp and fleet numbers you always want to adjust your targets. I know. This is actually "hard".
      But after a site or two you will get a good feeling about your fleet. If snipers need help, you shoot sniper targets. If DPS needs help, you shoot DPS targets.
      Its not a big deal if you make a mistake with this, don't worry. As long as you are shooting, you are good!
      But properly adjusting yourself for fleet needs with a Leshak means shorter site time. I will write a few examples later on.
    14. With multiple Leshaks in fleet you guys can communicate with each other and try to not shoot the same target. Remember: the longer the spool the shorter the site time! Altho' be careful to not flood voice comms. Maybe its best to just use a private convo.
      Of course this is getting harder with more Leshaks in fleet. I do understand that.
      I guess you can just always try to find a target for yourself that no one is shooting just yet. Thats not that hard.
    15. Expect damage agro! If you are doing everything correctly with proper skill set and fit then don't be surprised that damage agro will often times land on you!
      Anticipate some agro switch on your ship, be on the lookout and please broadcast on time!
    16. Taking fleet roles with the Leshak is not the best idea.
      - You should never try to MTAC (gun range problem + possible niarja jam).
      - You should never try to AAA (you dont have enough range to shoot properly).
      - You should probably not try to DDD or HHH (lack of webs).
      - You might be able to VVV in it, but its not really optimal to do so (lack of agility and occasional gun range problem).
      - You already have a unique role in fleet. Its called "Leshak"!


    I'll try to give you examples here. Mostly just presuming you are the only Leshak in fleet. Sometimes you have to adjust your targets depending your fleet as i wrote above.
    I'm sorry this is not a sandbag ship, you actually have to use your brain, not just your eyes :) Hey now! Don't blame me! You chose to fly it.

    True Power Provisional Headquarters (TPPH)

    1. First pocket:
      Usually you start Mystic on Outuni and burn to Occult range of the second tagged Osti (in most fleets it should be tag 5).
      When you are there immediately switch to Occult and shoot it until its dead. After that use best judgement what to shoot meanwhile burning to The Second Gate.
      - If super-light on snipers then instead of Osti you do the same thing just with the Vylade.
      - If fleet is really light on numbers, then you do the same, just Occult the Outuni and then Occult the healthiest Osti!
    2. Second pocket:
      Again start with Mystic on first Antem and immediately burn to the second Osti (should be tag 4) switch and shoot with Occult when you can.
      After its dead burn to the Third Gate and spool on whatever you can best!
      - If fleet is sniper light you should burn to 2nd Antem and Occult it. If you are super-sniper light then i guess you need to shoot the Mara as well before Antems.
        Remember: do not burn much while shooting the Mara, cuz it ruins your tracking.
      - If fleet is low on numbers then kill Mara and then Occult the second Osti.
    3. Third pocket:
      - First wave: Mystic the last romi and start to burn! You can actually choose in between 2 things.
        If you feel like helping the HHH (cuz maybe they need some help) just keep shooting Romies backwards
        (skip the one that is actually being shot by HHH). When there are only 2 Osties left burn to your one and only
        anchor spot which should be 80 km from beacon and 20 km to the left from the tower (exactly where the last VVV spot is).
       The second thing you can do is try to Occult the last Osti that is not a wave trigger, which is usually tagged as 3.
        Important!!! Don't shoot the last tagged Osti (usually tag 9 or Z).
        You can start burning to your anchor when its about to hit armor. Good news: you can stay on this anchor spot until payout :)
        If super-sniper light you might need to help out with killing the Mara at the beginning of this wave.
      - Second wave: Start with the second to last Osti (usually tag 6). Again, its important to not shoot the last, wave trigger Osti (9 or Z)!
        After it goes poof you can help out with killing Romies similar to 1st wave or just spool on something that you think is best (except the wave trigger).
        If fleet is light on numbers you should primary the Intaki and then go business as usual.
      - Third wave: Occult the last tagged Outuni. When it goes poof you should shoot one of the two Osties. This wave can go a lot of ways.
        So after these 2 ships just get ready to spool on whatever needed and/or left.
        You should try to even kill the very last frig on grid if that's the only thing preventing you from tower bash.
    4. After tower spawns Occult it, drone it and enjoy your bio!

    Nation Rebirth Facility (NRF)

    1. First Wave:
      Mystic the last tagged Vylade and burn to the last tagged Osti. When you can, switch to Occult and shoot it! When it dies find the next best thing to spool on.
      When there is only 2 Battleships left, burn to your first anchor spot: 85 km from beacon, 45 km to the right from tower. Its roughly around the very last VVV spot,
      just about 10 kms from AAA. The goal is to be in Occult range of the spawning Yulais.
      - If light on snipers then you need to primary Vylades. If super-light on snipers, need to kill Maras as well.
      - If light on DPS then change your anchoring to roughly around DPS anchor spot cuz you gonna shoot Osties next wave!
    2. Second wave:
      Occult Yulais! Preferably backwards, but you should start shooting them even if there are no tags yet. Remember, spooling time is everything for this ship!
      After all the Yulais are dead shoot whatever is left and burn to next DPS anchor spot (you can look for VVV guide or for the actual on-site VVV for help).
      - If fleet is really light on DPS then you should shoot Osties backwards in this wave.
    3. Third wave:
      Occult Yulais first, then whatever is left! If there are only 3 ships left on grid you should start burning to exactly where you were anchoring the first time!
      (85 km from beacon, 45 km to the right from tower).
    4. Fourth wave:
      This is when it becomes a little bit tricky. you can easily find yourself out of position in this wave. Don't worry about it too much.
      Mystic the last tagged Outuni, even if there is only one.

      - Don't stop your burn (except if you caught the full wave initial agro)! Burn all the way close to Yulais! After your Outuni dies shoot Yulais backwards,
        preferably with Occult. After that burn back to Osties and shoot them backwards.
        Now here comes the problem: if you do this then at some point you will be probably out of logi optimal range as well as booster range in a WTM fleet
        (Side note: In my personal opinion AAA and Booster should just simply adjust positions for this last wave and problem solved).
        Now. Its not really that scary as it looks like. You most likely wont die for reasons i am not going to specify (yeah i am a smartass, but
        i'm pretty sure you are bored already with this guide anyway). But i do understand if FC or Logi or even yourself are freaking out cuz of this.
       So fine, lets be a good line pilot and don't give a heart attack for them. In this case you can skip this burning out part, but my inner perfectionist will cry every time.

      - Stay about 30km to AAA to ensure you are still in logi range and Mystic the Yulais backwards. Then Occult Osties backwards.
      - If fleet is DPS light or you have faith in Snipers to finish the job without you then you should simply shoot Osties backwards after your Outuni with Occult of course.
      - If fleet is low on numbers you should shoot the last Intaki after your Outuni. After that Last Osti and so on.
    5. Remember: never stop shooting until payout, please!

    True Creations Research Center (TCRC)

    1. After entrance Mystic the last tagged Outuni and start burning to the tower. Lean a bit to left to evade the incoming Vindi Train!
      Be careful to not be completely out of logi range due to early burning! In all fairness that's actually pretty hard to achieve in this site.
      Nevertheless you should better check!
    2. After your Outuni dies Occult the tower ASAP and never stop until it blows up.
      You should sit next to Vindicators nice and close to the Tower for reasons you can find in one of my posts in this thread.
      In case of jam you re-spool on the tower and cry silently (F).
    3. When tower hits 50% hull lock up the warp disrupting ships (usually just Schmaels and Auga).
      At 20% hull you should recall drones and start to align to your FC's broadcast. After tower start shooting the "scrams".
      When "scrams are clear" and your FC tells you to warp you leave the site with the rest of the battleships.
    4. Be super careful in this site! Chances are if you are doing everything correctly, then at some point there will be a huge agro switch onto you!
      On-time broadcast is essential to stay alive in a TCRC!

    The Kundalini Manifest (MOM)

    1.  After entrance you start burning to the Kundi and start shooting The first tagged Outuni if present. If not then the first tagged Arnon.
      If there are no Outunis and no Arnons then i guess you can try to shoot the Bombers while you are burning to the Kundalini.
    2. Do Not Bump It Pretty Please! Should keep at range 15 km!
    3. When you are in Occult range you start spooling on it ASAP. Its really important, because your ship is literally designed for something big, like this.
      In case of jam you start to shoot the Kundalini again. You never stop shooting it until its dead. And then enjoy the payout.


    1. I would like to point out that you already spent a huge amount of ISK to get this ship into WTM.
      So while you are at it you should probably go all the way and do the bling properly. Pimp it out as much as possible!
      Even with some Abyssal Sinks (Cough-cough i am currently selling 3 of these, contact me for more info SOLD! ), and Augmented Ogres!
      The only modules not really important in this ship are the utility high slots.
    2. In case of a contest you can go really crazy with overheating your gun cuz this ship can actually take it.
      A lot will depend on you when it comes to a TCRC contest! Try to shoot the tower as soon as possible and try to overload all the way!
      Be careful tho', you really don't want to burn your gun out.
    3. You can equip a Mobile Depot and a local Sensor Booster with ECCM Script into your cargo hold.
      When it comes to TCRC tower bash after burning into position you can drop the Depot, switch your MWD to the SeBo and try to resist those Niarja jams. :)
      BE AWARE! You need to refit again switching back the MWD when the tower is at 50% hull. Also don't forget to scoop your Depot before you start aligning out!
      A lot of possible mistakes come with this, so you need your A-Game, or don't even try it.
    4. You can go full-on nuts and get several guns into your cargo hold and just switch them when they are close to burning out.
      Only possible with a friendly Orca/Nestor around or at the very beginning of a TPPH tower bash with an earlier deployed Depot.
      This way you don't have to go to a Citadel every time you overheated your gun. You can paste the utility high modules, but the gun would be too expensive.
    5. Never stop thinking about what else you could do to improve! I'm pretty sure there are plenty other tips and tricks with this ship, but i should probably stop for now.


    My personal take on recommended implants (disclaimer: it's not going to be cheap, but it also won't be "ultra-high end"):

    1. High-grade Ascendancy Alpha
    2. High-grade Ascendancy Beta
    3. High-grade Ascendancy Gamma
    4. High-grade Ascendancy Delta
    5. High-grade Ascendancy Epsilon
    6. Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 (available in Concord LP Store)
    7. Ogdin's Eye Coordination Enhancer
    8. Inherent Implants 'Squire' Capacitor Management EM-806 (available in Concord LP Store)
    9. Inherent Implants 'Lancer' Gunnery RF-906 (available in Concord LP Store)
    10. There is really no useful implant here for a shield Leshak so far, only an armor buffer:
      Inherent Implants 'Noble' Hull Upgrades HG-1006. Would not really recommend to buy this for a WTM fleet.
      Hoping for a weapon +6% damage sometime in the future.


    This has gotten much bigger than i thought it would. Sorry about that. If anything else comes to my mind i will adjust / remove / add things if and when i feel like it.
    Feel free to share your own thoughts below!

    • Like 10

  5. On 3/6/2019 at 5:05 AM, niki lasvegas said:

    Selling 3 Abyssal Rad Sinks for Leshak purposes. 400 mil each, a total of 1.2 bil. Contact me via in game mail, or post here and ill find you for more details!

    Lowered the price a bit, and just slapped it to public in Jita. If you are interested:

    <url=contract:30000142//143473629>Contract 143473629</url>


  6. Selling 3 Abyssal Rad Sinks for Leshak purposes. 400 mil each, a total of 1.2 bil. Contact me via in game mail, or post here and ill find you for more details!

  7. 5 hours ago, GARO said:

    .Do not launch Heavy drones if FC say it.

    im sorry ? :D

    ahh you mean if your fc asks you to not launch them. i see. sorry was taking a moment until i understood.

    • Like 1

  8. Alright. Im gonna write down a couple of single facts. To set things straight here :)

    The Vindi is a better dps ship than the Navy Geddon for incursion purposes. Close range it does way more dps with better application. And im talking about 25 kms or closer at the very least. The Vindi has utility: the webs which is ridiculously decreasing site times, if used properly. Also the Vindi is more cap stable, which is a funny thing to say, cuz they are cap hungry if properly used. Out of 3 HQ sites there are 2 where you are bashing a 9 million EHP tower. That means you need as much paper deeps as you can get. The Navy Geddon has about as much paper deeps as a Hyperion. So thats not really what we are looking for while we are searching for the ultimate HQ doctrine DPS ship.

    There is one single site where you actually need a significant amount of snipers. Thats the NRF. But in that site drones are much less important cuz they are spending their times flying around bouncing from target to target a lot. Which means you are mostly only relying on your guns. The Nightmare as a sniper does a better job than the Navy Geddon. More paper gun dps on long range and twice the tracking, which is actually really important for killing Maras, one of the sansha rats that are main snipers targets.

    You could make an arguement about Navy Geddon having better paper deeps with the huge dronebay than Nightmares, but if you cant actually apply your guns on sniper targets, then i dont think you want to use them instead, lol.

    Im really sorry, but you just simply cant make a case with Navy Geddon better than Vindi for incursions. Cuz its not true.

    Just a sidenote: WTM doesnt allow sentry drones in HQs.

  9. Hey there! 

    Thanks for coming out and helping us, really appreciate it! :)

    As for Imakiwlu, he really likes to make jokes as im sure you noticed, even when he is FCing.

    I believe him saying he is retiring was one of these. :)

    So not to worry. Fly safe, see you in fleet! o7

  10. Abyssal Magnetic Field Stabilizer [20.21 tf CPU, 1.137x DMG, 13.18% ROF] - Its not cheap, mail ingame for price :) SOLD

    Abyssal Magnetic Field Stabilizer [24.15 tf CPU, 1.14x DMG, 12.81% ROF] - Its not cheap, mail ingame for price :) SOLD

  11. Core X-Type 500MN Microwarpdrive - 325 mil ISK SOLD

    Core X-Type 500MN Microwarpdrive - 325 mil ISK SOLD

    500MN Abyssal Microwarpdrive [Core X, 178.53 GJ, 112.91 tf, 542.5% Velocity, 1505.75 MW, 326.4% Signature] - Its not cheap, mail ingame for price :) SOLD

    500MN Abyssal Microwarpdrive [Core X, 182.56 GJ, 85.6 tf, 556.6% Velocity, 1695.63 MW, 341.3% Signature] - Its not cheap, mail ingame for price :) SOLD


  12. Hey guys.

    I thought i'll just toss here what im about to sell to give a chance to take a look at it before i dump the items. I can create contract anywhere in HS for you.

    Its and Endless Work In Progress of course, hopefully i wont forget to update.

    If you are interested in an item, please contact me via ingame mail!

  13. While optimal hulls only features gunnery skills, if you want to fly a missile boat you can do it. In that case look into the Barghest fit. It is the best possible option WTM accepts. Not the optimal, but i imagine if you have flown with Bombers Bar you have some nice torp skills :)

  14. Hello Gallente Pilot!

    WTM just loves attentive newbros trying to join into WTM fleets! You are indeed in the right place if you want to do some incursions. It is totally fine to join in-game chat for you. Actually it is even recommended. In the MOTD you will find a couple of really useful links for you. The 2 top being probably the Warp To Me Rookie Guide , and the WTM Fitting Website. These will probably answer most of your questions. But you can browse through the MOTD for other stuff too if you feel like it!

    For you (and for most of the newbros honestly) i'd recommend to look at the Hyperion first and try to get into one, it is a fairly cheap starter ship, and maybe you already have some skills for it!

    If you find out that you like incursions after some time and this is a thing you want to do and earned enough ISK, then you can look at the Vindicator and try to switch into it from the Hyperion. It is one of out optimal hulls and a really fun ship to fly.

    Welcome to Warp To Me! :)

    • Like 2

  15. 2 minutes ago, NilesGrey said:

     I think some of your reply got cut off.. either you are referring to base shield hp, or... it's missing a digit as the stats are 13,500 HP.  I don't want someone to skim the thread see your response and jump to a conclusion.

    Nope. Nothing was cut off.

  16. Shield Capacity    3 500 HP.
    Medium Power Slots    4

    Yes. Please. Bring this ship to a newbrofriendly shield incursion community where not even the linepilots, but the logies and sometimes the FCs are newbros too. Best idea of this year.

    • Upvote 1

  17. 2 hours ago, Maximus Atreide said:

    Not sure why as I was not getting a link but in fleet yesterday boosts somehow increased my range to 79k though we had a snowflake scout in a claymore giving us other boosts before going in sites, not sure if somehow that was causing it.

    Several people noticed a strange glitch recently where you get more range and tracking without a reason (probably just a display bug). Its a CCPLZ thing.