Why separate section with Cerberus?
It's a first step of having decent guides for my HACs - so far I only had loose collection of fits. I decided to make something more substantial, at least for the ships I fly frequently.
Additional word of caution: I did tests of them with max or close to max skills. These fits aren't made with new pilots in mind and will require good skills. It's also Work in Progress, until I finish that ;)
[Cerberus, T4 Exotics]
True Sansha Power Diagnostic System
Ballistic Control System II
Ballistic Control System II
Assault Damage Control II
Pith X-Type Large Shield Booster
Thukker Large Cap Battery
Federation Navy Stasis Webifier
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Medium EM Shield Reinforcer II
Medium Bay Loading Accelerator II
Caldari Navy Hornet x3
Standard Crash Booster
Scourge Javelin Heavy Assault Missile x5000
Scourge Rage Heavy Assault Missile x5000
Caldari Navy Scourge Heavy Assault Missile x10000
Nanite Repair Paste x100
Raging Exotic Filament x1
I have my T4 Cerb in different section, but since I'm revisitng HACs, I decided to give it a go. Inspired by Caldari Joans' Cerberus fit, with some slight tweaks to my liking.
"ADC is uselss in Abyss, what can you do in 10 secods to change situation on grid?" - Chris Halsky
Well, I still decided to take it :) I need a bit of extra resists to get my 600 EHP/s, and I have worse cap battery - and ADC allows me to use Booster less, so I treat it as a way of conserving cap as well
Navy web isn't strictly necessary (you could use T2), but HAMs suck without it - having 40% more range is absolutely awesome
2 BCSes instead of 3 - I fully expect to have slower run times. It's also 500M cheaper than my old T4 fit, that's the price for it
[Cerberus, T5 Exotics]
True Sansha Power Diagnostic System
Dread Guristas Ballistic Control System
Dread Guristas Ballistic Control System
Assault Damage Control II
Pith X-Type Large Shield Booster
Thukker Large Cap Battery
Federation Navy Stasis Webifier
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Heavy Assault Missile Launcher II
Medium EM Shield Reinforcer II
Medium Bay Loading Accelerator II
Caldari Navy Hornet x3
Standard Crash Booster
Standard Blue Pill Booster
Agency 'Pyrolancea' DB5 Dose II
Scourge Javelin Heavy Assault Missile x5000
Scourge Rage Heavy Assault Missile x5000
Caldari Navy Scourge Heavy Assault Missile x10000
Nanite Repair Paste x100
Chaotic Exotic Filament x1
Above T4 Cerb was better in T4s than I thought. So I had an idea - What about T5? I ate some Bluepill (rolling 2 drugs sucks), and went for it. 4 runs later I felt good about it, bar some DPS issues, which are hopefully solved via Faction BCSes and Pyro.
Implantless, because I wanted to. You should probably get some Crystals (the more the better, especially if that will allow you to skip Blue Pill, or use Synth) and 3-4-5% Hardwirings - check how Nomirre did it, they have awesome fit
Drugs, because Crash is absolutely necessary for HAMs, Blue Pill is necessary to have enough tank, and Pyro because DPS starts to be low and I'm worried of timing out vs slow spawns. If I test it more - I will revisit it
After some runs - Pyro isn't really necessary. But it makes running it a breeze, so I take it anyway ;)
[Cerberus, Penkiagalvis Å uo]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Dark Blood Power Diagnostic System
Pith X-Type Large Shield Booster
Republic Fleet Large Cap Battery [1]
Federation Navy Stasis Webifier
Corelum C-Type 10MN Afterburner
Pithum C-Type Multispectrum Shield Hardener
Dread Guristas Heavy Assault Missile Launcher, Scourge Rage Heavy Assault Missile
Dread Guristas Heavy Assault Missile Launcher, Scourge Rage Heavy Assault Missile
Dread Guristas Heavy Assault Missile Launcher, Scourge Rage Heavy Assault Missile
Dread Guristas Heavy Assault Missile Launcher, Scourge Rage Heavy Assault Missile
Dread Guristas Heavy Assault Missile Launcher, Scourge Rage Heavy Assault Missile
Dread Guristas Heavy Assault Missile Launcher, Scourge Rage Heavy Assault Missile
Medium EM Shield Reinforcer II
Medium Bay Loading Accelerator II
Caldari Navy Hornet x3
Mid-grade Crystal Alpha
Mid-grade Crystal Beta
Mid-grade Crystal Gamma
Mid-grade Crystal Delta
Mid-grade Crystal Epsilon
Inherent Implants 'Squire' Power Grid Management EG-603
Zainou 'Snapshot' Heavy Assault Missiles AM-703
Zainou 'Deadeye' Guided Missile Precision GP-803
Zainou 'Deadeye' Target Navigation Prediction TN-903
Zainou 'Deadeye' Rapid Launch RL-1003
Standard Blue Pill Booster
Standard Crash Booster
Agency 'Pyrolancea' DB5 Dose II
Scourge Rage Heavy Assault Missile x3252
Caldari Navy Scourge Heavy Assault Missile x4544
Nanite Repair Paste x25
[1] Republic Fleet Large Cap Battery
  Gravid Large Cap Battery Mutaplasmid
  capacitorBonus 2013.102, cpu 43.864, energyWarfareResistanceBonus -29.2329, power 367.76
That's my old T5+ fit - never flew it much, but I will give it a spin in T5s
Cap Battery - got it cheap, it had better cap stats, but worse CPU/PG - and that's why it wasn't expensive
Faction Launchers, Faction BCSes (at that time CN was cheaper than Dread Guri? Or I just madfe a mistake :D )
Pithum C-Type Hardener (because I had it), and some implants. Total comes to about 2.5B, which isn't terrible :)
How to fly it?
Pre-roll drugs. Crash is absolutely required, without it you can't apply to small enemies. Blue Pill can be substituted with some Crystal implants, but I do prefer implantless fit
Hardener and AB always on, but you should mind when you switch on Shield Booster. You should really pay attention to your cap when Neuts are present, and switch your booster off when rooms is finished - to let the cap recharge a bit before next room
Fit is reasonable cap stable, but not super Neut-resistant. If you get Neuted a lot, use ADC to conserve cap a bit. You can also overheat Booster/Hardener, but that shouldn't be needed
Missiles: by default load Navy missiles, they are used for most spawns
When you enter Leshak room, load Javelins. It might look like room will be manageable with Navies, and it might be - but I also got few close calls because of that. Load Javs.
If you're fighting BSes, and all small stuff is killed - load Rages. In Karen room you can leave few Cruisers left and kill them later with Rages, that's also fine
Always reload between rooms, you will have enough time to relaod during warping to next room
Drones - best used for killing cache and putting some extra DPS on enemies. Not required, so don't send them when there's big risk of losing them (Deviant Automata, Tesseras) and recall them when they get damaged
Heating your web increases it's range. Very useful for enemies which are just outside of web range - like Vedmaks
General EWAR priority: Neuts -> Guidance Disruption -> Webs
It can depend on the room, so pay attention
Tessella
Threat Level: Low
Quick Tips:
Annoying EWAR first
Don't stay inside the swarm
Blue Cloud is your friend
Notes: Nothing special. One of easiest spawns, can be quite annoying if you get webbed a lot. You can ignore Logi, they rep so low that it doesn't make sense to prioritize them - and they will stop when everything else is dead. No Neuts in that spawn (unless it's mixed with something else), so Fogcasters are priority most of the time, Webs are close second. Do not stay inside the ball of Tessellas though, they do have significant DPS up close.
Tessera
Threat Level: Medium
Quick Tips:
Stay more than 15km away
If they get closer - web them to slow them down
You can tank 3 of them, if they are not EM ones
Notes: Will hit you hard if you let them. Don't let them :) Remove all Snarecasters as soon as possible (if there are any), and keep in mind that Sparkgrip targets your resist hole. Blast is the fastest -> Spark -> Strike -> Ember is the slowest - prioritze faster ones first, as they will get closer. They will absolutely mangle your drones, keep them in bay.
Overmind
Threat Level: Low
Quick Tips:
Rage missiles, shoot as soon as you get in range
T5 variant has 15km Web, stay further out. Or get in and tank it.
Notes: Slowest spawn, but not really dangerous. Approach with a bit of angular, collect biocache on the way, load Rages and shoot. Use drones on it, free DPS is free DPS :)
Kikimoras
Threat Level: Medium / High
Quick Tips:
They spool up. Each Kiki can deal 210 DPS at max spool, which is a bit scary
Good EWAR priorities are crucial - Neuts, Guidance Disrupt, DPS
Pulling range to break the spool won't work reliably. DPS race it is!
Notes: Surprisingly hard if you underestimate it. Don't let Kikis spool up, kill them fast. Neuts are priority, unless there's only one or two which you can take for longer - then Guidance Disruption. Your application is the biggest threat.
Vedmaks
Threat Level: Medium / High
Quick Tips:
Best Neuters in Abyss. Absolute priority
Tend to stay just outside of your web range. Heat your web for 2 cycles while approaching them
EWAR priority stays as usual
Notes: Bigger Kikis, so you'll apply better :) Each Starving drains 18 GJ, which means that two of them are enough to quickly remove all your cap. Try to remove them fast, and keep ADC as your Cap saver - while ADC is active you don't need to use Shield Booster, so you might as well switch it off and let cap recharge a bit
Vila
Threat Level: Low
Quick Tips:
Ignore Swarmers completely
Priority is less important as enemies don't deal that much DPS
Ghosting Damaviks are important due to application, Vedmaks are big DPS
Notes: Not dangerous. Start with Vedmaks (they are the only ship that has any DPS in the room), then swap to Ghosting Damaviks -> Rest. Watch out for drones, Swarmers may switch aggro to them and kill them fast.
Leshaks
Threat Level: Low
Quick Tips:
Load Javelins. Always.
Renewing -> Starving -> Striking -> Tangling
Notes: Usually quite easy room, if you manage to take them out fast. Load Javelins (we want range) and if it's room 2/3 - use 30 seconds of enemy inactivity to get close. Renewing will make the room longer, so take them out first. Starvings are dangerous, so they also need to die fast. Tangling - if they aren't a big threat - can be left till the end, as they tend to get closer to you to web you. All other Leshaks will starburst from initial location - if they happen to be in White cloud, and if it's first room - it might get a bit long as you'll have to chase them.
Lucid Sleepers / Ephialtes Sleepers / Scylla Drifters
Threat Level: Low
Quick Tips:
Scyllas do have the same name, you need to watch "Type" column in your overview
Not very dangerous rooms - remove EWAR in standard order, shouldn't be an issue
Tend to be a bit long, but besides shooting - not much you can do about it :)
Notes: Pretty easy rooms, besides lost time shouldn't casue you an issue. Firewatcher and Sentinel are Neuts with not obvious names, so pay attention to that. Webs can be annoying, so I usually remove them next.
Deepwatchers
Threat Level: Low
Quick Tips:
They will stay close to conduit, orbit them and shoot
When webbed they tend to stay close to conduit - that makes finishing the room faster
Notes: Should cause too much trouble
Karybdis Tyrannos
Threat Level: Medium
Quick Tips:
Spiral in, don't hit wall, kill it with fire Scourge Rage ;)
Don't approach straight, but collect biocache on the way
Leave small stuff for the end
Notes: Karen, nothing to add.
Thunderchild
Threat Level: Medium
Quick Tips:
Don't use your drones, they'll die
Notes: Not very exciting room, just shoot stuff. In rooms mixed with Concord I tend to leave Edencom stuff till the end - as they will also damage other enemy ships.
Marshal
Threat Level: Medium / High
Quick Tips:
Usually it doesn't make sense to reload to Rage, as there's always something small to shoot
Transversal doesn't matter, so get in range fast
Remove Webbers, as the slower you go - the more damage you get
Notes: If there's too many Marshals - consider heating your hardener, at least until you remove few of them. They tend to hit all at the same time, so Alpha will be considerable.
Sansha
Threat Level: Medium
Quick Tips:
Knight would be priority, unless there's too many Smiths or Heralds - take them first
Send your drones, they will switch aggro to them after some time - that will give you a bit of breathing room
ADC is your friend, you might need to use it
Notes: Not very hard room, but they are targeting your resist hole. Drones as 'aggro release' work reasonably well, don't be concerned if you lose one or two. Fortunately they die fast :)
Angels
Threat Level: Medium / High
Quick Tips:
Fury on the approach, then Cynabal -> Elite Cynabal -> Dramiel -> Elite Dramiel
Can be a bit scary, especially with plenty of Cynabals - heat early if you have to, and try to conserve your cap
Notes: Isn't as scary as in Hawks, but do not underestimate this room. Angels are faster than you, and they will control the range - good thing is they want to close it :)