Celestis

From UniWiki
Jump to: navigation, search
Eve University Database
 
Ship Database
Celestis
Celestis
Gallente Federation
Gallente Federation
ECM PRIORITY
HIGHEST
Magnetometric
what's this?

HIGHEST Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Standard Cruisers
Celestis Class
EXTERNAL LINKS

Contents

The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.

SHIP BONUSES

Gallente Cruiser bonuses (per skill level):
7.5% bonus to Remote Sensor Dampener effectiveness
7.5% bonus to Remote Sensor Dampener optimal range and falloff

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) Electronic Warfare
▪ Variations
Arazu
CornerT2s.png
Arazu
Arazu
Recon ShipsCelestis Class
highlightsCan Use Covert Ops Cloak
high slots4
(1/3)
middle slots6
low slots4
powergrid750 MW
cpu output420 tf
max. velocity207 m/sec
cargo capacity315 m³
,
Lachesis
CornerT2s.png
Lachesis
Lachesis
Recon ShipsCelestis Class
highlightsHigh Amount of Medium Slots
high slots4
(1/4)
middle slots7
low slots4
powergrid850 MW
cpu output450 tf
max. velocity220 m/sec
cargo capacity320 m³

Ship Attributes

Fittings
Powergrid
powergrid
575 MW
CPU
cpu output
375 tf
Capacitor
capacitor
1,300 GJ
High
high slots
3
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
middle slots
5
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/sec
Inertia Modifier
inertia modifier (agility)
0.505
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
8.45 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
50 m³
Drone Bandwith
drone bandwith
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
75.00 km
Max Locked Targets
max. locked targets
8
Magnetometric Sensor
Magnetometric sensor strength
18 points
Sig. Radius
ship signature radius
135 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,700 HP
Mass
ship mass
12,070,000 kg
Volume
ship volume
116,000 m³
Cargo Capacity
cargo capacity
320 m³
Shields
Shield Capacity
shields
1,200 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
1,300 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
35
EXP
armor explosive resistance
10


Summary

No summary available.

Skills

Sensor Linking is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of Ewar then get it to IV. Each level of skill reduces the cap consumption of damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your entire fleet. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.

Jury Rigging III and Electronic Superiority Rigging I will also let you fit the Particle Dispersion Projector rig, which increases the optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need Long Range Targeting V in addition to fitting a Signal Amplifier - which requires Electronics Upgrades Getting this to V means you can fit the T2 version, even further increasing your locking range.

CPU Management V is a double must for pursuing the Ewar path and a primary core fitting skill. Get this as soon as possible.

The dedicated (or at least very frequent) Celestis pilot may also wish to train Signal Suppression which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority rigs (another 5% added effectiveness of fitted damps), this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness.

Fitting

For more info on fittings, please go here

Tactics

Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost their locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to relock. If you do both on the same ship, they can be made to be almost as helpless as perma jams from falcon. Sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logi. Less useful against snipers but still good against brawlers that like to be up in your face. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.

The celestis is somewhat of an easier ship to fly than the blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows. You have good tank and lots of damps, while also able to be flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. People with projectile, blaster, and missile skills can fit their favorite weapons without much problems.

Some experimentation may let us see whether a kiting celestis that can fly with a kiting gang could be usable or not, by not fitting armor plates but an active tank. ASB or active armor. Probably not. Ewar boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on grid BMs.

The fits don't have drones yet. There's a lot of options there. When going against kiting gangs, warrior IIs and ecm drones. Try to get the medium EC drones if you can fit them in the drone bay. Those EC drones can break the lock of tacklers or other people you somehow allowed to get in range of you, and then you damp their resolution so they are mostly rendered crippled and ineffective.

With their recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given their use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late', as they say. Let the DPS ships and brick tanks arrive on the field first to get aggro. If possible, prevent yourself from getting fleet/squad warped with (default=ctrl - space) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as yellow boxed, warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being insta-blapped by the enemy at the first instant of battle.

Do not just limit yourself to targeting logi though, any typical sniper boat, like Oracle and Tornado's will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates blapped every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy dps/target locks.

Notes

You can add notes here.


show advanced ships
Logo faction amarr empire.png
Amarr
Logo faction caldari state.png
Caldari
Logo faction gallente federation.png
Gallente
Logo faction minmatar republic.png
Minmatar
Corvettes Impairor Ibis Velator Reaper
Dreadnoughts Revelation Phoenix Moros Naglfar
Force Auxiliaries Apostle Minokawa Ninazu Lif
Titans Avatar Leviathan Erebus Ragnarok
ORE VentureProspectEnduranceCovetorRetrieverProcurerHulkSkiffMackinawNoctisPorpoiseOrcaBowheadRorqual
Personal tools
Namespaces
Variants
Actions
Navigation
EVE University
Toolbox