Difference between revisions of "Pilgrim"

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* SHIP ATTRIBUTES SECTION (last update : 2019-10-15)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=11965
+
| shipimg=Pilgrim.jpg
|shipid=11965
+
| shipname=Pilgrim
|shipimg=Pilgrim.jpg
+
| class=Force Recon Ship
|shipname=Pilgrim
+
| grouping=Recon Ships
|caption=Pilgrim
+
| hulltype=Arbitrator Class
|class=Force Recon Ship
+
| faction=Amarr Empire
|grouping=Recon Ships
+
| variations={{Ship|Curse}},{{Ship|Arbitrator}}
|hulltype=Arbitrator Class
+
| tech=2  
|faction=Amarr Empire
+
| powergrid=1,000 MW
|race=Amarr
+
| cpu=370 tf
|roles=unspecified
+
| capacitor=1,440 GJ
|variations={{Ship|Arbitrator}}, {{Ship|Curse}}
+
| highs=4
|tech=2
+
| turrets=3
+
| launchers=0
|ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| mediums=5
+
| lows=5
|powergrid=950 MW
+
| mass=11,370,000 kg
|cpu=350 tf
+
| volume=120,000
|capacitor=1,250 GJ
+
| cargohold=315
|highs=4
+
| dronebay=150
|turrets=3
+
| bandwidth=50 Mbit/sec
|launchers=0
+
| info=Force recon ships are the cruiser-class equivalent of covert ops frigates.  While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited. <br><br>
|mediums=5
+
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Weapon Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>10% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>20% reduction in Cloaking Devices CPU requirement<br>20% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>10% bonus to Energy Nosferatu and Energy Neutralizer falloff range<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>•&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>•&nbsp;Cloak reactivation delay reduced to 5 seconds<br>
|lows=5
+
| structurehp=1,050 HP
+
| shieldhp=850 HP
|mass=11,370,000 kg
+
| shieldem=0
|volume=120,000 m&#179;
+
| shieldexp=81.25
|cargohold=315 m&#179;
+
| shieldkin=62.5
+
| shieldtherm=20
|dronebay=150 m&#179;
+
| armorhp=1,800 HP
|bandwidth=50 Mbit/sec
+
| armorem=50
+
| armorexp=70
|info=Force recon ships are the cruiser-class equivalent of covert ops frigates.  While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.
+
| armorkin=53.125
+
| armortherm=35
|bonuses=<b>Amarr Cruiser Skill Bonus:</b><br>5% bonus to Tracking Disruptor effectiveness and 10% bonus to drone hit points and damage per level.<br><b>Recon Ships Skill Bonus:</b><br>20% bonus to Energy Vampire and Energy Neutralizer transfer amount and 20% reduced CPU need for cloaking device per level.<br><b>Role Bonus:</b><br>80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.<br>Note: can fit covert cynosural field generators
+
| maxvelocity=198 m/sec
+
| inertia=0.61
|structurehp=872 HP
+
| warpspeed=4.5 AU/s
|shieldhp=788 HP |shieldem=0 |shieldexp=75 |shieldkin=55 |shieldtherm=20
+
| warptime=9.61 s
|armorhp=1,800 HP |armorem=50 |armorexp=60 |armorkin=44 |armortherm=35
+
| targetrange=104.00 km
+
| sigradius=150 m
|maxvelocity=164 m/s
+
| maxlockedtargets=8
|inertia=0.71
+
| sensortype=RADAR
|warpspeed=3.3 AU/s
+
| sensorvalue=26 points
|warptime=11.19 s
+
| scanres=237 mm
+
| reqskills=*{{RequiredSkill|Amarr Cruiser|V}}
|targetrange=104 km
+
** {{RequiredSkill|Spaceship Command|II}}
|sigradius=156 m
+
** {{RequiredSkill|Amarr Destroyer|III}}
|maxlockedtargets=7
+
*** {{RequiredSkill|Amarr Frigate|III}}
|sensortype=RADAR
+
**** {{RequiredSkill|Spaceship Command|I}}
|sensorvalue=24 points
+
* {{RequiredSkill|Recon Ships|I}}
|scanres=237 mm
+
** {{RequiredSkill|Cloaking|IV}}
+
*** {{RequiredSkill|CPU Management|IV}}
|reqskills=*{{RequiredSkill|Recon Ships|I}}
+
** {{RequiredSkill|Signature Analysis|V}}
**{{RequiredSkill|Electronics Upgrades|V}}
+
*** {{RequiredSkill|CPU Management|I}}
**{{RequiredSkill|Cloaking|IV}}
+
** {{RequiredSkill|Spaceship Command|V}}
***{{RequiredSkill|CPU Management|IV}}
+
** {{RequiredSkill|Electronics Upgrades|V}}
**{{RequiredSkill|Spaceship Command|V}}
+
*** {{RequiredSkill|CPU Management|II}}
**{{RequiredSkill|Signature Analysis|V}}
+
*** {{RequiredSkill|Power Grid Management|II}}
***{{RequiredSkill|CPU Management|IV}}
 
*{{RequiredSkill|Amarr Cruiser|V}}
 
**{{RequiredSkill|Amarr Destroyer|III}}
 
***{{RequiredSkill|Amarr Frigate|III}}
 
 
 
 
 
|totaltraintime=61d 1h 42m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Pilgrim Pilgrim on Eve Online Wiki]<br>
 
 
|highlights1=Can use Covert Ops Cloak
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=61d 11h 23m 20s
 +
| externallinks=
 +
| highlights1=Can Use Covert Ops Cloak
 +
| rigs_size=Medium
 +
| rigs_count=2
 +
| rigs_calibration=400
 
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==Summary==
+
== Summary ==
This Force Recon is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.
+
The '''Pilgrim''' is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.
  
The Pilgrim and Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is dropped in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.
+
The Pilgrim and the [[Curse]] share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.
  
 
There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.
 
There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.
  
==Skills==
+
== Skills ==
''Further information about additional or recommended skills to pilot Pilgrim for a specific or it's common role(s) can be written here.''
+
''Further information about additional or recommended skills to pilot Pilgrim for a specific or its common role(s) can be written here.''
 +
 
 +
== Tactics ==
 +
When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.
  
==Fitting==
+
== Notes ==
+
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
{{ShipFitting|
 
ship=Pilgrim|
 
shipTypeID=11965|
 
fitName=Pilgrim Solo PvP|
 
fitID=Pilgrim-Solo-PvP|
 
high1name=Medium Diminishing Power System Drain I|
 
high1typeID=16511|
 
high2name=Medium Unstable Power Fluctuator I|
 
high2typeID=16471|
 
high3name=Medium Unstable Power Fluctuator I|
 
high3typeID=16471|
 
high4name=Covert Ops Cloaking Device II|
 
high4typeID=11578|
 
mid1name=10MN Afterburner II|
 
mid1typeID=12058|
 
mid2name=Faint Epsilon Warp Scrambler I|
 
mid2typeID=5443|
 
mid3name=Fleeting Propulsion Inhibitor I|
 
mid3typeID=4027|
 
mid4name=Balmer Series Tracking Disruptor I|
 
mid4typeID=5320|
 
mid5name=Balmer Series Tracking Disruptor I|
 
mid5typeID=5320|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=1600mm Reinforced Steel Plates II|
 
low2typeID=20353|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=Drone Damage Amplifier II|
 
low4typeID=4405|
 
low5name=Drone Damage Amplifier II|
 
low5typeID=4405|
 
drone1name=Hammerhead II x6|
 
drone1typeID=2185|
 
drone2name=Hobgoblin II x8|
 
drone2typeID=2456|
 
drone3name=Vespa EC-600 x5|
 
drone3typeID=23705|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Optimal Range Disruption Script x2|
 
charge1typeID=29005|
 
charge2name=Tracking Speed Disruption Script x2|
 
charge2typeID=29007|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Drone Speed Augmentor I|
 
rig1typeID=32059|
 
rig2name=Medium Anti-Thermic Pump I|
 
rig2typeID=31035|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=11965:11578;1:16471;2:16511;1:4027;1:5320;2:5443;1:12058;1:2048;1:4405;2:11269;1:20353;1:31035;1:32059;1:2185;6:2456;8:23705;5:29005;2:29007;2::|
 
skills=|
 
notes=A fit for solo hunting. Cloak up, approach your target, then uncloak, scram and web. You then use your drones for dps and rely on your cap warfare and tracking disruptor modules to stay alive.</li><li>Can also be used at range as an (expansive) ewar boat, the tracking disruptor range being 72 + 36 km and the ship being able to target to 130 km.</li><li>With all skills at V and before bonuses, this ship has 31 K EHP, flies at 452 m/s (580 m/s with overheat) and align in 12.7 s with afterburner on (9.4 s off).</li><li>Damage caries between 219 dps with Hobgoblins and 350 with Hammerhead. Will drain 92 cap units per second.</li><li>The second tracking disruptor could be switched to a cap booster, allowing to use a 3rd unstable power fluctuator instead of the energy vampire and increasing cap drain to 120 cap units per second}}{{ShipFitting|
 
ship=Pilgrim|
 
shipTypeID=11965|
 
fitName=Frood's small to med gang tackler|
 
fitID=Frood-s-small-to-med-gang-tackler|
 
high1name=Medium Unstable Power Fluctuator I|
 
high1typeID=16471|
 
high2name=Medium Unstable Power Fluctuator I|
 
high2typeID=16471|
 
high3name=Covert Ops Cloaking Device II|
 
high3typeID=11578|
 
high4name=Expanded Probe Launcher I|
 
high4typeID=18639|
 
mid1name=Small Capacitor Booster II|
 
mid1typeID=3568|
 
mid2name=10MN Afterburner II|
 
mid2typeID=12058|
 
mid3name=Faint Epsilon Warp Scrambler I|
 
mid3typeID=5443|
 
mid4name=Balmer Series Tracking Disruptor I|
 
mid4typeID=5320|
 
mid5name=Fleeting Propulsion Inhibitor I|
 
mid5typeID=4027|
 
low1name=Adaptive Nano Plating II|
 
low1typeID=1306|
 
low2name=Thermic Plating II|
 
low2typeID=1296|
 
low3name=Damage Control II|
 
low3typeID=2048|
 
low4name=1600mm Reinforced Steel Plates II|
 
low4typeID=20353|
 
low5name=Adaptive Nano Plating II|
 
low5typeID=1306|
 
drone1name=Hammerhead II x5|
 
drone1typeID=2185|
 
drone2name=Vespa EC-600 x5|
 
drone2typeID=23705|
 
drone3name=Warrior II x5|
 
drone3typeID=2488|
 
drone4name=Hornet EC-300 x5|
 
drone4typeID=23707|
 
drone5name=open|
 
charge1name=Navy Cap Booster 400 x20|
 
charge1typeID=32006|
 
charge2name=Tracking Speed Disruption Script x10|
 
charge2typeID=29007|
 
charge3name=Sisters Combat Scanner Probe x8|
 
charge3typeID=30486|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Trimark Armor Pump I|
 
rig1typeID=31055|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=11965:11578;1:16471;2:18639;1:3568;1:4027;1:5320;1:5443;1:12058;1:1296;1:1306;2:2048;1:20353;1:31055;2:2185;5:2488;5:23705;5:23707;5:29007;10:30486;8:32006;20::|
 
skills=|
 
notes=This fit racked me a lot of kills. It is basically a heavy tackler, if you can get in range. One way to achieve that is to use the probe launcher. You won't catch non-static ships with this fit. Probing and warping just takes too long. This ship lets you hold pretty nearly every turret ship, if (big IF) you manage to get scram and web on it. The current kiting meta made this pretty hard but it can still in some situations. The neuts are nice to have but play a role only in prolonged fights against active local or remote reps. This fit has about 44k EHP. }}
 
  
==Tactics==
+
== Patch History ==
When you find an appropriate target, ram his ship with yours to decloak.  The bump will prevent him from warping off in the time it takes to lock and point him.
+
{{Expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
  
==Notes==
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
+
 
 +
* Warp Speed increased from 3.3 AU/s to 4.5 AU/s (+1.2 AU/s)
 +
}}
 +
 
 +
{{ShipsMatrix|expgroup=cruisers}}
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]
+
[[Category:Recon Ships]]

Latest revision as of 18:29, 4 April 2023

EVE University Database
 
Ship Database
Pilgrim
CornerT2h.png
Pilgrim
Amarr Empire
Amarr Empire
Recon Ships
Arbitrator Class
Highlight
Can Use Covert Ops Cloak
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.

SHIP BONUSES

Amarr Cruiser bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Drone hitpoints and damage
Recon Ships bonuses (per skill level):
10% bonus to Energy Nosferatu and Energy Neutralizer drain amount
20% reduction in Cloaking Devices CPU requirement
20% bonus to Energy Nosferatu and Energy Neutralizer optimal range
10% bonus to Energy Nosferatu and Energy Neutralizer falloff range
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption
50% reduction in Cynosural Field Generator duration
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds

Required Skills
Training Time what's this?
61d 11h 23m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Curse
Curse.jpg
CornerT2s.png
Curse
Recon Ships Arbitrator Class
Icon hi slot.png5 (4/2) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png900 MW Icon cpu.png380 tf
Icon velocity.png205 m/sec
Icon capacity.png345 m³
,Arbitrator
Arbitrator.jpg
Arbitrator
Standard Cruisers Arbitrator Class
Icon hi slot.png4 (3/2) Icon mid slot.png4 Icon low slot.png5
Icon powergrid.png695 MW Icon cpu.png370 tf
Icon velocity.png200 m/sec
Icon capacity.png345 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,000 MW
CPU
cpu output
370 tf
Capacitor
capacitor
1,440 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
5
Low
low slots
5
Rig
rigs
2
 
Medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
198 m/sec
Inertia Modifier
inertia modifier (agility)
0.61
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
9.61 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
150 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
104.00 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
26 points
Sig. Radius
signature radius
150 m
Scan Res.
scan resolution
237 mm
Structure
Structure Hitpoints
structure hitpoints
1,050 HP
Mass
ship mass
11,370,000 kg
Volume
ship volume
120,000 m³
Cargo Capacity
cargo capacity
315 m³
Armor
Armor Hitpoints
armor hitpoints
1,800 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
53.125
EXP
explosive resistance
70
Shields
Shield Capacity
shield hitpoints
850 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
62.5
EXP
explosive resistance
81.25


Summary

The Pilgrim is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.

The Pilgrim and the Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.

There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.

Skills

Further information about additional or recommended skills to pilot Pilgrim for a specific or its common role(s) can be written here.

Tactics

When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.

Notes

For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.

Patch History