Zealot

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Zealot
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Zealot
Amarr Empire
Amarr Empire
Heavy Assault Ships
Omen Class
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease. Zealots are currently being mass-produced by Viziam for the Amarr Navy.

Developer: Viziam

For their first production-ready starship design, Viziam opted to focus on their core proficiencies - heavy armor and highly optimized weaponry. The result is an extremely focused design that, when used correctly, can go toe-to-toe with any contemporary cruiser design.

SHIP BONUSES

Amarr Cruiser Skill Bonus:
10% bonus to Medium Energy Turret capacitor use and 5% bonus to Medium Energy Turret rate of fire per level
Heavy Assault Ship Skill Bonus:
10% bonus to Medium Energy Turret optimal range and 5% bonus to Medium Energy Turret damage per level

Required Skills
  • Amarr Cruiser V29d 15h 6m
    • Spaceship Command III4h 26m
    • Amarr Frigate IV2d 2h 17m
  • Heavy Assault Ships I50m
    • Weapon Upgrades V11d 20h 26m
    • Spaceship Command V5d 22h 13m
    • Assault Ships IV4d 4h 34m
Training Time what's this?
53d 21h 54m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Omen
Omen.jpg
Omen
Standard Cruisers Omen Class
Icon hi slot.png5 (0/5) Icon mid slot.png3 Icon low slot.png6
Icon powergrid.png1,000 MW Icon cpu.png330 tf
Icon velocity.png260 m/sec
Icon capacity.png400 m³
, Omen Navy Issue
Omen Navy Issue.jpg
CornerTFs.png
Omen Navy Issue
Faction Cruisers Omen Class
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png5 (0/4) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png960 MW Icon cpu.png335 tf
Icon velocity.png265 m/sec
Icon capacity.png400 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,180 MW
CPU
cpu output
320 tf
Capacitor
capacitor
1,500 GJ
High
high slots
5
Launchers
launcher slots
0
Turrets
turret slots
5
Medium
medium slots
3
Low
low slots
7
Rig
rigs
2
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
209 m/s
Inertia Modifier
inertia modifier (agility)
0.554
Warp Speed
inertia modifier (agility)
3.8 AU/s
Base Time to Warp
base time to warp
9.65 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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
55 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
13 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
306 mm
Structure
Structure Hitpoints
structure hitpoints
1,688 HP
Mass
ship mass
12,580,000 kg
Volume
ship volume
118,000 m³
Cargo Capacity
cargo capacity
240 m³
Armor
Armor Hitpoints
armor hitpoints
2,250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
63
EXP
explosive resistance
80
Shields
Shield Capacity
shield hitpoints
984 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
70
EXP
explosive resistance
88


Summary

The Zealot is known as a good all round HAC. Its optimal range bonus is easy to convert to a damage bonus due to the good optimal of lasers and instant crystal switching. The optimal bonus is usually put to use with pulse lasers loaded with T2 Scorch ammunition to have good damage at a very respectable optimal range, but also makes it suitable for fitting as a sniper. With 7 low slots it is designed to be armor tanked, and can still fit several damage modules there as well.

The Zealot is the most commonly used ship in the doctrine known as "Armor HACs", a fleet of low signature, afterburning, armor tanked ships with medium range guns.

Skills

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

Fitting

Armor Incursion
Zealot: Armor Incursion
EFT
[Zealot, Armor Incursion]
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II

Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier

1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
EM Plating II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Medium Ancillary Current Router I
Medium Energy Burst Aerator II



Optimal Range Script x2
Tracking Speed Script x2
Conflagration M x5
Scorch M x5

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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Medium Energy Turret V
  • Medium Pulse Laser Specialization IV
  • Weapon Upgrades V
  • Advanced Weapon Upgrades V
  • Energy Weapon Rigging IV
NOTES
  • With T2 medium laser crystals and Zealot's inherent optimal range bonus, this fit can put up 693 DPS with Conflagration M at the range of 15+8.2km, or 495 DPS with Scorch M at the range of 44+8.2km. This makes it very desirable in Vanguard and Assault Incursion armor fleets, as its offensive capability as a cruiser sized ship in Incursions is only second to that of a Legion.
  • This fit has a very tight CPU and PowerGrid, while both problem can be solved through the use of fitting implants and faction modules.
Shield Incursion
Zealot: Shield Incursion
EFT
[Zealot, Shield Incursion]
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II

Caldari Navy EM Ward Field
Caldari Navy Thermic Dissipation Field
Large Shield Extender II

Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Imperial Navy Heat Sink
Damage Control II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I



Conflagration M x5
Scorch M x5

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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Medium Energy Turret V
  • Medium Pulse Laser Specialization IV
  • Weapon Upgrades V
NOTES
  • Shield version of an Incursion Zealot fit. Impressive DPS with Conflagration M and decent range with Scorch M for a cruiser sized boat.
  • Although the lack of shield EM and Thermal resists is remedied by the ship's small signature radius, the pilot should be aware of the fact that a shield Zealot takes more incoming damage from Sansha turret boats than its armor counterpart.


Notes

The Zealot follows the HAC model of having somewhat lower DPS and tank than a Battlecruiser, but making up for it with greater range and speed. This results in a ship that can outrun anything it can't outgun. Generally, a zealot can take on larger ships if flown correctly. Versus battleships and tier 3 battlecruisers, emphasise transversal. If you have an AB fitted then you are golden. When fighting a battlecruiser with medium weapons or cruiser, you most likely outrange and outspeed them so kite and fight. If you have been flying Amarr exclusively up to this point, it might be a good idea to practise your kiting skills.

The zealot has no drones, nor space for an energy neutraliser, so it is very vulnerable to any fast frigates if they get within scrambling range.