Difference between revisions of "Bhaalgorn"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 6/3/2014)
+
  * SHIP ATTRIBUTES SECTION (last update : 2022-03-10)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * on editing the attributes, please make sure that you don't
 
  * on editing the attributes, please make sure that you don't
  * leave/misstype any tags required. please follow the same
+
  * leave/mistype any tags required. please follow the same
 
  * format below and edit only the values (after the = sign).
 
  * format below and edit only the values (after the = sign).
 
  ------------------------------------------------------------->
 
  ------------------------------------------------------------->
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  | shipimg=Bhaalgorn.jpg
 
  | shipimg=Bhaalgorn.jpg
 
  | shipname=Bhaalgorn
 
  | shipname=Bhaalgorn
| caption=Bhaalgorn
 
 
  | class=Battleship
 
  | class=Battleship
  | grouping=Pirate Faction Ships
+
  | grouping=Pirate Faction Battleships
 
  | hulltype=Armageddon Class
 
  | hulltype=Armageddon Class
  | faction=Blood Raiders
+
  | faction=Blood Raiders  
| race=Amarr
+
  | variations= {{Ship|Armageddon}}, {{Ship|Redeemer}}, {{Ship|Armageddon Navy Issue}}, {{Ship|Armageddon Imperial Issue}}
| roles=unspecified
+
  | tech=F  
  | variations={{Ship|Armageddon Imperial Issue}},{{Ship|Redeemer}},{{Ship|Armageddon Navy Issue}},{{Ship|Armageddon}}
+
 
  | tech=F
 
| ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=18,400 MW
 
  | powergrid=18,400 MW
 
  | cpu=588 tf
 
  | cpu=588 tf
 
  | capacitor=7,500 GJ
 
  | capacitor=7,500 GJ
 +
 
  | highs=7
 
  | highs=7
 
  | turrets=4
 
  | turrets=4
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  | mediums=5
 
  | mediums=5
 
  | lows=7
 
  | lows=7
 +
 
  | mass=97,100,000 kg
 
  | mass=97,100,000 kg
  | volume=486,000 m&#179;
+
  | volume= 470,000
  | cargohold=675 m&#179;
+
 
 +
  | cargohold= 845 m³
 +
| extraholdtype=
 
  | extrahold=
 
  | extrahold=
| extraholdtype=
+
 
  | dronebay=150 m&#179;
+
  | dronebay=150
 
  | bandwidth=100 Mbit/sec
 
  | bandwidth=100 Mbit/sec
 +
|quote=Fill thy vessel with thine enemy's wine<br>And be fortified by it.
 +
|quote_attribution=Sanicanonical Scriptures, book for Redemption 15:9
 
  | info=Named after a child-devouring demon of Amarrian legend, the Bhaalgorn is the pride and joy of the Blood Raider cabal.  Though it is known to be based on an Armageddon blueprint, the design's origin remains shrouded in mystery.  Those of a superstitious persuasion whisper in the dark of eldritch ceremonies and arcane rituals, but for most people, the practical aspect of the matter will more than suffice: you see one of these blood-red horrors looming on the horizon, it's time to make yourself scarce.
 
  | info=Named after a child-devouring demon of Amarrian legend, the Bhaalgorn is the pride and joy of the Blood Raider cabal.  Though it is known to be based on an Armageddon blueprint, the design's origin remains shrouded in mystery.  Those of a superstitious persuasion whisper in the dark of eldritch ceremonies and arcane rituals, but for most people, the practical aspect of the matter will more than suffice: you see one of these blood-red horrors looming on the horizon, it's time to make yourself scarce.
  | bonuses=<b>Minmatar Battleship bonuses (per skill level):</b><br>20% bonus to Stasis Webifier optimal range<br><b>Amarr Battleship bonuses (per skill level):</b><br>15% bonus to Energy Vampire and Energy Neutralizer drain amount<br><b>Role Bonus:</b><br>100% bonus to Large Energy Turret damage<br>&bull;&nbsp;Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level<br>
+
  | bonuses= <b>Minmatar Battleship bonuses (per skill level):</b><br>
  | structurehp=9,300 HP
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20% bonus to Stasis Webifier optimal range<br>
  | shieldhp=9,300 HP
+
'''Amarr Battleship bonuses (per skill level):'''<br>
 +
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>
 +
'''Role Bonus:'''<br>
 +
100% bonus to Large Energy Turret damage<br>
 +
&nbsp;Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level<br>
 +
100% bonus to Shield Extender hitpoints<br>
 +
50% bonus to Armor Plate hitpoints<br>
 +
5% Additional bonus to Reinforced Bulkhead hitpoints
 +
 
 +
  | structurehp=10,230 HP
 +
 
 +
| armorhp=11,935 HP
 +
| armorem=50
 +
| armortherm=35
 +
| armorkin=25
 +
| armorexp=20
 +
 
 +
  | shieldhp=10,230 HP
 
  | shieldem=0
 
  | shieldem=0
 +
| shieldtherm=20
 +
| shieldkin=40
 
  | shieldexp=50
 
  | shieldexp=50
| shieldkin=40
+
 
| shieldtherm=20
 
| armorhp=10,850 HP
 
| armorem=50
 
| armorexp=20
 
| armorkin=25
 
| armortherm=35
 
 
  | maxvelocity=101 m/sec
 
  | maxvelocity=101 m/sec
 
  | inertia=0.125
 
  | inertia=0.125
  | warpspeed=2 AU/s
+
  | warpspeed=3 AU/s
 
  | warptime=16.83 s
 
  | warptime=16.83 s
  | targetrange=72.00 km
+
 
 +
  | targetrange= 86.4 km
 +
| maxlockedtargets=8
 
  | sigradius=400 m
 
  | sigradius=400 m
  | maxlockedtargets=8
+
  | scanres=130 mm
 
  | sensortype=RADAR
 
  | sensortype=RADAR
 
  | sensorvalue=28 points
 
  | sensorvalue=28 points
| scanres=100 mm
 
| reqskills=*{{RequiredSkill|Amarr Battleship|I}}
 
**{{RequiredSkill|Spaceship Command|IV}}
 
**{{RequiredSkill|Amarr Battlecruiser|III}}
 
***{{RequiredSkill|Spaceship Command|III}}
 
***{{RequiredSkill|Amarr Cruiser|III}}
 
****{{RequiredSkill|Spaceship Command|II}}
 
****{{RequiredSkill|Amarr Destroyer|III}}
 
*****{{RequiredSkill|Amarr Frigate|III}}
 
******{{RequiredSkill|Spaceship Command|I}}
 
*{{RequiredSkill|Minmatar Battleship|I}}
 
**{{RequiredSkill|Spaceship Command|IV}}
 
**{{RequiredSkill|Minmatar Battlecruiser|III}}
 
***{{RequiredSkill|Spaceship Command|III}}
 
***{{RequiredSkill|Minmatar Cruiser|III}}
 
****{{RequiredSkill|Spaceship Command|II}}
 
****{{RequiredSkill|Minmatar Destroyer|III}}
 
*****{{RequiredSkill|Minmatar Frigate|III}}
 
******{{RequiredSkill|Spaceship Command|I}}
 
  
 +
| reqskills= * {{RequiredSkill|Amarr Battleship|I}}
 +
** {{RequiredSkill|Spaceship Command|IV}}
 +
** {{RequiredSkill|Amarr Battlecruiser|III}}
 +
*** {{RequiredSkill|Spaceship Command|III}}
 +
*** {{RequiredSkill|Amarr Cruiser|III}}
 +
**** {{RequiredSkill|Spaceship Command|II}}
 +
**** {{RequiredSkill|Amarr Destroyer|III}}
 +
***** {{RequiredSkill|Amarr Frigate|III}}
 +
****** {{RequiredSkill|Spaceship Command|I}}
 +
* {{RequiredSkill|Minmatar Battleship|I}}
 +
** {{RequiredSkill|Spaceship Command|IV}}
 +
** {{RequiredSkill|Minmatar Battlecruiser|III}}
 +
*** {{RequiredSkill|Spaceship Command|III}}
 +
*** {{RequiredSkill|Minmatar Cruiser|III}}
 +
**** {{RequiredSkill|Spaceship Command|II}}
 +
**** {{RequiredSkill|Minmatar Destroyer|III}}
 +
***** {{RequiredSkill|Minmatar Frigate|III}}
 +
****** {{RequiredSkill|Spaceship Command|I}}
 
  | totaltraintime=6d 16h 41m 50s
 
  | totaltraintime=6d 16h 41m 50s
 +
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn on Eve Online Wiki]
+
  | externallinks=
 
  | highlights1=High Amount of High Slots
 
  | highlights1=High Amount of High Slots
 
  | highlights2=High Amount of Low Slots
 
  | highlights2=High Amount of Low Slots
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==Summary==
+
== Summary ==
The Bhaalgorn is a Blood Raider pirate faction battleship with bonuses to [[Energy Neutraliser|Energy Neutralizer]] and Nosferatu drain amount and [[Stasis Webifier Module|Stasis Webifier]] range making it excellent for PvP of all fleet sizes, despite being relatively expensive. The Bhaalgorn is a primarily Large Energy Turret using ship and gets a 100% role bonus to Large Energy Turret damage, meaning that the turrets used in its four turret hardpoints do the same effective damage as eight. Bhaalgorns are mostly found with Heavy Energy Neutralizers in their spare high slots, or in certain situations in all of their high slots, as the Amarr Battleship bonus to drain amount makes the Bhaalgorn deadly at capacitor warfare, being huge threats to even the biggest of ships. Due to the Bhaalgorn's slot layout of five mid slots and seven low slots, the Bhaalgorn is mostly found in an armor tanking configuration. This is beneficial as it also allows the pilot to fit Stasis Webifiers to the battleship, which the hull gets a range bonus for.
+
The '''Bhaalgorn''' is a Blood Raider pirate faction battleship with bonuses to [[Energy Neutraliser|Energy Neutralizer]] and Nosferatu drain amount and [[Stasis Webifier Module|Stasis Webifier]] range making it excellent for PvP of all fleet sizes, despite being relatively expensive. The Bhaalgorn is a primarily Large Energy Turret using ship and gets a 100% role bonus to Large Energy Turret damage, meaning that the turrets used in its four turret hardpoints do the same effective damage as eight. Bhaalgorns are mostly found with Heavy Energy Neutralizers in their spare high slots, or in certain situations in all of their high slots, as the Amarr Battleship bonus to drain amount makes the Bhaalgorn deadly at capacitor warfare, being huge threats to even the biggest of ships. Due to the Bhaalgorn's slot layout of five mid slots and seven low slots, the Bhaalgorn is mostly found in an armor tanking configuration. This is beneficial as it also allows the pilot to fit Stasis Webifiers to the battleship, which the hull gets a range bonus for.
  
 
The Bhaalgorn's bonus to Energy Neutralizing makes it a popular choice for wormholes, as it can bring the power of its bonused Energy Neutralizers upon the enemy whilst not endangering the mass limit of [[Wormholes]] too much.
 
The Bhaalgorn's bonus to Energy Neutralizing makes it a popular choice for wormholes, as it can bring the power of its bonused Energy Neutralizers upon the enemy whilst not endangering the mass limit of [[Wormholes]] too much.
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On other ships, Energy Nosferatus are limited by only having an effect when the ship's capacitor is lower than its target's. The Bhaalgorn's innate bonus throws this mechanic out the window, allowing the Bhaalgorn to use Energy Nosferatus on hostiles regardless of the Bhaalgorn's capacitor level. This makes Nosferatus very viable on this battleship.
 
On other ships, Energy Nosferatus are limited by only having an effect when the ship's capacitor is lower than its target's. The Bhaalgorn's innate bonus throws this mechanic out the window, allowing the Bhaalgorn to use Energy Nosferatus on hostiles regardless of the Bhaalgorn's capacitor level. This makes Nosferatus very viable on this battleship.
  
==Skills==
+
== Skills ==
The Bhaalgorn is a very capacitor intensive ship, with Lasers having the highest capacitor use of all weaponry and Heavy Energy Neutralizers also being extremely capacitor hungry. As such, any and all capacitor skills help the Bhaalgorn tremendously. The Bhaalgorn's main tank choice in PvP is armor - and a lot of it - so having skills that enable Tech 2 Armor modules such as {{sk|Hull Upgrades|V}} are practically essential to this ship's survivability. As a pirate faction battleship, the Bhaalgorn is very expensive, so flying the ship with sub-par skills can turn this ship into a potential piñata, waiting for the enemy fleet to glady break it apart and reap the delicious killmail. Level V on all the below mentioned skills should be a very early goal for any Bhaalgorn pilot in order to make sure that they're getting the most out of such a capable but expensive battleship.
+
The Bhaalgorn is a very capacitor intensive ship, with Lasers having the highest capacitor use of all weaponry and Heavy Energy Neutralizers also being extremely capacitor hungry. As such, any and all capacitor skills help the Bhaalgorn tremendously. The Bhaalgorn's main tank choice in PvP is armor - and a lot of it - so having skills that enable Tech 2 Armor modules such as {{sk|Hull Upgrades|V}} are practically essential to this ship's survivability. As a pirate faction battleship, the Bhaalgorn is very expensive, so flying the ship with sub-par skills can turn this ship into a potential piñata, waiting for the enemy fleet to gladly break it apart and reap the delicious killmail. Level V on all the below mentioned skills should be a very early goal for any Bhaalgorn pilot in order to make sure that they're getting the most out of such a capable but expensive battleship.
  
*{{sk|Capacitor Management|mult=yes}} - A higher capacitor capacity increases the amount of "buffer" cap the Bhaalgorn has, meaning that, if a situation arises in which the Bhaalgorn pilot must use a lot of capacitor intensive modules at once, they have more capacitor to do so. Also, whilst the capacitor capacity increases, the recharge time does not, meaning that there is an overall gain in cap/second recharge.
+
* {{sk|Capacitor Management|mult=yes}} - A higher capacitor capacity increases the amount of "buffer" cap the Bhaalgorn has, meaning that, if a situation arises in which the Bhaalgorn pilot must use a lot of capacitor intensive modules at once, they have more capacitor to do so. Also, whilst the capacitor capacity increases, the recharge time does not, meaning that there is an overall gain in cap/second recharge.
  
*{{sk|Capacitor Emission Systems|mult=yes}} - Bhaalgorns are almost always found equipped with some sort of Energy Neutralizer module. These modules (especially the Heavy variants) are extremely cap intensive over long periods of time, and Capacitor Emission Systems reduces the amount of capacitor used by any modules the skill by 5% per level. At Rank V, this means Energy Neutralizers cost 25% less capacitor, and so the Bhaalgorn has much better staying power over a longer period of time were the situation require extensive use of its neuts.
+
* {{sk|Capacitor Emission Systems|mult=yes}} - Bhaalgorns are almost always found equipped with some sort of Energy Neutralizer module. These modules (especially the Heavy variants) are extremely cap intensive over long periods of time, and Capacitor Emission Systems reduces the amount of capacitor used by any modules of the skill by 5% per level. At Rank V, this means Energy Neutralizers cost 25% less capacitor, and so the Bhaalgorn has much better staying power over a longer period of time where the situation requires extensive use of its neuts.
  
*{{sk|Capacitor Systems Operation|mult=yes}} - Alongside the aforementioned skills, this skill increases the longevity of the ship's capacitor by allowing it to recharge faster. Combined with Capacitor Management, a ship's capacitor can be made to last much, much longer and recharge faster upon brief downtimes. This skill also makes the Bhaalgorn more resistant to being neutralized itself, as Heavy Neutralizers have a 24 second cycle time, and higher levels of this skill allow the ship to regenerate more capacitor during the period between neutralizer cycles.
+
* {{sk|Capacitor Systems Operation|mult=yes}} - Alongside the aforementioned skills, this skill increases the longevity of the ship's capacitor by allowing it to recharge faster. Combined with Capacitor Management, a ship's capacitor can be made to last much, much longer and recharge faster upon brief downtimes. This skill also makes the Bhaalgorn more resistant to being neutralized itself, as Heavy Neutralizers have a 24 second cycle time, and higher levels of this skill allow the ship to regenerate more capacitor during the period between neutralizer cycles.
  
*{{sk|Controlled Bursts|mult=yes}} - The Bhaalgorn's main weaponry is Large Energy Turrets. These turrets are the most capacitor heavy of all guns. Alongside the capacitor already being devoted to Energy Neutralizers, most Bhaalgorns have Large Energy Turrets fitted, so higher levels of this skill ensure the burden placed on the ship by these turrets is as minimal as can be. Wormhole Bhaalgorns are usually found without guns, so this is a skill some Bhaalgorn pilots can afford to miss out on getting to V.
+
* {{sk|Controlled Bursts|mult=yes}} - The Bhaalgorn's main weaponry is Large Energy Turrets. These turrets are the most capacitor heavy of all guns. Alongside the capacitor already being devoted to Energy Neutralizers, most Bhaalgorns have Large Energy Turrets fitted, so higher levels of this skill ensure the burden placed on the ship by these turrets is as minimal as can be. Wormhole Bhaalgorns are usually found without guns, so this is a skill some Bhaalgorn pilots can afford to miss out on getting to V.
  
*{{sk|Hull Upgrades|mult=yes}} - An unskippable skill for any armor tanking ship, Hull Upgrades both increases a ship's maximum armor hitpoints by 5% per level and enables use of all sorts of armor modules. Bhaalgorns are almost always found with 1600mm Reinforced Steel Plates and, with Battleship class ship's generous power grid allocation, Tech 2 variants of these armor plates can be easily fit onto the ship. The Bhaalgorn has no innate bonus to survivability in terms of resists or raw HP, so every little bit of resists helps.
+
* {{sk|Hull Upgrades|mult=yes}} - An unskippable skill for any armor tanking ship, Hull Upgrades both increases a ship's maximum armor hitpoints by 5% per level and enables use of all sorts of armor modules. Bhaalgorns are almost always found with 1600mm Reinforced Steel Plates and, with Battleship class ship's generous power grid allocation, Tech 2 variants of these armor plates can be easily fit onto the ship. The Bhaalgorn has no innate bonus to survivability in terms of resists or raw HP, so every little bit of resists helps.
  
*{{sk|Armor Rigging|mult=yes}} - Tech 2 armor rigs usually have quite significant bonuses over their Tech 1 siblings, with Trimark Armor Pumps being no exception to this. As was just mentioned, the Bhaalgorn isn't bonused to survivability in any way, so the bonus to armor HP afforded by Trimark Armor Pump II is nothing to scoff at. Higher levels of Armor Rigging reduce the penalty to maximum velocity that is found on the Trimark Armor Pump.
+
* {{sk|Armor Rigging|mult=yes}} - Tech 2 armor rigs usually have quite significant bonuses over their Tech 1 siblings, with Trimark Armor Pumps being no exception to this. As was just mentioned, the Bhaalgorn isn't bonused to survivability in any way, so the bonus to armor HP afforded by Trimark Armor Pump II is nothing to scoff at. Higher levels of Armor Rigging reduce the penalty to maximum velocity that is found on the Trimark Armor Pump.
  
*Amarr/Minmatar Battleship - Depending on the ship's intended role (whether it be large fleet PvP, solo work, wormholes, incursions etc.), getting the appropriate skill up will greatly increase the Bhaalgorn's potential. For Incursion uses, {{sk|Minmatar Battleship|mult=yes}} will be a boon to the ship's potential, whilst the {{sk|Amarr Battleship|mult=yes}} is not as useful, as NPCs are immune to Energy Neutralizing effects. In a Wormhole, or in solo work, getting both Battleship skills up is advisable as both bonuses will aid in the ship's potential.
+
* Amarr/Minmatar Battleship - Depending on the ship's intended role (whether it be large fleet PvP, solo work, wormholes, incursions etc.), getting the appropriate skill up will greatly increase the Bhaalgorn's potential. For Incursion uses, {{sk|Minmatar Battleship|mult=yes}} will be a boon to the ship's potential, whilst the {{sk|Amarr Battleship|mult=yes}} is not as useful, as NPCs are immune to Energy Neutralizing effects. In a Wormhole, or in solo work, getting both Battleship skills up is advisable as both bonuses will aid in the ship's potential.
  
*General Gunnery Supports - All the Gunnery support skills (such as {{sk|Rapid Firing|mult=yes}} and {{sk|Sharpshooter|mult=yes}}) are useful to the Bhaalgorn's damage potential when using Large Energy Turrets. {{sk|Trajectory Analysis|mult=yes}} could perhaps be left slightly lower than the other skills, as Energy Turrets generally have negligible fall-off.
+
* General Gunnery Supports - All the Gunnery support skills (such as {{sk|Rapid Firing|mult=yes}} and {{sk|Sharpshooter|mult=yes}}) are useful to the Bhaalgorn's damage potential when using Large Energy Turrets. {{sk|Trajectory Analysis|mult=yes}} could perhaps be left slightly lower than the other skills, as Energy Turrets generally have negligible fall-off.
  
==Fitting==
+
== Tactics ==
{{ShipFitting|
+
* Microwarpdrive use should be kept to a minimum, as 500mn Microwarpdrives are very capacitor intensive.
ship=Bhaalgorn|
+
* Stagger your Energy Neutralizers so that they each complete their cycles at different times. This makes it very hard to use Capacitor Boosters to mitigate the neutralization.
shipTypeID=17920|
+
* Use your webs on different targets. Because they aren't bonused to slowing amount, they're heavily stacking penalized when several are put on one ship.
fitName=Capacitor Warfare|
+
* Because the Bhaalgorn is bonused to Stasis Webifier range, you'll have an easy time catching kiting frigates or stragglers on field with your webifiers.
fitID=Capacitor-Warfare|
+
* Don't be scared to use fewer energy neutralizers at the same time to give your capacitor a chance to regenerate. As long as your foe is tackled, you have plenty of time to neutralize them later.
high1name=Heavy Unstable Power Fluctuator I|
+
* Don't waste your capacitor on your guns if you're having capacitor trouble. Unless your fleet composition uses Bhaalgorn as your main DPS, there will be other ships in fleet with more DPS than yours.
high1typeID=16479|
+
* For PvE, fit a full rack of lasers, whether pulse or beam, and use 3 nosferatus (preferably T2, deadspace, or faction) to keep your capacitor charged. Typically you will have enough cap leftover to power 1 or 2 large armor repairers. Use your long-range webs to ensure you can hit your targets.
high2name=Heavy Unstable Power Fluctuator I|
 
high2typeID=16479|
 
high3name=Heavy Unstable Power Fluctuator I|
 
high3typeID=16479|
 
high4name=Heavy Unstable Power Fluctuator I|
 
high4typeID=16479|
 
high5name=Heavy Unstable Power Fluctuator I|
 
high5typeID=16479|
 
high6name=Heavy Unstable Power Fluctuator I|
 
high6typeID=16479|
 
high7name=Heavy Unstable Power Fluctuator I|
 
high7typeID=16479|
 
mid1name=100MN Microwarpdrive II|
 
mid1typeID=12084|
 
mid2name=Dark Blood Heavy Capacitor Booster II|
 
mid2typeID=14172|
 
mid3name=Ship Scanner II|
 
mid3typeID=1855|
 
mid4name=Federation Navy Stasis Webifier|
 
mid4typeID=17559|
 
mid5name=Conjunctive Radar ECCM Scanning Array I|
 
mid5typeID=20218|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Energized Adaptive Nano Membrane II|
 
low2typeID=11269|
 
low3name= Armor EM Hardener II|
 
low3typeID=11642|
 
low4name=Armor Explosive Hardener II|
 
low4typeID=11646|
 
low5name=Armor Kinetic Hardener II|
 
low5typeID=11644|
 
low6name=Armor Thermal Hardener II|
 
low6typeID=11648|
 
low7name=1600mm Reinforced Steel Plates II|
 
low7typeID=20353|
 
drone1name=Ogre II x3|
 
drone1typeID=2446|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Navy Cap Booster 800 x5|
 
charge1typeID=32014|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Large Trimark Armor Pump I|
 
rig1typeID=25894|
 
rig2name=Large Trimark Armor Pump I|
 
rig2typeID=25894|
 
rig3name=Large Egress Port Maximizer I|
 
rig3typeID=25950|
 
difficulty=1|
 
warsop=S|
 
warsopReason=|
 
version=RUB 1.0|
 
shipDNA=17920:16479;7:1855;1:3578;1:5945;1:17559;1:20218;1:2048;1:11269;2:20353;4:25894;2:25954;1:2446;3:32014;1::|
 
skills=|
 
notes=Basic Neut fit Bhaalgorn seen in small scale fights involving Carriers and Dreadnoughts. This ship will drain 306.25 cap units per sec!</li><li>Ship scanner should be used as frequently as possible to spy on targets' capacitor level, providing vital enemy intelligence to FC and avoiding wasteful energy neutralizer cycles.</li><li>As fitted, with all skills at V and before boosts, this ship has 173K EHP (213K with hardeners overheated), flies at 832 m/s (1191 m/s with MWD overheated) and aligns in 12.7 s with MWD off (19.1 s with MWD on).</li><li>The cap will last 1 min  and 50 seconds with the MWD on. When the MWD is off it will last for 6 minutes and 45 Seconds.</li><li>This ship is intended to be used with logistics for cap transfer and remote repairs, such as a triage fit Archon.</li><li>To further improve neuting power it is recommended that at least a low-grade Talisman implant set is used. A low grade Talisman set is inexpensive (~130) mil and increases the the neuting amount to 419.3 units of cap per second.</li><li>Many improvements can be made to this fit including T2 Rigs, C-type hardeners, faction/C-type EANM, faction neuts, and a deadspace MWD (Gist preferred). }}{{ShipFitting|
 
ship=Bhaalgorn|
 
shipTypeID=17920|
 
fitName=Capacitor Warfare 1|
 
fitID=Capacitor-Warfare-1|
 
high1name=Heavy Unstable Power Fluctuator I|
 
high1typeID=16479|
 
high2name=Heavy Unstable Power Fluctuator I|
 
high2typeID=16479|
 
high3name=Heavy Unstable Power Fluctuator I|
 
high3typeID=16479|
 
high4name=Heavy Unstable Power Fluctuator I|
 
high4typeID=16479|
 
high5name=Heavy Diminishing Power System Drain I|
 
high5typeID=16503|
 
high6name=Heavy Diminishing Power System Drain I|
 
high6typeID=16503|
 
high7name=Heavy Diminishing Power System Drain I|
 
high7typeID=16503|
 
mid1name=Prototype 100MN Microwarpdrive I|
 
mid1typeID=5945|
 
mid2name=Federation Navy Stasis Webifier|
 
mid2typeID=17559|
 
mid3name=Fleeting Propulsion Inhibitor I|
 
mid3typeID=4027|
 
mid4name=Fleeting Propulsion Inhibitor I|
 
mid4typeID=4027|
 
mid5name=Conjunctive Radar ECCM Scanning Array I|
 
mid5typeID=20218|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=1600mm Reinforced Steel Plates II|
 
low2typeID=20353|
 
low3name=1600mm Reinforced Steel Plates II|
 
low3typeID=20353|
 
low4name=Energized Adaptive Nano Membrane II|
 
low4typeID=11269|
 
low5name=Energized Adaptive Nano Membrane II|
 
low5typeID=11269|
 
low6name=Energized Adaptive Nano Membrane II|
 
low6typeID=11269|
 
low7name=Energized Explosive Membrane II|
 
low7typeID=11229|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Hammerhead II x5|
 
drone2typeID=2185|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
rig1name=Large Semiconductor Memory Cell I|
 
rig1typeID=25954|
 
rig2name=Large Semiconductor Memory Cell I|
 
rig2typeID=25954|
 
rig3name=Large Capacitor Control Circuit I|
 
rig3typeID=25948|
 
difficulty=1|
 
warsop=S|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=17920:16479;4:16503;3:4027;2:5945;1:17559;1:20218;1:2048;1:11229;1:11269;3:20353;2:25948;2:25954;1:2185;5:2456;5::|
 
skills=|
 
notes=A variation of the fit above which has three webs and is (almost) cap stable. This ship will however drain only 238.2 cap units per sec.</li><li>As fitted, with all skills at V and before boosts, this ship has 144.2 K EHP, flies at 901 m/s (1289 m/s with MWD overheated) and align in 19.4 s with MWD on (13.1 s with MWD off)</li><li>The cap will last 4 min, and is cap stable without the MWD. }}
 
  
==Tactics==
+
== Notes ==
*Microwarpdrive use should be kept to a minimum, as 100mn Microwarpdrives are very capacitor intensive.
+
For more information about capacitor warfare and other capacitor warfare using ships see [[Capacitor warfare]].
  
*Stagger your Energy Neutralizers so that they each complete their cycles at different times. This makes it very hard to use Capacitor Boosters to mitigate the neutralization.
+
== Patch History ==
 +
{{Expansion past|
 +
'''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes])
  
*Use your webs on different targets. Because they aren't bonused to slowing amount, they're heavily stacking penalized when several are put on one ship.
+
Brand new Role bonuses have been added to all battleships (excluding the Praxis).
 +
* 50% bonus to HP from all Armor Plates
 +
* 100% bonus to HP from all Shield Extenders
 +
* 5% additive bonus to all Reinforced Bulkhead modules, for those with discerning tastes.
  
*Because the Bhaalgorn is bonused to Stasis Webifier range, you'll have an easy time catching kiting frigates or stragglers on field with your webifiers.
+
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch Notes])
 +
* T1, Faction and Pirate Battleship base hp increased by 10%
 +
* T1, Faction and Pirate Battleship base scan resolution increased 30%
  
*Don't be scared to use fewer energy neutralizers at the same time to give your capacitor a chance to regenerate. As long as your foe is tackled, you have plenty of time to neutralize them later.
+
'''October 2019 Release - 2019-10-15.1'''
  
*Don't waste your capacitor on your guns if you're having capacitor trouble. Unless your fleet composition uses Bhaalgorn as your main DPS, there will be other ships in fleet with more DPS than yours.
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
* Warp Speed increased from 2 AU/s to 3 AU/s (+1 AU/s)
 +
}}
  
==Notes==
+
{{ShipsMatrix|expgroup= pirates}}
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]
+
[[Category:Pirate Faction Ships]]
 +
[[Category:Pirate Faction Battleships]]

Latest revision as of 04:48, 16 November 2024

EVE University Database
 
Ship Database
Bhaalgorn
CornerTFh.png
Bhaalgorn
Blood Raiders
Blood Raiders
Pirate Faction Battleships
Armageddon Class
Highlight
High Amount of High Slots
HIGHLIGHTS
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
Fill thy vessel with thine enemy's wine
And be fortified by it.
– Sanicanonical Scriptures, book for Redemption 15:9


Named after a child-devouring demon of Amarrian legend, the Bhaalgorn is the pride and joy of the Blood Raider cabal. Though it is known to be based on an Armageddon blueprint, the design's origin remains shrouded in mystery. Those of a superstitious persuasion whisper in the dark of eldritch ceremonies and arcane rituals, but for most people, the practical aspect of the matter will more than suffice: you see one of these blood-red horrors looming on the horizon, it's time to make yourself scarce.

SHIP BONUSES

Minmatar Battleship bonuses (per skill level):
20% bonus to Stasis Webifier optimal range
Amarr Battleship bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Role Bonus:
100% bonus to Large Energy Turret damage
• Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Required Skills
Training Time what's this?
6d 16h 41m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Armageddon
Armageddon.jpg
Armageddon
Standard Battleships Armageddon Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png7 (5/5) Icon mid slot.png4 Icon low slot.png7
Icon powergrid.png13,500 MW Icon cpu.png550 tf
Icon velocity.png100 m/sec
Icon capacity.png750 m³
, Redeemer
Redeemer.jpg
CornerT2s.png
Redeemer
Black Ops Armageddon Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/6) Icon mid slot.png4 Icon low slot.png7
Icon powergrid.png17,000 MW Icon cpu.png505 tf
Icon velocity.png117 m/sec
Icon capacity.png800 m³
, Armageddon Navy Issue
Armageddon Navy Issue.jpg
CornerTFs.png
Armageddon Navy Issue
Faction Battleships Armageddon Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png7 (5/5) Icon mid slot.png5 Icon low slot.png7
Icon powergrid.png16,000 MW Icon cpu.png560 tf
Icon velocity.png105 m/sec
Icon capacity.png875 m³
, Armageddon Imperial Issue
Armageddon Imperial Issue.jpg
CornerTFs.png
Armageddon Imperial Issue
Special Edition Battleships Armageddon Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/7) Icon mid slot.png4 Icon low slot.png8
Icon powergrid.png21,000 MW Icon cpu.png550 tf
Icon velocity.png94 m/sec
Icon capacity.png600 m³

Ship Attributes

Fittings
Powergrid
powergrid
18,400 MW
CPU
cpu output
588 tf
Capacitor
capacitor
7,500 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
5
Low
low slots
7
Rig
rigs
3
 
large
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
101 m/sec
Inertia Modifier
inertia modifier (agility)
0.125
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
16.83 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
100 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
86.4 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
28 points
Sig. Radius
signature radius
400 m
Scan Res.
scan resolution
130 mm
Structure
Structure Hitpoints
structure hitpoints
10,230 HP
Mass
ship mass
97,100,000 kg
Volume
ship volume
470,000 m³
Cargo Capacity
cargo capacity
845 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
11,935 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
10,230 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Bhaalgorn is a Blood Raider pirate faction battleship with bonuses to Energy Neutralizer and Nosferatu drain amount and Stasis Webifier range making it excellent for PvP of all fleet sizes, despite being relatively expensive. The Bhaalgorn is a primarily Large Energy Turret using ship and gets a 100% role bonus to Large Energy Turret damage, meaning that the turrets used in its four turret hardpoints do the same effective damage as eight. Bhaalgorns are mostly found with Heavy Energy Neutralizers in their spare high slots, or in certain situations in all of their high slots, as the Amarr Battleship bonus to drain amount makes the Bhaalgorn deadly at capacitor warfare, being huge threats to even the biggest of ships. Due to the Bhaalgorn's slot layout of five mid slots and seven low slots, the Bhaalgorn is mostly found in an armor tanking configuration. This is beneficial as it also allows the pilot to fit Stasis Webifiers to the battleship, which the hull gets a range bonus for.

The Bhaalgorn's bonus to Energy Neutralizing makes it a popular choice for wormholes, as it can bring the power of its bonused Energy Neutralizers upon the enemy whilst not endangering the mass limit of Wormholes too much.

On other ships, Energy Nosferatus are limited by only having an effect when the ship's capacitor is lower than its target's. The Bhaalgorn's innate bonus throws this mechanic out the window, allowing the Bhaalgorn to use Energy Nosferatus on hostiles regardless of the Bhaalgorn's capacitor level. This makes Nosferatus very viable on this battleship.

Skills

The Bhaalgorn is a very capacitor intensive ship, with Lasers having the highest capacitor use of all weaponry and Heavy Energy Neutralizers also being extremely capacitor hungry. As such, any and all capacitor skills help the Bhaalgorn tremendously. The Bhaalgorn's main tank choice in PvP is armor - and a lot of it - so having skills that enable Tech 2 Armor modules such as Hull Upgrades V are practically essential to this ship's survivability. As a pirate faction battleship, the Bhaalgorn is very expensive, so flying the ship with sub-par skills can turn this ship into a potential piñata, waiting for the enemy fleet to gladly break it apart and reap the delicious killmail. Level V on all the below mentioned skills should be a very early goal for any Bhaalgorn pilot in order to make sure that they're getting the most out of such a capable but expensive battleship.

  • Capacitor Management (3x) - A higher capacitor capacity increases the amount of "buffer" cap the Bhaalgorn has, meaning that, if a situation arises in which the Bhaalgorn pilot must use a lot of capacitor intensive modules at once, they have more capacitor to do so. Also, whilst the capacitor capacity increases, the recharge time does not, meaning that there is an overall gain in cap/second recharge.
  • Capacitor Emission Systems (2x) - Bhaalgorns are almost always found equipped with some sort of Energy Neutralizer module. These modules (especially the Heavy variants) are extremely cap intensive over long periods of time, and Capacitor Emission Systems reduces the amount of capacitor used by any modules of the skill by 5% per level. At Rank V, this means Energy Neutralizers cost 25% less capacitor, and so the Bhaalgorn has much better staying power over a longer period of time where the situation requires extensive use of its neuts.
  • Capacitor Systems Operation (1x) - Alongside the aforementioned skills, this skill increases the longevity of the ship's capacitor by allowing it to recharge faster. Combined with Capacitor Management, a ship's capacitor can be made to last much, much longer and recharge faster upon brief downtimes. This skill also makes the Bhaalgorn more resistant to being neutralized itself, as Heavy Neutralizers have a 24 second cycle time, and higher levels of this skill allow the ship to regenerate more capacitor during the period between neutralizer cycles.
  • Controlled Bursts (2x) - The Bhaalgorn's main weaponry is Large Energy Turrets. These turrets are the most capacitor heavy of all guns. Alongside the capacitor already being devoted to Energy Neutralizers, most Bhaalgorns have Large Energy Turrets fitted, so higher levels of this skill ensure the burden placed on the ship by these turrets is as minimal as can be. Wormhole Bhaalgorns are usually found without guns, so this is a skill some Bhaalgorn pilots can afford to miss out on getting to V.
  • Hull Upgrades (2x) - An unskippable skill for any armor tanking ship, Hull Upgrades both increases a ship's maximum armor hitpoints by 5% per level and enables use of all sorts of armor modules. Bhaalgorns are almost always found with 1600mm Reinforced Steel Plates and, with Battleship class ship's generous power grid allocation, Tech 2 variants of these armor plates can be easily fit onto the ship. The Bhaalgorn has no innate bonus to survivability in terms of resists or raw HP, so every little bit of resists helps.
  • Armor Rigging (3x) - Tech 2 armor rigs usually have quite significant bonuses over their Tech 1 siblings, with Trimark Armor Pumps being no exception to this. As was just mentioned, the Bhaalgorn isn't bonused to survivability in any way, so the bonus to armor HP afforded by Trimark Armor Pump II is nothing to scoff at. Higher levels of Armor Rigging reduce the penalty to maximum velocity that is found on the Trimark Armor Pump.
  • Amarr/Minmatar Battleship - Depending on the ship's intended role (whether it be large fleet PvP, solo work, wormholes, incursions etc.), getting the appropriate skill up will greatly increase the Bhaalgorn's potential. For Incursion uses, Minmatar Battleship (8x) will be a boon to the ship's potential, whilst the Amarr Battleship (8x) is not as useful, as NPCs are immune to Energy Neutralizing effects. In a Wormhole, or in solo work, getting both Battleship skills up is advisable as both bonuses will aid in the ship's potential.
  • General Gunnery Supports - All the Gunnery support skills (such as Rapid Firing (2x) and Sharpshooter (2x)) are useful to the Bhaalgorn's damage potential when using Large Energy Turrets. Trajectory Analysis (5x) could perhaps be left slightly lower than the other skills, as Energy Turrets generally have negligible fall-off.

Tactics

  • Microwarpdrive use should be kept to a minimum, as 500mn Microwarpdrives are very capacitor intensive.
  • Stagger your Energy Neutralizers so that they each complete their cycles at different times. This makes it very hard to use Capacitor Boosters to mitigate the neutralization.
  • Use your webs on different targets. Because they aren't bonused to slowing amount, they're heavily stacking penalized when several are put on one ship.
  • Because the Bhaalgorn is bonused to Stasis Webifier range, you'll have an easy time catching kiting frigates or stragglers on field with your webifiers.
  • Don't be scared to use fewer energy neutralizers at the same time to give your capacitor a chance to regenerate. As long as your foe is tackled, you have plenty of time to neutralize them later.
  • Don't waste your capacitor on your guns if you're having capacitor trouble. Unless your fleet composition uses Bhaalgorn as your main DPS, there will be other ships in fleet with more DPS than yours.
  • For PvE, fit a full rack of lasers, whether pulse or beam, and use 3 nosferatus (preferably T2, deadspace, or faction) to keep your capacitor charged. Typically you will have enough cap leftover to power 1 or 2 large armor repairers. Use your long-range webs to ensure you can hit your targets.

Notes

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

Patch History