Difference between revisions of "Oracle"
(Updated Required Skills and Training time) |
|||
Line 151: | Line 151: | ||
shipDNA=4302:3057;8:2281;1:5975;1:8529;1:1999;2:2364;3:5839;1:31718;1:31790;2:12816;8:12820;8:23105;8::| | shipDNA=4302:3057;8:2281;1:5975;1:8529;1:1999;2:2364;3:5839;1:31718;1:31790;2:12816;8:12820;8:23105;8::| | ||
skills=| | skills=| | ||
− | notes=}} {{ShipFitting| | + | notes=}} |
+ | |||
+ | {{ShipFitting| | ||
ship=Oracle| | ship=Oracle| | ||
shipTypeID=4302| | shipTypeID=4302| | ||
Line 209: | Line 211: | ||
shipDNA=4302:3057;8:1978;1:5975;1:6173;1:1306;1:2048;1:2364;2:11269;1:11325;1:31055;3:12820;1:28999;1::| | shipDNA=4302:3057;8:1978;1:5975;1:6173;1:1306;1:2048;1:2364;2:11269;1:11325;1:31055;3:12820;1:28999;1::| | ||
skills=Battlecruiser V</li><li>Large Pulse Laser Specialization IV</li><li>good gunnery skills| | skills=Battlecruiser V</li><li>Large Pulse Laser Specialization IV</li><li>good gunnery skills| | ||
− | notes=Also consider a cap booster instead of 2nd Tracking Computer}}{{ShipFitting| | + | notes=Also consider a cap booster instead of 2nd Tracking Computer}} |
+ | |||
+ | {{ShipFitting| | ||
ship=Oracle| | ship=Oracle| | ||
shipTypeID=4302| | shipTypeID=4302| | ||
Line 330: | Line 334: | ||
shipDNA=4302:7171;8:2032;3:1999;2:2364;3:3530;1:31372;2:31480;1:23105;1:23107;1::| | shipDNA=4302:7171;8:2032;3:1999;2:2364;3:3530;1:31372;2:31480;1:23105;1:23107;1::| | ||
skills=| | skills=| | ||
− | notes=Designed for Blood Raider Forsaken Hubs, this beam oracle puts out lots of dps at decent ranges, but has little tank</li><li>Range tanking is the goal here, it is not for gated missions that will force you into short range with frigates</li><li>If possible, a T2 Locus Coordinator is great</li><li>Depending on your cap skills and how used to this fit you are, you may want to move up to a 4 heat sink set up similar to the T2 fit for extra dps</li><li> | + | notes=Designed for Blood Raider Forsaken Hubs, this beam oracle puts out lots of dps at decent ranges, but has little tank</li><li>Range tanking is the goal here, it is not for gated missions that will force you into short range with frigates</li><li>If possible, a T2 Locus Coordinator is great</li><li>Depending on your cap skills and how used to this fit you are, you may want to move up to a 4 heat sink set up similar to the T2 fit for extra dps</li><li>Use Imperial Navy Multifrequency for below 55KM, Gamma for 55+}} |
+ | |||
+ | {{ShipFitting| | ||
ship=Oracle| | ship=Oracle| | ||
shipTypeID=4302| | shipTypeID=4302| | ||
Line 438: | Line 444: | ||
charge4name=Imperial Navy Xray L x8| | charge4name=Imperial Navy Xray L x8| | ||
charge4typeID=23109| | charge4typeID=23109| | ||
− | charge5name= | + | charge5name=Aurora L x8| |
− | charge5typeID | + | charge5typeID=12824| |
− | |||
− | |||
rig1name=Medium Processor Overclocking Unit I| | rig1name=Medium Processor Overclocking Unit I| | ||
rig1typeID=4395| | rig1typeID=4395| | ||
Line 451: | Line 455: | ||
warsop=A| | warsop=A| | ||
warsopReason=| | warsopReason=| | ||
− | version= | + | version=ODY 1.0| |
shipDNA=4302:3065;8:1952;1:1978;1:6005;1:2048;1:2364;5:4395;1:31276;1:31456;1:12824;8:23105;8:23109;8:23113;8:28999;1:29009;1::| | shipDNA=4302:3065;8:1952;1:1978;1:6005;1:2048;1:2364;5:4395;1:31276;1:31456;1:12824;8:23105;8:23109;8:23113;8:28999;1:29009;1::| | ||
skills=| | skills=| | ||
− | notes=Designed as a snipe fit, able to project damage to 150 km</li><li> | + | notes=Designed as a snipe fit, able to project damage to 150 km</li><li>This is a true glass cannon. The ship's main defense is to stay out of range of its opponents. With all skills at V and before boost, has only 13.8 K EHP. It flies at 550 m/s (700 m/s with AB on overheat) and align in 9.2 s with AB on (6.8 s off)</li><li>Damage varies from 940 dps at 38 + 32 km with Imperial Navy Multifrequency to 542 dps at 137 + 32 km with Aurora.</li><li>Targeting range is about 158 km. At maximum range with Aurora the effective damage is 400 dps.</li><li>Like most Amarr ships, good fitting skills are required to fly this ship.</li><li>If you do not have the skills to equip the tech II guns, see the fit below}} |
+ | |||
+ | {{ShipFitting| | ||
+ | ship=Oracle| | ||
+ | shipTypeID=4302| | ||
+ | fitName=PvP Beam Snipe - Meta 4 lasers| | ||
+ | fitID=PvP-Beam-Snipe---Meta-4-lasers| | ||
+ | high1name=Tachyon Modulated Energy Beam I| | ||
+ | high1typeID=7171| | ||
+ | high2name=Tachyon Modulated Energy Beam I| | ||
+ | high2typeID=7171| | ||
+ | high3name=Tachyon Modulated Energy Beam I| | ||
+ | high3typeID=7171| | ||
+ | high4name=Tachyon Modulated Energy Beam I| | ||
+ | high4typeID=7171| | ||
+ | high5name=Tachyon Modulated Energy Beam I| | ||
+ | high5typeID=7171| | ||
+ | high6name=Tachyon Modulated Energy Beam I| | ||
+ | high6typeID=7171| | ||
+ | high7name=Tachyon Modulated Energy Beam I| | ||
+ | high7typeID=7171| | ||
+ | high8name=Tachyon Modulated Energy Beam I| | ||
+ | high8typeID=7171| | ||
+ | mid1name=Experimental 10MN Afterburner I| | ||
+ | mid1typeID=6005| | ||
+ | mid2name=Tracking Computer II| | ||
+ | mid2typeID=1978| | ||
+ | mid3name=Sensor Booster II| | ||
+ | mid3typeID=1952| | ||
+ | low1name=Damage Control II| | ||
+ | low1typeID=2048| | ||
+ | low2name=Heat Sink II| | ||
+ | low2typeID=2364| | ||
+ | low3name=Heat Sink II| | ||
+ | low3typeID=2364| | ||
+ | low4name=Heat Sink II| | ||
+ | low4typeID=2364| | ||
+ | low5name=Heat Sink II| | ||
+ | low5typeID=2364| | ||
+ | low6name=Heat Sink II| | ||
+ | low6typeID=2364| | ||
+ | charge1name=Optimal Range Script x1| | ||
+ | charge1typeID=28999| | ||
+ | charge2name=Targeting Range Script x1| | ||
+ | charge2typeID=29009| | ||
+ | charge3name=Imperial Navy Multifrequency L x8| | ||
+ | charge3typeID=23105| | ||
+ | charge4name=Imperial Navy Xray L x8| | ||
+ | charge4typeID=23109| | ||
+ | charge5name=Imperial Navy Microwave L x8| | ||
+ | charge5typeID=23117| | ||
+ | rig1name=Medium Energy Locus Coordinator I| | ||
+ | rig1typeID=31480| | ||
+ | rig2name=Medium Energy Collision Accelerator I| | ||
+ | rig2typeID=31456| | ||
+ | rig3name=Medium Ionic Field Projector I| | ||
+ | rig3typeID=31276| | ||
+ | difficulty=1| | ||
+ | warsop=A| | ||
+ | warsopReason=| | ||
+ | version=ODY 1.0| | ||
+ | shipDNA=4302:7171;8:1952;1:1978;1:6005;1:2048;1:2364;5:31276;1:31456;1:31480;1:23105;8:23109;8:23113;8:23117;8:28999;1:29009;1::| | ||
+ | skills=| | ||
+ | notes=A fit very similar to the Tech II fit above, but using the Meta 4 laser. The Meta 4 laser uses less CPU than the Tech II version, allowing to replace the Processor Overclocking Rig by an Energy Locus Coordinator.</li><li>With all skills at V and before boost, the ship has 13.8 K EHP, flies at 550 m/s (700 m/s with afterburner on overheat) and align in 9.2 s with AB on (6.8 s off). This is the same as the Tech II fit.</li><li>Damage varies between 850 dps at 43 + 32 km (note the increased optimal) with Imperial Navy Multifrequency to 427 at 120 + 32 km with Imperial Navy Microwave.</li><li>The afterburner can be switched to a microwarpdrive</li><li>Always carry a Tracking Range Script for close work.}} | ||
==Tactics== | ==Tactics== |
Revision as of 12:19, 30 June 2013
RELATED UNI-WIKI REFERENCES
|
In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history. SHIP BONUSES
Traits:
Ship Attributes
|
Summary
Nothing says "eff you" quite like a facemelting barrage of lasers from 250km's away, and the Amarr Navy seems to agree with the Oracle. This Tier 3 Battlecruiser, much like it's comrades, has a tank made of stormtrooper armor but the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Due to this, the Oracle and its buddies are often sniper fit to avoid unwanted close quarters confrontations.
Even with Pulse lasers, the Oracle can reach out to distances of 60km and with awesome tracking for that range, making it a popular nullsec choice. Also known as yolocats or orac00ls, armor tanked megapulse oracles put out a lot of dps at a variety of ranges, while still maintaining a decent and flexible tank.
Skills
Further information about additional or recommended skills to pilot Oracle for a specific or it's common role(s) can be written here.
Fitting
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Internal Force Field Array I
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Conflagration L x8
Scorch L x8
Imperial Navy Multifrequency L x8
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 10MN Microwarpdrive I
Tracking Computer II
Optical Tracking Computer I
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Heat Sink II
Heat Sink II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Optimal Range Script x2
Scorch L x8
- Battlecruiser V
- Large Pulse Laser Specialization IV
- good gunnery skills
- Also consider a cap booster instead of 2nd Tracking Computer
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Experimental 10MN Microwarpdrive I
Small Capacitor Booster II
Tracking Computer II
Damage Control II
Heat Sink II
Heat Sink II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Navy Cap Booster 400 x1
Tracking Speed Script x1
Imperial Navy Multifrequency L x1
Imperial Navy Standard L x1
Imperial Navy Radio L x1
- T1 Armor Megapulse, bring both TC scripts
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Cap Recharger II
Cap Recharger II
Cap Recharger II
Medium Armor Repairer II
Tracking Enhancer II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Medium Energy Locus Coordinator I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Imperial Navy Gamma L x1
Imperial Navy Multifrequency L x1
- Designed for Blood Raider Forsaken Hubs, this beam oracle puts out lots of dps at decent ranges, but has little tank
- Range tanking is the goal here, it is not for gated missions that will force you into short range with frigates
- If possible, a T2 Locus Coordinator is great
- Depending on your cap skills and how used to this fit you are, you may want to move up to a 4 heat sink set up similar to the T2 fit for extra dps
- Use Imperial Navy Multifrequency for below 55KM, Gamma for 55+
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tracking Computer II
Cap Recharger II
Cap Recharger II
Medium Armor Repairer II
Imperial Navy Heat Sink
Heat Sink II
Heat Sink II
Heat Sink II
Power Diagnostic System II
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Energy Locus Coordinator II
Optimal Range Script x1
Imperial Navy Gamma L x1
Imperial Navy Multifrequency L x1
- Designed for Blood Raider Forsaken Hubs, this beam oracle puts out lots of dps at decent ranges, but has little tank
- Range tanking is the goal here, it is not for gated missions that will force you into short range with frigates
- The Navy heatsink is not required if you use a 1% implant, but honestly you will make the money back on it fairly quickly anyway, and the extra dps is always nice
- Although the tracking is fairly iffy for small targets, this is a DPS and money MACHINE in the right scenarios.
- Use INMF for below 55KM, Gamma for 55+, and if you really want to heap on the range, use further range ammo or T2 ammo
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Experimental 10MN Afterburner I
Tracking Computer II
Sensor Booster II
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Medium Processor Overclocking Unit I
Medium Energy Collision Accelerator I
Medium Ionic Field Projector I
Optimal Range Script x1
Targeting Range Script x1
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Aurora L x8
- Designed as a snipe fit, able to project damage to 150 km
- This is a true glass cannon. The ship's main defense is to stay out of range of its opponents. With all skills at V and before boost, has only 13.8 K EHP. It flies at 550 m/s (700 m/s with AB on overheat) and align in 9.2 s with AB on (6.8 s off)
- Damage varies from 940 dps at 38 + 32 km with Imperial Navy Multifrequency to 542 dps at 137 + 32 km with Aurora.
- Targeting range is about 158 km. At maximum range with Aurora the effective damage is 400 dps.
- Like most Amarr ships, good fitting skills are required to fly this ship.
- If you do not have the skills to equip the tech II guns, see the fit below
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Experimental 10MN Afterburner I
Tracking Computer II
Sensor Booster II
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Medium Energy Locus Coordinator I
Medium Energy Collision Accelerator I
Medium Ionic Field Projector I
Optimal Range Script x1
Targeting Range Script x1
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Imperial Navy Microwave L x8
- A fit very similar to the Tech II fit above, but using the Meta 4 laser. The Meta 4 laser uses less CPU than the Tech II version, allowing to replace the Processor Overclocking Rig by an Energy Locus Coordinator.
- With all skills at V and before boost, the ship has 13.8 K EHP, flies at 550 m/s (700 m/s with afterburner on overheat) and align in 9.2 s with AB on (6.8 s off). This is the same as the Tech II fit.
- Damage varies between 850 dps at 43 + 32 km (note the increased optimal) with Imperial Navy Multifrequency to 427 at 120 + 32 km with Imperial Navy Microwave.
- The afterburner can be switched to a microwarpdrive
- Always carry a Tracking Range Script for close work.
Tactics
Shield Megapulse:
Mid range kiting, using Scorch this thing is a monster of applied DPS at ranges of about 60km down. Stay aligned to something at all times, the Shield Oracle is VERY Squishy. Try to stay as close to your optimal range with Scorch as possible, and switch to INMF or Conflag if something is getting quite close (30km or less)to burn them down ASAP. Getting tackled means death, so don't be afraid to pop that hero frigate your FC didn't notice that could screw up someone's day.
Armor Megapulse:
Has higher tank than shield at the cost of mobility, and possibly range or tracking, depending on mid choices and loaded scripts. Theoretically a 2 TC Armor Oracle can have the same range OR better tracking (but at less range) than a Shield Oracle, however not using a cap booster negates another of the Armor Oracle's pros, the ability to use a cap booster for longer engagements. Armor orac00ls are also much more flexible with tank, for example you could drop a heatsink for another EANM, then swap the Adaptive Nano Plating to a resist specific plating (Kinetic vs Drake heavy fleet, etc).
Beams/Tachs:
Less DPS than Megapulse counterparts at close to medium range, but more flexibility with falloff, and also able to go to huge range. Ideal engagement range is greater than 60km, vs 60km or lower ideal engagement range on Pulse. Again, stay aligned to something, as tank can end up quite flimsy with those big beam lasers hogging up a lot of fitting. Consider just going full range tank to maximize your beam's advantage at long ranges.
Notes
This vessel qualifies for the University PYOS and BYOM programs.