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Pilgrim: Difference between revisions

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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}}
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}}


[Pilgrim, Frood's small to med gang tackler]
{{ShipFitting|
 
ship=Pilgrim|
Adaptive Nano Plating II
shipTypeID=11965|
 
fitName=Frood's small to med gang tackler|
Thermic Plating II
fitID=Frood-s-small-to-med-gang-tackler|
 
high1name=Medium Unstable Power Fluctuator I|
Damage Control II
high1typeID=16471|
 
high2name=Medium Unstable Power Fluctuator I|
1600mm Reinforced Steel Plates II
high2typeID=16471|
 
high3name=Covert Ops Cloaking Device II|
Adaptive Nano Plating II
high3typeID=11578|
 
high4name=Expanded Probe Launcher I|
 
high4typeID=18639|
Small Capacitor Booster II, Navy Cap Booster 400
mid1name=Small Capacitor Booster II|
 
mid1typeID=3568|
10MN Afterburner II
mid2name=10MN Afterburner II|
 
mid2typeID=12058|
Faint Epsilon Warp Scrambler I
mid3name=Faint Epsilon Warp Scrambler I|
 
mid3typeID=5443|
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
mid4name=Balmer Series Tracking Disruptor I|
 
mid4typeID=5320|
Fleeting Propulsion Inhibitor I
mid5name=Fleeting Propulsion Inhibitor I|
 
mid5typeID=4027|
 
low1name=Adaptive Nano Plating II|
Medium Unstable Power Fluctuator I
low1typeID=1306|
 
low2name=Thermic Plating II|
Medium Unstable Power Fluctuator I
low2typeID=1296|
 
low3name=Damage Control II|
Covert Ops Cloaking Device II
low3typeID=2048|
 
low4name=1600mm Reinforced Steel Plates II|
Expanded Probe Launcher I, Sisters Combat Scanner Probe
low4typeID=20353|
 
low5name=Adaptive Nano Plating II|
 
low5typeID=1306|
Medium Trimark Armor Pump I
drone1name=Hammerhead II x5|
 
drone1typeID=2185|
Medium Trimark Armor Pump I
drone2name=Vespa EC-600 x5|
 
drone2typeID=23705|
 
drone3name=Warrior II x5|
Hammerhead II x5
drone3typeID=2488|
 
drone4name=Hornet EC-300 x5|
Vespa EC-600 x5
drone4typeID=23707|
 
drone5name=open|
Warrior II x5
charge1name=Navy Cap Booster 400 x20|
 
charge1typeID=32006|
Hornet EC-300 x5
charge2name=Tracking Speed Disruption Script x10|
 
charge2typeID=29007|
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.
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==
==Tactics==