Difference between revisions of "Harbinger"

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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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  * format below and edit only the values (after the = sign).
 
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  | shipimg=Harbinger.jpg
 
  | shipimg=Harbinger.jpg
 
  | shipname=Harbinger
 
  | shipname=Harbinger
| caption=Harbinger
 
 
  | class=Combat Battlecruiser
 
  | class=Combat Battlecruiser
 
  | grouping=Standard Battlecruisers
 
  | grouping=Standard Battlecruisers
 
  | hulltype=Harbinger Class
 
  | hulltype=Harbinger Class
  | faction=Amarr Empire
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  | faction=Amarr Empire  
| race=Amarr
 
| roles=Combat Battlecruiser
 
 
  | variations={{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}
 
  | variations={{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}
  | tech=
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  | tech=  
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=1,550 MW
 
  | powergrid=1,550 MW
 
  | cpu=375 tf
 
  | cpu=375 tf
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  | lows=6
 
  | lows=6
 
  | mass=15,500,000 kg
 
  | mass=15,500,000 kg
  | volume=234,000 m&#179;
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  | volume=234,000
  | cargohold=375 m&#179;
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  | cargohold=375
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=75 m&#179;
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  | dronebay=75
 
  | bandwidth=50 Mbit/sec
 
  | bandwidth=50 Mbit/sec
 +
| quote=We can not fail, for we have the Emperor to lead us and destiny to follow.
 +
| quote_attribution=The Scriptures, Second Letter of St. Junip of Aerui
 
  | info=Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.
 
  | info=Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.
  | bonuses=<b>Amarr Battlecruiser bonuses (per skill level):</b><br>10% reduction in Medium Energy Turret activation cost<br>10% bonus to Medium Energy Turret damage<br><b>Role Bonus:</b><br>&bull;&nbsp;Can use one Command Burst module<br>25% bonus to Medium Energy Turret optimal range and falloff<br>50% bonus to Command Burst area of effect range<br>
+
  | bonuses=<b>Amarr Battlecruiser bonuses (per skill level):</b><br>10% reduction in Medium Energy Turret activation cost<br>10% bonus to Medium Energy Turret damage<br><b>Role Bonus:</b><br>&nbsp;Can use one Command Burst module<br>25% bonus to Medium Energy Turret optimal range and falloff<br>50% bonus to Command Burst area of effect range<br>
 
  | structurehp=4,500 HP
 
  | structurehp=4,500 HP
 
  | shieldhp=3,000 HP
 
  | shieldhp=3,000 HP
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  | scanres=210 mm
 
  | scanres=210 mm
 
  | reqskills=*{{RequiredSkill|Amarr Battlecruiser|I}}
 
  | reqskills=*{{RequiredSkill|Amarr Battlecruiser|I}}
**{{RequiredSkill|Spaceship Command|III}}
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** {{RequiredSkill|Spaceship Command|III}}
**{{RequiredSkill|Amarr Cruiser|III}}
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** {{RequiredSkill|Amarr Cruiser|III}}
***{{RequiredSkill|Spaceship Command|II}}
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*** {{RequiredSkill|Spaceship Command|II}}
***{{RequiredSkill|Amarr Destroyer|III}}
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*** {{RequiredSkill|Amarr Destroyer|III}}
****{{RequiredSkill|Amarr Frigate|III}}
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**** {{RequiredSkill|Amarr Frigate|III}}
*****{{RequiredSkill|Spaceship Command|I}}
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***** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=1d 21h 16m 40s
 
  | totaltraintime=1d 21h 16m 40s
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==Summary==
+
== Summary ==
 
The '''Harbinger''' is a well rounded battlecruiser; it doesn't have the legendary tank of the [[Drake]] or the firepower of the [[Hurricane]], but can be depended on to perform well in any role.
 
The '''Harbinger''' is a well rounded battlecruiser; it doesn't have the legendary tank of the [[Drake]] or the firepower of the [[Hurricane]], but can be depended on to perform well in any role.
  
This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m<sup>3</sup> drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.  
+
This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m<sup>3</sup> drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.
  
 
Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
 
Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
  
==Skills==
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== Skills ==
*'''{{sk|Amarr Battlecruiser}}''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
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* '''{{sk|Amarr Battlecruiser}}''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
*'''{{sk|Gunnery|V}}''', '''{{sk|Medium Energy Turret|V}}''' and '''{{sk|Medium Pulse Laser Specialization}}''' trained to at least I to fit T2 guns, which do more damage and are ''substantially'' cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
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* '''{{sk|Gunnery|V}}''', '''{{sk|Medium Energy Turret|V}}''' and '''{{sk|Medium Pulse Laser Specialization}}''' trained to at least I to fit T2 guns, which do more damage and are ''substantially'' cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
*While '''{{sk|Medium Beam Laser Specialization}}''' is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As with Pulse lasers, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
+
* While '''{{sk|Medium Beam Laser Specialization}}''' is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As with Pulse lasers, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
*'''{{sk|Controlled Bursts|IV}}''', '''{{sk|Capacitor Management|IV}}''', and '''{{sk|Capacitor Systems Operation|IV}}''' are all important for cap management.  
+
* '''{{sk|Controlled Bursts|IV}}''', '''{{sk|Capacitor Management|IV}}''', and '''{{sk|Capacitor Systems Operation|IV}}''' are all important for cap management.
*'''{{sk|Rapid Firing|IV}}''', '''{{sk|Surgical Strike|IV}}''' are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
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* '''{{sk|Rapid Firing|IV}}''', '''{{sk|Surgical Strike|IV}}''' are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
*Along with the obvious '''{{sk|Power Grid Management|V}}''' and '''{{sk|CPU Management|V}}''' fitting skills required for fitting most ships, '''{{sk|Weapon Upgrades|V}}''' should be trained to help with fitting. '''{{sk|Advanced Weapon Upgrades}}''' is also an important skill for pilots wishing to armor tank.  
+
* Along with the obvious '''{{sk|Power Grid Management|V}}''' and '''{{sk|CPU Management|V}}''' fitting skills required for fitting most ships, '''{{sk|Weapon Upgrades|V}}''' should be trained to help with fitting. '''{{sk|Advanced Weapon Upgrades}}''' is also an important skill for pilots wishing to armor tank.
*'''{{sk|Sharpshooter|IV}}''' increases the already impressive optimal range associated with lasers and should be trained as such.
+
* '''{{sk|Sharpshooter|IV}}''' increases the already impressive optimal range associated with lasers and should be trained as such.
*'''{{sk|Drones|V}}, {{sk|Light Drone Operation|IV}}, {{sk|Drone Interfacing|IV}}, and {{sk|Gallente Drone Specialization|II}}/{{sk|Minmatar Drone Specialization|II}}''' are all are important for getting as much DPS out of the 75 m<sup>3</sup> dronebay as possible.  
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* '''{{sk|Drones|V}}, {{sk|Light Drone Operation|IV}}, {{sk|Drone Interfacing|IV}}, and {{sk|Gallente Drone Specialization|II}}/{{sk|Minmatar Drone Specialization|II}}''' are all are important for getting as much DPS out of the 75 m<sup>3</sup> dronebay as possible.
*'''{{sk|Drone Navigation|III}}''', '''{{sk|Drone Durability|III}}''' and '''{{sk|Drone Sharpshooting|III}}''' are also useful support skills.
+
* '''{{sk|Drone Navigation|III}}''', '''{{sk|Drone Durability|III}}''' and '''{{sk|Drone Sharpshooting|III}}''' are also useful support skills.
*The appropriate skills required for fitting a T2 '''[[Tanking#Armor Tanking Skills|Armour]]''' or '''[[Tanking#Shield skills|Shield Tank]]'''.
+
* The appropriate skills required for fitting a T2 '''[[Tanking#Armor tanking skills|Armour]]''' or '''[[Tanking#Shield skills|Shield Tank]]'''.
  
==Notes==
+
== Notes ==
''You can add notes here.''
+
A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
  
==Patch History==
+
== Patch History ==
 
{{expansion past|
 
{{expansion past|
 
'''October 2019 Release - 2019-10-15.1'''
 
'''October 2019 Release - 2019-10-15.1'''
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{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Ship Database]][[Category:Standard Battlecruisers]]
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[[Category:Ship Database]]
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[[Category:Standard Battlecruisers]]

Latest revision as of 20:09, 16 November 2024

EVE University Database
 
Ship Database
Harbinger
Harbinger
Amarr Empire
Amarr Empire
Standard Battlecruisers
Harbinger Class
Highlight
Can use Command Burst module
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
We can not fail, for we have the Emperor to lead us and destiny to follow.
– The Scriptures, Second Letter of St. Junip of Aerui


Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.

SHIP BONUSES

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
10% bonus to Medium Energy Turret damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Energy Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Required Skills
Training Time what's this?
1d 21h 16m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Absolution
Absolution.jpg
CornerT2s.png
Absolution
Command Ships Harbinger Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon highlights.pngCan use Command Burst module
Icon hi slot.png7 (0/5) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,550 MW Icon cpu.png420 tf
Icon velocity.png158 m/sec
Icon capacity.png375 m³
,Harbinger Navy Issue
Harbinger Navy Issue.jpg
CornerTFs.png
Harbinger Navy Issue
Faction Battlecruisers Harbinger Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (0/6) Icon mid slot.png5 Icon low slot.png6
Icon powergrid.png1,550 MW Icon cpu.png410 tf
Icon velocity.png175 m/sec
Icon capacity.png375 m3

Ship Attributes

Fittings
Powergrid
powergrid
1,550 MW
CPU
cpu output
375 tf
Capacitor
capacitor
3,500 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
6
Medium
medium slots
4
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
175 m/sec
Inertia Modifier
inertia modifier (agility)
0.57
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
12.25 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
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
17 points
Sig. Radius
signature radius
270 m
Scan Res.
scan resolution
210 mm
Structure
Structure Hitpoints
structure hitpoints
4,500 HP
Mass
ship mass
15,500,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
375 m³
Armor
Armor Hitpoints
armor hitpoints
5,250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
3,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake or the firepower of the Hurricane, but can be depended on to perform well in any role.

This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m3 drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.

Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.

Skills

Notes

A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.

Patch History