Difference between revisions of "Harbinger"
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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 : 2019-10-16) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/mistype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=24696 | |
− | + | | shipimg=Harbinger.jpg | |
− | + | | shipname=Harbinger | |
− | + | | class=Combat Battlecruiser | |
− | + | | grouping=Standard Battlecruisers | |
− | + | | hulltype=Harbinger Class | |
− | + | | faction=Amarr Empire | |
− | + | | variations={{Ship|Absolution}},{{Ship|Harbinger Navy Issue}} | |
− | + | | tech= | |
− | + | | powergrid=1,550 MW | |
− | + | | cpu=375 tf | |
− | + | | capacitor=3,500 GJ | |
− | + | | highs=7 | |
− | + | | turrets=6 | |
− | + | | launchers=0 | |
− | + | | mediums=4 | |
− | + | | lows=6 | |
− | + | | mass=15,500,000 kg | |
− | + | | volume=234,000 m³ | |
− | + | | cargohold=375 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay=75 m³ | |
− | + | | bandwidth=50 Mbit/sec | |
− | + | | 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>• 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 | |
− | + | | shieldhp=3,000 HP | |
− | + | | shieldem=0 | |
− | + | | shieldexp=50 | |
− | + | | shieldkin=40 | |
− | + | | shieldtherm=20 | |
− | + | | armorhp=5,250 HP | |
− | + | | armorem=50 | |
− | + | | armorexp=20 | |
− | + | | armorkin=25 | |
− | + | | armortherm=35 | |
− | + | | maxvelocity=175 m/sec | |
− | + | | inertia=0.57 | |
− | + | | warpspeed=3.5 AU/s | |
− | + | | warptime=12.25 s | |
− | + | | targetrange=65.00 km | |
− | + | | sigradius=270 m | |
− | + | | maxlockedtargets=7 | |
− | + | | sensortype=RADAR | |
− | + | | sensorvalue=17 points | |
− | + | | scanres=210 mm | |
− | + | | reqskills=*{{RequiredSkill|Amarr Battlecruiser|I}} | |
− | + | ** {{RequiredSkill|Spaceship Command|III}} | |
− | + | ** {{RequiredSkill|Amarr Cruiser|III}} | |
− | + | *** {{RequiredSkill|Spaceship Command|II}} | |
− | + | *** {{RequiredSkill|Amarr Destroyer|III}} | |
− | + | **** {{RequiredSkill|Amarr Frigate|III}} | |
− | **Spaceship Command III | + | ***** {{RequiredSkill|Spaceship Command|I}} |
− | **Amarr | ||
− | * | ||
− | **Spaceship Command | ||
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+ | | totaltraintime=1d 21h 16m 40s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1=Can use Command Burst module | ||
+ | | highlights2=High Amount of High Slots | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
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− | ==Summary== | + | == Summary == |
− | The Harbinger | + | 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 | + | 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. | |
− | + | == Skills == | |
+ | * '''{{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. | ||
+ | * 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|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. | ||
+ | * '''{{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. | ||
+ | * '''{{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]]'''. | ||
− | == | + | == Notes == |
− | + | A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald. | |
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− | == | + | == Patch History == |
− | + | {{expansion past| | |
− | + | '''October 2019 Release - 2019-10-15.1''' | |
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− | + | ''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | |
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− | + | * Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s) | |
− | + | ||
+ | '''APRIL 2019 RELEASE APRIL 9TH 2019''' | ||
+ | *Powergrid increased to 1550 (was 1425) | ||
+ | }} | ||
{{ShipsMatrix}} | {{ShipsMatrix}} | ||
− | + | ||
+ | [[Category:Ship Database]] | ||
+ | [[Category:Standard Battlecruisers]] |
Latest revision as of 18:25, 4 April 2023
RELATED UNI-WIKI REFERENCES
|
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):
Ship Attributes
|
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
- Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
- Gunnery V, Medium Energy Turret V and 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 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.
- Controlled Bursts IV, Capacitor Management IV, and Capacitor Systems Operation IV are all important for cap management.
- Rapid Firing IV, Surgical Strike IV are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
- Along with the obvious Power Grid Management V and CPU Management V fitting skills required for fitting most ships, Weapon Upgrades V should be trained to help with fitting. Advanced Weapon Upgrades is also an important skill for pilots wishing to armor tank.
- Sharpshooter IV increases the already impressive optimal range associated with lasers and should be trained as such.
- Drones V, Light Drone Operation IV, Drone Interfacing IV, and Gallente Drone Specialization II/Minmatar Drone Specialization II are all are important for getting as much DPS out of the 75 m3 dronebay as possible.
- Drone Navigation III, Drone Durability III and Drone Sharpshooting III are also useful support skills.
- The appropriate skills required for fitting a T2 Armour or Shield Tank.
Notes
A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
Patch History
A long, long time ago... |
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October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
APRIL 2019 RELEASE APRIL 9TH 2019
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