Difference between revisions of "Celestis"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
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* SHIP ATTRIBUTES SECTION (last update : 10/15/2019)
* SHIP ATTRIBUTES SECTION (last update : 30.03.2013)
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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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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=633
+
| shipimg=Celestis.jpg
|shipid=633
+
| shipname=Celestis
|shipimg=Celestis.jpg
+
| class=Cruiser
|shipname=Celestis
+
| grouping=Standard Cruisers
|caption=Celestis
+
| hulltype=Celestis Class
|class=Cruiser
+
| faction=Gallente Federation  
|grouping=Standard Cruisers
+
| variations={{Ship|Arazu}},{{Ship|Lachesis}}
|hulltype=Celestis Class
+
| tech=  
|faction=Gallente Federation
+
| powergrid=575 MW
|race=Gallente
+
| cpu=375 tf
|roles=unspecified
+
| capacitor=1,300 GJ
|variations={{Ship|Arazu}}, {{Ship|Lachesis}}
+
| highs=3
+
| turrets=3
|ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=3
+
| mediums=5
|powergrid=575 MW
+
| lows=5
|cpu=375 tf
+
| mass=12,070,000 kg
|capacitor=1,300 GJ
+
| volume=116,000
|highs=3
+
| cargohold=320
|turrets=3
+
| extrahold=
|launchers=3
+
| extraholdtype=
|mediums=5
+
| dronebay=50
|lows=5
+
| bandwidth=50 Mbit/sec
+
|quote=Power is only relevant once they hit.
|mass=12,070,000 kg
+
|quote_attribution=Duvolle Laboratories doctrinal white paper
|volume=116,000 m&#179;
+
| info=The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.
|cargohold=320 m&#179;
+
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>7.5% bonus to Remote Sensor Dampener optimal range and falloff<br>
+
| structurehp=1,700 HP
|dronebay=50 m&#179;
+
| shieldhp=1,200 HP
|bandwidth=50 Mbit/sec
+
| shieldem=0
+
| shieldexp=50
|info=The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.
+
| shieldkin=40
+
| shieldtherm=20
|bonuses=<b>Traits:</b><br><b>Gallente Cruiser skill bonus per level:</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>10% bonus to Remote Sensor Dampener optimal range and falloff
+
| armorhp=1,300 HP
+
| armorem=50
|structurehp=1,700 HP
+
| armorexp=10
|shieldhp=1,200 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| armorkin=35
|armorhp=1,300 HP |armorem=50 |armorexp=10 |armorkin=35 |armortherm=35
+
| armortherm=35
+
| maxvelocity=210 m/sec
|maxvelocity=210 m/s
+
| inertia=0.505
|inertia=0.505
+
| warpspeed=4 AU/s
|warpspeed=3 AU/s
+
| warptime=8.45 s
|warptime=9.45 s
+
| targetrange=75.00 km
+
| sigradius=135 m
|targetrange=75 km
+
| maxlockedtargets=8
|sigradius=135 m
+
| sensortype=Magnetometric
|maxlockedtargets=8
+
| sensorvalue=18 points
|sensortype=Magnetometric
+
| scanres=290 mm
|sensorvalue=18 points
+
| reqskills=*{{RequiredSkill|Gallente Cruiser|I}}
|scanres=290 mm
+
** {{RequiredSkill|Spaceship Command|II}}
+
** {{RequiredSkill|Gallente Destroyer|III}}
|reqskills=*Gallente Cruiser I<small>41m</small>
+
*** {{RequiredSkill|Gallente Frigate|III}}
**Spaceship Command II<small>47m</small>
+
**** {{RequiredSkill|Spaceship Command|I}}
**Gallente Destroyer III<small>8h 53m</small>
 
***Gallente Frigate III<small>8h 53m</small>
 
****Spaceship Command I<small>8m</small>
 
|totaltraintime=19h 22m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Celestis Celestis on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=19h 15m 30s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
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| highlights2=
 +
| highlights3=
 +
| highlights4=
 
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==Summary==
+
== Summary ==
 
''No summary available.''
 
''No summary available.''
  
==Skills==
+
== Skills ==
''Further information about additional or recommended skills to pilot Celestis for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
+
{{sk|Sensor Linking}} is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of Ewar then get it to IV. Each level of skill reduces the cap consumption of damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your ''entire fleet''. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.
{{ShipFitting|
 
ship=Celestis|
 
shipTypeID=633|
 
fitName=5x Damp Armor Low Skill|
 
fitID=5x-Damp-Armor-Low-Skill|
 
high1name=Light Electron Blaster I|
 
high1typeID=562|
 
high2name=Light Electron Blaster I|
 
high2typeID=562|
 
high3name=Light Electron Blaster I|
 
high3typeID=562|
 
mid1name=Remote Sensor Dampener I|
 
mid1typeID=1968|
 
mid2name=Remote Sensor Dampener I|
 
mid2typeID=1968|
 
mid3name=Remote Sensor Dampener I|
 
mid3typeID=1968|
 
mid4name=Remote Sensor Dampener I|
 
mid4typeID=1968|
 
mid5name=Remote Sensor Dampener I|
 
mid5typeID=1968|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=Energized Adaptive Nano Membrane I|
 
low2typeID=11267|
 
low3name=Energized Adaptive Nano Membrane I|
 
low3typeID=11267|
 
low4name=1600mm Reinforced Steel Plates I|
 
low4typeID=11279|
 
low5name=400mm Reinforced Steel Plates I|
 
low5typeID=11297|
 
drone1name=Warrior I x5|
 
drone1typeID=2486|
 
drone2name=Hornet EC-300 x5|
 
drone2typeID=23707|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Targeting Range Dampening Script x5|
 
charge1typeID=29015|
 
charge2name=Scan Resolution Dampening Script x5|
 
charge2typeID=29013|
 
charge3name=Antimatter Charge S x1|
 
charge3typeID=222|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Projector I|
 
rig1typeID=31300|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=633:562;3:1968;5:2046;1:11267;2:11279;1:11297;1:31300;3:2486;5:23707;5:222;1:29013;5:29015;5::|
 
skills=|
 
notes=Those trying out the Celestis who have low skills and want to just test the waters can use this low price approach. Everything but the rigs is available from corporation supplies.</li><li>I recommend Warrior or ECM drones.}}    {{ShipFitting|
 
ship=Celestis|
 
shipTypeID=633|
 
fitName=5x Damp Armor|
 
fitID=5x-Damp-Armor|
 
high1name=Anode Light Electron Particle Cannon I|
 
high1typeID=7493|
 
high2name=Anode Light Electron Particle Cannon I|
 
high2typeID=7493|
 
high3name=open|
 
mid1name=Phased Muon Sensor Disruptor I|
 
mid1typeID=5302|
 
mid2name=Phased Muon Sensor Disruptor I|
 
mid2typeID=5302|
 
mid3name=Phased Muon Sensor Disruptor I|
 
mid3typeID=5302|
 
mid4name=Phased Muon Sensor Disruptor I|
 
mid4typeID=5302|
 
mid5name=Phased Muon Sensor Disruptor I|
 
mid5typeID=5302|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Energized Adaptive Nano Membrane II|
 
low2typeID=11269|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=1600mm Reinforced Rolled Tungsten Plates I|
 
low4typeID=11325|
 
low5name=800mm Reinforced Rolled Tungsten Plates I|
 
low5typeID=11317|
 
drone1name=Hornet EC-300 x5|
 
drone1typeID=23707|
 
drone2name=Warrior I x5|
 
drone2typeID=2486|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Targeting Range Dampening Script x5|
 
charge1typeID=29015|
 
charge2name=Scan Resolution Dampening Script x5|
 
charge2typeID=29013|
 
charge3name=Antimatter Charge S x1|
 
charge3typeID=222|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Trimark Armor Pump I|
 
rig1typeID=31055|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=633:7493;2:5302;5:2048;1:11269;2:11317;1:11325;1:31055;3:2486;5:23707;5:222;1:29013;5:29015;5::|
 
skills=|
 
notes=This fit makes you as big as a brick, but also makes you hard to blow up if you have logi in your fleet (estimated 47k EHP, 50k with compensation skills at V). Mostly nice for roams that sit around on gates a lot, like noobs on patrol.</li><li>Downgrade modules to Tech 1 Meta 0-4 based upon your individual skills and isk budget.}}
 
  
{{ShipFitting|
+
{{sk|Jury Rigging|III}} and {{sk|Electronic Superiority Rigging|I}} will also let you fit the Particle Dispersion Projector rig, which increases the optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need {{sk|Long Range Targeting|V}} in addition to fitting a Signal Amplifier - which requires {{sk|Electronics Upgrades}} Getting this to V means you can fit the T2 version, even further increasing your locking range.
ship=Celestis|
 
shipTypeID=633|
 
fitName=5x Damp Armor Range|
 
fitID=5x-Damp-Armor-Range|
 
high1name=Modal Light Electron Particle Accelerator I|
 
high1typeID=7487|
 
high2name=Modal Light Electron Particle Accelerator I|
 
high2typeID=7487|
 
high3name=Modal Light Electron Particle Accelerator I|
 
high3typeID=7487|
 
mid1name=Phased Muon Sensor Disruptor I|
 
mid1typeID=5302|
 
mid2name=Phased Muon Sensor Disruptor I|
 
mid2typeID=5302|
 
mid3name=Phased Muon Sensor Disruptor I|
 
mid3typeID=5302|
 
mid4name=Phased Muon Sensor Disruptor I|
 
mid4typeID=5302|
 
mid5name=Phased Muon Sensor Disruptor I|
 
mid5typeID=5302|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Energized Adaptive Nano Membrane II|
 
low2typeID=11269|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=1600mm Reinforced Steel Plates II|
 
low4typeID=20353|
 
low5name=Type-D Attenuation Signal Augmentation|
 
low5typeID=6295|
 
drone1name=open|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Dampening Script x5|
 
charge1typeID=29013|
 
charge2name=Targeting Range Dampening Script x5|
 
charge2typeID=29015|
 
charge3name=Antimatter Charge S x1|
 
charge3typeID=222|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-Explosive Pump I|
 
rig1typeID=31011|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=633:7487;3:5302;5:2048;1:6295;1:11269;2:20353;1:31011;1:31300;2:222;1:29013;5:29015;5::|
 
skills=|
 
notes=This is a good balance between tank and range. With some sensor boosters it can lock out to tornado max range, and dampen down those snipers (Locks to 121km, optimals at 114). At around 29k EHP, the tank isn't bad either.</li><li>Guns can be replaced with rocket launchers or whatever people want to use or can fit.</li><li>Instead of using a prop mod, try to learn how to make tacticals and use them to maneuver around. MWD can be fitted if going to null sec or w hole space for the bubbles. Since a lot of Uni fleets fight at gates and isn't really kiting around, if the MWD can be dropped, then drop it for more damps.}}    {{ShipFitting|
 
ship=Celestis|
 
shipTypeID=633|
 
fitName=AB Kiting Full Range|
 
fitID=AB-Kiting-Full-Range|
 
high1name=Rocket Launcher II|
 
high1typeID=10631|
 
high2name=Rocket Launcher II|
 
high2typeID=10631|
 
high3name=Rocket Launcher II|
 
high3typeID=10631|
 
mid1name=Experimental 10MN Afterburner I|
 
mid1typeID=6005|
 
mid2name=Sensor Booster II|
 
mid2typeID=1952|
 
mid3name=Phased Muon Sensor Disruptor I|
 
mid3typeID=5302|
 
mid4name=Phased Muon Sensor Disruptor I|
 
mid4typeID=5302|
 
mid5name=Phased Muon Sensor Disruptor I|
 
mid5typeID=5302|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Energized Adaptive Nano Membrane II|
 
low2typeID=11269|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=1600mm Reinforced Steel Plates II|
 
low4typeID=20353|
 
low5name=Type-D Attenuation Signal Augmentation|
 
low5typeID=6295|
 
drone1name=open|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Targeting Range Script x1|
 
charge1typeID=29009|
 
charge2name=Targeting Range Dampening Script x3|
 
charge2typeID=29015|
 
charge3name=Scan Resolution Dampening Script x3|
 
charge3typeID=29013|
 
charge4name=Caldari Navy Mjolnir Rocket x1|
 
charge4typeID=27321|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Projector I|
 
rig1typeID=31300|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=633:10631;3:1952;1:5302;3:6005;1:2048;1:6295;1:11269;2:20353;1:31300;3:27321;1:29009;1:29013;3:29015;3::|
 
skills=|
 
notes=Est 181km lock range. (2 sensor boostered Tornado locks at 182.5km at 100% skills) 103 optimal, 101 fall off for damps. Helps protect a fleet against oracle and sniper BC gangs. Its' weakness is less tank for brawls on gates and only 3 damps, effectively only allowing you to cripple one sniper (maybe 2 if your damps don't miss in fall off).</li><li>EHP is est 27k, so can survive a few tornado alphas, especially if you use AB and get traversal up.</li><li>Rockets can be replaced with anything really, so long as it helps you kill drones coming after you.</li><li>This build flies almost like a full range blackbird. Same 1600mm plate too. Make good use of its range, and you shouldn't be hit too much. Downgrade plate if MWD is needed.}}
 
==Tactics==
 
Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost their locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to relock. If you do both on the same ship, they can be made to be almost as helpless as perma jams from falcon. Sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logi. Less useful against snipers but still good against brawlers that like to be up in your face. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.
 
  
The celestis is somewhat of an easier ship to fly than the blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows. You have good tank and lots of damps, while also able to be flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. People with projectile, blaster, and missile skills can fit their favorite weapons without much problems.
+
{{sk|CPU Management|V}} is a double must for pursuing the Ewar path and a primary core fitting skill. Get this as soon as possible.
  
Some experimentation may let us see whether a kiting celestis that can fly with a kiting gang could be usable or not, by not fitting armor plates but an active tank. ASB or active armor. Probably not. Ewar boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on grid BMs.
+
The dedicated (or at least very frequent) Celestis pilot may also wish to train {{sk|Signal Suppression}} which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority rigs (another 5% added effectiveness of fitted damps), this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness.
  
The fits don't have drones yet. There's a lot of options there. When going against kiting gangs, warrior IIs and ecm drones. Try to get the medium EC drones if you can fit them in the drone bay. Those EC drones can break the lock of tacklers or other people you somehow allowed to get in range of you, and then you damp their resolution so they are mostly rendered crippled and ineffective.
+
== Tactics ==
 +
Be aware of the various sensor ranges of different ships. This is similar to how [[Electronic Countermeasures|ECM]] pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost its locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to re-lock. If you do both on the same ship, they can be made to be almost as helpless as when facing perma-jams from a [[Falcon]], or sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against [[Logistics#Logistics Ships|logistics]] vessels. It is less useful against snipers but still good against brawlers that like to engage at close range. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.
  
==Notes==
+
The Celestis is somewhat of an easier ship to fly than the [[Blackbird]]. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows relative to other T1 EWAR cruisers like the [[Blackbird]] or [[Bellicose]]. You have good tank and lots of damps, while also being flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. Pilots with projectile, blaster, and missile skills can fit their favorite weapons without much difficulty.
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
+
 
 +
Some experimentation may let us see whether a kiting Celestis that can fly with a kiting gang could be usable or not, by fitting an active tank in place of armor plates. This seems unlikely, however, since EWAR boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on-grid [[bookmark]]s.
 +
 
 +
The Celestis' solid drone bay capacity and drone bandwidth also afford several tactical options. When engaging kiting gangs, [[Drones#Light.2C medium and heavy drones|Warrior IIs]] (due to their enhanced speed relative to other light drones) and [[Electronic Countermeasures#ECM equipment and ships|ECM drones]] are recommended. Try to get the medium ECM drones if you can fit them in the drone bay. ECM drones can break the lock of tacklers or other hostiles who manage to get in range of you, and then you can damp their sensor resolution so they are mostly rendered crippled and ineffective.
 +
 
 +
With its recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given its use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late'. Let the DPS ships and brick tanks arrive on the field first to draw aggro. If possible, prevent yourself from getting fleet/squad warped with (default={{button|ctrl}} - {{button|space}}) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as target locked ("yellow boxed"), warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being targeted and destroyed by the enemy at the first instant of battle.
 +
 
 +
Do not just limit yourself to targeting logi though; any typical sniper boat, like the [[Oracle]] and [[Tornado]] will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates destroyed every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy DPS/target locks.
 +
 
 +
== Notes ==
 +
''You can add notes here.''
 +
 
 +
== Patch History ==
 +
{{Expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
 +
 
 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
 
 +
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
 +
}}
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Cruisers]]
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 +
[[Category:Ship Database]]
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[[Category:Standard Cruisers]]

Latest revision as of 05:03, 16 November 2024

EVE University Database
 
Ship Database
Celestis
Celestis
Gallente Federation
Gallente Federation
Standard Cruisers
Celestis Class
RELATED UNI-WIKI REFERENCES
Power is only relevant once they hit.
– Duvolle Laboratories doctrinal white paper


The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.

SHIP BONUSES

Gallente Cruiser bonuses (per skill level):
7.5% bonus to Remote Sensor Dampener effectiveness
7.5% bonus to Remote Sensor Dampener optimal range and falloff

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Arazu
Arazu.jpg
CornerT2s.png
Arazu
Recon Ships Celestis Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png4 (1/3) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png750 MW Icon cpu.png420 tf
Icon velocity.png207 m/sec
Icon capacity.png315 m³
,Lachesis
Lachesis.jpg
CornerT2s.png
Lachesis
Recon Ships Celestis Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png4 (1/4) Icon mid slot.png7 Icon low slot.png4
Icon powergrid.png850 MW Icon cpu.png450 tf
Icon velocity.png220 m/sec
Icon capacity.png320 m³

Ship Attributes

Fittings
Powergrid
powergrid
575 MW
CPU
cpu output
375 tf
Capacitor
capacitor
1,300 GJ
High
high slots
3
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
5
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/sec
Inertia Modifier
inertia modifier (agility)
0.505
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.45 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
50 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
75.00 km
Max Locked Targets
max. locked targets
8
Magnetometric Sensor
Magnetometric sensor strength
18 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,700 HP
Mass
ship mass
12,070,000 kg
Volume
ship volume
116,000 m³
Cargo Capacity
cargo capacity
320 m³
Armor
Armor Hitpoints
armor hitpoints
1,300 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,200 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

No summary available.

Skills

Sensor Linking is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of Ewar then get it to IV. Each level of skill reduces the cap consumption of damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your entire fleet. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.

Jury Rigging III and Electronic Superiority Rigging I will also let you fit the Particle Dispersion Projector rig, which increases the optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need Long Range Targeting V in addition to fitting a Signal Amplifier - which requires Electronics Upgrades Getting this to V means you can fit the T2 version, even further increasing your locking range.

CPU Management V is a double must for pursuing the Ewar path and a primary core fitting skill. Get this as soon as possible.

The dedicated (or at least very frequent) Celestis pilot may also wish to train Signal Suppression which increases the effectiveness of scan resolution and target dampening by 5% per level. Coupled with the Inverted Signal Field Projector series of Electronic Superiority rigs (another 5% added effectiveness of fitted damps), this can potentially reduce the targeted ship's scan resolution or targeting range to the point of complete ineffectiveness.

Tactics

Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost its locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to re-lock. If you do both on the same ship, they can be made to be almost as helpless as when facing perma-jams from a Falcon, or sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logistics vessels. It is less useful against snipers but still good against brawlers that like to engage at close range. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.

The Celestis is somewhat of an easier ship to fly than the Blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows relative to other T1 EWAR cruisers like the Blackbird or Bellicose. You have good tank and lots of damps, while also being flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. Pilots with projectile, blaster, and missile skills can fit their favorite weapons without much difficulty.

Some experimentation may let us see whether a kiting Celestis that can fly with a kiting gang could be usable or not, by fitting an active tank in place of armor plates. This seems unlikely, however, since EWAR boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on-grid bookmarks.

The Celestis' solid drone bay capacity and drone bandwidth also afford several tactical options. When engaging kiting gangs, Warrior IIs (due to their enhanced speed relative to other light drones) and ECM drones are recommended. Try to get the medium ECM drones if you can fit them in the drone bay. ECM drones can break the lock of tacklers or other hostiles who manage to get in range of you, and then you can damp their sensor resolution so they are mostly rendered crippled and ineffective.

With its recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given its use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late'. Let the DPS ships and brick tanks arrive on the field first to draw aggro. If possible, prevent yourself from getting fleet/squad warped with (default=ctrl - space) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as target locked ("yellow boxed"), warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being targeted and destroyed by the enemy at the first instant of battle.

Do not just limit yourself to targeting logi though; any typical sniper boat, like the Oracle and Tornado will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates destroyed every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy DPS/target locks.

Notes

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Patch History