Difference between revisions of "Harbinger"

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m (→‎Skills: fixed T2 Tank links)
(Added quote introduced in the Revenant expansion (2024-11-12).)
 
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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 : 5/30/2014)
+
  * SHIP ATTRIBUTES SECTION (last update : 2019-10-16)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * on editing the attributes, please make sure that you don't
 
  * on editing the attributes, please make sure that you don't
  * leave/misstype any tags required. please follow the same
+
  * leave/mistype any tags required. please follow the same
 
  * format below and edit only the values (after the = sign).
 
  * 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
+
  | faction=Amarr Empire  
| race=Amarr
 
| roles=Combat Battlecruiser
 
 
  | variations={{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}
 
  | variations={{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}
  | tech=
+
  | tech=  
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
  | powergrid=1,550 MW
  | powergrid=1,425 MW
 
 
  | cpu=375 tf
 
  | cpu=375 tf
  | capacitor=3,125 GJ
+
  | capacitor=3,500 GJ
 
  | highs=7
 
  | highs=7
 
  | turrets=6
 
  | turrets=6
Line 28: Line 24:
 
  | mediums=4
 
  | mediums=4
 
  | lows=6
 
  | lows=6
  | mass=13,800,000 kg
+
  | mass=15,500,000 kg
  | volume=234,000 m&#179;
+
  | volume=234,000
  | cargohold=375 m&#179;
+
  | cargohold=375
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=75 m&#179;
+
  | dronebay=75
 
  | bandwidth=50 Mbit/sec
 
  | bandwidth=50 Mbit/sec
  | info=<b>Development</b><br>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.
+
| quote=We can not fail, for we have the Emperor to lead us and destiny to follow.
  | 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 fit Warfare Link modules<br>
+
| 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.
 +
  | 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
Line 43: Line 41:
 
  | shieldkin=40
 
  | shieldkin=40
 
  | shieldtherm=20
 
  | shieldtherm=20
  | armorhp=5,000 HP
+
  | armorhp=5,250 HP
 
  | armorem=50
 
  | armorem=50
 
  | armorexp=20
 
  | armorexp=20
 
  | armorkin=25
 
  | armorkin=25
 
  | armortherm=35
 
  | armortherm=35
  | maxvelocity=150 m/sec
+
  | maxvelocity=175 m/sec
  | inertia=0.69
+
  | inertia=0.57
  | warpspeed=2.5 AU/s
+
  | warpspeed=3.5 AU/s
  | warptime=13.2 s
+
  | warptime=12.25 s
  | targetrange=55.00 km
+
  | targetrange=65.00 km
 
  | sigradius=270 m
 
  | sigradius=270 m
  | maxlockedtargets=6
+
  | maxlockedtargets=7
 
  | sensortype=RADAR
 
  | sensortype=RADAR
 
  | sensorvalue=17 points
 
  | sensorvalue=17 points
 
  | scanres=210 mm
 
  | scanres=210 mm
 
  | reqskills=*{{RequiredSkill|Amarr Battlecruiser|I}}
 
  | reqskills=*{{RequiredSkill|Amarr Battlecruiser|I}}
**{{RequiredSkill|Spaceship Command|III}}
+
** {{RequiredSkill|Spaceship Command|III}}
**{{RequiredSkill|Amarr Cruiser|III}}
+
** {{RequiredSkill|Amarr Cruiser|III}}
***{{RequiredSkill|Spaceship Command|II}}
+
*** {{RequiredSkill|Spaceship Command|II}}
***{{RequiredSkill|Amarr Destroyer|III}}
+
*** {{RequiredSkill|Amarr Destroyer|III}}
****{{RequiredSkill|Amarr Frigate|III}}
+
**** {{RequiredSkill|Amarr Frigate|III}}
*****{{RequiredSkill|Spaceship Command|I}}
+
***** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=1d 21h 16m 40s
 
  | totaltraintime=1d 21h 16m 40s
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Harbinger Harbinger on Eve Online Wiki]
+
  | externallinks=
  | highlights1=Can Use Warfare Links
+
  | highlights1=Can use Command Burst module
 
  | highlights2=High Amount of High Slots
 
  | highlights2=High Amount of High Slots
 
  | highlights3=
 
  | highlights3=
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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 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 10MN 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==
+
== Skills ==
*'''[[Skills:Spaceship Command#Amarr Battlecruiser|Amarr Battlecruiser]]''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
+
* '''{{sk|Amarr Battlecruiser}}''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
*'''[[Skills:Gunnery#Gunnery|Gunnery V]]''', '''[[Skills:Gunnery#Medium Energy Turret|Medium Energy Turret V]]''' and '''[[Skills:Gunnery#Medium Pulse Laser Specialization|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.
+
* '''{{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 '''[[Skills:Gunnery#Medium Beam Laser Specialization|Medium Beam Laser Specialization]]''' is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, 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.
*'''[[Skills:Gunnery#Controlled Bursts|Controlled Bursts IV]]''', '''[[Skills:Engineering#Capacitor Management|Capacitor Management IV]]''' and '''[[Skills:Engineering#Capacitor Systems Operation|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.
*'''[[Skills:Gunnery#Rapid_Firing|Rapid Firing IV]]''', '''[[Skills:Gunnery#Surgical_Strike|Surgical Strike IV]]''' are skills which increase DPS and are thus vital to all turret-based damage dealing ships.
+
* '''{{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 '''[[Skills:Engineering#Power Grid management|Power Grid management V]]''' and '''[[Skills:Engineering#CPU management|CPU management V]]''' fitting skills required for fitting most ships, '''[[Skills:Engineering#Weapon Upgrades|Weapon Upgrades V]]''' should be trained to help with fitting. '''[[Skills:Engineering#Advanced Weapon Upgrades|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.
*'''[[Skills:Gunnery#Sharpshooter|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.
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation IV]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation II]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation II]]''' are all are important for getting as much DPS out of the 75 m<sup>3</sup> dronebay as possible.  
+
* '''{{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.
*'''[[Skills:Drones#Drone Navigation|Drone Navigation III]]''', '''[[Skills:Drones#Drone Durability|Drone Durability III]]''' and '''[[Skills:Drones#Drone Sharpshooting|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_Basic_Skill_Summary|Armour]]''' or '''[[Tanking#Shield_Tanking_Basic_Skill_Summary|Shield]]''' '''[[Tank#Tank|Tank]]'''.
+
* The appropriate skills required for fitting a T2 '''[[Tanking#Armor tanking skills|Armour]]''' or '''[[Tanking#Shield skills|Shield Tank]]'''.
  
==Fitting==
+
== Notes ==
 +
A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
  
{{ShipFitting|
+
== Patch History ==
ship=Harbinger|
+
{{expansion past|
shipTypeID=24696|
+
'''October 2019 Release - 2019-10-15.1'''
fitName=PvP - Pulse|
 
fitID=PvP---Pulse|
 
high1name=Heavy Pulse Laser II|
 
high1typeID=3520|
 
high2name=Heavy Pulse Laser II|
 
high2typeID=3520|
 
high3name=Heavy Pulse Laser II|
 
high3typeID=3520|
 
high4name=Heavy Pulse Laser II|
 
high4typeID=3520|
 
high5name=Heavy Pulse Laser II|
 
high5typeID=3520|
 
high6name=Heavy Pulse Laser II|
 
high6typeID=3520|
 
high7name=open|
 
mid1name=Conjunctive Radar ECCM Scanning Array I|
 
mid1typeID=20218|
 
mid2name=Experimental 10MN Microwarpdrive I|
 
mid2typeID=5975|
 
mid3name=X5 Prototype Engine Enervator|
 
mid3typeID=4025|
 
mid4name=Tracking Computer II|
 
mid4typeID=1978|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=1600mm Reinforced Steel Plates II|
 
low2typeID=20353|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=Heat Sink II|
 
low4typeID=2364|
 
low5name=Heat Sink II|
 
low5typeID=2364|
 
low6name=Heat Sink II|
 
low6typeID=2364|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Hammerhead II x5|
 
drone2typeID=2185|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Optimal Range Script x1|
 
charge1typeID=28999|
 
charge2name=Conflagration M x6|
 
charge2typeID=12814|
 
charge3name=Imperial Navy Xray M x6|
 
charge3typeID=23093|
 
charge4name=Scorch M x6|
 
charge4typeID=12818|
 
charge5name=Tracking Speed Script x1|
 
charge5typeID=29001|
 
rig1name=Medium Ancillary Current Router I|
 
rig1typeID=31360|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=24696:3520;6:1978;1:4025;1:5975;1:20218;1:2048;1:2364;3:11269;1:20353;1:31055;2:31360;1:2185;5:2456;5:12814;5:28999;1::|
 
skills=|
 
notes=This is a difficult fit: with perfect skills you'll have less than 1 CPU spare! However it will deliver an impressive 750 to 850 dps at 8-10 km, and 550 - 625 at 25 - 30 km with 56 - 57 K EHP before any boost or leadership bonus.</li><li>One of the weaknesses of the Heavy Pulse Laser is the low tracking speed. Always carry a Tracking Speed Script.</li><li>For ammunition, on top of Conflagration and Scotch a set of Imperial Navy Gamma or Xray is recommended for the increased tracking speed and slightly better range than the Conflagration.</li><li>Use either the light or the medium drones, depending on your target. You can also carry one set of damage and 1 set of ECM drones.</li>}}{{ShipFitting|
 
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=PvP Pulse + Neut|
 
fitID=PvP-Pulse---Neut|
 
high1name=Focused Medium Pulse Laser II|
 
high1typeID=3512|
 
high2name=Focused Medium Pulse Laser II|
 
high2typeID=3512|
 
high3name=Focused Medium Pulse Laser II|
 
high3typeID=3512|
 
high4name=Focused Medium Pulse Laser II|
 
high4typeID=3512|
 
high5name=Focused Medium Pulse Laser II|
 
high5typeID=3512|
 
high6name=Focused Medium Pulse Laser II|
 
high6typeID=3512|
 
high7name=Medium Unstable Power Fluctuator I|
 
high7typeID=16471|
 
mid1name=Experimental 10MN Microwarpdrive I|
 
mid1typeID=5975|
 
mid2name=Faint Epsilon Warp Scrambler I|
 
mid2typeID=5443|
 
mid3name=X5 Prototype Engine Enervator|
 
mid3typeID=4025|
 
mid4name=Medium Capacitor Booster II|
 
mid4typeID=2024|
 
low1name=1600mm Reinforced Steel Plates II|
 
low1typeID=20353|
 
low2name=Damage Control II|
 
low2typeID=2048|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=Energized Adaptive Nano Membrane II|
 
low4typeID=11269|
 
low5name=Heat Sink II|
 
low5typeID=2364|
 
low6name=Heat Sink II|
 
low6typeID=2364|
 
drone1name=Hammerhead II x5|
 
drone1typeID=2185|
 
drone2name=Hobgoblin II x5|
 
drone2typeID=2456|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Navy Cap Booster 100 x1|
 
charge1typeID=31982|
 
charge2name=Conflagration M x6|
 
charge2typeID=12814|
 
charge3name=Scorch M x6|
 
charge3typeID=12818|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-Explosive Pump I|
 
rig1typeID=31011|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=24696:3512;6:16471;1:2024;1:4025;1:5443;1:5975;1:2048;1:2364;2:11269;2:20353;1:31011;1:31055;2:2185;5:2456;5:12814;6:12818;6:31982;1::|
 
skills=|
 
notes=A Pulse PvP fit with slightly lower DPS, range and tracking than the fit above but higher tank and with an energy neutralizer</li><li>As fitted, with all skills at V and before boosts, this ship has 71.1 K EHP, flies at 884 m/s 1243 m/s with MWD overheated) and align in 14 s (10.7 s with MWD off)</li><li>Damage varies between 689 dps at 6.8 + 3.8 km with Conflagration and 537 dps at 20 + 3.8 with Scorch. </li><li>The ship will neut 15 GJ/s}}{{ShipFitting|
 
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=PvP Shield|
 
fitID=PvP-Shield|
 
high1name=Heavy Pulse Laser II|
 
high1typeID=3520|
 
high2name=Heavy Pulse Laser II|
 
high2typeID=3520|
 
high3name=Heavy Pulse Laser II|
 
high3typeID=3520|
 
high4name=Heavy Pulse Laser II|
 
high4typeID=3520|
 
high5name=Heavy Pulse Laser II|
 
high5typeID=3520|
 
high6name=Heavy Pulse Laser II|
 
high6typeID=3520|
 
high7name=open|
 
mid1name=Experimental 10MN Microwarpdrive I|
 
mid1typeID=5975|
 
mid2name=Large Shield Extender II|
 
mid2typeID=3841|
 
mid3name=Large Shield Extender II|
 
mid3typeID=3841|
 
mid4name=Warp Disruptor II|
 
mid4typeID=3244|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Heat Sink II|
 
low2typeID=2364|
 
low3name=Heat Sink II|
 
low3typeID=2364|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Nanofiber Internal Structure II|
 
low5typeID=2605|
 
low6name=Nanofiber Internal Structure II|
 
low6typeID=2605|
 
drone1name=Valkyrie II x5|
 
drone1typeID=21640|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scorch M x1|
 
charge1typeID=12818|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-EM Screen Reinforcer I|
 
rig1typeID=31718|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Core Defense Field Extender I|
 
rig3typeID=31790|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=24696:3520;6:3244;1:3841;2:5975;1:1999;1:2048;1:2364;2:2605;2:31718;1:31790;2:21640;5:12818;1::|
 
skills=|
 
notes=This ship is fast, but overall not a terribly good fit.</li><li>EHP is 44 K with all skills at V before boost. Damage varies between 742 at 8.3 + 6 km with Conflagration and 567 at 25 + 6 km with Scorch. Its speed is 1328 m/s and it aligns in 8.8 s with MWD on.</li><li>The ship signature radius is 2090 m, which is equivalent to a battleship. Given the fact that you must get in brawl range to inflict damage and the relatively low EHP, at least for a battlecruiser, this ship will not last very long}}{{ShipFitting|
 
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=Beam fit|
 
fitID=Beam-fit|
 
high1name=Focused Medium Beam Laser II|
 
high1typeID=3009|
 
high2name=Focused Medium Beam Laser II|
 
high2typeID=3009|
 
high3name=Focused Medium Beam Laser II|
 
high3typeID=3009|
 
high4name=Focused Medium Beam Laser II|
 
high4typeID=3009|
 
high5name=Focused Medium Beam Laser II|
 
high5typeID=3009|
 
high6name=Focused Medium Beam Laser II|
 
high6typeID=3009|
 
high7name=Auto Targeting System I|
 
high7typeID=1182|
 
mid1name=Experimental 10MN Afterburner I|
 
mid1typeID=6005|
 
mid2name=X5 Prototype Engine Enervator|
 
mid2typeID=4025|
 
mid3name=Tracking Computer II|
 
mid3typeID=1978|
 
mid4name=Faint Epsilon Warp Scrambler I|
 
mid4typeID=5443|
 
low1name=Energized Adaptive Nano Membrane II|
 
low1typeID=11269|
 
low2name=Reactive Armor Hardener|
 
low2typeID=4403|
 
low3name=Medium Armor Repairer II|
 
low3typeID=3530|
 
low4name=1600mm Reinforced Steel Plates II|
 
low4typeID=20353|
 
low5name=Damage Control II|
 
low5typeID=2048|
 
low6name=Heat Sink II|
 
low6typeID=2364|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Hornet EC-300 x5|
 
drone2typeID=23707|
 
drone3name=Warrior II x5|
 
drone3typeID=2488|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Optimal Range Script x1|
 
charge1typeID=28999|
 
charge2name=Aurora M x6|
 
charge2typeID=12822|
 
charge3name=Imperial Navy Ultraviolet M x6|
 
charge3typeID=23095|
 
charge4name=Imperial Navy Multifrequency M x6|
 
charge4typeID=23089|
 
charge5name=Tracking Speed Script x1|
 
charge5typeID=29001|
 
rig1name=Medium Semiconductor Memory Cell I|
 
rig1typeID=31408|
 
rig2name=Medium Semiconductor Memory Cell I|
 
rig2typeID=31408|
 
rig3name=Medium Energy Collision Accelerator I|
 
rig3typeID=31456|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.1|
 
shipDNA=24696:1182;1:3009;6:1978;1:4025;1:5443;1:6005;1:2048;1:2364;1:3530;1:4403;1:11269;1:20353;1:31408;2:31456;1:2456;5:2488;5:23707;5:12822;6:23089;6:23095;6:28999;1::|
 
skills=|
 
notes=This is a flexible fit that can be used either for missions up to level 3, complexes up to DED rating 3 or 4 or PvP.</li><li>With all skills at V and before fleet boosts, this ship has 52.7 EHP, flies at 392 m/s (495 with AB overheatred) and align in 14 s (10.7 s with AB off).</li><li>Damage varies between 550 dps at 15 + 9.8 km with Imperial Navy Multifrequency to 363 dps at 54 + 9.8 km with Aurora.</li><li>With all modules on, the capacitor will run out in 3 min 41 s.</li><li>The fit shown is optimized for PvE in situations when you can be jumped by small gangs at any time but reinforcement is a couple minutes away. The scram and web will allow you to hold on to your aggressor, and you have enough tank that you should be able to stay alive.</li><li>If you know the type of damage you'll face, you can replace the Reactive Armor Hardener with the appropriate Armor Hardener.</li><li>For PvP remove the Reactive Armor Hardener and the Medium Armor Repairer II and replace them with an Heat Sink II and another Energized Adaptative Nano Membrane II. The scram can be replaced by an ECCM module or a Cap Recharger II. The web and the Optimal Tracking Script are required to be able to kill fast frigates.}}{{ShipFitting|
 
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=PvP Pulse + Warfare Link|
 
fitID=PvP-Pulse---Warfare-Link|
 
high1name=Focused Medium Pulse Laser II|
 
high1typeID=3512|
 
high2name=Focused Medium Pulse Laser II|
 
high2typeID=3512|
 
high3name=Focused Medium Pulse Laser II|
 
high3typeID=3512|
 
high4name=Focused Medium Pulse Laser II|
 
high4typeID=3512|
 
high5name=Focused Medium Pulse Laser II|
 
high5typeID=3512|
 
high6name=Focused Medium Pulse Laser II|
 
high6typeID=3512|
 
high7name=Armored Warfare Link - Passive Defense II|
 
high7typeID=4264|
 
mid1name=Experimental 10MN Afterburner I|
 
mid1typeID=6005|
 
mid2name=Faint Epsilon Warp Scrambler I|
 
mid2typeID=5443|
 
mid3name=Fleeting Propulsion Inhibitor I|
 
mid3typeID=4027|
 
mid4name=Fleeting Propulsion Inhibitor I|
 
mid4typeID=4027|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=1600mm Reinforced Steel Plates II|
 
low2typeID=20353|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=Energized Adaptive Nano Membrane II|
 
low4typeID=11269|
 
low5name=Energized Explosive Membrane II|
 
low5typeID=11229|
 
low6name=Medium Armor Repairer II|
 
low6typeID=3530|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Hammerhead II x5|
 
drone2typeID=2185|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Conflagration M x6|
 
charge1typeID=12814|
 
charge2name=Scorch M x6|
 
charge2typeID=12818|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Trimark Armor Pump I|
 
rig1typeID=31055|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Processor Overclocking Unit I|
 
rig3typeID=4395|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=ODY 1.0|
 
shipDNA=24696:3512;6:4264;1:4027;2:5443;1:6005;1:2048;1:3530;1:11229;1:11269;2:20353;1:4395;1:31055;2:2185;5:2456;5:12814;6:12818;6::|
 
skills=|
 
notes=This ship is eligible for the E-Uni [[Ship Replacement Program]]</li><li>Consider fitting a Mindlink implant in slot 10 if you fly this ship. It significantly increases the fleet boost</li><li>The Armored Warfare Link - Passive Defense can be substituted with whatever link best suit the fleet best. Make sure the Mindlink implant match the Warfare Link</li><li>The ship as fitted has 95350 EHP with all skills at V and including boost. Damage varies between 519 at 6.8 + 3.8 km with Conflagration and 416 at 20 + 3.8 km with Scorch. Speed is slow at 357 m/s and it aligns like a brick at 12.6 s with MWD on.</li><li>The ship purpose is to scram and double web big juicy targets. It will survive significant damage. Damage is not negligible but not the main focus.</li><li>Consider replacing the Medium Armor Repairer II with an 800mm plate if you will have logi support. This increases the EHP to 113700.}}
 
  
==Notes==
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.
+
 
 +
* 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:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]
+
 
 +
[[Category:Ship Database]]
 +
[[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