Difference between revisions of "Harbinger"
(→Skills) |
|||
Line 95: | Line 95: | ||
*'''[[Skills:Spaceship Command#Battlecruisers|Battlecruisers]]''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable. | *'''[[Skills:Spaceship Command#Battlecruisers|Battlecruisers]]''' 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. | *'''[[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. | ||
+ | *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. | ||
*'''[[Skills:Gunnery#Controlled Bursts|Controlled Bursts IV]]''', '''[[Skills:Engineering#Energy Management|Energy Management IV]]''' and '''[[Skills:Engineering#Energy Systems Operation|Energy Systems Operation IV]]''' are all important for cap management. | *'''[[Skills:Gunnery#Controlled Bursts|Controlled Bursts IV]]''', '''[[Skills:Engineering#Energy Management|Energy Management IV]]''' and '''[[Skills:Engineering#Energy Systems Operation|Energy 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. | *'''[[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. | ||
Line 100: | Line 101: | ||
*'''[[Skills:Gunnery#Surgical Strike|Surgical Strike IV]]''' increases the already impressive optimal range associated with lasers and should be trained as such. | *'''[[Skills:Gunnery#Surgical Strike|Surgical Strike 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 V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 75 m<sup>3</sup> dronebay as possible. | *'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' 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 | ||
*The appropriate skills required for fitting a '''[[Full T2 Tank|Full T2]]''' '''[[Full_T2_Tank#Armor_Tank|Armour]]''' or '''[[Full_T2_Tank#Shield_Tank|Shield]]''' '''[[Tank#Tank|Tank]]'''. | *The appropriate skills required for fitting a '''[[Full T2 Tank|Full T2]]''' '''[[Full_T2_Tank#Armor_Tank|Armour]]''' or '''[[Full_T2_Tank#Shield_Tank|Shield]]''' '''[[Tank#Tank|Tank]]'''. | ||
Revision as of 01:14, 7 April 2013
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
Traits:
Ship Attributes
|
Summary
The Harbinger is the preferred Amarr battlecruiser, with considerably better performance than the Prophecy. 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 m3 drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight or 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 Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
For Incursions the Harbinger is not ideal, but can serve as a starting point for trying them out and to use while training into a more suitable ship. See Amarr ship progression for more information on where to go from here.
The Retribution 1.1 update removed one turret slot but increased the damage increase per skill level from 5% to 10%, meaning that, with Battlecruiser V trained, the Harbinger does even more damage than before. However, having skills below Battlecruiser IV mean that the Harbinger does less damage than it did pre-patch.
Skills
- Battlecruisers 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 for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
- Controlled Bursts IV, Energy Management IV and Energy Systems Operation IV are all important for cap management.
- Rapid Firing IV, Surgical Strike IV are skills which increase DPS and are thus vital to all turret-based damage dealing ships.
- Along with the obvious Engineering V and Electronics 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.
- Surgical Strike IV increases the already impressive optimal range associated with lasers and should be trained as such.
- Drones V, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Operation I/Minmatar Drone Operation I 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 Full T2 Armour or Shield Tank.
Fitting
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
Focused Medium Beam Laser I
10MN Afterburner II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Heat Sink II
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Hobgoblin II x5
Warrior II x5
Multifrequency M x6
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Experimental 10MN Microwarpdrive I
Warp Scrambler II
X5 Prototype Engine Enervator
Medium Capacitor Booster II
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead II x5
Cap Booster 800 x1
Imperial Navy Multifrequency M x6
Scorch M x6
Conflagration M x6
- Pilots with Engineering V and Advanced Weapons Upgrades IV can fit a Medium Energy Neutralizer II in the utility high slot. Pilots with these skills may also swap out the Focused Medium Pulse Laser IIs and Medium Capacitor Booster II for a rack of Heavy Pulse Laser IIs and a Cap Recharger II instead for increased DPS.
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Conjunctive Radar ECCM Scanning Array I
Experimental 10MN Microwarpdrive I
X5 Prototype Engine Enervator
Tracking Computer II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hobgoblin II x5
Hammerhead II x5
Optimal Range Script x1
Conflagration M x6
Imperial Navy Xray M x6
Scorch M x6
Tracking Speed Script x1
- 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.
- One of the weaknesses of the Heavy Pulse Laser is the low tracking speed. Always carry a Tracking Speed Script.
- 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.
- 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.
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Damage Control II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Valkyrie II x5
Scorch M x1
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Auto Targeting System I
Experimental 10MN Afterburner I
X5 Prototype Engine Enervator
Tracking Computer II
Faint Epsilon Warp Scrambler I
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
Medium Armor Repairer II
1600mm Reinforced Steel Plates II
Damage Control II
Heat Sink II
Medium Semiconductor Memory Cell I
Medium Semiconductor Memory Cell I
Medium Energy Collision Accelerator I
Hobgoblin II x5
Hornet EC-300 x5
Warrior II x5
Optimal Range Script x1
Aurora M x6
Imperial Navy Ultraviolet M x6
Imperial Navy Multifrequency M x6
Tracking Speed Script x1
- 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. The EHP as shown is 51 - 52 K before any bonuses.
- With this fit you can hit 190 dps at 65 km all the way to 400 - 425 dps within 15 km.
- 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 point and web will allow you to hold on to your aggressor, and you have enough tank that you should be able to stay alive.
- If you know the type of damage you'll face, you can replace the Reactive Armor Hardener with the appropriate Armor Hardener.
- 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 point 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.
Notes
This vessel qualifies for the University PYOS and BYOM programs.