Difference between revisions of "Oracle"
m (fixed role) |
m (→Summary) |
||
Line 81: | Line 81: | ||
==Summary== | ==Summary== | ||
− | There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree. This Attack Battlecruiser has a weak tank, like | + | There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree. This Attack Battlecruiser has a weak tank, like its comrades, the [[Tornado]], [[Naga]] and [[Talos]]. However, it has the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Because of their weak tanks, the Oracle and its buddies are often sniper fit to avoid close quarters confrontations. |
Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km. This allows high damage and good tracking, while still remaining out of range of most ships with medium weapons. Loading Multifrequency and brawling is an option but usually a last resort for pulse Oracles, making a shield tank for speed the more usual choice for this setup, though pulse armor Oracles are not unknown. | Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km. This allows high damage and good tracking, while still remaining out of range of most ships with medium weapons. Loading Multifrequency and brawling is an option but usually a last resort for pulse Oracles, making a shield tank for speed the more usual choice for this setup, though pulse armor Oracles are not unknown. |
Revision as of 11:19, 1 September 2014
RELATED UNI-WIKI REFERENCES
|
Development SHIP BONUSES
Amarr Battlecruiser bonuses (per skill level):
Ship Attributes
|
Summary
There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree. This Attack Battlecruiser has a weak tank, like its comrades, the Tornado, Naga and Talos. However, it has the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Because of their weak tanks, the Oracle and its buddies are often sniper fit to avoid close quarters confrontations.
Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km. This allows high damage and good tracking, while still remaining out of range of most ships with medium weapons. Loading Multifrequency and brawling is an option but usually a last resort for pulse Oracles, making a shield tank for speed the more usual choice for this setup, though pulse armor Oracles are not unknown.
Skills
Further information about additional or recommended skills to pilot Oracle for a specific or it's common role(s) can be written here.
Fitting
See Uni Alpha Fleet for additional Oracle fitting ideas for fleets containing high alpha capable ships.
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II
Internal Force Field Array I
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Conflagration L x8
Scorch L x8
Imperial Navy Multifrequency L x8
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Experimental 10MN Microwarpdrive I
Tracking Computer II
Optical Tracking Computer I
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Heat Sink II
Heat Sink II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Optimal Range Script x2
Scorch L x8
- Battlecruiser V
- Large Pulse Laser Specialization IV
- good gunnery skills
- Also consider a cap booster instead of 2nd Tracking Computer
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Experimental 10MN Microwarpdrive I
Small Capacitor Booster II
Tracking Computer II
Damage Control II
Heat Sink II
Heat Sink II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Navy Cap Booster 400 x1
Tracking Speed Script x1
Imperial Navy Multifrequency L x1
Imperial Navy Standard L x1
Imperial Navy Radio L x1
- T1 Armor Megapulse, bring both TC scripts
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Experimental 10MN Afterburner I
Sensor Booster II
Cap Recharger II
Damage Control II
800mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Heat Sink II
Heat Sink II
Medium Energy Locus Coordinator I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Targeting Range Script x1
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Imperial Navy Microwave L x8
- Designed for PvE action in the range from 40 to 100 km. There is some tank, but this is not a brawl fit.
- With all skills at V and before boost, the ship has 22.5 K EHP, flies at 530 m/s (670 m/s with afterburner on overheat) and align in 9.7 s with AB on (7.4 s off).
- Damage varies between 700 dps at 38 + 25 km with Imperial Navy Multifrequency to 292 at 121 + 25 km with Imperial Navy Radio.
- A big weakness of this fit is the poor tracking of the lasers. If you get engaged by fast orbiting ships or drones you're in trouble. Try to stay at range and snipe them before they get too close, otherwise warp out. Replacing the Cap Recharger II with a Tracking Computer II and a Tracking Speed Script helps, but at the expense of cap stability.
- The powergrid fit is tight. If you can't fit as is, consider replacing the Energy Locus Coordinator Rig with an armor rig such as a Trimark or an Anti-Explosive Pump
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tracking Computer II
Cap Recharger II
Cap Recharger II
Medium Armor Repairer II
Imperial Navy Heat Sink
Heat Sink II
Heat Sink II
Heat Sink II
Power Diagnostic System II
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Energy Locus Coordinator II
Optimal Range Script x1
Imperial Navy Gamma L x1
Imperial Navy Multifrequency L x1
- Designed for Blood Raider Forsaken Hubs, this beam oracle puts out lots of dps at decent ranges, but has little tank
- Range tanking is the goal here, it is not for gated missions that will force you into short range with frigates
- The Navy heatsink is not required if you use a 1% implant, but honestly you will make the money back on it fairly quickly anyway, and the extra dps is always nice
- Although the tracking is fairly iffy for small targets, this is a DPS and money MACHINE in the right scenarios.
- Use INMF for below 55KM, Gamma for 55+, and if you really want to heap on the range, use further range ammo or T2 ammo
Tactics
Shield Megapulse
Mid range kiting, using Scorch this thing is a monster of applied DPS at ranges of about 60km down. Stay aligned to something at all times, the Shield Oracle is VERY Squishy. Try to stay as close to your optimal range with Scorch as possible, and switch to INMF or Conflag if something is getting quite close (30km or less)to burn them down ASAP. Getting tackled means death, so don't be afraid to pop that hero frigate your FC didn't notice that could screw up someone's day.
Armor Megapulse
Has higher tank than shield at the cost of mobility, and possibly range or tracking, depending on mid choices and loaded scripts. Theoretically a 2 TC Armor Oracle can have the same range OR better tracking (but at less range) than a Shield Oracle, however not using a cap booster negates another of the Armor Oracle's pros, the ability to use a cap booster for longer engagements. Armor orac00ls are also much more flexible with tank, for example you could drop a heatsink for another EANM, then swap the Adaptive Nano Plating to a resist specific plating (Kinetic vs Drake heavy fleet, etc).
Beams/Tachs
Less DPS than Megapulse counterparts at close to medium range, but more flexibility with falloff, and also able to go to huge range. Ideal engagement range is greater than 60km, vs 60km or lower ideal engagement range on Pulse. Again, stay aligned to something, as tank can end up quite flimsy with those big beam lasers hogging up a lot of fitting. Consider just going full range tank to maximize your beam's advantage at long ranges.
Notes
This vessel qualifies for the University PYOS and BYOM programs.