Difference between revisions of "Pilgrim"
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− | * SHIP ATTRIBUTES SECTION (last update : | + | * SHIP ATTRIBUTES SECTION (last update : 1/18/2015) |
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| faction=Amarr Empire | | faction=Amarr Empire | ||
| race=Amarr | | race=Amarr | ||
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| variations={{Ship|Curse}},{{Ship|Arbitrator}} | | variations={{Ship|Curse}},{{Ship|Arbitrator}} | ||
| tech=2 | | tech=2 | ||
− | | ecmprio=3 | + | | ecmprio=3 |
− | | powergrid= | + | | powergrid=1,000 MW |
| cpu=370 tf | | cpu=370 tf | ||
− | | capacitor=1, | + | | capacitor=1,440 GJ |
| highs=4 | | highs=4 | ||
| turrets=3 | | turrets=3 | ||
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| volume=120,000 m³ | | volume=120,000 m³ | ||
| cargohold=315 m³ | | cargohold=315 m³ | ||
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| dronebay=150 m³ | | dronebay=150 m³ | ||
| bandwidth=50 Mbit/sec | | bandwidth=50 Mbit/sec | ||
| info=Name: Pilgrim<br>Hull: Arbitrator<br>Role: Force Recon Ship<br><br>Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited. <br><br> | | info=Name: Pilgrim<br>Hull: Arbitrator<br>Role: Force Recon Ship<br><br>Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited. <br><br> | ||
− | | bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br> | + | | bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>10% bonus to Energy Vampire and Energy Neutralizer transfer amount<br>20% reduction in Cloaking Devices CPU requirement<br>20% bonus to Energy Vampire and Energy Neutralizer range<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>• Cloak reactivation delay reduced to 5 seconds<br> |
− | | structurehp= | + | | structurehp=1,050 HP |
| shieldhp=850 HP | | shieldhp=850 HP | ||
| shieldem=0 | | shieldem=0 | ||
− | | shieldexp= | + | | shieldexp=81.25 |
− | | shieldkin= | + | | shieldkin=62.5 |
| shieldtherm=20 | | shieldtherm=20 | ||
| armorhp=1,800 HP | | armorhp=1,800 HP | ||
| armorem=50 | | armorem=50 | ||
− | | armorexp= | + | | armorexp=70 |
− | | armorkin= | + | | armorkin=53.125 |
| armortherm=35 | | armortherm=35 | ||
| maxvelocity=198 m/sec | | maxvelocity=198 m/sec | ||
| inertia=0.61 | | inertia=0.61 | ||
| warpspeed=3.3 AU/s | | warpspeed=3.3 AU/s | ||
− | | warptime= | + | | warptime=9.61 s |
| targetrange=104.00 km | | targetrange=104.00 km | ||
| sigradius=150 m | | sigradius=150 m | ||
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| totaltraintime=61d 11h 23m 20s | | totaltraintime=61d 11h 23m 20s | ||
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| externallinks=[http://wiki.eveonline.com/en/wiki/Pilgrim Pilgrim on Eve Online Wiki] | | externallinks=[http://wiki.eveonline.com/en/wiki/Pilgrim Pilgrim on Eve Online Wiki] | ||
| highlights1=Can Use Covert Ops Cloak | | highlights1=Can Use Covert Ops Cloak | ||
− | | | + | | rigs_size=Medium |
− | | | + | | rigs_count=2 |
− | | | + | | rigs_calibration=400 |
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Revision as of 01:38, 19 January 2015
RELATED UNI-WIKI REFERENCES
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Name: Pilgrim SHIP BONUSES
Amarr Cruiser bonuses (per skill level):
Ship Attributes
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Summary
This Force Recon is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.
The Pilgrim and Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus. This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships. The short range of the Pilgrim's neuts means that once engaged the ship is usually committed.
There are variations of Pilgrim fits out there but much less variation than with the Sentinel or Curse. Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc. There is no point nano/shield fitting a Pilgrim as your cloak and target selection are the key to survivability rather than speed and ability to control range; in a solo or skirmish role you shouldn't decloak until you are in web and scram range of a ship you know you can defeat or disable. There is very little reason to use a Pilgrim over a Curse in normal gang support.
Skills
Further information about additional or recommended skills to pilot Pilgrim for a specific or it's common role(s) can be written here.
Fitting
Medium Diminishing Power System Drain I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Covert Ops Cloaking Device II
10MN Afterburner II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Drone Speed Augmentor I
Medium Anti-Thermic Pump I
Hammerhead II x6
Hobgoblin II x8
Vespa EC-600 x5
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
- A fit for solo hunting. Cloak up, approach your target, then uncloak, scram and web. You then use your drones for dps and rely on your cap warfare and tracking disruptor modules to stay alive.
- Can also be used at range as an (expansive) ewar boat, the tracking disruptor range being 72 + 36 km and the ship being able to target to 130 km.
- With all skills at V and before bonuses, this ship has 31 K EHP, flies at 452 m/s (580 m/s with overheat) and align in 12.7 s with afterburner on (9.4 s off).
- Damage caries between 219 dps with Hobgoblins and 350 with Hammerhead. Will drain 92 cap units per second.
- The second tracking disruptor could be switched to a cap booster, allowing to use a 3rd unstable power fluctuator instead of the energy vampire and increasing cap drain to 120 cap units per second
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Covert Ops Cloaking Device II
Expanded Probe Launcher I
Small Capacitor Booster II
10MN Afterburner II
Faint Epsilon Warp Scrambler I
Balmer Series Tracking Disruptor I
Fleeting Propulsion Inhibitor I
Adaptive Nano Plating II
Thermic Plating II
Damage Control II
1600mm Reinforced Steel Plates II
Adaptive Nano Plating II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead II x5
Vespa EC-600 x5
Warrior II x5
Hornet EC-300 x5
Navy Cap Booster 400 x20
Tracking Speed Disruption Script x10
Sisters Combat Scanner Probe x8
- This fit racked me a lot of kills. It is basically a heavy tackler, if you can get in range. One way to achieve that is to use the probe launcher. You won't catch non-static ships with this fit. Probing and warping just takes too long. This ship lets you hold pretty nearly every turret ship, if (big IF) you manage to get scram and web on it. The current kiting meta made this pretty hard but it can still in some situations. The neuts are nice to have but play a role only in prolonged fights against active local or remote reps. This fit has about 44k EHP.
Tactics
When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.