Difference between revisions of "Pilgrim"

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notes=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. }}
 
notes=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. }}
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==Fleet Up Fittings==
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<wikifit>11965</wikifit>
  
 
==Tactics==
 
==Tactics==

Revision as of 11:06, 13 March 2016

EVE University Database
 
Ship Database
Pilgrim
CornerT2h.png
Pilgrim
Amarr Empire
Amarr Empire
Recon Ships
Arbitrator Class
Highlight
Can Use Covert Ops Cloak
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Name: Pilgrim
Hull: Arbitrator
Role: Force Recon Ship

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.

Developer: Carthum Conglomerate

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.

SHIP BONUSES

Amarr Cruiser bonuses (per skill level):
7.5% bonus to Tracking Disruptor effectiveness
10% bonus to Drone hitpoints and damage
Recon Ships bonuses (per skill level):
10% bonus to Energy Vampire and Energy Neutralizer transfer amount
20% reduction in Cloaking Devices CPU requirement
20% bonus to Energy Vampire and Energy Neutralizer range
Role Bonus:
80% reduction in Cynosural Field Generator liquid ozone consumption
50% reduction in Cynosural Field Generator duration
• Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
• Cloak reactivation delay reduced to 5 seconds

Required Skills
Training Time what's this?
61d 11h 23m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Curse
Curse.jpg
CornerT2s.png
Curse
Recon Ships Arbitrator Class
Icon hi slot.png5 (4/2) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png900 MW Icon cpu.png380 tf
Icon velocity.png205 m/sec
Icon capacity.png345 m³
,Arbitrator
Arbitrator.jpg
Arbitrator
Standard Cruisers Arbitrator Class
Icon hi slot.png4 (3/2) Icon mid slot.png4 Icon low slot.png5
Icon powergrid.png695 MW Icon cpu.png370 tf
Icon velocity.png200 m/sec
Icon capacity.png345 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,000 MW
CPU
cpu output
370 tf
Capacitor
capacitor
1,440 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
5
Low
low slots
5
Rig
rigs
2
 
Medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
198 m/sec
Inertia Modifier
inertia modifier (agility)
0.61
Warp Speed
inertia modifier (agility)
3.3 AU/s
Base Time to Warp
base time to warp
9.61 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
150 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
104.00 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
26 points
Sig. Radius
signature radius
150 m
Scan Res.
scan resolution
237 mm
Structure
Structure Hitpoints
structure hitpoints
1,050 HP
Mass
ship mass
11,370,000 kg
Volume
ship volume
120,000 m³
Cargo Capacity
cargo capacity
315 m³
Armor
Armor Hitpoints
armor hitpoints
1,800 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
53.125
EXP
explosive resistance
70
Shields
Shield Capacity
shield hitpoints
850 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
62.5
EXP
explosive resistance
81.25


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

Pilgrim Solo PvP
Pilgrim: Pilgrim Solo PvP
EFT
[Pilgrim, Pilgrim Solo PvP]
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

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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
Frood's small to med gang tackler
Pilgrim: Frood's small to med gang tackler
EFT
[Pilgrim, Frood's small to med gang tackler]
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

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.


Fleet Up Fittings

E-UNI Pilgrim - Standard
Pilgrim: E-UNI Pilgrim - Standard
EFT
[Pilgrim, E-UNI Pilgrim - Standard]
Covert Ops Cloaking Device II
Small Gremlin Compact Energy Neutralizer
Medium Gremlin Compact Energy Neutralizer
Medium Gremlin Compact Energy Neutralizer

10MN Monopropellant Enduring Afterburner
Warp Scrambler II
Balmer Series Compact Tracking Disruptor I
Balmer Series Compact Tracking Disruptor I
Medium Capacitor Booster II

Damage Control II
Armor Thermal Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Steel Plates II

Medium Trimark Armor Pump II
Medium Trimark Armor Pump II


Warrior II x5
Valkyrie II x5
Hornet EC-300 x5
Hammerhead II x5

Navy Cap Booster 400 x20
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2

Fitting template high slot label.png
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Fitting template mid slots label.png
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Fitting template low slots label.png
icon?size=64&.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
FROSTLINE
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • CT Import


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.