Difference between revisions of "Revelation"

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Revision as of 05:34, 20 July 2020

EVE University Database
 
Ship Database
Revelation
Revelation
Amarr Empire
Amarr Empire
Dreadnoughts
Revelation Class
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Revelation represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence.

Added to that, the Revelation's ability to fire capital beams makes its position on the battlefield a unique one. When extended sieges are the order of the day, this is the ship you call in.

SHIP BONUSES

Amarr Dreadnought bonuses (per skill level):
10% reduction in Capital Energy Turret activation cost
5% bonus to Capital Energy Turret damage
4% bonus to all armor resistances
Role Bonus:
• Can fit Siege modules
• 5x penalty to Entosis Link duration

Required Skills
Training Time what's this?
107d 18h 28m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Chemosh
Chemosh.jpg
CornerTFs.png
Chemosh
Pirate Faction Dreadnoughts Revelation Class
Icon highlights.pngHigh Amount of Medium Slots
Icon highlights.png1,000 m3 Corpse hold
Icon hi slot.png6 (0/3) Icon mid slot.png4 Icon low slot.png8
Icon powergrid.png850,000 MW Icon cpu.png715 tf
Icon velocity.png80 m/sec
Icon capacity.png2,400  m3

Ship Attributes

Fittings
Powergrid
powergrid
780,000 MW
CPU
cpu output
650 tf
Capacitor
capacitor
60,000 GJ
High
high slots
5
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
4
Low
low slots
8
Rig
rigs
3
 
capital
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
75 m/sec
Inertia Modifier
inertia modifier (agility)
0.044
Warp Speed
inertia modifier (agility)
1.5 AU/s
Base Time to Warp
base time to warp
78.686 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
97.50 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
41 points
Sig. Radius
signature radius
11,100 m
Scan Res.
scan resolution
80 mm
Structure
Structure Hitpoints
structure hitpoints
113,000 HP
Mass
ship mass
1,290,000,000 kg
Volume
ship volume
18,500,000 m³
Cargo Capacity
cargo capacity
2,175 m³
Fuel Capacity
capacity
8,000 m³
Ship Maintenance Bay Capacity
capacity
1,000,000 m³
Fleet Hangar Capacity
capacity
10,000 m³
Armor
Armor Hitpoints
armor hitpoints
113,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
78,100 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

  • The Revelation is the Amarr Dreadnought-class capital ship and is designed for dealing damage to structures, larger subcaps and other capitals. The Revelation used to be considered a inferior dreadnought compared to the Gallente Moros and Minmatar Naglfar. This is no longer the case as of the Citadel release (May 2016), as it now has a much larger base capacitor, the guns drain less than Moros at max level and the new 4% bonus armor resistance is very useful. Its main benefit over the other dreadnaughts now comes from consuming no ammunition (if using T1 lasers), being able to instantly switch ranges and having the largest range with "short range" guns (Scorch XL can hit out to 80km).
  • Fitted with high tracking guns and a tracking module or two this ship can track Battlecruisers and Battleships with ease, dealing between 1500 and 3200 dps to its targets. It can still hit Cruisers for a fraction of that.
  • The addition of a Fleet Hangar and a Ship Maintenence hangar has made Dreadnought-class capital ships very well suited for use as a suitcase capital. A perfect traveling "suitcase" for nomadic groups.

Skills

Fitting

Revelation - Armor No Prop Pulse Fullsize Basic
Revelation: Revelation - Armor No Prop Pulse Fullsize Basic
EFT
[Revelation, Revelation - Armor No Prop Pulse Fullsize Basic]
Dual Giga Pulse Laser II, Scorch XL
Dual Giga Pulse Laser II, Scorch XL
Dual Giga Pulse Laser II, Scorch XL
Siege Module II
Capital Gremlin Compact Energy Neutralizer

Heavy F-RX Compact Capacitor Booster, Cap Booster 3200
Heavy F-RX Compact Capacitor Booster, Cap Booster 3200
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Heat Sink II
Heat Sink II
Coreli A-Type Adaptive Nano Plating
Coreli A-Type Adaptive Nano Plating
25000mm Steel Plates II
25000mm Steel Plates II
Capital Flex Armor Hardener II, Armor Explosive Resistance Script
Capital Emergency Hull Energizer II

Capital Trimark Armor Pump I
Capital Trimark Armor Pump I
Capital Energy Burst Aerator II



Armor Explosive Resistance Script x1
Cap Booster 3200 x1
Optimal Range Script x1
Scorch XL x1

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A slightly adapted version of the past WAFFLES. doctrine Revelation. Loaded Explosive charge in the Flex Hardener is standard, but carry the other types too. Carry all the scripts, Conflagration XL, Multifrequency XL, Standard XL, and Radio XL, ideally Tier 1 pirate grade (Blood or Sanshas, but not Dark Blood or True Sanshas).
  • Use Meta 0 guns for dread bombs and dread feeds, and Meta 0 Plates, possibly even run cheaper Nano Platings, along with a Meta 0 capital energy neutralizer.
  • 7866 DPS out to 105km using Scorch XLwith both Optimal Range Scripts loaded.
  • 11012 DPS with Conflagration XL, 9439 DPS with Sanshas Multifrequency XL.
  • 2.15M EHP base, with Explosive Script loaded.
  • Tech II Guns are a Big Deal on this hull.
Revelation - Armor No Prop Pulse HAW Drop Dread
Revelation: Revelation - Armor No Prop Pulse HAW Drop Dread
EFT
[Revelation, Revelation - Armor No Prop Pulse HAW Drop Dread]
Dark Blood Heavy Energy Neutralizer
Siege Module II
Quad Mega Pulse Laser II, Sanshas Multifrequency XL
Quad Mega Pulse Laser II, Sanshas Multifrequency XL
Quad Mega Pulse Laser II, Sanshas Multifrequency XL

Dark Blood Warp Disruptor
Heavy Stasis Grappler II
Tracking Computer II, Tracking Speed Script
Capital Capacitor Booster II, Navy Cap Booster 3200

Heat Sink II
Heat Sink II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Capital Armor Repairer I
Capital Armor Repairer I
Reactive Armor Hardener
Damage Control II

Capital Auxiliary Nano Pump I
Capital Energy Metastasis Adjuster II
Capital Energy Metastasis Adjuster II



Tracking Speed Script x1
Navy Cap Booster 3200 x1
Sanshas Multifrequency XL x1

Fitting template high slot label.png
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Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • High Angle Dreadnoughts for small drops have found recent favor because people have learned how to deal with carriers better.
  • This one is a basic drop dreadnought for such cases.
  • You can adapt it for "Solo Dreadnought" runs by running Enduring armor repairers and possibly changing the tracking computer to faction stasis webifier. Your preference. Triple Metastasis Adjusters is another option. Carry all the usual types of ammo: Conflagration XL (probably don't need it); Multifrequency XL, Standard XL and Scorch XL.
  • Bring plenty of strontium, enough fuel, and plenty of cap boosters, and Drop.


Revelation - Armor No Prop Pulse FullSize C5 Whs
Revelation: Revelation - Armor No Prop Pulse FullSize C5 Whs
EFT
[Revelation, Revelation - Armor No Prop Pulse FullSize C5 Whs]
Siege Module II
Dual Giga Pulse Laser II, Conflagration XL
Dual Giga Pulse Laser II, Conflagration XL
Dual Giga Pulse Laser II, Conflagration XL
Imperial Navy Large EMP Smartbomb

Capital Cap Battery II
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger
Imperial Navy Cap Recharger

CONCORD Capital Armor Repairer
Damage Control II
Centum C-Type Energized Adaptive Nano Membrane
Centum C-Type Energized Adaptive Nano Membrane
Centum C-Type Energized Kinetic Membrane
Corpum C-Type Energized Thermal Membrane
Core C-Type Explosive Armor Hardener
Imperial Navy Heat Sink

Capital Capacitor Control Circuit II
Capital Capacitor Control Circuit II
Capital Capacitor Control Circuit I



Conflagration XL x1

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Used for when the Avengers are on field. Switch for high angles as needed. You may need a 8% drifter drug to remain alive in capacitor, everything else is fine. Or, cheap implants. Bring refits. May be over tanked. Works best when paired with a HAW Naglfar to shoot at the subcapital rats. Some people like to use Semiconductor rigs -- these actually provide less regen than CCC rigs do. Bring all the refits you need.
  • You may also be fit with 2 capital guns and 1 HAW, put the HAW on the subcaps and the capital guns shoot the Avengers. If you use multiple dreads then one should be HAW and the other should be capital gun fit.


Tactics

No sub-article about Revelation roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Revelation here.