notes=Those trying out the Celestis who have low skills and want to just test the waters can use this low price approach. Everything but the rigs is available from corporation supplies.</li><li>I recommend Warrior or ECM drones.}} {{ShipFitting|
notes=This fit makes you as big as a brick, but also makes you hard to blow up if you have logi in your fleet (estimated 47k EHP, 50k with compensation skills at V). Mostly nice for roams that sit around on gates a lot, like noobs on patrol.</li><li>Downgrade modules to Tech 1 Meta 0-4 based upon your individual skills and isk budget.}}
{{ShipFitting|
ship=Celestis|
shipTypeID=633|
fitName=5x Damp Armor Range|
fitID=5x-Damp-Armor-Range|
high1name=Modal Light Electron Particle Accelerator I|
high1typeID=7487|
high2name=Modal Light Electron Particle Accelerator I|
high2typeID=7487|
high3name=Modal Light Electron Particle Accelerator I|
notes=This is a good balance between tank and range. With some sensor boosters it can lock out to tornado max range, and dampen down those snipers (Locks to 121km, optimals at 114). At around 29k EHP, the tank isn't bad either.</li><li>Guns can be replaced with rocket launchers or whatever people want to use or can fit.</li><li>Instead of using a prop mod, try to learn how to make tacticals and use them to maneuver around. MWD can be fitted if going to null sec or w hole space for the bubbles. Since a lot of Uni fleets fight at gates and isn't really kiting around, if the MWD can be dropped, then drop it for more damps.}}
The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.
SHIP BONUSES
Traits: Gallente Cruiser skill bonus per level: 7.5% bonus to Remote Sensor Dampener effectiveness 10% bonus to Remote Sensor Dampener optimal range and falloff
Required Skills
Gallente Cruiser I41m
Spaceship Command II47m
Gallente Destroyer III8h 53m
Gallente Frigate III8h 53m
Spaceship Command I8m
Training Time what's this?
19h 22m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
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
50 m³
Drone Bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
75 km
Max Locked Targets
8
Magnetometric Sensor
18 points
Sig. Radius
135 m
Scan Res.
290 mm
Structure
Structure Hitpoints
1,700 HP
Mass
12,070,000 kg
Volume
116,000 m³
Cargo Capacity
320 m³
Armor
Armor Hitpoints
1,300 HP
Armor Resistances
EM
50
THR
35
KIN
35
EXP
10
Shields
Shield Capacity
1,200 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
No summary available.
Skills
Further information about additional or recommended skills to pilot Celestis for a specific or it's common role(s) can be written here.
Tactics
Be aware of the various sensor ranges of different ships. This is similar to how ECM pilots need to know what ships use what type of sensors. If you suspect the ship you are damping has lost their locks because its targets are outside the sensor range, immediately switch to sensor resolution scripts and destroy their resolution so they take forever to relock. If you do both on the same ship, they can be made to be almost as helpless as perma jams from falcon. Sometimes even more helpless if they have no drones or you just killed their drones. This trick is especially useful against logi. Less useful against snipers but still good against brawlers that like to be up in your face. With two damps each at 50% effect, you can expect to dampen down a ship's sensor range to 1/4th of its normal value without any modifications. It gets less effective after that.
The celestis is somewhat of an easier ship to fly than the blackbird. You don't miss on your damps unless you are out of range. The ship doesn't particularly need a lot of compromises with the balanced slot layout and increased lows. You have good tank and lots of damps, while also able to be flexible in fitting for sensor range, sensor resolution if you need fast locks, etc. People with projectile, blaster, and missile skills can fit their favorite weapons without much problems.
Some experimentation may let us see whether a kiting celestis that can fly with a kiting gang could be usable or not, by not fitting armor plates but an active tank. ASB or active armor. Probably not. Ewar boats like this one, bonused for range, operate better as solo snipers that utilize a lot of tactical on grid BMs.
The fits don't have drones yet. There's a lot of options there. When going against kiting gangs, warrior IIs and ecm drones. Try to get the medium EC drones if you can fit them in the drone bay. Those EC drones can break the lock of tacklers or other people you somehow allowed to get in range of you, and then you damp their resolution so they are mostly rendered crippled and ineffective.