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Pilgrim: Difference between revisions

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Plebe (talk | contribs)
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Updating numbers for Proteus
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  | tech=2
  | tech=2
  | ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
  | ecmprio=3 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
  | powergrid=950 MW
  | powergrid=1000 MW
  | cpu=350 tf
  | cpu=370 tf
  | capacitor=1,250 GJ
  | capacitor=1,450 GJ
  | highs=4
  | highs=4
  | turrets=3
  | turrets=3
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  | 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>20% bonus to Energy Vampire and Energy Neutralizer transfer amount<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<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>20% bonus to Energy Vampire and Energy Neutralizer transfer amount<br>20% reduction in Cloaking Devices CPU requirement<br><b>Role Bonus:</b><br>80% reduction in Cynosural Field Generator liquid ozone consumption<br>50% reduction in Cynosural Field Generator duration<br>&bull;&nbsp;Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator<br>&bull;&nbsp;Cloak reactivation delay reduced to 5 seconds<br>
  | structurehp=872 HP
  | structurehp=1050 HP
  | shieldhp=788 HP
  | shieldhp=850 HP
  | shieldem=0
  | shieldem=0
  | shieldexp=75
  | shieldexp=75
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  | armorkin=43.75
  | armorkin=43.75
  | armortherm=35
  | armortherm=35
  | maxvelocity=164 m/sec
  | maxvelocity=198 m/sec
  | inertia=0.71
  | inertia=0.61
  | warpspeed=3.3 AU/s
  | warpspeed=3.3 AU/s
  | warptime=11.19 s
  | warptime=11.19 s
  | targetrange=104.00 km
  | targetrange=104.00 km
  | sigradius=156 m
  | sigradius=150 m
  | maxlockedtargets=7
  | maxlockedtargets=8
  | sensortype=RADAR
  | sensortype=RADAR
  | sensorvalue=24 points
  | sensorvalue=26 points
  | scanres=237 mm
  | scanres=237 mm
  | reqskills=*{{RequiredSkill|Amarr Cruiser|V}}
  | reqskills=*{{RequiredSkill|Amarr Cruiser|V}}
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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.
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 dropped 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.
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.
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.