Difference between revisions of "Harbinger"
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Revision as of 16:58, 15 July 2015
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Amarr Battlecruiser bonuses (per skill level):
Ship Attributes
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Summary
The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake or the firepower of the Hurricane, but can be depended on to perform well in any role.
This battlecruiser is a shield tanked cruiser's nightmare, with the the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 10MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m3 drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.
Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
Skills
- Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
- Gunnery V, Medium Energy Turret V and Medium Pulse Laser Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
- While Medium Beam Laser Specialization is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
- Controlled Bursts IV, Capacitor Management IV and Capacitor Systems Operation IV are all important for cap management.
- Rapid Firing IV, Surgical Strike IV are skills which increase DPS and are thus vital to all turret-based damage dealing ships.
- Along with the obvious Power Grid management V and CPU management V fitting skills required for fitting most ships, Weapon Upgrades V should be trained to help with fitting. Advanced Weapon Upgrades is also an important skill for pilots wishing to armor tank.
- Sharpshooter IV increases the already impressive optimal range associated with lasers and should be trained as such.
- Drones V, Combat Drone Operation IV, Drone Interfacing IV and Gallente Drone Operation II/Minmatar Drone Operation II are all are important for getting as much DPS out of the 75 m3 dronebay as possible.
- Drone Navigation III, Drone Durability III and Drone Sharpshooting III are also useful support skills
- The appropriate skills required for fitting a T2 Armour or Shield Tank.
Fitting
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Conjunctive Radar ECCM Scanning Array I
Experimental 10MN Microwarpdrive I
X5 Prototype Engine Enervator
Tracking Computer II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hobgoblin II x5
Hammerhead II x5
Optimal Range Script x1
Conflagration M x6
Imperial Navy Xray M x6
Scorch M x6
Tracking Speed Script x1
- This is a difficult fit: with perfect skills you'll have less than 1 CPU spare! However it will deliver an impressive 750 to 850 dps at 8-10 km, and 550 - 625 at 25 - 30 km with 56 - 57 K EHP before any boost or leadership bonus.
- One of the weaknesses of the Heavy Pulse Laser is the low tracking speed. Always carry a Tracking Speed Script.
- For ammunition, on top of Conflagration and Scorch a set of Imperial Navy Gamma or Xray is recommended for the increased tracking speed and slightly better range than the Conflagration.
- Use either the light or the medium drones, depending on your target. You can also carry one set of damage and 1 set of ECM drones.
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Medium Unstable Power Fluctuator I
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Medium Capacitor Booster II
1600mm Reinforced Steel Plates II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Medium Anti-Explosive Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead II x5
Hobgoblin II x5
Navy Cap Booster 100 x1
Conflagration M x6
Scorch M x6
- A Pulse PvP fit with slightly lower DPS, range and tracking than the fit above but higher tank and with an energy neutralizer
- As fitted, with all skills at V and before boosts, this ship has 71.1 K EHP, flies at 884 m/s 1243 m/s with MWD overheated) and align in 14 s (10.7 s with MWD off)
- Damage varies between 689 dps at 6.8 + 3.8 km with Conflagration and 537 dps at 20 + 3.8 with Scorch.
- The ship will neut 15 GJ/s
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Damage Control II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Valkyrie II x5
Scorch M x1
- This ship is fast, but overall not a terribly good fit.
- EHP is 44 K with all skills at V before boost. Damage varies between 742 at 8.3 + 6 km with Conflagration and 567 at 25 + 6 km with Scorch. Its speed is 1328 m/s and it aligns in 8.8 s with MWD on.
- The ship signature radius is 2090 m, which is equivalent to a battleship. Given the fact that you must get in brawl range to inflict damage and the relatively low EHP, at least for a battlecruiser, this ship will not last very long
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Auto Targeting System I
Experimental 10MN Afterburner I
X5 Prototype Engine Enervator
Tracking Computer II
Faint Epsilon Warp Scrambler I
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
Medium Armor Repairer II
1600mm Reinforced Steel Plates II
Damage Control II
Heat Sink II
Medium Semiconductor Memory Cell I
Medium Semiconductor Memory Cell I
Medium Energy Collision Accelerator I
Hobgoblin II x5
Hornet EC-300 x5
Warrior II x5
Optimal Range Script x1
Aurora M x6
Imperial Navy Ultraviolet M x6
Imperial Navy Multifrequency M x6
Tracking Speed Script x1
- This is a flexible fit that can be used either for missions up to level 3, complexes up to DED rating 3 or 4 or PvP.
- With all skills at V and before fleet boosts, this ship has 52.7 EHP, flies at 392 m/s (495 with AB overheatred) and align in 14 s (10.7 s with AB off).
- Damage varies between 550 dps at 15 + 9.8 km with Imperial Navy Multifrequency to 363 dps at 54 + 9.8 km with Aurora.
- With all modules on, the capacitor will run out in 3 min 41 s.
- The fit shown is optimized for PvE in situations when you can be jumped by small gangs at any time but reinforcement is a couple minutes away. The scram and web will allow you to hold on to your aggressor, and you have enough tank that you should be able to stay alive.
- If you know the type of damage you'll face, you can replace the Reactive Armor Hardener with the appropriate Armor Hardener.
- For PvP remove the Reactive Armor Hardener and the Medium Armor Repairer II and replace them with an Heat Sink II and another Energized Adaptative Nano Membrane II. The scram can be replaced by an ECCM module or a Cap Recharger II. The web and the Optimal Tracking Script are required to be able to kill fast frigates.
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Armored Warfare Link - Passive Defense II
Experimental 10MN Afterburner I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Medium Armor Repairer II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Processor Overclocking Unit I
Hobgoblin II x5
Hammerhead II x5
Conflagration M x6
Scorch M x6
- This ship is eligible for the E-Uni Ship Replacement Program
- Consider fitting a Mindlink implant in slot 10 if you fly this ship. It significantly increases the fleet boost
- The Armored Warfare Link - Passive Defense can be substituted with whatever link best suit the fleet best. Make sure the Mindlink implant match the Warfare Link
- The ship as fitted has 95350 EHP with all skills at V and including boost. Damage varies between 519 at 6.8 + 3.8 km with Conflagration and 416 at 20 + 3.8 km with Scorch. Speed is slow at 357 m/s and it aligns like a brick at 12.6 s with MWD on.
- The ship purpose is to scram and double web big juicy targets. It will survive significant damage. Damage is not negligible but not the main focus.
- Consider replacing the Medium Armor Repairer II with an 800mm plate if you will have logi support. This increases the EHP to 113700.
Notes
This vessel qualifies for the University PYOS and BYOM programs.