Zealot
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The Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease. Zealots are currently being mass-produced by Viziam for the Amarr Navy. SHIP BONUSES
Amarr Cruiser Skill Bonus:
Ship Attributes
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Summary
The Zealot is known as a good all round HAC. Its optimal range bonus is easy to convert to a damage bonus due to the good optimal of lasers and instant crystal switching. The optimal bonus is usually put to use with pulse lasers loaded with T2 Scorch ammunition to have good damage at a very respectable optimal range, but also makes it suitable for fitting as a sniper. With 7 low slots it is designed to be armor tanked, and can still fit several damage modules there as well.
The Zealot is the most commonly used ship in the doctrine known as "Armor HACs", a fleet of low signature, afterburning, armor tanked ships with medium range guns.
Skills
Further information about additional or recommended skills to pilot Zealot for a specific or it's common role(s) can be written here.
Fitting
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
EM Plating II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Medium Ancillary Current Router I
Medium Energy Burst Aerator II
Optimal Range Script x2
Tracking Speed Script x2
Conflagration M x5
Scorch M x5
- Medium Energy Turret V
- Medium Pulse Laser Specialization IV
- Weapon Upgrades V
- Advanced Weapon Upgrades V
- Energy Weapon Rigging IV
- With T2 medium laser crystals and Zealot's inherent optimal range bonus, this fit can put up 693 DPS with Conflagration M at the range of 15 + 9.1 km, or 495 DPS with Scorch M at the range of 46 + 9.1 km. This makes it very desirable in Vanguard and Assault Incursion armor fleets, as its offensive capability as a cruiser sized ship in Incursions is only second to that of a Legion.
- With all skills at V and before fleet boosts, this ship has 31.1 K EHP, flies at 263 m/s and align in 7.6 s. The capacitor is stable
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Caldari Navy EM Ward Field
Caldari Navy Thermic Dissipation Field
Large Shield Extender II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Imperial Navy Heat Sink
Damage Control II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Conflagration M x5
Scorch M x5
- Medium Energy Turret V
- Medium Pulse Laser Specialization IV
- Weapon Upgrades V
- Shield version of an Incursion Zealot fit. Impressive DPS with Conflagration M and decent range with Scorch M for a cruiser sized boat.
- Although the lack of shield EM and Thermal resists is remedied by the ship's small signature radius, the pilot should be aware of the fact that a shield Zealot takes more incoming damage from Sansha turret boats than its armor counterpart.
- With all skills at V and before fleet boosts, this ship has 35.0 K EHP, flies at 263 m/s and align in 6.5 s. The capacitor is stable. With T2 medium laser crystals and Zealot's inherent optimal range bonus, this fit can put up 653 DPS with Conflagration M at the range of 14 + 7.8 km, or 467 DPS with Scorch M at the range of 43 + 7.8 km.
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Warp Disruptor II
Balmer Series Tracking Disruptor I
10MN Afterburner II
Heat Sink II
Heat Sink II
Centii C-Type Thermic Plating
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
1600mm Reinforced Steel Plates II
Damage Control II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Tracking Speed Disruption Script
Scorch M x5
Imperial Navy Multifrequency M x5
- Advanced Weapon Upgrades III
- This is a standard Armor HAC Zealot. The tracking disruptor can be changed to any Ewar type.
- The dead space plating is very cheap dispite the fact that it looks shiny. If you do want to go shiny the Adaptive Nano Plating II can be deadspaced as well but it's a bit more expensive.
- All 3 C-types (Centii/Coreli/Corpii) give the same bonus so go with the cheaper one.
- As fitted, with all skills at V and before fleet boosts, this ship has 58.2 K EHP, flies at 559 m/s (714 m/s with AB overheated) and align in 10.6 s (8 s with AB off). The capacitor is stable.
- Damages varies between 509 dps at 11 + 5 km with Imperial navy Multifrequency to 406 dps at 34 + 5 km with Scorch
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
Experimental 10MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Thermic Membrane II
Heat Sink II
Heat Sink II
Heat Sink II
Medium Energy Collision Accelerator I
Medium Processor Overclocking Unit I
Conflagration M x1
- A heavy tackle fit. Damage is lower than the other fits but EHP and speed are much higher.
- As fitted, with all skills at V and before fleet boosts, this ship has 46.3 K EHP, flies at 1469 m/s (2073 m/s with MWD overheated) and align in 10.6 s (8 s with MWD off). The capacitor will last 2 min 3 s.
- Damage varies between 509 dps at 10 + 3.8 km with Imperial Navy Multifrequency to 406 dps at 30 + 3.8 km with Scorch.
Notes
The Zealot follows the HAC model of having somewhat lower DPS and tank than a Battlecruiser, but making up for it with greater range and speed. This results in a ship that can outrun anything it can't outgun. Generally, a Zealot can take on larger ships if flown correctly. Versus battleships and tier 3 battlecruisers with large guns, emphasise angular velocity by orbiting or manual piloting. If you have an AB fitted then you are golden. When fighting a battlecruiser with medium weapons or cruiser, you most likely outrange and outspeed them so kite and fight. If you have been flying Amarr exclusively up to this point, it might be a good idea to practice your kiting skills.
The zealot has no drones, nor space for an energy neutraliser, so it is very vulnerable to any fast frigates if they get within tackle range.
Useful footage of experienced Zealot piloting can be seen [here]