Pilgrim
RELATED UNI-WIKI REFERENCES
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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. SHIP BONUSES
Amarr Cruiser Skill Bonus:
Ship Attributes
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Summary
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.
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.
Skills
Further information about additional or recommended skills to pilot Pilgrim for a specific or it's common role(s) can be written here.
Fitting
Medium Diminishing Power System Drain I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Covert Ops Cloaking Device II
10MN Afterburner II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Drone Speed Augmentor I
Medium Anti-Thermic Pump I
Hammerhead II x6
Hobgoblin II x8
Vespa EC-600 x5
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
- A fit for solo hunting. Cloak up, approach your target, then uncloak, scram and web. You then use your drones for dps and rely on your cap warfare and tracking disruptor modules to stay alive.
- Can also be used at range as an (expansive) ewar boat, the tracking disruptor range being 72 + 36 km and the ship being able to target to 130 km.
- With all skills at V and before bonuses, this ship has 31 K EHP, flies at 452 m/s (580 m/s with overheat) and align in 12.7 s with afterburner on (9.4 s off).
- Damage caries between 219 dps with Hobgoblins and 350 with Hammerhead. Will drain 92 cap units per second.
- The second tracking disruptor could be switched to a cap booster, allowing to use a 3rd unstable power fluctuator instead of the energy vampire and increasing cap drain to 120 cap units per second
Tactics
When you find an appropriate target, ram his ship with yours to decloak. The bump will prevent him from warping off in the time it takes to lock and point him.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.