Celestis

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EVE University Database
 
Ship Database
Celestis
Celestis
Gallente Federation
Gallente Federation
Standard Cruisers
Celestis Class
RELATED UNI-WIKI REFERENCES

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.
Grouping
▪ Variations
Arazu
Arazu.jpg
CornerT2s.png
Arazu
Recon Ships Celestis Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png4 (1/3) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png750 MW Icon cpu.png420 tf
Icon velocity.png207 m/sec
Icon capacity.png315 m³
, Lachesis
Lachesis.jpg
CornerT2s.png
Lachesis
Recon Ships Celestis Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png4 (1/4) Icon mid slot.png7 Icon low slot.png4
Icon powergrid.png850 MW Icon cpu.png450 tf
Icon velocity.png220 m/sec
Icon capacity.png320 m³

Ship Attributes

Fittings
Powergrid
powergrid
575 MW
CPU
cpu output
375 tf
Capacitor
capacitor
1,300 GJ
High
high slots
3
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
5
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/s
Inertia Modifier
inertia modifier (agility)
0.505
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
9.45 s
what's this?
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
drone capacity
50 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
75 km
Max Locked Targets
max. locked targets
8
Magnetometric Sensor
Magnetometric sensor strength
18 points
Sig. Radius
signature radius
135 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,700 HP
Mass
ship mass
12,070,000 kg
Volume
ship volume
116,000 m³
Cargo Capacity
cargo capacity
320 m³
Armor
Armor Hitpoints
armor hitpoints
1,300 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,200 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

No summary available.

Skills

Sensor Linking is the primary skill of the Damper. Train it initially to III and get some experience under your belt. If this is your preferred method of E-War then get it to IV, to fit the Tech 2 Dampeners. Each level of skill reduces the cap consumption of Damps by 5%, and just like any energy weapon boat, cap is life. Not just for yourself, but potentially even for your entire fleet. The more you can damp for longer, the greater chance is there for you to break/damp an enemy logi/cap chain - which could swing the tide of an entire engagement.

Jury Rigging III and Electronics Superiority Rigging I will also let you fit the Particle Dispersion Projector Rig, which will increase the Optimal range of your damps. Letting you stand off even further from the enemy while still landing your damps 100%. This will of course mean you also need Long Range Targeting V in addition to fitting a Signal Amplifier - which requires Electronics Upgrades Getting this to V means you can fit the T2 version, even further increasing your locking range.

Electronics V is a double must for pursuing the E-War path and a primary core fitting skill, get this ASAP.

Fitting

E-Uni Damps
Celestis: E-Uni Damps
EFT
[Celestis, E-Uni Damps]
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II

Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Experimental 10MN Microwarpdrive I

1600mm Reinforced Rolled Tungsten Plates I
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II

Medium Inverted Signal Field Projector I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hornet EC-300 x5
Warrior II x5

Targeting Range Dampening Script x1
Scan Resolution Dampening Script x1
EMP S x1

Fitting template high slot label.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


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.

With their recent prevalent use, the Celestis is one of the first things an enemy FC will look to primary, given their use as anti-logi and possibly breaking/disrupting their reps and cap chains. Therefore, when flying this boat, arrive 'fashionably late', as they say. Let the DPS ships and brick tanks arrive on the field first to get aggro. If possible, prevent yourself from getting fleet/squad warped with (default=ctrl - space) and warp to a fleetmate already in the battle at your optimal range. Once on grid, align to a random celestial, and then begin your damps. If you are so much as yellow boxed, warp out and bounce back to the field from another angle of attack, and repeat. Your are no use to your fleet/FC dead by being insta-blapped by the enemy at the first instant of battle.

Do not just limit yourself to targeting logi though, any typical sniper boat, like Oracle and Tornado's will need attention from your damps to allow your gang/fleet to get within range without getting fleetmates blapped every time the enemy cycles their lasers/artillery. If there are no logi/snipers among the enemy, then let your damps fall on the primary as called by the FC to help curb outgoing enemy dps/target locks.

Notes

This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.