Harbinger Navy Issue
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Amarr Battlecruiser bonuses (per skill level):
Ship Attributes
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Summary
Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the Harbinger, with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.
Skills
- Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger Navy Issue's lasers and help it track smaller ships.
- 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 50 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 Full T2 Armour or Shield Tank.
Fitting
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Heavy Beam Laser II
Core Probe Launcher I
Experimental 10MN Afterburner I
Tracking Computer II
Sensor Booster II
Tracking Computer II
Medium Electrochemical Capacitor Booster I
Damage Control II
800mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Medium Anti-Explosive Pump I
Medium Ancillary Current Router I
Medium Energy Burst Aerator I
Warrior II x5
Hobgoblin II x5
Optimal Range Script x2
Targeting Range Script x1
Cap Booster 400 x1
Gleam M x6
Imperial Navy Multifrequency M x6
Imperial Navy Ultraviolet M x6
Imperial Navy Microwave M x6
Aurora M x6
Core Scanner Probe I x8
- A sniping fit that be be used either for PvE or PvP.
- With all skills at V and before boosts, this ship has 69 K EHP, flies at 389 m/s (495 m/s overheated) and align in 12.9 s (9.6 s with AB off).
- Damage varies between 737 dps at 19 + 16 km with Imperial Navy Multifrequency (incl drones) to 370 dps at 70 + 16 km with Aurora (excl drones). Tracking is excellent at 0.105 rad/s with Gleam ammo and two Tracking Speed Scripts.
- The capacitor is stable using Cap Booster 400 charges. The cap booster module could also be replaced by a Cap Recharger II, and in this case the capacitor will last 4 min 2 sec.
- The ship can be made self repping by switching one EANM II or one Heat Sink II by a Medium Armor Repairer II. The use of Cap Boosters charges is however required in this case to keep the ship close to cap stable.
Notes
No notes for Harbinger Navy Issue.