Bhaalgorn
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Named after a child-devouring demon of Amarrian legend, the Bhaalgorn is the pride and joy of the Blood Raider cabal. Though it is known to be based on an Armageddon blueprint, the design's origin remains shrouded in mystery. Those of a superstitious persuasion whisper in the dark of eldritch ceremonies and arcane rituals, but for most people, the practical aspect of the matter will more than suffice: you see one of these blood-red horrors looming on the horizon, it's time to make yourself scarce. SHIP BONUSES
Minmatar Battleship bonuses (per skill level):
Ship Attributes
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Summary
The Bhaalgorn is a Blood Raider pirate faction battleship with bonuses to Energy Neutralizer and Nosferatu drain amount and Stasis Webifier range making it excellent for PvP of all fleet sizes, even through its quite high ISK cost.. The Bhaalgorn is a primarily Large Energy Turret using ship, as it gets an innate role bonus to Large Energy Turret Damage meaning that the turrets used in it's four Turret Hardpoints do the damage of eight turrets. Bhaalgorns are mostly found with Heavy Energy Neutralizers in their spare high slots, or in certain situations in all of their high slots, as the Amarr Battleship bonus to drain amount makes the Bhaalgorn deadly at capacitor warfare, being huge threats to even the biggest of ships. Due to the Bhaalgorn's slot layout of five mid slots and seven low slots, the Bhaalgorn is mostly found in an armor tanking configuration. This is beneficial as it also allows the pilot to fit Stasis Webifiers to the battleship, of which it is bonused to the range of.
The Bhaalgorn's bonus to Stasis Webifier range makes it a popular choice for Incursions, as it makes the ship able to easily hold down Sansha which makes the fleet's turret boats have an easier time hitting them. The ship's bonus to Energy Neutralizing makes it a popular choice for wormholes also, as it can bring the power of its bonused Energy Neutralizers upon the enemy whilst not endangering the mass limit of wormholes heavily.
On other ships, Energy Nosferatus are limited by only having an effect when the ship's capacitor is lower than its target's. The Bhaalgorn's innate bonus throws this mechanic out the window, allowing the Bhaalgorn to use Energy Nosferatus on hostiles regardless of the Bhaalgorn's capacitor level. This makes Nosferatus viable on this battleship.
Skills
The Bhaalgorn is a very capacitor intensive ship, with Lasers having the highest capacitor use of all weaponry and Heavy Energy Neutralizers being extremely capacitor hungry. As such, any and all capacitor skills help the Bhaalgorn tremendously. The Bhaalgorn's main tank choice in PvP is armor, and a lot of it at that, so having skills that enable Tech 2 Armor modules such as Hull Upgrades V are practically a necessity to this ship's survivability. As a pirate faction battleship, the Bhaalgorn is very expensive, so flying the ship with sub-par skills can turn this ship into a potential piñata, waiting for the enemy fleet to glady break it apart and reap the delicious killmail. Level V on all the below mentioned skills should be a very early goal for any Bhaalgorn pilot, in order to make sure they're getting the most out of such a capable and expensive battleship.
- Capacitor Management - A higher capacitor capacity increases the amount of "buffer" capacitor the Bhaalgorn has, meaning if a situation arises in which the Bhaalgorn pilot must use a lot of capacitor intensive modules at once, they have more capacitor to do so. Also, as the capacitor capacity goes up, the recharge time does not go up with it, meaning that there is an overall gain in cap/second recharge.
- Capacitor Emission Systems - Bhaalgorns are almost always found equipped with some sort of Energy Neutralizer module. These modules, especially the Heavy variants, are extremely cap intensive over long periods of time, and Capacitor Emission Systems reduces the amount of capacitor used by any modules it enables by 5% per level. At Rank V, this means Energy Neutralizers cost 25% less capacitor, meaning the Bhaalgorn has much better staying power over a longer period of time were the situation require extensive use of its neutralizers.
- Capacitor Systems Operation - Alongside the aforementioned skills, this skill increases the longevity of the ship's capacitor by allowing it to recharge faster. Combined with Capacitor Management, a ship's capacitor can be made to last much, much longer and recharge faster upon brief downtimes. This skill also makes the Bhaalgorn more resistant to being neutralized itself, as Heavy Neutralizers have a 24 second cycle time, and higher levels of this skill allow the ship to regenerate more capacitor during the period between neutralizer cycles.
- Controlled Bursts - The Bhaalgorn's main weaponry is Large Energy Turrets. These turrets are the most capacitor heavy of all guns. Alongside the capacitor already being devoted to Energy Neutralizers, most Bhaalgorns have Large Energy Turrets fitted, so higher levels of this skill ensure the burden placed on the ship by these turrets is as minimal as can be. Wormhole Bhaalgorns are usually found without guns, so this is a skill some Bhaalgorn pilots can afford to miss out on getting to V.
- Hull Upgrades - An unskippable skill for any armor tanking ship, Hull Upgrades both increases a ship's maximum armor hitpoints by 5% per level and enables all sorts of armor modules. Bhaalgorns are almost always found with 1600mm Reinforced Steel Plates and with Battleship class ship's generous power grid allocation Tech 2 variants of these armor plates can be easily fit onto the ship. The Bhaalgorn has no innate bonus to survivability in terms of resists or raw HP, so every little bit of resists helps.
- Armor Rigging - Tech 2 armor rigs usually have quite significant bonuses over their Tech 1 siblings, with Trimark Armor Pumps being no exception to this. As was just mentioned, the Bhaalgorn isn't bonused to survivability in anyway, so the bonus to armor HP afforded by Trimark Armor Pump II is nothing to scoff at. Also, higher levels of Armor Rigging reduce the penalty to maximum velocity that is found on the Trimark Armor Pump.
- Amarr/Minmatar Battleship - Depending on the ships intended role, whether it be large fleet PvP, solo work, wormholes, incursions etc., getting the appropriate skill up will greatly increase the Bhaalgorn's potential. For Incursion uses, Minmatar Battleship will be a boon to the ship's potential, whilst the Amarr Battleship skill is not as useful, as NPCs are immune to Energy Neutralizing effects. In a Wormhole, or in solo work, getting both Battleship skills up are advisable as both bonuses will aid in the ship's potential and they are both used.
- General Gunnery Supports - All the Gunnery support skills, such as Rapid Firing and Sharpshooter are all useful to the Bhaalgorn's damage potential when using Large Energy Turrets. Trajectory Analysis could perhaps be left slightly lower than the other skills, as Energy Turrets generally have negligible fall-off.
Fitting
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large Energy Transfer Array II
Large Energy Transfer Array II
Drone Link Augmentor I
Target Painter II
Tracking Computer II
Tracking Computer II
Dark Blood Stasis Webifier
Dark Blood Stasis Webifier
Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
1600mm Reinforced Steel Plates II
Large Anti-Explosive Pump I
Large Anti-Kinetic Pump I
Large Trimark Armor Pump I
Hobgoblin II x5
Hammerhead II x5
Tracking Speed Script x2
Optimal Range Script x2
Scorch L x4
Imperial Navy Multifrequency L x4
- Jester's Trek fit of the week for August 3, 2011 (with a small change for the plate). At the time, this was considered one of the top Incursion battleship.
- As fitted, with all skills at V and before boosts, this ship has 126.3 K EHP, flies at 111 m/s and align in 12.7 s.
- Damage varies between 933 dps at 17 + 13 km with Imperial Navy Multifrequency and 776 dps with Scorch at 52 + 13 km.
- See http://jestertrek.blogspot.ca/2011/08/fit-of-week-incursion-bhaalgorn.html
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
100MN Microwarpdrive II
Dark Blood Heavy Capacitor Booster II
Ship Scanner II
Federation Navy Stasis Webifier
Conjunctive Radar ECCM Scanning Array I
Damage Control II
Energized Adaptive Nano Membrane II
Armor EM Hardener II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermal Hardener II
1600mm Reinforced Steel Plates II
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Egress Port Maximizer I
Ogre II x3
Navy Cap Booster 800 x5
- Basic Neut fit Bhaalgorn seen in small scale fights involving Carriers and Dreadnoughts. This ship will drain 306.25 cap units per sec!
- Ship scanner should be used as frequently as possible to spy on targets' capacitor level, providing vital enemy intelligence to FC and avoiding wasteful energy neutralizer cycles.
- As fitted, with all skills at V and before boosts, this ship has 173K EHP (213K with hardeners overheated), flies at 832 m/s (1191 m/s with MWD overheated) and aligns in 12.7 s with MWD off (19.1 s with MWD on).
- The cap will last 1 min and 50 seconds with the MWD on. When the MWD is off it will last for 6 minutes and 45 Seconds.
- This ship is intended to be used with logistics for cap transfer and remote repairs, such as a triage fit Archon.
- To further improve neuting power it is recommended that at least a low-grade Talisman implant set is used. A low grade Talisman set is inexpensive (~130) mil and increases the the neuting amount to 419.3 units of cap per second.
- Many improvements can be made to this fit including T2 Rigs, C-type hardeners, faction/C-type EANM, faction neuts, and a deadspace MWD (Gist preferred).
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Conjunctive Radar ECCM Scanning Array I
Damage Control II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Large Semiconductor Memory Cell I
Large Semiconductor Memory Cell I
Large Capacitor Control Circuit I
Hobgoblin II x5
Hammerhead II x5
- A variation of the fit above which has three webs and is (almost) cap stable. This ship will however drain only 238.2 cap units per sec.
- As fitted, with all skills at V and before boosts, this ship has 144.2 K EHP, flies at 901 m/s (1289 m/s with MWD overheated) and align in 19.4 s with MWD on (13.1 s with MWD off)
- The cap will last 4 min, and is cap stable without the MWD.
Tactics
- Microwarpdrive use should be kept to a minimum, as 100mn Microwarpdrives are very capacitor intensive.
- Stagger your Energy Neutralizers, so that they all cycle again at different times. This makes it very hard to use Capacitor Boosters to mitigate the neutralization for brief periods of time.
- Use your webs on different targets. As you're bonused to Stasis Webifier range, you'll have an easy time catching kiting frigates or stragglers on field with your webifiers, and as they aren't bonused to slowing amount, they're heavily stacking penalized when several are put on one ship.
- Don't be scared to use less energy neutralizers at once to give your capacitor a chance to regenerate. As long as your foe is tackled, you have plenty of time to neutralize them later.
- Don't waste your capacitor on your guns if you're having capacitor trouble. Unless your fleet composition uses Bhaalgorn as your main DPS, there will be other ships in fleet with more DPS than your Bhaalgorn. Especially if you're not hitting your target, your guns alone are not going to change many fleet fights.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.