Viator
RELATED UNI-WIKI REFERENCES
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Name: Viator SHIP BONUSES
Gallente Industrial bonuses (per skill level):
Ship Attributes
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Summary
The Viator is the Gallente Blockade Runner. This class of ship can fit a covert ops cloak, allowing it to slip past gate camps and avoid unwanted attention.
Skills
- Navigation to at least IV, to increase the sub-warp speed of the ship.
- Acceleration Control to at least IV, to improve the performance of your MWD.
- High Speed Maneuvering to level IV, to reduce the capacitor demand of your MWD, particularly when overheating it.
- Thermodynamics to III or IV, to allow you to overheat your MWD in an emergency.
- Evasive Maneuvering to level V, to minimize your align time.
- Cloaking to level IV, to allow you to use the covert ops cloaking device II.
The first four skills above work together to improve your survivability should you need to burn back to/away from a gate. The last is important for situations where for some reason you are unable to activate your cloak, or when an opponent might be in a position to uncloak you.
In addition, pilots will want to train Hull Upgrades to at least II to enable the use of T2 Expanded Cargoholds and Nanofiber Internal Structures, and Astronautics Rigging to install Cargohold Optimization rigs. Pilots should consider training this last skill beyond the minimum level I to reduce the armor penalty drawback of the rigs.
Fitting
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I
Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I
Core Scanner Probe I x8
- This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with Evasive Maneuvering V).
- It warps at a good 6.3 au/s (with low skills) and a brisk 7.5 au/s at Transport Ships V.
- This fit is average for a blockade runner, with 8600 EHP even with low skills.
- In order to reach 10,000m3 cargo, you must fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.
- The Polycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with Transport Ships V).
- The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
- The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
- Consider a T2 cargo rig as it gives you extra cargo space for fitting and ammunition.
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I
Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Expanded Cargohold II
Medium Hyperspatial Velocity Optimizer I
Medium Cargohold Optimization I
Core Scanner Probe I x8
- This is a fast ship for carrying small to medium cargo (6598m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced by either fitting a third Nanofiber Internal Structure, or training skills (down to a nigh uncatchable 4s with Evasive Maneuvering V and Spaceship Command V). It's also rather fast at sublight speeds: 246 m/s, or 1476 m/s with the MWD on, even with low skills (train Acceleration Control and Navigation to get this even higher).
- It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at Transport Ships V.
- Carry three Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.
- You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.
- The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
- The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
Covert Ops Cloaking Device II
Experimental 10MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
'Halcyon' Core Equalizer I
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Medium Cargohold Optimization I
Medium Cargohold Optimization I
- Allround & Null-Sec Viator fit according to Jester's Trek FOTW.
- Cargo: 4960 m3
- Align Time: 6.04s (rounding UP, 7 s)
- Speed: 2139 m/s
- EHP: 11.1k (Raw: 5.81k)
- Sig: 690
- Know how to cloak. This is a blockade runner - Your method of survival isn't tank, it's the cloak.
- You can swap out the Medium Cargohold Optimization I Rigs for T2 versions, although they're costly. (Cargo: 5400 m3)
- If you need more Cargo swap out the nanofibers for Expanded Cargohold II's. (1 ECII, 1 NanoII - Cargo: 6320 m3 Align time: 7s Speed: 1780 m/2 -- 2 ECII - Cargo: 8060 m3 Align time: 8.31s (9 s) Speed: 1485 m/s)
- Don't swap out the Warp core stab. It can and will save your ship. If you want more safety, go for an additional Warp core stab. But in most cases you'll need the better align time and speed to GTFO.
Tactics
No sub-article about Viator roles or piloting tactics. You can write them here.
Notes
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