Difference between revisions of "Harbinger"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 2019-10-16)
* SHIP ATTRIBUTES SECTION (last update : 20.02.2013)
+
-------------------------------------------------------------
-------------------------------------------------------------
+
* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
+
* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
+
* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
+
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| shipid=24696
+
| shipimg=Harbinger.jpg
|shipid=24696
+
| shipname=Harbinger
|shipimg=Harbinger.jpg
+
| class=Combat Battlecruiser
|shipname=Harbinger
+
| grouping=Standard Battlecruisers
|caption=Harbinger
+
| hulltype=Harbinger Class
|class=Battlecruiser
+
| faction=Amarr Empire  
|grouping=Standard Battlecruisers
+
| variations={{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}
|hulltype=Harbinger Class
+
| tech=  
|faction=Amarr Empire
+
| powergrid=1,550 MW
|race=Amarr
+
| cpu=375 tf
|roles=Combat Battlecruiser
+
| capacitor=3,500 GJ
|variations=none
+
| highs=7
+
| turrets=6
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=0
+
| mediums=4
|powergrid=1,425 MW
+
| lows=6
|cpu=375 tf
+
| mass=15,500,000 kg
|capacitor=3125 GJ
+
| volume=234,000
|highs=7
+
| cargohold=375
|turrets=6
+
| extrahold=
|launchers=0
+
| extraholdtype=
|mediums=4
+
| dronebay=75
|lows=6
+
| bandwidth=50 Mbit/sec
+
| info=Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.
|mass=13,800,000 kg
+
| bonuses=<b>Amarr Battlecruiser bonuses (per skill level):</b><br>10% reduction in Medium Energy Turret activation cost<br>10% bonus to Medium Energy Turret damage<br><b>Role Bonus:</b><br>•&nbsp;Can use one Command Burst module<br>25% bonus to Medium Energy Turret optimal range and falloff<br>50% bonus to Command Burst area of effect range<br>
|volume=234,000 m&#179;
+
| structurehp=4,500 HP
|cargohold=375 m&#179;
+
| shieldhp=3,000 HP
+
| shieldem=0
|dronebay=75 m&#179;
+
| shieldexp=50
|bandwidth=50 Mbit/sec
+
| shieldkin=40
+
| shieldtherm=20
|info=Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.
+
| armorhp=5,250 HP
+
| armorem=50
|bonuses=<b>Traits:</b><br><b>Battlecruisers skill bonus per level:</b><br>10% reduction in Medium Energy Weapon capacitor need<br>10% bonus to Medium Energy Weapon damage<br><br><b>Role bonus:</b><br>Can fit Warfare Link modules
+
| armorexp=20
+
| armorkin=25
|structurehp=4,500 HP
+
| armortherm=35
|shieldhp=3,000 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| maxvelocity=175 m/sec
|armorhp=5,000 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
+
| inertia=0.57
+
| warpspeed=3.5 AU/s
|maxvelocity=150 m/s
+
| warptime=12.25 s
|inertia=0.69
+
| targetrange=65.00 km
|warpspeed=3 AU/s
+
| sigradius=270 m
|warptime=13.18 s
+
| maxlockedtargets=7
+
| sensortype=RADAR
|targetrange=55 km
+
| sensorvalue=17 points
|sigradius=270 m
+
| scanres=210 mm
|maxlockedtargets=6
+
| reqskills=*{{RequiredSkill|Amarr Battlecruiser|I}}
|sensortype=RADAR
+
** {{RequiredSkill|Spaceship Command|III}}
|sensorvalue=17 points
+
** {{RequiredSkill|Amarr Cruiser|III}}
|scanres=210 mm
+
*** {{RequiredSkill|Spaceship Command|II}}
+
*** {{RequiredSkill|Amarr Destroyer|III}}
|reqskills=*Amarr Cruiser III<small>22h 13m</small>
+
**** {{RequiredSkill|Amarr Frigate|III}}
**Spaceship Command III<small>4h 26m</small>
+
***** {{RequiredSkill|Spaceship Command|I}}
**Amarr Frigate IV<small>2d 2h 17m</small>
 
*Battlecruisers I<small>50m</small>
 
**Spaceship Command IV<small>1d 1h 8m</small>
 
|totaltraintime=4d 6h 55m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Harbinger Harbinger on Eve Online Wiki]<br>
 
 
|highlights1=Warfare Link Bonus
 
|highlights2=High Amount of High Slots
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=1d 21h 16m 40s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=Can use Command Burst module
 +
| highlights2=High Amount of High Slots
 +
| highlights3=
 +
| highlights4=
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
  
Line 81: Line 76:
 
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==Summary==
+
== Summary ==
The Harbinger is the preferred Amarr battlecruiser, with considerably better performance than the [[Prophecy]]. The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the [[Drake]] or the firepower of the [[Hurricane]], but can be depended on to perform well in any role.
+
The '''Harbinger''' is a well rounded battlecruiser; it doesn't have the legendary tank of the [[Drake]] or the firepower of the [[Hurricane]], but can be depended on to perform well in any role.
  
This battlecruiser is a shield tanked cruiser's nightmare, with the the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 10MN Microwarpdrive and burn towards many targets that are out of range, while the 75m<sup>3</sup> drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight or light drones, depending on circumstances. This particular battlecruiser is a great incentive to train the Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
+
This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m<sup>3</sup> drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.
  
For [[Incursions]] the Harbinger is not ideal, but can serve as a starting point for trying them out and to use while training into a more suitable ship. See [[Minimum Incursion fits#Amarr ship progression|Amarr ship progression]] for more information on where to go from here.
+
Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.
  
The Retribution 1.1 update removed one turret slot but increased the damage increase per skill level from 5% to 10%, meaning that, with Battlecruiser V trained, the Harbinger does even more damage than before. However, having skills below Battlecruiser IV mean that the Harbinger does less damage than it did pre-patch.
+
== Skills ==
 +
* '''{{sk|Amarr Battlecruiser}}''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
 +
* '''{{sk|Gunnery|V}}''', '''{{sk|Medium Energy Turret|V}}''' and '''{{sk|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 '''{{sk|Medium Beam Laser Specialization}}''' is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As with Pulse lasers, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
 +
* '''{{sk|Controlled Bursts|IV}}''', '''{{sk|Capacitor Management|IV}}''', and '''{{sk|Capacitor Systems Operation|IV}}''' are all important for cap management.
 +
* '''{{sk|Rapid Firing|IV}}''', '''{{sk|Surgical Strike|IV}}''' are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
 +
* Along with the obvious '''{{sk|Power Grid Management|V}}''' and '''{{sk|CPU Management|V}}''' fitting skills required for fitting most ships, '''{{sk|Weapon Upgrades|V}}''' should be trained to help with fitting. '''{{sk|Advanced Weapon Upgrades}}''' is also an important skill for pilots wishing to armor tank.
 +
* '''{{sk|Sharpshooter|IV}}''' increases the already impressive optimal range associated with lasers and should be trained as such.
 +
* '''{{sk|Drones|V}}, {{sk|Light Drone Operation|IV}}, {{sk|Drone Interfacing|IV}}, and {{sk|Gallente Drone Specialization|II}}/{{sk|Minmatar Drone Specialization|II}}''' are all are important for getting as much DPS out of the 75 m<sup>3</sup> dronebay as possible.
 +
* '''{{sk|Drone Navigation|III}}''', '''{{sk|Drone Durability|III}}''' and '''{{sk|Drone Sharpshooting|III}}''' are also useful support skills.
 +
* The appropriate skills required for fitting a T2 '''[[Tanking#Armor tanking skills|Armour]]''' or '''[[Tanking#Shield skills|Shield Tank]]'''.
  
==Skills==
+
== Notes ==
*'''[[Skills:Spaceship Command#Battlecruisers|Battlecruisers]]''' to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
+
A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
*'''[[Skills:Gunnery#Gunnery|Gunnery V]]''', '''[[Skills:Gunnery#Medium Energy Turret|Medium Energy Turret V]]''' and '''[[Skills:Gunnery#Medium Pulse Laser Specialization|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.
 
*'''[[Skills:Gunnery#Controlled Bursts|Controlled Bursts IV]]''', '''[[Skills:Engineering#Energy Management|Energy Management IV]]''' and '''[[Skills:Engineering#Energy Systems Operation|Energy Systems Operation IV]]''' are all important for cap management.
 
*'''[[Skills:Gunnery#Rapid_Firing|Rapid Firing IV]]''', '''[[Skills:Gunnery#Surgical_Strike|Surgical Strike IV]]''' are skills which increase DPS and are thus vital to all turret-based damage dealing ships.
 
*Along with the obvious '''[[Skills:Engineering#Engineering|Engineering V]]''' and '''[[Skills:Electronics#Electronics|Electronics V]]''' fitting skills required for fitting most ships, '''[[Skills:Gunnery#Weapon Upgrades|Weapon Upgrades V]]''' should be trained to help with fitting. '''[[Skills:Gunnery#Advanced Weapon Upgrades|Advanced Weapon Upgrades]]''' is also an important skill for pilots wishing to armor tank.
 
*'''[[Skills:Gunnery#Surgical Strike|Surgical Strike IV]]''' increases the already impressive optimal range associated with lasers and should be trained as such.
 
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 75 m<sup>3</sup> dronebay as possible.
 
*The appropriate skills required for fitting a '''[[Full T2 Tank|Full T2]]''' '''[[Full_T2_Tank#Armor_Tank|Armour]]''' or '''[[Full_T2_Tank#Shield_Tank|Shield]]''' '''[[Tank#Tank|Tank]]'''.
 
  
==Fitting==
+
== Patch History ==
<!-- Remove the Retribution 1.1 notice when new fittings has been uploaded -->
+
{{expansion past|
{{ShipFitting|
+
'''October 2019 Release - 2019-10-15.1'''
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=Mission Basic|
 
fitID=Mission-Basic|
 
high1name=Focused Medium Beam Laser I|
 
high1typeID=457|
 
high2name=Focused Medium Beam Laser I|
 
high2typeID=457|
 
high3name=Focused Medium Beam Laser I|
 
high3typeID=457|
 
high4name=Focused Medium Beam Laser I|
 
high4typeID=457|
 
high5name=Focused Medium Beam Laser I|
 
high5typeID=457|
 
high6name=Focused Medium Beam Laser I|
 
high6typeID=457|
 
high7name=open|
 
mid1name=10MN Afterburner II|
 
mid1typeID=12058|
 
mid2name=Cap Recharger II|
 
mid2typeID=2032|
 
mid3name=Cap Recharger II|
 
mid3typeID=2032|
 
mid4name=Cap Recharger II|
 
mid4typeID=2032|
 
low1name=Heat Sink II|
 
low1typeID=2364|
 
low2name=Armor EM Hardener II|
 
low2typeID=11642|
 
low3name=Armor Thermic Hardener II|
 
low3typeID=11648|
 
low4name=Armor Thermic Hardener II|
 
low4typeID=11648|
 
low5name=Energized Adaptive Nano Membrane II|
 
low5typeID=11269|
 
low6name=Medium Armor Repairer II|
 
low6typeID=3530|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Warrior II x5|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Multifrequency M x6|
 
charge1typeID=254|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Auxiliary Nano Pump I|
 
rig1typeID=31047|
 
rig2name=Medium Capacitor Control Circuit I|
 
rig2typeID=31372|
 
rig3name=Medium Capacitor Control Circuit I|
 
rig3typeID=31372|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=24696:457;6:2032;3:12058;1:2364;1:3530;1:11269;1:11642;1:11648;2:31047;1:31372;2:2456;5:2488;5:254;6::|
 
skills=|
 
notes=}}   
 
  
{{ShipFitting|
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=PvP Armor|
 
fitID=PvP-Armor|
 
high1name=Focused Medium Pulse Laser II|
 
high1typeID=3512|
 
high2name=Focused Medium Pulse Laser II|
 
high2typeID=3512|
 
high3name=Focused Medium Pulse Laser II|
 
high3typeID=3512|
 
high4name=Focused Medium Pulse Laser II|
 
high4typeID=3512|
 
high5name=Focused Medium Pulse Laser II|
 
high5typeID=3512|
 
high6name=Focused Medium Pulse Laser II|
 
high6typeID=3512|
 
high7name=open|
 
mid1name=Experimental 10MN Microwarpdrive I|
 
mid1typeID=5975|
 
mid2name=Warp Scrambler II|
 
mid2typeID=448|
 
mid3name=X5 Prototype Engine Enervator|
 
mid3typeID=4025|
 
mid4name=Medium Capacitor Booster II|
 
mid4typeID=2024|
 
low1name=1600mm Reinforced Rolled Tungsten Plates I|
 
low1typeID=11325|
 
low2name=Damage Control II|
 
low2typeID=2048|
 
low3name=Adaptive Nano Plating II|
 
low3typeID=1306|
 
low4name=Energized Adaptive Nano Membrane II|
 
low4typeID=11269|
 
low5name=Heat Sink II|
 
low5typeID=2364|
 
low6name=Heat Sink II|
 
low6typeID=2364|
 
drone1name=Hammerhead II x5|
 
drone1typeID=2185|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Cap Booster 800 x1|
 
charge1typeID=11289|
 
charge2name=Imperial Navy Multifrequency M x6|
 
charge2typeID=23089|
 
charge3name=Scorch M x6|
 
charge3typeID=12818|
 
charge4name=Conflagration M x6|
 
charge4typeID=12814|
 
charge5name=open|
 
rig1name=Medium Trimark Armor Pump I|
 
rig1typeID=31055|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=24696:3512;6:448;1:2024;1:4025;1:5975;1:1306;1:2048;1:2364;2:11269;1:11325;1:31055;3:2185;5:11289;1:12814;6:12818;6:23089;6::|
 
skills=|
 
notes=
 
Pilots with Engineering V and Advanced Weapons Upgrades IV can fit a Medium Energy Neutralizer II in the utility high slot. Pilots with these skills may also swap out the Focused Medium Pulse Laser IIs and Medium Capacitor Booster II for a rack of Heavy Pulse Laser IIs and a Cap Recharger II instead for increased DPS.}}
 
  
{{ShipFitting|
+
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s)
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=PvP Brawl|
 
fitID=PvPBrawl|
 
high1name=Heavy Pulse Laser II|
 
high1typeID=3520|
 
high2name=Heavy Pulse Laser II|
 
high2typeID=3520|
 
high3name=Heavy Pulse Laser II|
 
high3typeID=3520|
 
high4name=Heavy Pulse Laser II|
 
high4typeID=3520|
 
high5name=Heavy Pulse Laser II|
 
high5typeID=3520|
 
high6name=Heavy Pulse Laser II|
 
high6typeID=3520|
 
high7name=open|
 
mid1name=Conjunctive Radar ECCM Scanning Array I|
 
mid1typeID=20218|
 
mid2name=Experimental 10MN Microwarpdrive I|
 
mid2typeID=5975|
 
mid3name=X5 Prototype Engine Enervator|
 
mid3typeID=4025|
 
mid4name=Tracking Computer II|
 
mid4typeID=1978|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=1600mm Reinforced Steel Plates II|
 
low2typeID=20353|
 
low3name=Energized Adaptive Nano Membrane II|
 
low3typeID=11269|
 
low4name=Heat Sink II|
 
low4typeID=2364|
 
low5name=Heat Sink II|
 
low5typeID=2364|
 
low6name=Heat Sink II|
 
low6typeID=2364|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Hammerhead II x5|
 
drone2typeID=2185|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Optimal Range Script x1|
 
charge1typeID=28999|
 
charge2name=Conflagration M x6|
 
charge2typeID=12814|
 
charge3name=Imperial Navy Xray M x6|
 
charge3typeID=23093|
 
charge4name=Scorch M x6|
 
charge4typeID=12818|
 
charge5name=Tracking Speed Script x1|
 
charge5typeID=29001|
 
rig1name=Medium Ancillary Current Router I|
 
rig1typeID=31360|
 
rig2name=Medium Trimark Armor Pump I|
 
rig2typeID=31055|
 
rig3name=Medium Trimark Armor Pump I|
 
rig3typeID=31055|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24696:3520;6:1978;1:4025;1:5975;1:20218;1:2048;1:2364;3:11269;1:20353;1:31055;2:31360;1:2185;5:2456;5:12814;5:28999;1::|
 
skills=|
 
notes=This is a difficult fit: with perfect skills you'll have less than 1 CPU spare! However it will deliver an impressive 750 to 850 dps at 8-10 km, and 550 - 625 at 25 - 30 km with 56 - 57 K EHP before any boost or leadership bonus.</li><li>One of the weaknesses of the Heavy Pulse Laser is the low tracking speed. Always carry a Tracking Speed Script.</li><li>For ammunition, on top of Conflagration and Scotch a set of Imperial Navy Gamma or Xray is recommended for the increased tracking speed and slightly better range than the Conflagration.</li><li>Use either the light or the medium drones, depending on your target. You can also carry one set of damage and 1 set of ECM drones.</li>}}
 
  
{{ShipFitting|
+
'''APRIL 2019 RELEASE APRIL 9TH 2019'''
ship=Harbinger|
+
*Powergrid increased to 1550 (was 1425)
shipTypeID=24696|
+
}}
fitName=PvP Shield|
 
fitID=PvP-Shield|
 
high1name=Heavy Pulse Laser II|
 
high1typeID=3520|
 
high2name=Heavy Pulse Laser II|
 
high2typeID=3520|
 
high3name=Heavy Pulse Laser II|
 
high3typeID=3520|
 
high4name=Heavy Pulse Laser II|
 
high4typeID=3520|
 
high5name=Heavy Pulse Laser II|
 
high5typeID=3520|
 
high6name=Heavy Pulse Laser II|
 
high6typeID=3520|
 
high7name=open|
 
mid1name=Experimental 10MN Microwarpdrive I|
 
mid1typeID=5975|
 
mid2name=Large Shield Extender II|
 
mid2typeID=3841|
 
mid3name=Large Shield Extender II|
 
mid3typeID=3841|
 
mid4name=Warp Disruptor II|
 
mid4typeID=3244|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Heat Sink II|
 
low2typeID=2364|
 
low3name=Heat Sink II|
 
low3typeID=2364|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Nanofiber Internal Structure II|
 
low5typeID=2605|
 
low6name=Nanofiber Internal Structure II|
 
low6typeID=2605|
 
drone1name=Valkyrie II x5|
 
drone1typeID=21640|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scorch M x1|
 
charge1typeID=12818|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-EM Screen Reinforcer I|
 
rig1typeID=31718|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Core Defense Field Extender I|
 
rig3typeID=31790|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=24696:3520;6:3244;1:3841;2:5975;1:1999;1:2048;1:2364;2:2605;2:31718;1:31790;2:21640;5:12818;1::|
 
skills=|
 
notes=}}
 
  
==Notes==
+
{{ShipsMatrix}}
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]
+
[[Category:Standard Battlecruisers]]

Latest revision as of 18:25, 4 April 2023

EVE University Database
 
Ship Database
Harbinger
Harbinger
Amarr Empire
Amarr Empire
Standard Battlecruisers
Harbinger Class
Highlight
Can use Command Burst module
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
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Right from its very appearance on a battlefield, the Harbinger proclaims its status as a massive weapon, a laser burning through the heart of the ungodly. Everything about it exhibits this focused intent, from the lights on its nose and wings that root out the infidels, to the large number of turreted high slots that serve to destroy them. Should any heathens be left alive after the Harbinger's initial assault, its drones will take care of them.

SHIP BONUSES

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
10% bonus to Medium Energy Turret damage
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Energy Turret optimal range and falloff
50% bonus to Command Burst area of effect range

Required Skills
Training Time what's this?
1d 21h 16m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Absolution
Absolution.jpg
CornerT2s.png
Absolution
Command Ships Harbinger Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon highlights.pngCan use Command Burst module
Icon hi slot.png7 (0/5) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,550 MW Icon cpu.png420 tf
Icon velocity.png158 m/sec
Icon capacity.png375 m³
,Harbinger Navy Issue
Harbinger Navy Issue.jpg
CornerTFs.png
Harbinger Navy Issue
Faction Battlecruisers Harbinger Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (0/6) Icon mid slot.png5 Icon low slot.png6
Icon powergrid.png1,495 MW Icon cpu.png410 tf
Icon velocity.png175 m/sec
Icon capacity.png375 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,550 MW
CPU
cpu output
375 tf
Capacitor
capacitor
3,500 GJ
High
high slots
7
Launchers
launcher slots
0
Turrets
turret slots
6
Medium
medium slots
4
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
175 m/sec
Inertia Modifier
inertia modifier (agility)
0.57
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
12.25 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
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
17 points
Sig. Radius
signature radius
270 m
Scan Res.
scan resolution
210 mm
Structure
Structure Hitpoints
structure hitpoints
4,500 HP
Mass
ship mass
15,500,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
375 m³
Armor
Armor Hitpoints
armor hitpoints
5,250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
3,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake or the firepower of the Hurricane, but can be depended on to perform well in any role.

This battlecruiser is a shield tanked cruiser's nightmare, with the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank allowing it to wreak havoc on the battlefield. The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements. Its large CPU and Powergrid gives it the ability to fit a 50MN Microwarpdrive and burn towards many targets that are out of range, while the 75 m3 drone bay and bandwidth allows the Harbinger to field either a full flight of medium drones or a full flight of light drones, depending on circumstances.

Like many Amarr ships the Harbinger is not the easiest ship to fit, and much will be gained by training fitting skills to at least IV, and V is recommended. This particular battlecruiser is a great incentive to train the Amarr Battlecruiser skill to at least IV. Lastly, the Harbinger has the ability to be fit either a full armor or shield tank.

Skills

Notes

A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.

Patch History