Difference between revisions of "Oracle"

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  | faction=Amarr Empire
 
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  | roles=Combat Battlecruiser
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  | externallinks=[http://wiki.eveonline.com/en/wiki/Oracle Oracle on Eve Online Wiki]
  | highlights1=Can Use Warfare Links
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  | highlights2=High Amount of High Slots
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Revision as of 21:36, 30 May 2014

EVE University Database
 
Ship Database
Oracle
Oracle
Amarr Empire
Amarr Empire
Standard Battlecruisers
Oracle Class
RELATED UNI-WIKI REFERENCES

Development
In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history.

During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the Gallente Federation. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle.

The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher Parud Vakirokiki, calling the ship "a work of Divine Grace for the Empire, and retribution to our enemies."

SHIP BONUSES

Amarr Battlecruiser bonuses (per skill level):
10% reduction in Large Energy Turret activation cost
5% bonus to Large Energy Turret damage
Role Bonus:
95% reduction in Large Energy Turret powergrid requirement
50% reduction in Large Energy Turret CPU requirement
50% reduction in Large Energy Turret activation cost

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
none

Ship Attributes

Fittings
Powergrid
powergrid
1,375 MW
CPU
cpu output
345 tf
Capacitor
capacitor
3,500 GJ
High
high slots
8
Launchers
launcher slots
0
Turrets
turret slots
8
Medium
medium slots
3
Low
low slots
6
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
200 m/sec
Inertia Modifier
inertia modifier (agility)
0.495
Warp Speed
inertia modifier (agility)
2.5 AU/s
Base Time to Warp
base time to warp
10.13 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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
18 points
Sig. Radius
signature radius
210 m
Scan Res.
scan resolution
220 mm
Structure
Structure Hitpoints
structure hitpoints
1,980 HP
Mass
ship mass
14,760,000 kg
Volume
ship volume
234,000 m³
Cargo Capacity
cargo capacity
500 m³
Armor
Armor Hitpoints
armor hitpoints
2,160 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
1,575 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree. This Attack Battlecruiser has a weak tank, like it's comrades, the Tornado, Naga and Talos. However, it has the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Because of their weak tanks, the Oracle and its buddies are often sniper fit to avoid close quarters confrontations.

Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km. This allows high damage and good tracking, while still remaining out of range of most ships with medium weapons. Loading Multifrequency and brawling is an option but usually a last resort for pulse Oracles, making a shield tank for speed the more usual choice for this setup, though pulse armor Oracles are not unknown.

Skills

Further information about additional or recommended skills to pilot Oracle for a specific or it's common role(s) can be written here.

Fitting

See Uni Alpha Fleet for additional Oracle fitting ideas for fleets containing high alpha capable ships.


Shield Megapulse
Oracle: Shield Megapulse
EFT
[Oracle, Shield Megapulse]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
Adaptive Invulnerability Field II

Internal Force Field Array I
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I



Conflagration L x8
Scorch L x8
Imperial Navy Multifrequency L x8

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FITTING DIFFICULTY
EVE VERSION
RET 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Armor Pulse
Oracle: Armor Pulse
EFT
[Oracle, Armor Pulse]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II

Experimental 10MN Microwarpdrive I
Tracking Computer II
Optical Tracking Computer I

Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Heat Sink II
Heat Sink II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I



Optimal Range Script x2
Scorch L x8

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FITTING DIFFICULTY
EVE VERSION
RET 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Battlecruiser V
  • Large Pulse Laser Specialization IV
  • good gunnery skills
NOTES
  • Also consider a cap booster instead of 2nd Tracking Computer


T1 Armor Megapulse
Oracle: T1 Armor Megapulse
EFT
[Oracle, T1 Armor Megapulse]
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I

Experimental 10MN Microwarpdrive I
Small Capacitor Booster II
Tracking Computer II

Damage Control II
Heat Sink II
Heat Sink II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I



Navy Cap Booster 400 x1
Tracking Speed Script x1
Imperial Navy Multifrequency L x1
Imperial Navy Standard L x1
Imperial Navy Radio L x1

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FITTING DIFFICULTY
EVE VERSION
RET 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • T1 Armor Megapulse, bring both TC scripts
PvE Beam EZ Fit
Oracle: PvE Beam EZ Fit
EFT
[Oracle, PvE Beam EZ Fit]
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I
Tachyon Modulated Energy Beam I

Experimental 10MN Afterburner I
Sensor Booster II
Cap Recharger II

Damage Control II
800mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Heat Sink II
Heat Sink II

Medium Energy Locus Coordinator I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I



Targeting Range Script x1
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Imperial Navy Microwave L x8

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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Designed for PvE action in the range from 40 to 100 km. There is some tank, but this is not a brawl fit.
  • With all skills at V and before boost, the ship has 22.5 K EHP, flies at 530 m/s (670 m/s with afterburner on overheat) and align in 9.7 s with AB on (7.4 s off).
  • Damage varies between 700 dps at 38 + 25 km with Imperial Navy Multifrequency to 292 at 121 + 25 km with Imperial Navy Radio.
  • A big weakness of this fit is the poor tracking of the lasers. If you get engaged by fast orbiting ships or drones you're in trouble. Try to stay at range and snipe them before they get too close, otherwise warp out. Replacing the Cap Recharger II with a Tracking Computer II and a Tracking Speed Script helps, but at the expense of cap stability.
  • The powergrid fit is tight. If you can't fit as is, consider replacing the Energy Locus Coordinator Rig with an armor rig such as a Trimark or an Anti-Explosive Pump


T2 PvE Oracle
Oracle: T2 PvE Oracle
EFT
[Oracle, T2 PvE Oracle]
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II
Tachyon Beam Laser II

Tracking Computer II
Cap Recharger II
Cap Recharger II

Medium Armor Repairer II
Imperial Navy Heat Sink
Heat Sink II
Heat Sink II
Heat Sink II
Power Diagnostic System II

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Energy Locus Coordinator II



Optimal Range Script x1
Imperial Navy Gamma L x1
Imperial Navy Multifrequency L x1

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FITTING DIFFICULTY
EVE VERSION
RET 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Designed for Blood Raider Forsaken Hubs, this beam oracle puts out lots of dps at decent ranges, but has little tank
  • Range tanking is the goal here, it is not for gated missions that will force you into short range with frigates
  • The Navy heatsink is not required if you use a 1% implant, but honestly you will make the money back on it fairly quickly anyway, and the extra dps is always nice
  • Although the tracking is fairly iffy for small targets, this is a DPS and money MACHINE in the right scenarios.
  • Use INMF for below 55KM, Gamma for 55+, and if you really want to heap on the range, use further range ammo or T2 ammo


Tactics

Shield Megapulse

Mid range kiting, using Scorch this thing is a monster of applied DPS at ranges of about 60km down. Stay aligned to something at all times, the Shield Oracle is VERY Squishy. Try to stay as close to your optimal range with Scorch as possible, and switch to INMF or Conflag if something is getting quite close (30km or less)to burn them down ASAP. Getting tackled means death, so don't be afraid to pop that hero frigate your FC didn't notice that could screw up someone's day.

Armor Megapulse

Has higher tank than shield at the cost of mobility, and possibly range or tracking, depending on mid choices and loaded scripts. Theoretically a 2 TC Armor Oracle can have the same range OR better tracking (but at less range) than a Shield Oracle, however not using a cap booster negates another of the Armor Oracle's pros, the ability to use a cap booster for longer engagements. Armor orac00ls are also much more flexible with tank, for example you could drop a heatsink for another EANM, then swap the Adaptive Nano Plating to a resist specific plating (Kinetic vs Drake heavy fleet, etc).

Beams/Tachs

Less DPS than Megapulse counterparts at close to medium range, but more flexibility with falloff, and also able to go to huge range. Ideal engagement range is greater than 60km, vs 60km or lower ideal engagement range on Pulse. Again, stay aligned to something, as tank can end up quite flimsy with those big beam lasers hogging up a lot of fitting. Consider just going full range tank to maximize your beam's advantage at long ranges.

Notes

This vessel qualifies for the University PYOS and BYOM programs.