Oracle

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

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

Traits:
Battlecruisers skill bonus per level:
10% bonus to Large Energy Turret capacitor use
5% bonus to Large Energy Turret damage

Role Bonus:
95% reduction in the powergrid need of Large Energy Turrets
50% reduction in the CPU need of Large Energy Turrets
50% reduction in the capacitor need of Large Energy Turrets

Required Skills
  • Amarr Cruiser III22h 13m
    • Spaceship Command III4h 26m
    • Amarr Frigate IV2d 2h 17m
  • Battlecruisers III1d 2h 40m
    • Spaceship Command IV1d 1h 8m
Training Time what's this?
5d 4h 18m
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
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
200 m/s
Inertia Modifier
inertia modifier (agility)
0.475
Warp Speed
inertia modifier (agility)
3.0 AU/s
Base Time to Warp
base time to warp
9.72 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 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
18 points
Sig. Radius
signature radius
180 m
Scan Res.
scan resolution
240 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

Nothing says "eff you" quite like a facemelting barrage of lasers from 250km's away, and the Amarr Navy seems to agree with the Oracle. This Tier 3 Battlecruiser, much like it's comrades, has a tank made of stormtrooper armor but the guns to meet the damage and (most importantly) range of anything short of the capital-sized beasts of lowsec. Due to this, the Oracle and its buddies are often sniper fit to avoid unwanted close quarters confrontations.

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

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


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, range, and tracking. 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.