[AGENT] Update: ships/amarr/combat-battlecruisers/harbinger
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content/ships/amarr/combat-battlecruisers/harbinger.md
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content/ships/amarr/combat-battlecruisers/harbinger.md
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---
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esi_data:
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fitting_stats:
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cpu_output: 375
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high_slots: 7
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low_slots: 6
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med_slots: 4
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powergrid_output: 1550
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rig_slots: 3
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group: Combat Battlecruiser
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hull_stats:
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hp_armor: 5250
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hp_shield: 3000
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hp_structure: 4500
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name: Harbinger
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race: Unknown
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skill_requirements:
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- level: 1
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skill_id: 33095
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type_id: 24696
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velocity: 175
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last_updated: '2026-04-19T05:15:29.882203'
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source: eve-university
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source_stats:
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armorem: 50
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armorexp: 20
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armorhp: 5250
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armorkin: 25
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armortherm: 35
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bandwidth: 50
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bonuses: 10102550
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capacitor: 3500
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cargohold: 375
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class: Combat Battlecruiser
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cpu: 375
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dronebay: 75
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externallinks: ''
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extrahold: ''
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extraholdtype: ''
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faction: Amarr Empire
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forumlinks: ''
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grouping: Standard Battlecruisers
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highlights1: Can use Command Burst module
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highlights2: High Amount of High Slots
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highlights3: ''
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highlights4: ''
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highs: 7
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hulltype: Harbinger Class
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inertia: 0.57
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info: Right from its very appearance on a battlefield, the Harbinger proclaims its
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status as a massive weapon, a laser burning through the heart of the ungodly.
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Everything about it exhibits this focused intent, from the lights on its nose
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and wings that root out the infidels, to the large number of turreted high slots
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that serve to destroy them. Should any heathens be left alive after the Harbinger's
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initial assault, its drones will take care of them.
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launchers: 0
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lows: 6
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mass: 15500000
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maxlockedtargets: 7
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maxvelocity: 175
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mediums: 4
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powergrid: 1550
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quote: We can not fail, for we have the Emperor to lead us and destiny to follow.
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quote_attribution: The Scriptures, Second Letter of St. Junip of Aerui
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reqskills: '*{{RequiredSkill|Amarr Battlecruiser|I}}
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** {{RequiredSkill|Spaceship Command|III}}
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** {{RequiredSkill|Amarr Cruiser|III}}
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*** {{RequiredSkill|Spaceship Command|II}}
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*** {{RequiredSkill|Amarr Destroyer|III}}
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**** {{RequiredSkill|Amarr Frigate|III}}
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***** {{RequiredSkill|Spaceship Command|I}}'
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scanres: 210
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sensortype: RADAR
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sensorvalue: 17
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shieldem: 0
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shieldexp: 50
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shieldhp: 3000
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shieldkin: 40
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shieldtherm: 20
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shipid: 24696
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shipimg: Harbinger.jpg
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shipname: Harbinger
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sigradius: 270
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structurehp: 4500
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targetrange: 65.0
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tech: ''
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totaltraintime: 1211640
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turrets: 6
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variations: '{{Ship|Absolution}},{{Ship|Harbinger Navy Issue}}'
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volume: 234000
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warpspeed: 3.5
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warptime: 12.25
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wikireferences: ''
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source_url: https://wiki.eveuniversity.org/Harbinger
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title: Harbinger
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type_id: 24696
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validation_score: 1.0
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---
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Summary
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The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake, the firepower of the Hurricane, or the range of the Ferox, but can be depended on to perform well in any role. It can be fit as either a mid-range brawler using Medium Pulse Lasers or a more snipe-capable platform using Medium Beam Lasers.
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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.
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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.
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Skills
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to at least IV to get more DPS out of the Harbinger's lasers and keep it cap stable.
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, and 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.
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While 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.
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, , and are all important for cap management.
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, are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
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Along with the obvious and fitting skills required for fitting most ships, should be trained to help with fitting. is also an important skill for pilots wishing to armor tank.
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increases the already impressive optimal range associated with lasers and should be trained as such.
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, , , and / are all are important for getting as much DPS out of the 75 m3 dronebay as possible.
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, and are also useful support skills.
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The appropriate skills required for fitting a T2 Armour or Shield Tank.
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Notes
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A harbinger is a "Person or thing that announces or signals the approach of another," analogous to a medieval herald.
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Patch History
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Category:Ship Database
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Category:Standard Battlecruisers
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