Harbinger

From Goonwiki

Jump to: navigation, search
Harbinger
Harbinger
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.
High slots 8
Medium slots 4
Low slots 6
Rig slots 3
Power output 1500 MW
CPU output 375 tf
Turret slots 7
Launcher slots 0
Max targets 6
Shield capacity 3516
Shield resists
(EM/EXP/KIN/THERM)
0/50/40/20
Armor HP 5469
Armor resists
(EM/EXP/KIN/THERM)
50/20/25/35
Capacitor 3125
Drones 50 m3
Drone Bandwidth 50 Mbit/s
Cargo 350 m3
Max Speed 150 m/sec
Insurance Cost 11,550,000.00
Insurance Payout 38,500,000.00
Updated for Booster Patch
Required Skills
Primary Amarr Cruiser III
Secondary Battlecruisers (skill) II
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

The Tier 2 Amarr battlecruiser. In a similar fashion to the other Tier 2 battlecruisers, the Hurricane, Drake, and Myrmidon, the Harbinger offers outstanding firepower in a cruiser-sized, fully insurable hull, making it an excellent choice for the budget-minded for both PVP and PVE applications. Sadly, an asymmetrical seventh turret fully negates all of these advantages. The Harbinger is frequently compared favorably with the Amarr Zealot heavy assault cruiser, which is similarly focused on energy turret and armor tanks. While the Zealot specializes in damage at extremely long range and anti-support operations, the Harbinger, lacking a range bonus, is typically used as medium range damage support in PVP applications. In general, the Zealot is going to be the superior ship in most fleet situations, but at triple to quadruple the hull cost (~30 vs 100-120 million for the hull) the Harbinger is a solid choice for pilots not able or willing to fly battleships or other longer range ships.

Furthermore it surpasses the Zealot in the field of headlights, though it should be noted that these are pretty puny headlights—the description is false advertising. On the other hand the thing's got more flashing lights on its hull than a disco, so combine with multicolor laser turrets and it's practically a flying rave.

Pronunciation: Har-bin-jer NOT har-bing-er you idiots.

[edit] Bonuses

  • 10% bonus to Medium Energy Turret capacitor use per Battlecruiser skill level
  • 5% bonus to Medium Energy Turret damage per Battlecruiser skill level
  • 99% reduction in the CPU need of Warfare links modules

[edit] Fittings

Hey you!
Interested in getting paid for dying horribly for the Swarm?
Regretting that you have but one ship to lose for your space empire?
Check out the reimbursable fittings at Reimbursement Harbinger.

Image:serious.jpg

[edit] PvP Fittings

[edit] Tanked Fleet Anti-Support Harbinger

Credit to Taidetsu

EFT Text Block

Highs
7x Heavy Beam Laser II (bring faction multifrequency, faction microwave, aurora if you want but don't use it unless you're shooting battleships)
1x Wildcard/heatsink
Meds
1x 10MN Microwarpdrive II
2x Sensor Booster II (Scan Resolution)
1x Tracking Computer II (Tracking Speed)
Lows
3x Heat Sink II
1x Tracking Enhancer II
1x Tracking Enhancer II or Reactor Control Unit II (for dual-locus variant)
1x Damage Control II
Rigs
1x Medium Ancillary Current Router or Medium Energy Locus Coordinator I
1x Medium Energy Locus Coordinator
1x Medium Ionic Field Projector (optional, but lets you use dual scan res scripts all the way to your Aurora optimal)
Drones
5x Warrior II
5x Light Armor Maintenance Drones

A modification of the standard reimbursement fitting since medium rigs are cheap now. A Damage Control II increases your EHP by 50% over the reimbursement fitting. Medium ACRs go for about 4M in Jita, locus rigs go for about 600k. Using a T2 RCU and two locus rigs is less expensive, but costs you a small amount of tracking and falloff and is more skill-intensive.

The Ionic Field Projector lets you target all the way to your Aurora optimal with two scan resolution scripts loaded. This fits without hardwirings at AWU4/Energy Weapon Rigging 3, or Energy Weapon Rigging 4 if you're going for two locus rigs.

This exceeds the reimbursement fitting in every way and should reimburse without issue (at the normal rate).

[edit] Pulse Super-heavy Fleet Tackler

Credit: Xrensa

EFT Text Block

Highs
7x Heavy Pulse Laser II(Scorch, Amarr Navy Multifreq M)
1x Whatever, but most stuff has to be offline to fit anyway.
Meds
1x 10mn MWD II
1x Faint Warp Prohibitor
1x X5 or Fleeting Web
1x Medium Cap Booster II (200s)
Lows
3x Heat Sink II
1x EANM II
1x Adaptive Nano Plating II
1x Damage Control II
Drones
5x Hammerhead IIs

This setup is not for a newbie. In small gangs, burn towards something and pick it off. With scorch you get about 24km range with a bit of falloff so you can reliably hit stuff out to 30km. Use MF only when you've got something in web range since the optimal on that is around 7km. It's not most nimble ship in the world but it can burn towards primaries at 2km/s with heat and a claymore in gang. Once you're on a primary, you'll have 40-50k hp to burn through before you die. Oh it also does 750dps at web range and 600 at scorch range. Due to the power and prevalence of the pulse apocalypse, and the recent fixes to lag, this setup is actually a lot more fun and useful to fly in fleets.

[edit] Tanked Small Gang Harbinger

Credit: Waterfowl Democracy

EFT Text Block

Highs
7x Focused Medium Pulse II (Amarr Navy Multifreq M)
1x Medium Neut (named)
Meds
1x 10mn MWD (T2 fits)
1x Warp Disruptor (T2 fits)
1x Stasis Webifier (named)
1x Medium Cap Booster (T2 fits, 800s)
Lows
2x Heat Sink II
1x EANM II
1x Adaptive Nano Plating II
1x 1600mm Rolled Tungsten Plate
1x Damage Control II
Drones
5x Valk IIs

A close range pulse setup with a passive tank and some neuting ability. ~53,197 effective hp with Armor Compensations at IV, will go about 1000m/s with decent navigation skills, deals up to 600 DPS with Valk IIs and Conflag. Fitting is very close on CPU hence the ANP II, an EANM II will fit instead with a 3% CPU implant (overall not turret) and dropping the Disruptor II to a good named Scrambler. However, it gives ~2000 extra hp for the loss of the early tackling chance, I don't recommend it. Be aware, you're a BC with a 1600mm plate, you align in 14 seconds and if you are trying to run away from a bigger gang if someone gets caught it'll be you.

[edit] Cheap as Fuck Blackops Zealot

EFT Text Block

Highs
7x Heavy Beam Laser II (Aurora M, AN Multifreq M, AN Infrared/Microwave M)
1x Prototype Cloaking Device
Mids
2x Sensor Booster II (One scan resolution script, other unscripted but keep a second scan res script for close encounters)
1x Tracking Computer II (unscripted, have tracking speed script in cargo)
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Lows
3x Heat Sink II
2x Tracking Enhancer II
1x Signal Amplifier II
Rigs
1x Ancillary Current Router I
2x Energy Locus Coordinator I
Drones
5x Light ECM Drones (for OHSHIT moments) and Hobgoblin or Warrior IIs
Implants
'Squire' PG2/PG4 @ AWU V/IV respectively.

Optional but Recommended:

'Rogue' AY-1 (3% ship agility)
'Lancer' G1-Gamma (3% med. energy turret damage)
'Deadeye'ZGA100 (3% optimal range)

With the advent of medium rigs this should be totally doable for around or less than a zealot hull alone and is actually insurable. For that you lose about 20-30km optimal with Aurora and the speed of a zealot but have more damage, the ability to cloak, a little more ehp, and better tracking (or the same tracking with the optimal range script on the tracking computer). This is a black ops fit (it isn't a black ops ship without a cloak) that is meant to be semi-disposable but hard to kill. Warp to gates at 50km/decloak when word of something is coming in, load microwave or infrared, align to your safe and nuke everything. Save the aurora for that scrammed and webbed drake or abaddon that's burning back to the gate. Because you're always aligned, at range and out of bubbles you should really never die but the beauty is that if you do you come right back with another one but be extremely careful when traveling which is where this ship is most vulnerable. Your lock time is pretty terrible because of the cloak and in a perfect world you could fit an improved cloak but it just doesn't work without losing tracking or range. The signal amp mollifies this a bit by allowing you to just lock whatever is on grid, even if it does take a while (7.2s for a frigate on an all V char and one scan res script loaded). Switch the signal amp or one of the tracking enhancers for a best named inertial stab if you are that worried abut the ~10s align time.

[edit] Shield Tanked Roaming Harb

Credit: Fivefold Forgefire

EFT Text Block

Highs
7x Heavy Pulse Laser II (Scorch M, AN Multifreq M)
1x Small Energy Neutralizer II
Mids
2x Large F-S9 Regolith Shield Induction (Best Named LSE)
1x Faint Epsilon Warp Scrambler I
1x Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Lows
3x Heat Sink II
2x Local Hull Conversion Nanofiber Structure I
1x Damage Control II
Rigs
2x Anti-EM Screen Reinforcer I
1x Anti-Thermal Screen Reinforcer I
Drones
5x Valkyrie II or Hammerhead II (or maybe a 5x Warrior IIs and 5x Light ECM Drones, it's really personal preference here)
Implants (optional but very helpful and cheap)
'Squire' PG2 (you need this unless you have AWU V and Shield Upgrades V)
'Rogue' AY-1
'Lancer' G2-Gamma

This is a close range setup for HAC heavy gangs with Scimitar/Basilisk support. Shield tanking a Harbinger may look dumb, but the freed lows means you can fit nanos and actually keep up with the gang. You get about the same EHP than a 800mm plate fit (~43500), align in half the time (only 6.4s with good navigation skills!) and get to enjoy all the hot Basi/Scimitar rep action. DPS figures using Valks are ~550 with Scorch M and ~700 with AN Multifreq. This baby flies like a slightly heavier Zealot, with less range but packing a much larger punch.

You can fit this with a Warp Disruptor II instead of the scrambler if you drop the small neut.

[edit] PvE Setups

Both of the setups below assume use of pulses but beams would be better for a couple reasons. One, you almost always land 20-40km away from the rats, and these afterburner/pulse setups are going to take time to get into multifrequency range, which is only 8+4. Two, Delve rats neut more than any other in the game - a number of cruisers and 1m ISK+ spawns do it - so being confined to sub 29km DPS is not the best idea.

TL; DR: switch out to heavy beams and fit two ACRs and a medium energy locus; you get 22+10km range with Gamma (good enough against neut BS) and 17+10 with MF. - Matrices Reborn

[edit] Ford Cruller's Ratting Harbinger

Don't fucking rat in a harbinger you dipshit.


[edit] Nova Cygni's T2 Blood/Sansha Ratter

EFT Text Block

Highs
7x Heavy Pulse Laser II (Multifreq, Microwave, and Conflag)
1x Salvager (If you don't salvage, a cloak or Med Nos are good choices)
Meds
1x 10mn Afterburner II
2x Eutectic Cap Rechargers
1x Fleeting Propulsion Inhibitor (Web)
Lows
1x Armor EM Hardener II
1x Armor Thermic Hardener II
2x Heat Sink II
1x Medium Armor Repairer II
1x Cap Power Relay II (or wildcard if fitting CCC rigs)
Drone Bay
5x Hammerhead II's
Rigs (optional)
2x to 3x CCCs

Best part of this boat? Completely cap stable. If you are Amarr, you probably just jizzed your pants. Gone are the shitty cap micromanaging days of the Geddon and Prophecy. This is my primary ratting ship. I used to ninja rat in hostile Delve space using a bunch of anchored cans as home. This is feasible due to the fact that no ammo is needed. Using the Harby instead of a Geddon will save your ass many times, as you will be able to dodge roaming gangs much, much easier. Since Delve will never be 'safe' due to NPC space in the region, this is still a smart bet. This setup works well with named stuff instead of T2, but it isn't as brainless. Ive got pretty good skills (BC 5, ESO 5), but you can make up for a lack of any of those skills by simply dumping a Heat Sink II for whatever you are lacking. CPR, EANM, whatever.

Some stats: Ive got an 8.8x damage mod on the Heavy Pulses with multifrequencies loaded. If you just did the math in your head, yea, this thing puts out a fuck load of DPS. 7x Heavy Pulse IIs, 5x T2 med drones. If you rig it up with cap rigs and drop the CPR for a third Heat Sink II, I get 742dps with Hammerhead IIs and Conflag. Did i fucking stutter? SEVEN HUNDRED AND FORTY TWO. In case you were wondering, yea, there isn't much of a point to ever fly a Zealot with this thing around. I only use the Conflag if i get jumped at a gate, or if im doing encounters. I get 78/71/25/20 for resists. About 50 cpu and 150 grid are left over for me.

Notes
For fun, if you have good skills, a MWD and cap injected setup can increase you ability to rat by running down the spawn faster, and bloods drop lots of cap boosters.

Also of note is that this setup allows you to take-on any Sansha battleship spawn and the vast majority of Blood spawns, so long as you keep a little transversal on the approach.

[edit] Qeng Nuwen's No Frills Delve Ratter

EFT Text Block

Highs
7x Heavy Pulse Laser (Use best available named guns w/ Amarr Navy MF and Standard)
1x Medium Nos
Meds
1x 10mn Afterburner
3x Cap Recharger
Lows
1x Medium Armor Repairer
1x Armor EM Hardener
1x Armor Thermic Hardener
3x Heat Sink
Drone Bay
5x Hammerhead

This is your basic Delve rat-machine. Obviously use named and T2 mods where you can. Bring along plenty of AN-MF crystals, orbit at 1km, and go nuts. Only truly threatening spawns are 3x Blood Harbinger because their neuting will make it difficult to run the guns, AB, and MAR at the same time. Don't get stuck on any asteroids and you'll do fine.