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Demora Anglis
Amarr The Splinter Syndicate SMASH Alliance
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Posted - 2006.12.02 05:48:00 -
[1]
Edited by: Demora Anglis on 02/12/2006 05:50:19 Since nobody seems to have really gotten it started, I suppose I'll get the ball rolling with a standardized Harbinger thread.
Unfortunately, I haven't actually had the chance to personally try out a Harbinger yet, but from what I can tell it has powergrid up the wazoo that can easily fit most setups you can think of, and the cap isn't restricted to the point where you'll stop firing after 15 seconds. Or, at least it has more powergrid than a Prophecy, which I must say felt like a corset on my desire for oomph.
PVP Setup: 7 x Heavy Pulse II w/ Multifrequency
10mn AB II 20km Scram Webber Med Electrochem Injector
Medium Armor Rep 1x EANM 1x Explosive Hardener OR Passive Energized 1x PDS 2 x Heatsink II
5x Medium Drones T2 (Much of the setup is courtesy of Prabms) (Also note that the original setup called for 3 Hardeners. I ran the numbers, and from what I can tell even with Engi 5 and AWU 4 you still could not fit all of this without the PDU)
What I am truly looking forward to trying, however, is an MWD Pulse 'Binger that rivals the Brutix in sheer coolness.
Highs: 2x Focused Medium Pulse II 5x Heavy Pulse II
Med: 1x Warp Scram 20km 1x Webber 1x 10mn Y-T8 MWD 1x Medium Electrochem Injector w/ 800
Lows: 2x Medium Armor Rep II 1x EANM II 1x Explosive Membrane II 1x Heatsink 1x PDS II
5x T2 Medium Drones
(Requires at minimum Engineering 5, Electronics 5, AWU 4)
Feel free to critique and add your own setups.
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Avi Kaiten
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Posted - 2006.12.02 07:19:00 -
[2]
I'm thinking of:
Hi 7xFMP II 1xMed NOS
Med AB II Scrambler 20 km 2xWebber
Low Med Rep II 1600mm RT EANM2 Named DC 2xHS II
Should fit even without AWU at all(with engineering 5 ofc). Nos should compensate a bit the loss of booster, while 2 webs grant much better range controlling capabilities. Wonder if sacrificing HP for FMP+RT is worth it, but some extra survivability is always nice :)
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Efour
Amarr Matari Shipworks
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Posted - 2006.12.02 09:26:00 -
[3]
You will both run out of cap before the target is dead.
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Demora Anglis
Amarr The Splinter Syndicate SMASH Alliance
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Posted - 2006.12.02 10:33:00 -
[4]
Originally by: Efour You will both run out of cap before the target is dead.
If that's how it is, then how about a Nos setup?
Highs: 3x Focused Medium Pulse II 3x Heavy Pulse II 2x Medium Diminishing Nos
Med: 1x Warp Scram 20km 1x Webber 1x 10mn Y-T8 MWD 1x Medium Electrochem Injector w/ 800
Lows: 2x Medium Armor Rep II 1x EANM II 1x Explosive Membrane II 1x Heatsink 1x PDS II
If there's not enough powergrid, then either switch out the heatsink for another PDS or switch out a heavy for a medium pulse.
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volly
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Posted - 2006.12.02 10:54:00 -
[5]
High: 7x Focused Med Pulse II 1x Med NOS
Med: MWD II Web 20k Scrambler Med Injector (800 charges)
Low Damage Control 2x EAN II 2x HS II 1x 1600
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Tiberius Mord
Amarr The Black Rabbits
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Posted - 2006.12.02 11:15:00 -
[6]
Still a work in progress, has not been tested in actual PvP.
Hi: 7x named Heavy Pulses (a week and a half from t2) small nos (for kicks)
Med: AB, web, scram, med injector (800 charges)
Low: Med rep II 3x EAMN II 2x HS II
5x medium drones, pick your flavor |

Frools
The Priory Shroud Of Darkness
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Posted - 2006.12.02 15:08:00 -
[7]
Edited by: Frools on 02/12/2006 15:08:44 7x heavy pulse II
y-t mwd fleeting web faint 20k ruptor med electrochem injector (800's)
med accomo rep 2 eanmII 1x iffa 2x hsII
1x grid rig, 2x whatever other rigs you like
or swap one of the lows for an rcu if you cant get grid rig, rcuII and you can upgrade mwd/rep to t2 tight on cpu tho, might need implant
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korrey
Taurus Inc
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Posted - 2006.12.02 16:31:00 -
[8]
Question: Has anyone actually used this setup on TQ or SISI?
Im sitting in my hanger now, with my Harbinger on TQ, and there isnt enough grid to use a 7th Heavy Pulse Laser II without grid rigs.
It just doesnt fit.
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StarLite
Amarr Evolution Band of Brothers
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Posted - 2006.12.02 16:45:00 -
[9]
Harbinger: Highs: 1 * Tachyon II 7 * Small NOS [E5]
Meds: 2 * Sensor Booster II 2 * Tracking Computer II
Lows: 3 * RCU II 3 * Heat Sink II
Rigs: 3 * Powergrid Rigs
Drones: 5 mediums
150-160 targetting and optimal range [Aurora] Can hit up to 850 damage on a wrecking hit [Gleam]
Is it the best setup for a har? No Is it fun to use and fly? Yes Is it fun to hear people go "WTF!>!>!" in local cus you just hit them for 300+ damage from 150Km away in a battecruiser? Hell yeah!
With 7 small nos and 5 med drones, you will actually be able to survive inties that are dumb enough to come within 5,5 KM :P _______________________________________________________________________
This sig is guarded by SigGuard(c) |

Demora Anglis
Amarr The Splinter Syndicate SMASH Alliance
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Posted - 2006.12.02 16:54:00 -
[10]
Originally by: korrey Edited by: korrey on 02/12/2006 16:42:37 Question: Has anyone actually used this setup on TQ or SISI?
Im sitting in my hanger now, with my Harbinger on TQ, and there isnt enough grid to use a 7th Heavy Pulse Laser II without grid rigs.
It just doesnt fit.
(Eng- 5)
Advanced Weapon Upgrades 4 is taken into account for most of these setups.
And props to the guy above, with the Tier 2 BCs I completely forgot my personal goal of squeezing a BS sized gun onto a tech 1 ship smaller than a BS. 
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StarLite
Amarr Evolution Band of Brothers
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Posted - 2006.12.02 16:59:00 -
[11]
You can actually fit 3 dual heavy pulses in a harb. You need some more RCU's then 3 tho, but the damage output is actually quite reasonable on that one. _______________________________________________________________________
This sig is guarded by SigGuard(c) |

Scouty McScouter
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Posted - 2006.12.02 19:15:00 -
[12]
Originally by: StarLite Harbinger: Highs: 1 * Tachyon II 7 * Small NOS [E5]
Meds: 2 * Sensor Booster II 2 * Tracking Computer II
Lows: 3 * RCU II 3 * Heat Sink II
Rigs: 3 * Powergrid Rigs
Drones: 5 mediums
150-160 targetting and optimal range [Aurora] Can hit up to 850 damage on a wrecking hit [Gleam]
Is it the best setup for a har? No Is it fun to use and fly? Yes Is it fun to hear people go "WTF!>!>!" in local cus you just hit them for 300+ damage from 150Km away in a battecruiser? Hell yeah!
With 7 small nos and 5 med drones, you will actually be able to survive inties that are dumb enough to come within 5,5 KM :P
That makes my day. My my my. Oops I just died again. What a good pie rat you are! |

Goumindong
Amarr Merch Industrial
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Posted - 2006.12.02 20:57:00 -
[13]
Edited by: Goumindong on 02/12/2006 21:17:42
Originally by: korrey Edited by: korrey on 02/12/2006 16:42:37 Question: Has anyone actually used this setup on TQ or SISI?
Im sitting in my hanger now, with my Harbinger on TQ, and there isnt enough grid to use a 7th Heavy Pulse Laser II without grid rigs.
It just doesnt fit.
(Eng- 5)
Heavy Pulse II = 231 PG
Harbinger base PG =1500
Harbinger ENG 5 PG = 1875
7 HP II's AWU 0 = 1617 PH
PG left = 258
Enough for an AB II and a MAR II. Though you will be hard pressed to get an injector/MWD/MAR in there.
You will be hard pressed to get an injector/MWD/MAR in there with maxed skills as you should have about 419 PG left over and [150/150/150] for the tech 1 items will eat that all up.
EDIT: but if you cant fit 7 HP II's in your harbinger something is very very wrong because you only need eng 3 to fit them and you had better have eng 3 if you are flying a freaking BC.
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korrey
Taurus Inc
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Posted - 2006.12.03 03:07:00 -
[14]
Ive got AWU 3 and Engineering 5. But I dont have enough for Injector, MAR II, AB II, and 7 HPL II's.
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Mila Prestoc
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Posted - 2006.12.03 03:31:00 -
[15]
Originally by: korrey Ive got AWU 3 and Engineering 5. But I dont have enough for Injector, MAR II, AB II, and 7 HPL II's.
If your talking about the OP's setup he has a Power Diagnostic System in a low slot. -------------------------
Originally by: "Lord Violent" EvE is slowly becoming a game for the stupid, catered to by devs as they lack ability to kill/survive anything.
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korrey
Taurus Inc
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Posted - 2006.12.03 03:34:00 -
[16]
Originally by: Mila Prestoc
Originally by: korrey Ive got AWU 3 and Engineering 5. But I dont have enough for Injector, MAR II, AB II, and 7 HPL II's.
If your talking about the OP's setup he has a Power Diagnostic System in a low slot.
ah so he does. n/m then thats all cleared up.
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.03 08:00:00 -
[17]
Originally by: Efour You will both run out of cap before the target is dead.
Then I wonder what kind of poor cap skills you have. I've tried a few setups, and with no cap mods whatsoever, running 7 heavy pulse II, medium armor rep II, 10mn afterburner II, web, disrupter and no sort of nos I have a hard time running out of cap in this ship. Given that, it's still a good idea to carry a cap injector in case you run into a nosser. setup I've played with so far is:
high: 7 x Heavy pulse II, posibly a salvager I :) Med: 10mn ab II, web, scrambler, cap injector lows: medium armor rep II, 2x energized adaptive II, 2x heat sink II, and random module (cap relay, nanofiber or something) 5 x hammerhead II drones.
Works pretty well, doesn't run out of cap unles nossed, if nossed use cap injector
Teh NAGA ShopÖ |

Rashma Anglis
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Posted - 2006.12.04 01:24:00 -
[18]
Out of curiosity, has anybody tried fitting beams to a Harbinger yet? One of the gang fights I've been in recently had a Harbinger with beams just nabbing the killmails (Unfortunately he caught me too ).
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Dahak2150
HellBrothers Industries
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Posted - 2006.12.04 02:43:00 -
[19]
I have an allergic reaction to most beams, but I suppose I could try it out.....
If you're on IE, pretend this is transparent while you get a better browser. |

Goumindong
Amarr Merch Industrial
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Posted - 2006.12.04 07:51:00 -
[20]
Edited by: Goumindong on 04/12/2006 07:52:59 It can be a pretty potent Beam platform, i dont know if its really fast enough for anything but small group gangs when using beams though.
I suppose it would be possible to run them with a single inty tackler, but anything really fast or with medium range capability[Amarr Battleships really] Will eat you alive..
The setup I would run for that would be
7x Heavy Beam AB II/Med Injector[does it even fit?]/?/? 2 x I stab/2 x Nano/ 2x HS II
That should get you around 700 m/s with good skills, good enough to run away from most ships that arent fitting a MWD and probably good enough to run from most MWD setups on the medium/larger ships for long enough to force cap use problems.
?s could be tracking comps to stick your range out just a bit more with multifrequency[cant use the tech 2 ammo because the range penalty is so severe you might as well be using Heavy Pulses with Multifrequency [Optimal Range with Gleam is going to be around 9 km with Heavy Beams with two tracking computers so you would be way into falloff and probably too close to webs for comfort, especialy with no tank]. Multifrequency is much more reasonable at 18 KM, and you can run out to 65 KM optimal with the long range Aurora[but need a sensor booster to target out there, the switch requiring you to drop down to a 60km optimal]
edit: Injector doesnt fit without PG rigs.
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The Armin
Shiva Morsus Mihi
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Posted - 2006.12.04 11:41:00 -
[21]
7x HP II 1x Med Dimishing Nos 1x Web and 1x Scram(Both fleeting), 1x AB II/Named, 1x Sensor Booster II 3x Heat Sink II 2x Tracking Enhancer II 1x DCU
5 Hammer II / Valk II
+5% dmg implant.
It hits with Conflag M.
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Melicien Tetro
Gallente FATAL REVELATIONS Lotka Volterra
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Posted - 2006.12.04 12:05:00 -
[22]
Edited by: Melicien Tetro on 04/12/2006 12:18:43
Originally by: Avi Kaiten I'm thinking of:
Hi 7xFMP II 1xMed NOS
Med AB II Scrambler 20 km 2xWebber
Low Med Rep II 1600mm RT EANM2 Named DC 2xHS II
Should fit even without AWU at all(with engineering 5 ofc). Nos should compensate a bit the loss of booster, while 2 webs grant much better range controlling capabilities. Wonder if sacrificing HP for FMP+RT is worth it, but some extra survivability is always nice :)
It's really an ab-fab set. Your gank + your tank will generally beat their gank + their tank.
I tried to fight a shark with a pistol underwater once, and I'll be damned if he didn't laugh at me and eat me. Sharks need a ******* nerf. True story.
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Bumm Bumm
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Posted - 2006.12.04 18:40:00 -
[23]
Originally by: StarLite Harbinger: Highs: 1 * Tachyon II 7 * Small NOS [E5]
Meds: 2 * Sensor Booster II 2 * Tracking Computer II
Lows: 3 * RCU II 3 * Heat Sink II
Rigs: 3 * Powergrid Rigs
Drones: 5 mediums
150-160 targetting and optimal range [Aurora] Can hit up to 850 damage on a wrecking hit [Gleam]
Is it the best setup for a har? No Is it fun to use and fly? Yes Is it fun to hear people go "WTF!>!>!" in local cus you just hit them for 300+ damage from 150Km away in a battecruiser? Hell yeah!
With 7 small nos and 5 med drones, you will actually be able to survive inties that are dumb enough to come within 5,5 KM :P
That's an awesome setup for the WTF Factor. Do you mean a Tachyon like the BS sized one? I assume you do (haven't looked at lasers in a while). Kudos to you and your out of the box thinking!
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Jorgen Aresh
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Posted - 2006.12.14 07:17:00 -
[24]
What would a good fitout be if you cant afford these tech 2 gear and the like? |

Almarez
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Posted - 2006.12.15 19:02:00 -
[25]
I know people usually do it out of necessity but I hate mixing gun types, like mega and heavy pulse. Something about that seems wrong. Also, MWD on an Amarrian ships also seems wrong, the cap penalty is terrible.
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Cyclopaexan
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Posted - 2006.12.29 19:58:00 -
[26]
Edited by: Cyclopaexan on 29/12/2006 20:05:28 Edited by: Cyclopaexan on 29/12/2006 20:04:01 Was wondering if someone could give me some pointers on what I should outfit on the Harbinger I just got. I'm still quite newb (1.5M sp) so t2 stuff is pretty much out. I'll basically be using this for ratting/salvaging for the time being. Just goofing off with it. Up until now, I've been using an Arbitrator with a SIMILAR setup, although Arb is far more restricted in terms of both slots and pg/cpu. ANYWAY, here's what I have so far. And yeah, I know... way overboard on the lasers and stuff. It's a floating laser platform. Again, I'm just using it for ratting (In hi-sec space, too) right now:
Hi-slots (8/8 spent): Heavy Modal I x 7 (with radio/multi-freq./ultraviolet crystals onboard, to be switched out as range adjusts) Salvage scanner
Med-slots (2/4 spent): 10MN MWD Parallel Weapon Nav. Transmitter
Low-slots (3/6 spent): Beta Reactor Control: Reaction Control I Local Power Plant Manager: Diagnostic System I x 2
Capacitor: 2554(477 sec.) CPU: 301/431 PG: 1902/2182
I have a couple more reaction control modules sitting around if I start pushing limits. Two more throws my grid up to about 2,700. Just in case. I had them installed initially, and realized I had an extra 800 grid going to waste and could probably use those slots for something else. I'm using Hammerhead drones, and I will PROBABLY also buy heavy pulse and play with those too. See which I like best on this ship. Since I generally run around with Ultraviolet on, my starting optimal range for the beams is ~22km. Heavy pulse with radio is about the same, so I could probably get away with switching to pulse. Higher power damage, less grid useage. Which means I might be able to drop the other reactor control, too. I dunno. Any suggestions?
Edit: I guess mainly what I'm asking is what I might consider slapping into the extra spaces to expand the functionality a bit, in case I wanna go run some missions in it and whatnot. It seems to ME that the choices are obvious. Armor plating and armor repair, stuff like that, that I've always used on mission runners. But... like I said, I'm still newb, so I dunno. lol
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Pyromonkey
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Posted - 2006.12.29 20:39:00 -
[27]
how about:
High:
7x Medium Focused Pulse w/ Multifrequency 1X E50 Med Nos
Med: X5 Webifier J5 20km Disruptor Medium Electrochemical Cap Booster w/800s Y-T8 MWD
Low: 2x Medium armor Repairor T2 1x N-Type Kinetic Hardener 1x N-Type Thermic Hardener 1x N-type Explosive Hardener 1x Refuge Resist Plating
works great for me!!! 73% or above on all resists...
Only need Electronics and Engineering IV
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2006.12.29 21:07:00 -
[28]
Originally by: StarLite Harbinger: Highs: 1 * Tachyon II 7 * Small NOS [E5]
Meds: 2 * Sensor Booster II 2 * Tracking Computer II
Lows: 3 * RCU II 3 * Heat Sink II
Rigs: 3 * Powergrid Rigs
Drones: 5 mediums
150-160 targetting and optimal range [Aurora] Can hit up to 850 damage on a wrecking hit [Gleam]
Is it the best setup for a har? No Is it fun to use and fly? Yes Is it fun to hear people go "WTF!>!>!" in local cus you just hit them for 300+ damage from 150Km away in a battecruiser? Hell yeah!
With 7 small nos and 5 med drones, you will actually be able to survive inties that are dumb enough to come within 5,5 KM :P
Ahhhh that brings me back to my medium gun on my retribution  __________________________________________ Yes it is great being amarr. |

Almarez
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Posted - 2006.12.30 03:54:00 -
[29]
I don't recall exactly cause it was on test server and I can't get on atm. I actually go with 7 focused med beams. Only because I like having the option to hit from a distance. With those and Aurora I can hit over 60 km. 1 med NOS II 1 ab II, 1 tracking comp II, 1 cap injector with 400 charges 2 heat sink II 2 med armor rep II dont remember what else for tank 5 med drones (preferably T2) I took out several alliance mates with it without cap probs. You really need to have bc lvl 4.
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Cyclopaexan
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Posted - 2006.12.30 06:18:00 -
[30]
Well, the major issue (for me anyway) at this point is that I'm lacking quite a bit of skills. I think I have *one* level 5 skill, and that was given to me at char creation. Most of the rest are all 3's and 4's, and NONE of them are tier 2. Also, for the time being, the most I'd be doing with this (precisely BECAUSE I lack the skills) is .5+ ratting, and maybe a few level 2 missions here and there. Most of those mobs are a moderate challenge at best in an OMEN, and the rest are all pushovers. The Harbinger is just a meatgrinder for them. I don't even need this powerful of a ship to do what I'm doing; I just wanted to get used to it. My point is, with my current setup, just about ANYthing I'm fighting for the time being is going to die pretty much instantly. For missions (like Illegal Activities) I'd just switch out a few mods for situational reasons when I'd NEED them.
I guess I could probably get away with throwing an EANM and med repair on lows, though that would likely mean I'd need to toss on one of my extra RCUs. Also, I know that cap injectors are very important later (though only because I keep seeing them mentioned like every other post =P), but for what I've been fighting lately, I rarely have any issues with running out of cap as long as I prepare for each fight properly. It's when I don't bring the right stuff, warp in at the wrong range, get my ass smashed and blow off all of my cap trying to repair and MWD out of range that I would actually need an injector right now. I've used one ONE time, and was not at all impressed (admittedly, it was a very crappy version...). I got more utility out of that ship (Arbitrator) by loading myself down with diagnostics systems. The cap regen with 4 of those was so fast I could almost always have near full cap shield tanking with the appropriate shield hardener for the situation. Bleh. That's just for NPC stuff though. I'd have severe weaknesses in a PvP situation with a setup like that, of course. Anyway, I'm still open to any kind of suggestion. If nothing else, it helps me learn more about the class of ship I'm trying to get into.  I'll definitely try out the setup Pyro suggested, though I'm thinking I won't like it. Not for what I'm doing with it, anyway. The whole point of my messing with it is to maintain the one-or-two-shot two targets at once thing that I have going with it's current setup. For the most part, electronic warfare is irrelevant with this setup, because the rats/mission drones generally die before they'd ever come close enough to use them. With the exception of very strong mission drones, or missions (like Illegal Activity) where you fight 473 ships at once. =P Ok... shutting up now. hehe
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