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Doc Herzer
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Posted - 2007.01.30 03:17:00 -
[31]
one person stated he had 5 or6 nos on his. i am new is this a good idea to have this many and only 1 laser?
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.01.30 03:23:00 -
[32]
Originally by: Doc Herzer one person stated he had 5 or6 nos on his. i am new is this a good idea to have this many and only 1 laser?
If you want to NOS you might as well train up the myrmidon. It should take you under a week. Though you should probably do that anyway.
In short, no. ---------------------------------------- Thou Shalt "Pew Pew" |

Nick Parker
Caldari Rogue Elements
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Posted - 2007.01.30 07:38:00 -
[33]
Harbinger Heavy Beam setup
7 modulated heavy beams 8th Slot empty
10mn AB t2, Whatever, Whatever whatever (By whatever I mean webs(( For the Oh SHI7 moments)), sensor booster,tracking computer cap relays. no cap injector without rigs)
1 MAR t2, 1 of each hardener (I think I used faction on mine to save CPU), DCU (named) HS2
No rigs used Fits with AWU 4
Cap will last for a long time,allthough not forever, as long as you fight at 26 KM (out of most heavy nos Range). If you go closer and switch to more damaging crystals cap will run out eventually. Not tried the EANM setups, so that may make cap more sustainable. Don't fight MWD'ing Domis, the Odd Bhalgorn, Or the amarr Recons as you will loose with this sort of setup.
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Zothike
RABBLE-RABBLE
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Posted - 2007.03.01 11:04:00 -
[34]
Does the harbinger bonus to damage apply to all sized Lasers (light/med/heavy) ?
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Hedeon Mishenka
Caldari Kinetic Vector Freelancer Alliance
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Posted - 2007.03.05 20:06:00 -
[35]
Anyone have any good Fleet setups?
If I'm in a gang or fleet, I won't be tackling in a BC. That's what inty's are for.
I was thinking something along these lines... Feel free to critique.
7-8x Heavy Pulse II
1x Sensor Booster II 3x Tracking Computer II
MAR II 3x HS II Passive tank
.: You laugh because I'm different :: I laugh because you're all the same :.
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SpiritOne
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Posted - 2007.03.14 17:04:00 -
[36]
I use this setup when I'm just out looking for stragglers:
High Slots: 7x Heavy Pulse II's 1x Medium Nos II
Medium Slots: 1x Sensor Booster II 1x 20k Warp Scrambler 1x Target Painter II 1x Stasis Webifier
Low Slots: 1x MAR II 1x Damage Control II 1x Energized Adaptive II 2x Heat Sink II's 1x Reactor Control II
Drone Bay: 5x Vespa EC-600 ECM Drones
Its a tight setup, and with some better Engineering skills than I have that Reactor could turn into a Power Diagnostic II. This setup is great for 1v1. Get your target to aggress before you launch the ECM drones and it usually ends up in a kill.
For Fleet style engagements I will pull the ECM Drones and go with Tech II Medium Combat drones and pull the webber for a Tracking disrupter II.
All in all, its a good ship with a lot of potential.
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grappler
Divine Retribution
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Posted - 2007.03.15 10:58:00 -
[37]
7 heavy pulse 2's 10 mn mwd, sensor booster 2, web, 20km point med armor rep 2, 3 tracking enhancer 2's, 3 heat sink 2's
it sounds too simple to work but I have reipped apart too many doubters. this is one of the better all out damage setups of any ship in the game, especially in gangs.
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grappler
Divine Retribution
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Posted - 2007.03.15 10:58:00 -
[38]
7 heavy pulse 2's 10 mn mwd, sensor booster 2, web, 20km point med armor rep 2, 3 tracking enhancer 2's, 3 heat sink 2's
it sounds too simple to work but I have reipped apart too many doubters. this is one of the better all out damage setups of any ship in the game, especially in gangs.
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Justus Sandrius
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Posted - 2007.03.21 13:06:00 -
[39]
Fitting a harbinger depends on what you want to do (as usual). I tried my harbinger out (friendly) against both a command ship (absolution) and a BS (armageddon). Both are pretty tough targets, and surviving (winning) highly depends on your own setup.
First: the harbinger has pretty good capacitor recharge so: use it Second: the harbinger has lousy armor resists (no ship bonus). Third: the harbinger has decent damage output (but never enough to kill a an absolution, cause they deal equal damage and tank better). Fourth: the harbinger is about choice! You can't do everything with it. Fitting differences can easily make you loose it against a couple of interceptors, while winning a battle against an armageddon.
So: here's the trick. Generic PvP setup, based on tackling *non-battleship* tankers:
High: Fit at least 4 NOS (to break active tanks). I needed to fit 5 to break the cap of the absolution. Fill the rest with heavy lasers you can fit.
Med: Cap booster with 800caps (needed!!) 20k Scrambler. Microwarpdrive. Webber OR Tracking disruptor
Rationale for the meds: Fit the TD for limiting damage done by anything larger than cruisers, fit the combintaion webber + MWD is you want to be able to get OUT if you can't kill the target (which is a very real option, as you fitted only 4 guns). To get out effectively, fitting either webber or MWD will not help you when you are webbed yourself.
Lows: 2xmed repper (tech II preferably, no problem to train for either and gives a HUGE boost to the rep rate) Damage control (always fit one for PvP in large ships, you want to get out alive when in structure, or wait for the aggresion counter to count down (1 minute) to jump through a gate or dock a station). And now: target specific resistance. Fighting amarr? fit a thermic hardener and a (energized/faction)nanoplate. Add a heatsink (tech II). Fighting non-amarr? don't fit the heatsink. Fit an explosive or thermic hardener.
Drones: Meds: (a mix of) thermic, kinetic or explosive.
Results: Fitting the 5 NOS variant left the absolution without cap (thus: no lasers/no repper). With decent skills it's a matter fighting it out, and hoping no backup warps in, cause it takes quite some time to get through the armor of a decent fitted absolution. Anything less then 4 NOS could get you into real trouble.
Not fitting the Tracking disruptor will make you die against any battleship using guns. We tried the following: BS fitted a web, Harb fitted a Tracking disruptor AND MWD. Result: Harb died. One of the problems is that with 4 NOS you will not get to the end of the cap of any BS, before that BS has you down to structure.
The only reason why the Harbinger "won" the match against the absolution (when fitted this particular way) is that the absolution's cap is gone before harbinger has exploded.
Finally, notice that the double repper setup is practically needed if your don't get the armor resist up. Fitting armor repair rigs helps a lot too. I suggest: 1 armor repair amount increasing rig (15%), 1 explosive resist rig (30%), 1 kinetic resist rig (30%). This will help you tank a lot better. However, it drains your speed, which means that if you loose, you might not get out in time.
So with this setup: try tackling smaller ships :-) or be prepared to run (which means fitting a webber AND a MWD AND a cap booster).
In general: the harbinger can be a very dangerous ship, but you have to choose your targets carefully.
For solo mission running: fit a drake :-)
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Jamirie
ironwood ink The Sundering
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Posted - 2007.03.21 13:27:00 -
[40]
Originally by: Justus Sandrius Complete garbage
/boggle why the hell are you fitting 4/5 nos on a ship which recieves laser turret gank bonuses?
Harbinger should be fitted with 6/7 Heavy Pulses, 1/2 Nos, and at least 2 Heat Sink II's.
Signatures made upon request, comes with free hosting, contact me in-game for a quote |

Justus Sandrius
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Posted - 2007.03.22 08:48:00 -
[41]
Edited by: Justus Sandrius on 22/03/2007 08:47:19 Well, thanks for the suggestion. It kinda makes sense :-). Will try it tonight. Although I do not really agree with the fact that one should, per definition, use a ship's bonusses to the extreme. The bonus is nice, but not the only attribute/quality of a ship. Further, AT LEAST two heatsinks makes no sense, 2 heatsinks does. Heatsinks have stacking penalty, more than two is overkill.
It wouldn't surprise me, if we would fight eachother 1v1 in a harbinger, you with 7 lasers, I with 4-5 nos, that you won't win the fight. You will be out of cap in no time, and I can tank your damage. So again, it all depends on what you want to do with the ship. If you want a heavy damage dealer for quick hit and run or damage support when others are tanking, or a more generic setup, is up to the player I guess.
Last question (just for my own info): what do fit in the other lows, if you fit two heatsinks?
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.03.22 11:05:00 -
[42]
Edited by: Goumindong on 22/03/2007 11:05:57
Originally by: Justus Sandrius Edited by: Justus Sandrius on 22/03/2007 08:47:19 Well, thanks for the suggestion. It kinda makes sense :-). Will try it tonight. Although I do not really agree with the fact that one should, per definition, use a ship's bonusses to the extreme. The bonus is nice, but not the only attribute/quality of a ship. Further, AT LEAST two heatsinks makes no sense, 2 heatsinks does. Heatsinks have stacking penalty, more than two is overkill.
It wouldn't surprise me, if we would fight eachother 1v1 in a harbinger, you with 7 lasers, I with 4-5 nos, that you won't win the fight. You will be out of cap in no time, and I can tank your damage. So again, it all depends on what you want to do with the ship. If you want a heavy damage dealer for quick hit and run or damage support when others are tanking, or a more generic setup, is up to the player I guess.
Last question (just for my own info): what do fit in the other lows, if you fit two heatsinks?
if you want to NOS, spend a week training for the Myrmidon.
you will do more damage, with a much better tank, and an extra mid slot.
ED: You really should have at least 2 heat sinks on your harbinger. 3 is the norm for me and it works well. Its a gank ship, gank in it.
That being said, as a solo ship/very small gang ship which you seem to be building, FMP and a 1600 plate work better than HP and a EANM.
A decent setup would be
7x FMP II 1x MWD, 1x Web, 1x20k scram, 1 x cap booster[800s] 1x MARII, 1 x 1600 Plate, 1x DCII[or EANM, i prefer the DC], 3x Heat Sink II
"bump and run" and you should be able to stay out of the optimal of blasters and autocannons of similar sized ships. NOS will kill you without well timed injecting. ---------------------------------------- Thou Shalt "Pew Pew" |

Amanda Zeherah
Amarr Viziam
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Posted - 2007.03.22 11:55:00 -
[43]
My harbinger has the same setup as Goumindong except I like a more 'balanced' one:
1xMARII, 1x1600plate, 1xDCII, 1xEANMII, 2xHSII... no explosive hole and make the plate more valuable... but around -10%dps
Also, 5x valkyrieII and an aerator energy weapon rig (less stacking with the HSII...also u require AWU level 5 ) + nano pump armor rig
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DarkElf
Caldari Veto.
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Posted - 2007.03.22 12:04:00 -
[44]
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
omg i am so gonna try that out 
DE
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Deschenus Maximus
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2007.03.22 14:45:00 -
[45]
I use two setups:
0.0 large gang/fleet support
Highs: 7x Heavy Pulse IIs (Scorch M, Conflag M, Multifreq M, Radio M)
Mids: 1x 10MN AB II 1x Fleeting webber 1x 20k Scram 1x Med Electromechanical cap injector (cap 800 charges)
Lows: 1x Medium Armor Repairer II 1x DCU II 2x Heat Sink II 2x EANM II
Drones: 5x Med ECM drones
This setup got me on top of a carrier killmail, despite having multiple BSes in gang.
Low-sec ganking setup
Highs: 7x Focused Medium Pulse IIs (Scorch M, Conflag M, Multifreq M) 1x Microsmartbomb (to scare away enemy drones)
Meds: 1x MWD 1x Web 1x 20k Scram 1x Med Electromechanical cap injector (cap 800 charges)
Lows: 1x MAR II 1x DCU 1x Heat Sink II 2x EANMs 1x 1600mm RT plate
Drones: 5x Med ECM drones
A lot less ganky, but more durable, which is important when the gate guns turn on you.
FLAMING
When you can't think of logical arguments and are too dumb to STFU |

Cadman Weyland
Eternity INC.
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Posted - 2007.03.22 19:13:00 -
[46]
Doesnt anyone ever fit a Gang mod on their Harbingers ? I always have a Mod on a bc when flying in a gang, regardless of which BC.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.03.22 20:18:00 -
[47]
Originally by: Cadman Weyland Doesnt anyone ever fit a Gang mod on their Harbingers ? I always have a Mod on a bc when flying in a gang, regardless of which BC.
I will as soon as i am able to. ---------------------------------------- Thou Shalt "Pew Pew" |

Vorketh Mordanil
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Posted - 2007.04.24 21:11:00 -
[48]
I use the following as my all-around Harbinger:
HIGH-SLOTS : ~~~~~~~~~~~~ Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Heavy Modulated Energy Beam I Medium Nosferatu I Medium Nosferatu I
MED-SLOTS : ~~~~~~~~~~~~ Phased Monopropellant I Hydrazine Boosters {MWD} 'Orion' Tracking CPU I Fleeting Propulsion Inhibitor I J5 Prototype Warp Inhibitor I
LOW-SLOTS : ~~~~~~~~~~~~ Medium Inefficient Armor Repair Unit Type-D Power Core Modification: Capacitor Power Relay Type-D Power Core Modification: Capacitor Power Relay Type-D Power Core Modification: Capacitor Power Relay Sigma-Nought Tracking Mode I Beta Reactor Control: Diagnostic System I
DRONE BAY : ~~~~~~~~~~~~~~~ 5x Valkyrie II
Basically... I MWD around 1km/s, I use Microwave crystals, and I keep at range at 40km... when I get to 40km, I stop my MWD and let them catch up to 25km, then kick it on again. Tested against an AF starting at 1km, we both web each other, my MWD allows me to get out and kick ass...
THIS IS NOT A TANK! Probably would get its ass kicked by any BS that started out close range, and definitely any sniper, but it can outrun a lot of stuff, so just gtfo!
The cap rechargers are great though. I can MWD for approximately 114 minutes nonstop per my testing, and in combat with all modules on, it runs for 7-8 minutes, longer using the stop/go technique I indicated above.
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korrey
Amarr
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Posted - 2007.04.24 22:47:00 -
[49]
Necro! ----------- Amarr- If you like to handicap yourself before the fight begins, then Amarr may suite your needs surprisingly well. |

Captain Campion
Amarr Dark Horizons
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Posted - 2007.04.26 09:50:00 -
[50]
Edited by: Captain Campion on 26/04/2007 09:46:53 I can verify that Goumindong's setup is a ***** to come up against :)
Here's mine:
Highs 7x Focussed Modulated Medium Energy Beam I
Mids 1x Y-S8 Hydrocarbon I Afterburners 1x Warp Disruptor II 1x X5 Prototype I Engine Enervator 1x Medium Electrochemical Capacitor Booster I
Lows 1x Medium Armor Repairer II 1x Damage Control II 1x 1600MM Reinforced Rolled Tungsten Plates I 1x Energised Reactive Membrane II 1x Energised Magnetic Membrane II 1x Energised Thermic Membrane II
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3rr0rc0d3
Amarr Horizon Ventures
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Posted - 2007.05.06 10:39:00 -
[51]
Here's my all-round setup. I use it for LVL II and III missions/ratting, without problems...
Hi: 4X Heavy Anode Pulse Particle Stream I with Xray M (training for t2, so bear with me ) 1X Gatling Pulse Laser II with Ultraviolet S (for short range) 1X Small Proton Smartbomb II 1X Small Tractor Beam I 1X Salvager I
Mid: 1X Small Shield Booster II 1X Y-S8 Hydrocarbon Afterburners 1X Medium Shield Extender II 1X Cap Recharger II
Low: 2X 800mm Rolled Tungsten Plates I 2X Heat Sink II 1X Tracking Enhancer II 1X Power Diagnostic System II
Comments for a relativly new player? 
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Menkaure
Amarr Vanitas Corp.
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Posted - 2007.06.05 12:31:00 -
[52]
Tech1 setup designed to be fairly disposable. Tested it last night in a small gang, performed ok but anyone got any tips/modifications for me?
5 Heavy Pulse Laser I w/MF 3 Medium Nosferatu I
10mn AB I Stasis Web I Warp Disruptor I Medium cap booster I w/400 charges
2 Heat Sink II (my only t2 flaunt cus theyre cheap and I had two lying around) 2 Medium Armor Rep I 1 Reactor Control Unit I 1 Energized Adaptive Nano Membrane I
According to quickfit (and mostly in practice) cap lasts for fudging ages, but the twin MAR reps still get overcome fairly easily due to crap resistances. Fairly tight fit for me aswell, but i only have AWU II.
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Menkaure
Amarr Vanitas Corp.
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Posted - 2007.06.05 12:50:00 -
[53]
Alternative to the above... (upped my AWU to IV in quickfit)
Harbinger
Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Medium Diminishing Power System Drain I Medium Diminishing Power System Drain I Medium Diminishing Power System Drain I
X5 Prototype I Engine Enervator Faint Warp Prohibitor I 10MN Afterburner II Medium Electrochemical Capacitor Booster I
Medium Armor Repairer II Medium Armor Repairer II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II Reactor Control Unit II
Rigs : Empty Slot \ Empty Slot \ Empty Slot \
6836 armor, E/T/K/Ex=69/49/42/38
Caps a non-issue.
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Vrabac
Amarr Shadowed Souls
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Posted - 2007.06.12 11:28:00 -
[54]
Originally by: Menkaure Alternative to the above... (upped my AWU to IV in quickfit)
Harbinger
Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Medium Diminishing Power System Drain I Medium Diminishing Power System Drain I Medium Diminishing Power System Drain I
X5 Prototype I Engine Enervator Faint Warp Prohibitor I 10MN Afterburner II Medium Electrochemical Capacitor Booster I
Medium Armor Repairer II Medium Armor Repairer II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II Reactor Control Unit II
Rigs : Empty Slot \ Empty Slot \ Empty Slot \
6836 armor, E/T/K/Ex=69/49/42/38
Caps a non-issue.
Dmg and resists are an issue imho, but I use something along similar lines I think should work better:
Heavy Pulse Laser II x6 Small Neutralizer x2
Cap Booster II (enough pg so why the hell not, and having 2-3 free Pg in the end is kewl ) Web (had to fit X5, cpu issues with fleeting) WD II AB II
Medium Armor Rep II x2 EANM II DC II Heatsink II x2
Drones: either Medium ECM x5 or Dmg Medium x5
Rigs: Explosive Resist, Kinetic Resist, Cap Recharge
With AWU 4 fits nice and tight.
Of course neutralizers are useless against passive drakes that are so popular and suicidal against nosing myrms, but fighting nosing myrm solo is suicide anyway. Still cap booster gives you enough cap to do your thing, and guns alone do well over 400dps, with drones it would be 550 and over I imagine. Damage control prolongs your life dramatically. Worked fine so far, doesn't do that bad around sentries either. 
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ReePeR McAllem
The Carebear Stare
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Posted - 2007.06.12 12:56:00 -
[55]
My pimp set-up.
High 7 x FMP II 1 x E50 NOS
Mids 1 x Y-T8 MWD 1 x Warp Disruptor II 1 x Fleeting Propulsion Inhibitor 1 x Medium Electrochem (800's)
Lows 2 x True Sansha MAR's 1 x EANM II 1 x DCU II 2 x Heatsink II's
Rigs 2 x Aux Nano pump 1 x Thingie rep duration
Drones 5 Hammer Head II
It does very nice damage. Has nice resists and with the TS MAR's and the rigs reps 1170 armor every 8 seconds.
It does cost a fair bit looking at around 220mill. If you cant afford the TS MAR's then t2 still rep a nice amount with the rigs.
PWNT!
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Kailiao
The Malevolent
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Posted - 2007.07.25 02:56:00 -
[56]
High: 7 Teck 2 med pulse lasers
Med: %90 web, teck 2 scram, med cap injecter, teck 2 tracking comp
Low: med rep 2, 3 heat sink 2's, 2 eanm's, teck 2 tracking inhancer
5 med ecm drones
kinetic, thermal, exp rigs
Insane amounts of dps, low survivbilty, hell of a fun set-up to use 
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Wayward Hooligan
Sniggerdly Pandemic Legion
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Posted - 2007.07.25 03:08:00 -
[57]
Edited by: Wayward Hooligan on 25/07/2007 03:08:36 High: 7xHeavy Beam II
Mid: 1x10mn MWD II 1xSensor Booster II 1xTracking Computer II 1xCap Recharger II
Low: 1xSAR II 1xDC II 3xHeat Sink II 1xPower Diagnostic System II
Drones: 5xMed Armor Rep Drones
or
5xValkyrie II
Fits and hits like a truck. Useless solo of course. Drop 1 Heat Sink II for Inertial Stabalizer II if you are in a faster moving gang.
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Zosimos Sabina
Tritanium Workers Union Kinetic Maelstrom Alliance
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Posted - 2007.07.25 03:44:00 -
[58]
Edited by: Zosimos Sabina on 25/07/2007 03:53:11 Played around with fits. Came up with this. Looks like a previous setup, comments?
--Highs-- 7x FMP II Medium Unstable Power Fluctuation
--Meds-- 10MN MWD II Fleeting Web Warp Disruptor II Medium Electrochemical Cap Booster
--Lows-- 1600mm RT Plate EANM II 'Refuge' ANP DC II 2x HSII
--Rigs-- 3x Trimark Is
--Max skills-- 1097 m/s 368 DPS @ 20,250 meters with guns only (Scorch M), 517 w/ Hammerhead IIs 627 DPS @ 6,800 meters with Conflagration M, Hammerhead IIs. 75,030 EHP
Reminds me of a miniature Armageddon. For the money, maybe the Armageddon would be better. 
------------------------------------------------ »\(¦_o)/» |

Captain Campion
Synergy. Imperial Republic Of the North
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Posted - 2007.08.11 14:14:00 -
[59]
This is what i've been nobbing you all with...
Highs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6x Heavy Pulse Laser II [Scorch/Conflag]
Mids ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1x 10MN AB II 1x X5 Web 1x Warp Disruptor II 1x Medium Electrochemical Cap Booster
Lows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2x Medium Armor Repper II 1x HSII 1x Energized Kinetic 1x Energized Thermal 1x Energized Explosive
Rigs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1x Rep Cycle Time 2x Rep Amount
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Splinter 07
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Posted - 2007.08.11 21:40:00 -
[60]
Hey guys would it still work if i fit beam lazers coz i have more skills for em ect than pulse and im a noob with pulse.
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