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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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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 :-)
|

Jamirie
ironwood ink The Sundering
|
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
|
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?
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
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
|
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
|

DarkElf
Caldari Veto.
|
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
|

Deschenus Maximus
Amarr Digital Fury Corporation Digital Renegades
|
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.
|
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.
|

Goumindong
Amarr Merch Industrial We Are Nice Guys
|
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
|
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.
|

korrey
Amarr
|
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
|
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
|

3rr0rc0d3
Amarr Horizon Ventures
|
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? 
|

Menkaure
Amarr Vanitas Corp.
|
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.
|

Menkaure
Amarr Vanitas Corp.
|
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.
|

Vrabac
Amarr Shadowed Souls
|
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. 
|

ReePeR McAllem
The Carebear Stare
|
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!
|

Kailiao
The Malevolent
|
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 
|

Wayward Hooligan
Sniggerdly Pandemic Legion
|
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.
|

Zosimos Sabina
Tritanium Workers Union Kinetic Maelstrom Alliance
|
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
|
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
|

Splinter 07
|
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.
|

PraetorNZ
Axe Gang
|
Posted - 2007.08.11 22:52:00 -
[61]
Edited by: PraetorNZ on 11/08/2007 22:54:08 my setup for small gang work. could use more laser skills as DPS is a bit low. works well for killing drake shield tanks tho
Harbinger
Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Heavy Anode Pulse Particle Stream I [1xAmarr Navy Multifrequency M] Small Nosferatu II
10MN Afterburner II Medium F-RX Prototype I Capacitor Boost Fleeting Propulsion Inhibitor I Warp Disruptor I
Heat Sink II Medium Armor Repairer II Heat Sink II Energized Adaptive Nano Membrane I N-Type Magnetic Membrane I Damage Control II
Vespa EC-600 Vespa EC-600 Vespa EC-600 Vespa EC-600 Vespa EC-600
6836 armor, E/T/K/Ex=71/53/66/43 296.0 DPS
|

Captain Campion
Synergy. Imperial Republic Of the North
|
Posted - 2007.08.12 09:31:00 -
[62]
Edited by: Captain Campion on 12/08/2007 09:32:00
Originally by: Splinter 07 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.
Beams - worse to fit, longer range, slower refire, rubbish crystals Pulse - easy to fit, range is enough, fire faster, good crystals = win
|

Van Nostrand
Gallente Raptus Regaliter Pride - Honor - Duty
|
Posted - 2007.08.19 08:50:00 -
[63]
I use a Harby with beams for ratting in 0 space, but the basic fit should work with PvP as well. Fit works thus: Highs: 6 med heavy beams tech 2, plus 1 med focused beam tech 2, plus small nos Meds: ABurner tech2, web (named), injector (elect), plus 1 free for scram? Lows: 1 med rep tech 2, 3 passive tech 2 hardners, cap relays, heatsink. This is by recollection, haven't used it in a couple of weeks. But the beam option and this fit handles 2 BS and 5 cruisers spawns
|

Sc0rphion
|
Posted - 2007.08.27 05:00:00 -
[64]
Edited by: Sc0rphion on 27/08/2007 05:01:35 I'm afraid of all !!! Just that
High = 7 nos Med = 4 HS ( not named they called Heat sink what another name u can give ?) Low = 5 Amarr bibles
Drones = 5 medium Dancing drones that orbit u only for entreteinament...
That only works if u are pvping ur own alt
Btw.. Yes BINGOOOO u win the lottery of 1 glass of water of ur freeze... U guessed SHerlok Im so fuc*****ing (the asterisc "*" has been put by myself) DRUNK Yarrrrrrr
|

Anton Marx
Caldari Umbra Congregatio Interstellar Alcohol Conglomerate
|
Posted - 2007.09.07 13:37:00 -
[65]
Edited by: Anton Marx on 07/09/2007 13:40:42 Hi chaps,
I am thinking of training Amarr soon and the Harbinger is definitely my weapon of choice (pretty-looking + I already have Battlecruisers 4)
So can someone tell me a decent medium-range (15-30 km) setup (not necessarily a gank-setup) as of the latest patch?
Thanks!
- Interstellar Alcohol Conglomerate -
[UMCON]Anton Marx |

Chris Evul
|
Posted - 2007.09.10 12:35:00 -
[66]
Awww... just bought a Prophecy ... Asked corp mates they tought that the Prophecy was the best one for me. Alot of resistens and so on is a big + but when I look cloaser Harbinger almost have the same resistens and MORE firepower. What do you guys think, Shall I buy a Harbinger? If so can you link me a t1 setup?
// Chris Evul
|

Kejsar Brutus
Minmatar
|
Posted - 2007.09.11 01:12:00 -
[67]
Harbinger is easilly one of the most forgiving ships we amarr-pilots have to deal with. Great fun to fly and as has been mentioned before, can be fit in a gazillion ways. This is the fit I use for small-gang and solo pvp in 0.0:
7x FMP II with Conflag (I like FMP's, fits easier, uses less cap but still fine damage)
1x MWD, 1x 20km Scram, 1x Web, 1x Med Cap Booster with 800's (teh Harbi's best friend, really)
1x MAR II, 1x DCU II, 1x EANM II, 1x 1600mm plate and 2x Heatsink II
rigs: whatever you want
drones: 5x Medium of choice, I use hammerheads for damage.
This setup can be a bit tricky to fly against some targets, but generally it's a cakewalk against any cruiser, most BC's and most HAC's I've come across. Completely tore my brothers Deimos apart, very fine DPS if you get him webbed and that plate gives you 12k armor. I had him into structure when he had me halfway through armor.
Downside is... It takes alot of cap. Naturally. And while 800's keep your cap going, you really can't bring alot of em with you, so it's reliant on having more at hand for longer engagements. It's as I mentioned a bit tricky to fly, only 815m/s with MWD on, with my soddy skills, which isn't worth a p*ss against a vagabond. Long locktimes are a pain, but this ship can be (and oftenly is) a monster under the right circumstances.
Minmatar ships make chopsticks look like a technological marvel. |

Mirabele
|
Posted - 2007.09.20 04:51:00 -
[68]
Edited by: Mirabele on 20/09/2007 04:52:26 I started with the amarr ships a lill time ago.. i HATE caldari ships, my navy raven still rocks in pve, but the rest ( Imo ) sucks. I made a quick setup and i tryed it on the hardest lvl 3's. and it seems to work just fine. Repper can run 24/7.. but needs to be cyceld a little bit when firering lazers. I think this is cuz a, my controled burst skill is only I. b, i havent fitted a CCC on my last rig =). So with those 2 skills fixed. I Will be abel to fire 24/7 and keep my repper / hardeners on all the time.
( PVE / MISSION )
7x Anode Heavy Beem's - 1x X5 Webber 3x Cap Rech II's - 1x Medium 'Accom' 2x Rat Spec hardeners 1x Energized Adaptive 2x Heat Sink II's
Damage is realy good, + with the 5x Hammer 2's. my gunnery skills are realy limited since iam focuzed on missiles. Iam working on it now though, only got like lvl 1 or 2 in all skills. ( exept Weapon upgrades / advance weapon upgrades ) So with those the damage will be ALLOT better. I only got t1 tank aswell, hence iam a shield tanker in skills. So if i can run all lvl 3's with this setup and my current skills. I can only think how it will be in 2 weeks or so when i got gunnery skills at IV and t2 tank =)
|

Orion Supernova
|
Posted - 2007.11.02 18:22:00 -
[69]
heres the setup i use, it's amazing in 1v1, and taking out ratters, and up to 3v1 combat, and will hold it's own against almost anything. You need: Elec: 5 WU: 5 AWU: 1 Eng: 2
5 x HMPEB I 1 x Med YF-12a Smartbomb (takes care of those pesky dornes quite nicely) 2 x Med Nos II
1 x AGM Cap Charge Array 1 x Faint Warp Prohibitor I 1 x Faint Epsilon Warp Prohibitor I 1 x 10MN AB II
1 x DCU II 1 x Explosive Hardener II 1 x Kinetic Hardener II 1 x Thermal Hardener II 1 x EANM II 1 x Med Armor Rep II
and with 5 x Vespa EC-600s in her cargo hold your've got a nasty little bundle
thats right ppl, you've got a nice little tank, oi sit at 4043/6856/5860 with 75+ across the board, You drone proof, have tree points, and can jam mostly anyone.
I've tried this and have held a perma-jam on a CNR, as well as a normal raven and a hurricane.
If you want you can swap out a nos for a neut but you will run into cap problems after about 5 mins running the rep continuously.
The only problem i've found with this setup, you don't deal out the harshness as well as some other setups, but you will tank better than the proph, and with the perma jam ability (great for breaking a tackle) your pretty safe as well.
|

Master Arca
|
Posted - 2007.11.06 09:04:00 -
[70]
so why do you use two war prohibitors shouldn't you use a web instead or did i miss read it?
|

ReePeR McAllem
The Carebear Stare
|
Posted - 2007.11.06 11:03:00 -
[71]
I flew the harb alot, the only problem when dual repping and running all 7 lasers is that you cap out even when boosting.
So I thought this might be a nice fit:
Low 1 x MAR II 1 x 1600 RT Plate 1 x Heat Sink II 1 x Internal Force Field Array 2 x EANM II
Mid 1 x Y-T8 Overcharged MWD 1 x Medium Electrochem Cap Booster 1 x Fleeting Web 1 x Fleeting Warp Disruptor
High 7 x Focused Medium Pulse Laser II
Drones 5 x Valkyrie II
Rig 3 x Trimark Armor Pumps
Without implants: 18.3k armor HP Resists: Em 77.7/Therm 63.8/ Kin 58.3/ Emp 55.5.
Effective HP 68k
DPS 534
|

Amberly Coteaz
Amarr Bloodmoney Incorporated
|
Posted - 2007.11.06 11:43:00 -
[72]
Originally by: Kejsar Brutus Harbinger is easilly one of the most forgiving ships we amarr-pilots have to deal with. Great fun to fly and as has been mentioned before, can be fit in a gazillion ways. This is the fit I use for small-gang and solo pvp in 0.0:
7x FMP II with Conflag (I like FMP's, fits easier, uses less cap but still fine damage)
1x MWD, 1x 20km Scram, 1x Web, 1x Med Cap Booster with 800's (teh Harbi's best friend, really)
1x MAR II, 1x DCU II, 1x EANM II, 1x 1600mm plate and 2x Heatsink II
rigs: whatever you want
drones: 5x Medium of choice, I use hammerheads for damage.
This setup can be a bit tricky to fly against some targets, but generally it's a cakewalk against any cruiser, most BC's and most HAC's I've come across. Completely tore my brothers Deimos apart, very fine DPS if you get him webbed and that plate gives you 12k armor. I had him into structure when he had me halfway through armor.
Downside is... It takes alot of cap. Naturally. And while 800's keep your cap going, you really can't bring alot of em with you, so it's reliant on having more at hand for longer engagements. It's as I mentioned a bit tricky to fly, only 815m/s with MWD on, with my soddy skills, which isn't worth a p*ss against a vagabond. Long locktimes are a pain, but this ship can be (and oftenly is) a monster under the right circumstances.
Thats what I use minus the rigs (it's slow already). I tried using the hurricane style setup in the lows with 2x Mar II, dc II, Eanm II, 2x Heatsink II. But it caps out really fast. I have found that a full bay of Vespa ECM - 600s are more usful then the damage drones. Tactics involve, kiting them as long as possible with scorch and an overloaded web and only going within 10km for conflagration/amarr navy MF when caught or against missle boats.
Trying to kite also saves on the cap charges as you can run a full rack of FMP IIs and a mwd for a decent length of time on the recharge/cap buffer alone.
If you find yourself in a fair fight, something has gone wrong |

Rudy Metallo
Additional Pylons
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Posted - 2007.11.06 12:08:00 -
[73]
7x HP II (Conflag) 1x E5 Nos.
MWD Scram Web Small Injector
MAR II 2x EANM 1x Internal Force Field Array I 2x HS II
5x Valkyrie II
~500 DPS, meant to kill quick, not sit around and tank. --
We are the revolutionaries. We are the usurpers of the heavenly throne. We are the enemies of the Gods. |

ReePeR McAllem
The Carebear Stare
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Posted - 2007.11.06 12:14:00 -
[74]
Originally by: Rudy Metallo 7x HP II (Conflag) 1x E5 Nos.
MWD Scram Web Small Injector
MAR II 2x EANM 1x Internal Force Field Array I 2x HS II
5x Valkyrie II
~500 DPS, meant to kill quick, not sit around and tank.
Only 500 DPS, your skills must be either very low, or you miscalculated
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Orion Supernova
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Posted - 2007.11.08 20:27:00 -
[75]
Edited by: Orion Supernova on 08/11/2007 20:28:04
Originally by: Master Arca so why do you use two war prohibitors shouldn't you use a web instead or did i miss read it?
i use this mainly to catch and hold ravens, and there is nothing i hate more than landing on top of a raven, putting a point on it, and have it warp off because it's stabbed. Usually i hit the target with 1 point and AB to about 8km from it and use the scram to hold it, much less cap use, and they are almost guaranteed to not get away. Also fun to catch freighters and haulers who think 2 warp core stabs will save them from anything.
Also: i just recently used this setup to tank an absolution, a rapier and a hound, would have won it too if the hound hadn't taken out the drones
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Astrum Ludus
Amarr Themz Sev3rance
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Posted - 2007.11.08 21:09:00 -
[76]
Heat Sink II Heat Sink II Energized Adaptive Nano Membrane II 400mm Reinforced Rolled Tungsten Plates I Damage Control II Medium Armor Repairer II
10MN Afterburner II Fleeting Propulsion Inhibitor I Fleeting Progressive Warp Scrambler I Medium Electrochemical Capacitor Booster I
7x Heavy Pulse Laser II + Conflag 5x Hammerhead II
628dps with my skills. I use it for gang work.
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Hel Zilwiki
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Posted - 2007.11.09 03:27:00 -
[77]
personally I loathe cap injectors.. and the best setups for a harb need more cap recharge then ur gonna get w/ max'd cap skills. The great part about this issue is that the harb is a t1 ship, so 3 rig slots. my x3 CCC rig is fun but best is x2 CCC rigs and x1 aux armor boost. W/ this base I go x5-7 HP IIs since I use BCs almost exclusively as plexing ships to follow along and clean up what my buzzard finds the remaining Hi slots very from salvagers to cloaks. 10mn ABII, tracking comp, codebreaker/analyzer, cap recharge II x2 MARII x2 EANM II either damage specific tank or gank back up w/ the last 2 los. Also on a harb u got em/therm damage already so I always use ewar drones or explo/kin drones mahalo
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Captain Campion
Synergy. Imperial Republic Of the North
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Posted - 2007.11.10 17:39:00 -
[78]
Edited by: Captain Campion on 10/11/2007 17:45:02 To update this a little. The only case I ever lost this setup I posted was because it couldn't align fast enough. Nano Harbinger Anyone? I'm also working on 3 different variations, I might update this when I have the results of that. For now, I have an improved version of what I posted earlier:
Originally by: Captain Campion Edited by: Captain Campion on 16/08/2007 23:09:38
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 2x HS II 2x EANM II
Rigs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1x Rep Cycle Time 2x Rep Amount
Highs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7x Focussed Medium Pulse Laser II [Scorch]
Mids ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1x 10MN MWD II 1x X5 Web 1x Warp Disruptor II 1x Medium Electrochemical Cap Booster
Lows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2x Medium Armor Repper II 2x HS II 2x EANM II
Rigs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1x Rep Cycle Time 2x Rep Amount
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Gale Galenus
Caldari Malum Crusis
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Posted - 2007.11.12 12:14:00 -
[79]
Edited by: Gale Galenus on 12/11/2007 12:14:11 Caldari pilot speaking here, but doesnt T2 laser ammo (crystals) gimp your tracking to the extreme? How can you get good hits with medium lasers if you're facing rather fast Cruisers? That, and I'd hate to run into a well fitted Arbitrator 
Let me know where my thinking fails me.
------
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Kostya Rauh
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Posted - 2007.12.19 19:49:00 -
[80]
Edited by: Kostya Rauh on 19/12/2007 19:51:01
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Cikulisuy
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Posted - 2007.12.25 18:43:00 -
[81]
well i use 7x heavy pulse II injector (800s) sensor booster/web AB II and scram (scram can be switched out for SB if you have a buddy) lows are: 2x MAR II 3x hardener II and a TS RCU if you carefully manage your cap you can last for a while, especially if your cap and BC skill is high. it wont last forever, but it is very difficult to kill (well in my experience) critique is welcome.
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Cikulisuy
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Posted - 2007.12.25 18:44:00 -
[82]
Originally by: Gale Galenus Edited by: Gale Galenus on 12/11/2007 12:14:11 Caldari pilot speaking here, but doesnt T2 laser ammo (crystals) gimp your tracking to the extreme? How can you get good hits with medium lasers if you're facing rather fast Cruisers? That, and I'd hate to run into a well fitted Arbitrator 
Let me know where my thinking fails me.
the beam crystals might, but the pulse actually increase your tracking if memory serves.. beams are mostly rubbish though anyway..
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Eiskalt
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Posted - 2007.12.25 18:59:00 -
[83]
Both t2 pulse crystals are reducing tracking speed.
No amount of balancing can fix playing like a moron! |

Shadar Loghoth
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Posted - 2008.01.10 15:07:00 -
[84]
Just looking for advice that i can get on my harbinger setup
Lows: Armour Rep II 2xReactor Control Unit I 2xHeat Sink II 1600mm plate
Meds: 10MN MWD Web Fb-10 Cap Charger Tracking Computer 1
High: 6x Heavy Pulse lasers Med. Nos
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Mark Lucius
The Vinlanders SMASH Alliance
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Posted - 2008.01.10 15:19:00 -
[85]
Edited by: Mark Lucius on 10/01/2008 15:20:39
Originally by: Shadar Loghoth Just looking for advice that i can get on my harbinger setup Lows: Armour Rep II 2xReactor Control Unit I 2xHeat Sink II 1600mm plate
Meds: 10MN MWD Web Fb-10 Cap Charger Tracking Computer 1
High: 6x Heavy Pulse lasers Med. Nos
1. You can drop the Nosferatu, it won't be very useful. 2. You want to train up the fitting skills (AWU) so you can drop the Reactor Controls. When you've done that try to see if you fit 2 EANMs instead, for increased tanking. 3. Consider using a cap.booster instead of a recharger, it should keep you active longer. 4. See if you can fit a 7th Heavy Pulse (prolly not, unless you use 800mm RT)
I assume that you are using it for a gang, since you didn't include a warp disruptor? ---
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Encalderante
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Posted - 2008.02.14 17:24:00 -
[86]
It seems to me that fitting a MWD, given what it does to your cap, is a cowardly move. I know the Harb doesn't have a naturally awesome tank, but fitting Cap Boosters w/ 800s and MWDs is essentially killing your powergrid, cap, AND cargo hold for the sole purpose of saving the butt of an insured ship at the expense of making it MORE LIKELY that you will need to escape in the first place.
A truly effective fitting doesn't prepare to run away. You just set yourself up to fail.
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Ariana Constantine
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Posted - 2008.03.07 10:28:00 -
[87]
Edited by: Ariana Constantine on 07/03/2008 10:32:45 High: 7X Medium Focused Pulse II
Med: 1X MWD II 1X Fleeting or X5 Web 1X Scram 1X Injector w/ 400 charges
Low: 1X DCU II 1X MAR II 2X Heatsink 1X 800mm plate 1X EANM II
It works very well for me so far. You will notice there is a free utility slot in the high left, so slap on a salvager if you like.
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Arelius Sarum
Amarr Roving Guns Inc. RAZOR Alliance
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Posted - 2008.03.07 10:34:00 -
[88]
wtf hit the post button before I was ready. This above setup is by me and the setup's been approved wit Razor. Per Ardua ad Astra - Through Adversity, to the Stars
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Symmetry Thief
Amarr Alternative Control
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Posted - 2008.04.17 00:20:00 -
[89]
Originally by: Wayward Hooligan 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.
tbh this is the only setup worth taking into pvp on this thread
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QuantumX
Minmatar Sicarri Covenant Notoriety Alliance
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Posted - 2008.04.20 11:44:00 -
[90]
Edited by: QuantumX on 20/04/2008 11:45:10
Originally by: Symmetry Thief
Originally by: Wayward Hooligan 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.
tbh this is the only setup worth taking into pvp on this thread
And your cap will last under 2 minutes with MWD on, and under 4 minutes without, fine for short sharp enagagements where you bring overwhelming firepower, and small gang warfare. Otherwise could you you die pretty quick. ========================== I came i saw i got blown up!
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Kano Sekor
Amarr The Marathon Unit
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Posted - 2008.04.28 09:22:00 -
[91]
Originally by: Ariana Constantine Edited by: Ariana Constantine on 07/03/2008 10:32:45 High: 7X Medium Focused Pulse II
Med: 1X MWD II 1X Fleeting or X5 Web 1X Scram 1X Injector w/ 400 charges
Low: 1X DCU II 1X MAR II 2X Heatsink 1X 800mm plate 1X EANM II
It works very well for me so far. You will notice there is a free utility slot in the high left, so slap on a salvager if you like.
Heatsinks are T2 i presume and i whould prefer a smartbomb as a drone counter or are med smartbombs too small to be effective?
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Kano Sekor
Amarr modro CORPVS DELICTI
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Posted - 2008.05.07 07:07:00 -
[92]
Well i guess i should contribute to the thread a bit my setup atm for my harbinger is:
Highs: 7 x Heavy Pulse Laser T2 [i have conflags,multifreqs,radio and scorchs with me]
Meds: 10 MN AB II, Webber, Disruptor, Cap booster w/ 800's
Lows: 1 x Mar II, 1 x DCU II, 400 mm RT plate, 2 x HS II, 1 x RCU
Drones: 5 x Valkyrie II
This is the things that make me cry about this setup: 1.I have an AB 2.I dont have a Remote Medium Armor Repairer
I have however flown it in PvP and i was teamed with a blasterthron against a Raven and a Drake and we took out the Raven, surprisingly i did almost as much as damage as the blasterthron, 15500 while he did 16500.
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THEDWARVEN
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Posted - 2008.05.08 09:55:00 -
[93]
highs: 5x HP II 2x FMP II
mids: 10mn AB II sensor booster (sensor strength) x5 web j5 disruptor
lows: 1600mm RT plate DC II 3x HS II
drones: 5x med ECM drones
rigs: 3x trimark pumps
18k armor buffer tank only realy viable for low sec belt battles or war target hunts, the medium ECM drones do a great job of disabling opponents.
enjoy 
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