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EVE New Citizens Q&A

 
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What's needed for the Harbinger?

Author
Richard Crisson
Doomheim
#1 - 2012-08-07 15:35:36 UTC
Hello all, just trying to figure something out. I recently got to Battlecruisers 2 and have medium energy turret 3 with the intent of flying the Harbinger in L3s. What's needed for me to come out of that successfully? Do I need any certain skills leveled enough? I figure I should level pulse lasers, I can fit a tank and the weapons, I plan on training a bit more to fit some 400 or 800mm plating on the thing...
Velicitia
XS Tech
#2 - 2012-08-07 15:56:01 UTC
Simplest solution is get the recommended certificates (I don't fly amarr, so this is gonna be in general).

Lasers use a lot of cap, so cap skills.
Amarr are primarily armour tankers, so armour tanking skills.
Gunnery support skills to improve tracking, damage, etc. Also Weapon Upgrades (and Advanced Weapon Upgrades) to reduce CPU/PG usage of the turrets ...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Richard Crisson
Doomheim
#3 - 2012-08-07 16:32:02 UTC
I've already got most of those skills to level 3 or so, some are at 4. I just don't want to blow the cash to suddenly find myself wrecked by a bunch of NPCs lol
Juny Wuny
Sebiestor Tribe
Minmatar Republic
#4 - 2012-08-07 17:34:06 UTC
When testing out a new ship/fit just stay aligned to a station you can dock at. That way if you get worried you can warp out and dock to repair, granted you aren't scrammed.

With level 3 skills you should be fine. At least I was with the Hurricane and level 3 skills... I don't fly Amarr specifically. P
Malcanis
Vanishing Point.
The Initiative.
#5 - 2012-08-07 17:41:15 UTC
Richard Crisson wrote:
Hello all, just trying to figure something out. I recently got to Battlecruisers 2 and have medium energy turret 3 with the intent of flying the Harbinger in L3s. What's needed for me to come out of that successfully? Do I need any certain skills leveled enough? I figure I should level pulse lasers, I can fit a tank and the weapons, I plan on training a bit more to fit some 400 or 800mm plating on the thing...


As an early priority I recommend battlecruiser 4. It's one one the best skills in the game, and after six years, I have yet to hear anyone lament spending time on it.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

J'Poll
School of Applied Knowledge
Caldari State
#6 - 2012-08-07 18:25:52 UTC
Also, plates are more of a buffer tank. This is when you try to hold out long enough so you can kill your enemy or receive reps from 3rd party (aka logistics).

Usually for mission you want to have an internal repair module (armour repper) and mission specific hardeners. When you have spare low-slots, throw on a Damage Control (non stackable resists across the board) and some heat sinks for extra DPS.

Missions (PvE) = low incoming DPS but at a fixed rate so you need have a sustainable tank that can migitate that DPS.

PvP = high incoming DPS but usually short time. So you fit buffer and hope your enemy runs / dies before you have to run / die.

Personal channel: Crazy Dutch Guy

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Lost Greybeard
Drunken Yordles
#7 - 2012-08-07 20:04:16 UTC
Generally with Amarr the biggest issue is getting cap stable with both lasers and an armor repairer running. So make sure your cap skills are decent, get your controlled bursts skill to IV or V, and get your ship skill (Battlecruisers) to IV or V to minimize the capacitor drain of your guns.

Other than that, just grab enough armor skills to be able to equip a tech 1 medium repper and tech 2 resistance modules and you'll do fine tank-wise.
Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#8 - 2012-08-07 20:14:46 UTC
The first thing you need to do for Amarr is to hate anyone different than you

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

Chimpy B
The Philosophy Of Two
#9 - 2012-08-07 22:04:06 UTC
You'll be fine. Nothing in a L3 mission warp scrambles so you can get get out if you need to.

If you have low skills it may just take a bit longer because your dps will be low. Make sure you fit the right hardeners for the mission so you have resistances up (if you don't know what this means, do some research). I'd recommend aiming for resistances of 75%+ on the damage types you'll be going up against.
Invisusira
Escalated.
OnlyFleets.
#10 - 2012-08-07 23:41:51 UTC
Train up your core skills. Particularly when you're moving into larger ships like a Harbinger, it really starts to show when you haven't.

Here's a basic PvE harbinger for a new player. Carry Standard, Multifrequency, and Radio crystals. The Focused Medium Pulse Lasers are there only if you have fitting problems; fit as many Heavy Pulse Lasers on as you can. (They're the same basic gun type; the Focused ones are simply lower-power, lower-dps, slightly faster-tracking versions of the Heavies.) Rigs are only if you can afford them, if you can't it's no big deal.


[Harbinger, Starter Harbinger]

Medium Armor Repairer I
Energized Adaptive Nano Membrane I
Adaptive Nano Plating I
Tracking Enhancer I
Heat Sink I
Heat Sink I

10MN MicroWarpdrive I
Tracking Computer I, Optimal Range Script
Cap Recharger I
Cap Recharger I

Heavy Pulse Laser I, Imperial Navy Standard M
Heavy Pulse Laser I, Imperial Navy Standard M
Heavy Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
[Empty High slot]

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I


Hobgoblin I x4
Hammerhead I x3
Sentar Dethahal
Wohlstandsgesellschaft
#11 - 2012-08-08 20:58:21 UTC
Chimpy B wrote:
You'll be fine. Nothing in a L3 mission warp scrambles so you can get get out if you need to.

^Not true. Just ran one today that had some rats scrambling me.

A lot of what the other people have said is accurate especially on the skills. I would strongly recommend t2 equivalents on everything that Invisusira mentioned. I'll send you my fit once EVE gets back up for me... You should definitely get your core skills up and Battlecruiser should be at least at 3, preferably 4. I like to think I have pretty decent tanking skills, but my harbinger has warped out and back a few times on some of the more difficult missions, so always be ready to warp out.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#12 - 2012-08-09 04:55:41 UTC  |  Edited by: Barrogh Habalu
Chimpy B wrote:
You'll be fine. Nothing in a L3 mission warp scrambles so you can get get out if you need to.

Scramblers in L3 are not something unheard of. Not every mission have them, by far, and most support frigs will just web. But occasional scramble happens.

Guidelines:

Ship skill:
- Battlecruiser II is enough, but having more levels helps with cap and DPS. Feel free to get BC III or even more if you will fly them (or command ships) later - they belong to a nice class of ships that are inbetween throwaway T1 hulls and relatively expencive BS and T2s while combining good functionality with ok price. Young wormholers use them a lot, and not just they.

Armour skills:
If you are going to do missions, you can get away with meta repper and T1 tank (just don't do missions with high payout), but I'd recommend to get those:
- Repair systems IV
- Mechanics IV
Those will allow you to use T2 repper. To get T2 resistance modules, train Hull upgrades V. Note that this is very important for armour tanking pilot.

Cap skills:
Amarr ships, nuff said. Get those skills:
- Energy system operation IV
- Energy management III
- Controlled bursts III
- Energy grid upgrades III (to use t2 cap rechargers)
The last one is gunnery skill, but it affects cap usage, so yeah. You can get away with all III, but I feel much more comfortable with level IV (except grid upgrades) tbh. That's not a long train and it's worth it. Also being rank I skill, Energy system operation V is something you can get without commiting too much once you feel your performance is fine and you don't need something else ASAP.

Drone skills:
You'd better get those. If you are going to fly anything even remotedly big, you'll damn need them.
- Drones V
- Drone interfacing III
- Scout drone operation II (the more the better, but to remove annoying things hanging below your guns you don't need range; however, you'll probably wish to add more DPS at range to kill kiting elite NPCs, so get it if you feel this way; don't forget you'll ned this skill to V to use T2 drones though)
- Combat drone opeartion
- Drone durability
- Drone navigation
- Drone sharpshooting
Latter are not crucial (as in: you won't have ), but get some levels to boost their performance.

Gunnery skills:
The more, the better
- Gunnery
- Medium energy turret
- Motion prediction
- Rapid firing
- Sharpshooter
- Surgical strike
- Trajectory analysis (not that important, but pretty significant for large guns later, if you'll use them)

Fitting skills as needed.
- Engineereing
- Electronics
- Weapon upgrades (you')

Those should work well. Note that you can use your BC to grind L2s faster (and probably safer) than in cruiser if you don't feel that you are ready for L3s just yet. You'll have no problems usually associated with "overhulling" because BCs don't use larger guns and thus don't have more tracking problems than cruisers.

Invisusira wrote:
Here's a basic PvE harbinger for a new player. Carry Standard, Multifrequency, and Radio crystals. The Focused Medium Pulse Lasers are there only if you have fitting problems; fit as many Heavy Pulse Lasers on as you can. (They're the same basic gun type; the Focused ones are simply lower-power, lower-dps, slightly faster-tracking versions of the Heavies.) Rigs are only if you can afford them, if you can't it's no big deal.

[Harbinger, Starter Harbinger]

Medium Armor Repairer I
Energized Adaptive Nano Membrane I
Adaptive Nano Plating I
Tracking Enhancer I
Heat Sink I
Heat Sink I

10MN MicroWarpdrive I
Tracking Computer I, Optimal Range Script
Cap Recharger I
Cap Recharger I

Heavy Pulse Laser I, Imperial Navy Standard M
Heavy Pulse Laser I, Imperial Navy Standard M
Heavy Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
Focused Medium Pulse Laser I, Imperial Navy Standard M
[Empty High slot]

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Hobgoblin I x4
Hammerhead I x3


I'd disagree with this one. For someone new to L3s it's undertanked. If you are going to PvE, you know what damage type you'll be recieving, so you'd better off with hardeners. Also, radio crystals are horrible, it's not even funny. However, you can sometimes use radios and tracking comp if you are in Amarr space, long range engagements there are common. I'd say, get multifrequency to break tanks of occasional elite frigate faster (esp. angels and minmatar ones, they have decent EM resistance so you'll need all DPS you can throw at it). Standard and MW are still recommended. Also, if you have ok fitting skills, don't leave utility high slot empty, get medium nosferatu.

Here's another fit:

[Harbinger PvE]

Armor Kinetic Hardener I
Armor Explosive Hardener I
Energized Adaptive Nano Membrane I
Medium 'Accomodation' Vestment Reconstructer I
Heat Sink I
Heat Sink I

Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Cap Recharger II

Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Medium Diminishing Power System Drain I

Medium Capacitor Control Circuit I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

Hobgoblin I x5
Warrior I x5

Note: Swap armor hardeners to match enemies you are going to face in mission (check this); downgrade everything you can't afford/fit. You may replace one of them with tracking computer. Replace one heat sink with with DCU if you want more tank.
Keno Skir
#13 - 2012-08-10 11:15:47 UTC
Barrogh Habalu wrote:

Medium Diminishing Power System Drain I


Ye what? You sure you want that on a mission fit mate?

Worst case it can be a drone link augmentor or something, or maybe some kind of remote rep to assist fleet mates Ugh
Radius Prime
Tax Evading Ass.
#14 - 2012-08-10 14:31:55 UTC  |  Edited by: Radius Prime
Richard Crisson wrote:
Hello all, just trying to figure something out. I recently got to Battlecruisers 2 and have medium energy turret 3 with the intent of flying the Harbinger in L3s. What's needed for me to come out of that successfully? Do I need any certain skills leveled enough? I figure I should level pulse lasers, I can fit a tank and the weapons, I plan on training a bit more to fit some 400 or 800mm plating on the thing...


You probably have engineering and electronics to a decent level now. Get them maxed so most things you want will fit.
Focus on your tank now. Basic rule for all missions is " as long as you can tank the damage, everything else will work out fine". Sure it might take you bit longer because of low dps but you will get there. Would advice drones 4 as well to get some extra cheap damage.
I see that you joined the university so you will probably be joining fleets that will help with the dps. Survivability should be your first concern.

For your tank focus on hull upgrades skill (will allow you to fit hardeners etc and adds 5% to armor tank hp/lvl) and repair systems (armor reps) first, also get your armor compensation skills to lvl 3 so your hardeners and energized plating are more effective. You do NOT need a plate at all. They slow your ship down and are more common in pvp builds. You do not need them for mission running (especially not lvl3s). Better invest in making your tank unbreakable.

After that it's your basic Core skills that you can find plenty of lists of. It's basically all the skills mentioned in the "core" certificate. Take your time but you will need those to fly any ship efficiently.

Welcome to Eve and fly safe o/


edit: Forgot to mention that plates also use massive powergrid which you probably can't spare at the moment with limited core skills and (I assume) no powergrid implants.

Reopen the EVE gate so we can invade Serenity. Goons can go first.

Zicon Shak'ra
The Scope
Gallente Federation
#15 - 2012-08-10 17:11:58 UTC
Surfin's PlunderBunny wrote:
The first thing you need to do for Amarr is to hate anyone different than you


QFT.

Wormholes are cool, m'kay?

Reika Izanami
Perkone
Caldari State
#16 - 2012-08-10 18:17:10 UTC
I've recently started doing L3's in a Harbinger and you really need T2 hardeners and armor rep at MINIMUM. Without them, you'll pop like a pop rock. Like others have said, get your cap-related skills up so you can actually use those and your guns and be cap stable.

Also - some missions are really abusive to pulse laser harby's because of ranged missile NPC's. I had one mission I couldn't even get close enough because even the T2 hardener couldn't keep up. Beam lasers are your friends here and will give you more firepower.

So focus on T2 Armor Tank - Lasers - and if you can swing it, drones. The extra DPS is extremely helpful.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#17 - 2012-08-13 08:20:00 UTC
Keno Skir wrote:
Barrogh Habalu wrote:

Medium Diminishing Power System Drain I


Ye what? You sure you want that on a mission fit mate?

Worst case it can be a drone link augmentor or something, or maybe some kind of remote rep to assist fleet mates Ugh


Drone link augmenter won't help as you don't have any problems with drone range in L3s, especially if you count in the fact that you want drones primarily for shaking "melee" frigs/drones off your Harbinger. You could use one in some missions though (don't remember the name, but it's pretty useful in Caldari (?) L3 ark against drones, a lot of stasis and neut towers @ 60 km or so, you kind of need that drone range there).

Repper is fine if you have fleetmates in the first place.

In all other cases I don't see what's wrong with fitting a nos. Cap is a main issue for low SP Amarr mission runners, and that thing fixes those nicely. If anything, it can buy you some time if you happen to face neuting. Also I heard that nos/neut can affect NPC's active tank. Even though medium nos isn't what will make any difference most of the times, but maybe can help dealing with elite frigs.
Sin Pew
Ministry of War
Amarr Empire
#18 - 2012-08-13 09:56:43 UTC
If you PVE, use a drake... seriously.

[i]"haiku are easy, But sometimes they don't make sense, Refrigerator."[/i]