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How much DPS should you be doing on a Harbinger?

Author
Brinxter
Bite Me inc
#21 - 2013-04-18 06:54:05 UTC  |  Edited by: Brinxter
Jack Miton wrote:

For reference, a fully skilled pulse harb with 3 mag stabs puts out 850odd DPS.


Wait.... mag stabs give more damage then heatsinks? (850 is really pushing it, you are counting some very expensive implants i bet)
If you want to maximise dps, shield fit it and bring 4x heatsinks and TE's, tad light on tank but dps should compensate, also passive shield regen beats having your cap drained by an armor rep :)
Kosetzu
Everything For Efficiency
BawsDeep
#22 - 2013-04-18 10:38:30 UTC
Jack Miton wrote:
For reference, a fully skilled pulse harb with 3 mag stabs puts out 850odd DPS.

Quite the misleading one aren't you... Mag stabs are for hybrids, and will do nothing whatsoever for laser damage.

It's true you can get more dps out of a shield tank because it frees up low slots, but at the skill lvl of OP I would not recommend it, and armor tank is generally what he will use when he gets some skills in place and moves on to a battleship.
Nimrod vanHall
Van Mij Belastingvrij
#23 - 2013-04-18 10:55:55 UTC
Kosetzu wrote:
Jack Miton wrote:
For reference, a fully skilled pulse harb with 3 mag stabs puts out 850odd DPS.

Quite the misleading one aren't you... Mag stabs are for hybrids, and will do nothing whatsoever for laser damage.

It's true you can get more dps out of a shield tank because it frees up low slots, but at the skill lvl of OP I would not recommend it, and armor tank is generally what he will use when he gets some skills in place and moves on to a battleship.


My 3 HEATSINK Harby with Navy multi does almost 800 dps with heat and drones 850 might be possible with conflag as my skills are not perfect
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#24 - 2013-04-19 13:55:27 UTC
Jack Miton wrote:
TBH, you should not be flying a BC without being able to T2 tank it and fit T2 damage mods.
It's like 2 weeks of training at most so there really is no excuse.
Likewise, being able to fly 5 T2 light/medium drones should be one of the very first L5 skills you train.

For reference, a fully skilled pulse harb with 3 mag stabs puts out 850odd DPS.


I think its actually more like 450 with the drones...
Angus McLean
Militia Federation
#25 - 2013-04-19 15:26:01 UTC
Pulse Harbinger
Max Skills
3 Heatsinks
Conflagration
5 Hammerheads
= 848 DPS

Beam Harbinger (ew, gross)
"
"
Aurora/Gleam
5 Hammerheads
= 472 (Aurora) - 707 (Gleam) DPS

That's max skills for official reference, not necessarily practical purposes.
Jack Miton
School of Applied Knowledge
Caldari State
#26 - 2013-04-22 21:32:32 UTC
Yeah yeah, heat sinks. whatever.
still does 850dps.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

CannonFodder82
Dark EcheIon
#27 - 2013-05-06 12:59:07 UTC  |  Edited by: CannonFodder82
I get 798dps OH and im not perfect on skills

all level 5's shows 850 exactly
Nessa Aldeen
First Among Equals
#28 - 2013-05-06 13:13:22 UTC
Morikar wrote:
I just got home and took some of the advice listed above to my Harbinger.

Here's the current fitting:

--HIGH--
6x Heavy Modulated Energy Beam I (Meta4) w/Imperial Navy Multifrequency M crystals
1x Small Tractor Beam

--MED--
10MN Afterburner I
Stasis Webifier I
2x F-b1 Nominal Capacitor Regenerator (Meta3 cap recharger)

--LOW--
Medium 'Accomodation' Vestment (Meta4 Armor rep)
Reactive Armor Hardener
2x Energized Adaptive Nano Membrane I
2x 'Skadi' Coolant System I (Meta3 heat sink)

--RIG--
3x Medium Capacitor Control Circuit I

--DRONES--
4x Hobgoblin I
4x Warrior I

If I don't have the tractor beam, afterburner, and web activate it's stable at 1.2% lol

With just the webber added my cap will run out in 20 minutes

DPS: 310

That's definately a huge jump for the 7 million I spent on replacement modules.

The only problem I see is my optimal is 13km and falloff is 8km, so anything beyond 21kms I can't really hit.

Any other suggestions for a newbie on a budget?


Send me eve mail or contact me in game, I will give you some mods for free and tips ofc.
Lunkwill Khashour
Ministry of War
Amarr Empire
#29 - 2013-05-06 17:44:04 UTC
With a beam harbinger, T2 small drones are very good, as is a web and a tracking computer. Try to get a tech2 tank with specific hardeners.

Also, cap stability with an armor repper or shield booster is not necessary unless you want to afk mission. As long as you have a min or 2 cap with the repper going, you're more than good to go.
Ze4K DK
Luxury Yacht Social Club
#30 - 2013-05-06 18:41:39 UTC  |  Edited by: Ze4K DK
over 9000
Alayna Le'line
#31 - 2013-05-06 22:37:03 UTC  |  Edited by: Alayna Le'line
Morikar wrote:
I just got home and took some of the advice listed above to my Harbinger.

Here's the current fitting:

--HIGH--
6x Heavy Modulated Energy Beam I (Meta4) w/Imperial Navy Multifrequency M crystals
1x Small Tractor Beam

--MED--
10MN Afterburner I
Stasis Webifier I
2x F-b1 Nominal Capacitor Regenerator (Meta3 cap recharger)

--LOW--
Medium 'Accomodation' Vestment (Meta4 Armor rep)
Reactive Armor Hardener
2x Energized Adaptive Nano Membrane I
2x 'Skadi' Coolant System I (Meta3 heat sink)

--RIG--
3x Medium Capacitor Control Circuit I

--DRONES--
4x Hobgoblin I
4x Warrior I

If I don't have the tractor beam, afterburner, and web activate it's stable at 1.2% lol

With just the webber added my cap will run out in 20 minutes

DPS: 310

That's definately a huge jump for the 7 million I spent on replacement modules.

The only problem I see is my optimal is 13km and falloff is 8km, so anything beyond 21kms I can't really hit.

Any other suggestions for a newbie on a budget?


[Harbinger, LVL3 Fit]

Medium Armor Repairer II
Heat Sink II
Heat Sink II
Energized Adaptive Nano Membrane II
Armor EM Hardener II
Armor Thermic Hardener II

Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Optical Tracking Computer I, Optimal Range Script

Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M

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


Hobgoblin II x5
Warrior II x5

This is the fit I use on one of my characters, does 424dps(guns only) with her skills and Multifrequency (478 with all V). Optimal is between 26.9km (Multi) and 8.4km (Radio) with Optimal script. Might not be the most efficient L3 mission runner, but it works very well for me.

This fit "grew" with the skills, started out mostly with T1 (except for the tank) so it should downscale pretty well. At low skills tracking can be an issue so you will be relying on the drones for the frigs, right now I don't use the drones much for L3s as frigs melt before they get close and the rest the guns can track if I load a tracking script. Just make sure to keep your transversal to your target as low as possible, kite if you have to (or charge right at them and let them try to kite you if your tank can handle it) but whatever you do, don't sit still, this ain't a potato or a Myrmidon with an active repping bonus and pretty much infinite cap.

I don't really use Scorch often even though I do carry a set, I usually make do with Multifrequency M, Standard M and Radio M (frigs will fly right at you, so blap them early with long range crystals).

Critical skills imo are Sharpshooter (optimal!) and Motion Prediction (tracking!), those I got to 5 first, the other support skills are slowly following now (started with Controlled Bursts V) . And since you're flying lasers (omnomnomcap!) you want to get those cap skills up asap as well.

HTH
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#32 - 2013-05-06 22:54:48 UTC
you said to use long range crystals to blap frigs before they get near yet you hardly use scorch but use radio instead?

Logic???
Alayna Le'line
#33 - 2013-05-06 22:55:58 UTC  |  Edited by: Alayna Le'line
Tsukino Stareine wrote:
you said to use long range crystals to blap frigs before they get near yet you hardly use scorch but use radio instead?

Logic???


Radio has a longer range and is quite enough for my purposes. And it doesn't wear out = cheap. If cheap works, why pay?

There's a few missions with heavy incoming fire that I want to whittle down asap, then I use Scorch, those are few and far inbetween though.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#34 - 2013-05-06 23:31:06 UTC
I think before tracking enhancers the difference in range is 1km and scorch does significantly more damage than radio

i think you'll find the damage difference ends up making up for the 1-2km you lose from your optimal ;)
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