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Harbinger Navy PVE Fit advice

Author
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#1 - 2016-12-22 05:47:02 UTC
Hey all,
I'm new to Eve and wanting some advice on my fit for PvE Harbinger Navy boat (for T3 Amarr missions). Any thoughts welcome.

With my skills (aren't much yet) I get the following:
332 DPS
36,474 EHP
Cap Stable

Questions:
- Would it be better to drop the PDS for an extra Heat Sink?
- Perhaps drop the CCC's and go with damage rigs?
- Drop the cap rechargers and go with cap booster for more damage?


Heat Sink I
Heat Sink I
Power Diagnostic System I
Armor EM Hardener I
Armor Thermal Hardener I
Medium 'Accommodation' Vestment Reconstructer I

10MN Monopropellant Enduring Afterburner
Eutectic Compact Cap Recharger
Eutectic Compact Cap Recharger
Cap Recharger I
Tracking Computer I

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
Heavy Modulated Energy Beam I
Medium Knave Scoped Energy Nosferatu

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


Salvage Drone I x4
Valkyrie I x5

Imperial Navy Multifrequency M x6
Optimal Range Script x1


Thanks All!
Alasdan Helminthauge
AirHogs
Hogs Collective
#2 - 2016-12-22 07:31:37 UTC  |  Edited by: Alasdan Helminthauge
try this fit:

Damage Control Unit II
Energized Adaptive Nano Membrane II
Medium Armor Repair II
Heat Sink II * 3

10MN Afterburner II
Large Cap Battery II
Cap Recharger II * 2
Tracking Computer II

Focused Modulated Medium Energy Beam I *6
using Imperial Navy Multifrequency

Anti-Exp Pump I
Anti-Kin Pump I
Auxillary Nany Pump II

Warrior II * 5
Valkyrie II * 5

with my pretty low skills (Amarr BC III, Medium Energy Weapon III, all gun support IV, AB IV, Fuel Conservation IV, Navigation V, Accelerate Control IV, EM/Kin/Ther/Exp Armor Compensation IV, Repair System IV, Armor Rigging III, perfect cap/drone skills):
379 gun dps at 16+9km (or 18+12km with range script), plus 124 drone dps with Valkyries
56236 ehp omni tank, 125 ehp/s repairing
flies at 409m/s
cap stable at 41%

can add a command burst for more tank.
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#3 - 2016-12-22 16:38:31 UTC  |  Edited by: Simwiz Sabezan
Interesting Fit. Only problem is that I currently don't have access to any T2 items. Only been playing a couple weeks, so the skill points just aren't there yet.

I'm hoping to be able to equip Heatsink II's tomorrow.
Sara Starbuck
Adamantine Creations
#4 - 2016-12-22 17:19:02 UTC
For missioning you generally want to aim for enemyspecific resistances so rigging and fitting for omniresistance is generally bad idea. The first fit looks better for missioning against Bloodraiders and Sanshas which live around Amarr areas. So in that respect the first fits idea is better.

Nano pump and capacitor rigs sound like good idea, and if you have room for the capacitor battery you should use one instead recharger. You dont need total cap stability, almost stable is usually enough. Later on when your mission times get shorter and skills get better.

Cap boosters and dmg rigs are an option, it tends to depend on your mission completion times and personal preference.
Swap drones to Amarr or Gallente type for better dmg type against your racial enemies.

And finally use the named tech1 modules instead plain ones, such as you afterburner, maybe you have space for another tracking computer.
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#5 - 2016-12-22 17:26:55 UTC
Upon further investigation, I can equip Capacitor Recharger II modules, and also Capacitor Control Circuit II, and I should be able to equip Heat Sink II tomorrow and Afterburner II in two days. That helps free up a rig slot and another heatsink. New fit looks like this:

370 gun DPS @ 18km
381 HP regen @ 10 sec
Cap stable without AB running, -6.4% with it running.

Heat Sink II
Heat Sink II
Heat Sink II
Armor EM Hardener I
Armor Thermal Hardener I
Medium 'Accommodation' Vestment Reconstructer I

10MN Afterburner II
Cap Recharger II
Cap Recharger II
Cap Recharger II
F-293 Scoped Remote Tracking Computer

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
Heavy Modulated Energy Beam I
Medium Knave Scoped Energy Nosferatu

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


Salvage Drone I x4
Valkyrie I x5

Imperial Navy Multifrequency M x12
Optimal Range Script x2

Ahmed Ibn Rustah
Maxim 6
#6 - 2016-12-22 17:37:26 UTC
For you fit I would suggest something more like this - swap the T2 for what ever you can use.
Going from your comments you are missing a lot of skills to fly this effectively so take care with it. One of the first lessons of Eve, don't rush into the bigger ships before you are ready.

[Harbinger Navy Issue ]
Heat Sink II
Heat Sink II
Damage Control II
Armor EM Hardener II
Armor Thermal Hardener II
Medium Armor Repairer II

Tracking Computer II, Optimal Range Script
10MN Afterburner II
Stasis Webifier II
Cap Recharger II
Medium Cap Battery II

Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M
[empty high slot]

Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I
Medium Semiconductor Memory Cell I


Infiltrator II x5
Acolyte II x5
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#7 - 2016-12-22 17:45:02 UTC
Why the Web? My play style is more range/kiting? Unless I'm missing something (which is very possible!) Big smile
Alasdan Helminthauge
AirHogs
Hogs Collective
#8 - 2016-12-22 18:07:34 UTC  |  Edited by: Alasdan Helminthauge
you don't need web on a kiting ship.
If you can't use T2 tanks, don't fly anything more expensive than a T1 cruiser. Expensiver hulls deserve better modules and better skills.
I prefer omnitank on mission ships, because swaping modules between missions does take time (and it would be annoying if you find yourself forget to change tank when you're 2 jumps away from the station), and you never know what damage your visitor would deal. And whatever, you don't need that specific tank to survive a mission, and my omni fit only uses 3 low slots.
Sara Starbuck
Adamantine Creations
#9 - 2016-12-22 19:53:58 UTC
I wouldnt stick most t2 rigs into cheap lvl3 ship, some of them are kinda on the pricey side. Cool
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#10 - 2016-12-22 21:44:48 UTC  |  Edited by: Simwiz Sabezan
Yeah, I'm thinking only T1 rigs for this boat.

What are your thoughts on just dropping the cap stability and going with a cap booster? It would let me equip another tracking computer, and use the rigs for either more damage or more tank?
Alasdan Helminthauge
AirHogs
Hogs Collective
#11 - 2016-12-23 02:09:01 UTC
Sara Starbuck wrote:
I wouldnt stick most t2 rigs into cheap lvl3 ship, some of them are kinda on the pricey side. Cool

a navy bc isnt a cheap lv3 ship.

Simwiz Sabezan wrote:
Yeah, I'm thinking only T1 rigs for this boat.

What are your thoughts on just dropping the cap stability and going with a cap booster? It would let me equip another tracking computer, and use the rigs for either more damage or more tank?


if you dont care using cap charges, the cap booster should be the best choice. rigs for dps usually isnt a good idea. Use rigs for tank, and the spare low slots for dps.
Sara Starbuck
Adamantine Creations
#12 - 2016-12-23 02:25:20 UTC
True sorry, i just read "new to EVE" and "level 3 missions", somehow i missed the navy tag there.

That said, i would start with nonfaction ship, though from your post you do have the basics covered.
Try them out and see what works for you before steppin up to navy and t2 rigs.

But thats just my humble opinion.

You do not need pimped up ships for level 3s unless you are blitzing standings or just messin around on older char.
Silivar Karkun
Doomheim
#13 - 2016-12-23 03:21:03 UTC  |  Edited by: Silivar Karkun
the navy version can even be shield tanked and for L3's with some experience you could go fine with it:

[Harbinger Navy Issue, New Setup 1]

Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Heat Sink II
Heat Sink II

10MN Afterburner II
Large Shield Extender II
Large Shield Extender II
EM Ward Field II
Thermal Dissipation Field II

Heavy Modulated Energy Beam I, Multifrequency M
Heavy Modulated Energy Beam I, Multifrequency M
Heavy Modulated Energy Beam I, Multifrequency M
Heavy Modulated Energy Beam I, Multifrequency M
Heavy Modulated Energy Beam I, Multifrequency M
Heavy Modulated Energy Beam I, Multifrequency M
[empty high slot]

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Capacitor Control Circuit I

notes: tried to go with 3 Heatsink II but the cap and the shield regen didnt feel good so i preferred 3 Power Diganostics instead, the CCC allows the fit to be cap stable with max skills using high damage crystals (multifreq, etc..), with low skills it should still be able to last a long time.

you could pack a CPU implant i think and you could fill that empty highslot with a drone link augmentor, but im not sure.
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#14 - 2016-12-23 06:36:14 UTC
Some great advice guys. Really appreciate it.

I'm coming from an Omen Navy, which I use currently to run T2 and T3's (slowly), so I am getting familiar with the missions and a turret based ship.

Interesting take on the Shield tank, I'll have a look at that. I'm probably leaning to a cap boosted higher DPS armor tank, at least until my skills are high enough for more T2 modules.
Zhilia Mann
Tide Way Out Productions
#15 - 2016-12-23 07:04:56 UTC  |  Edited by: Zhilia Mann
Kind of late to the party, but here's my two cents:

[Harbinger Navy Issue, L3 low skill]
Heat Sink II
Heat Sink II
Medium Armor Repairer II
Armor EM Hardener II
Armor Thermal Hardener II
Power Diagnostic System II

10MN Monopropellant Enduring Afterburner
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Large Compact Pb-Acid Cap Battery

Heavy Beam Laser II, Imperial Navy Xray M
Heavy Beam Laser II, Imperial Navy Xray M
Heavy Beam Laser II, Imperial Navy Xray M
Heavy Beam Laser II, Imperial Navy Xray M
Heavy Beam Laser II, Imperial Navy Xray M
Heavy Beam Laser II, Imperial Navy Xray M
[empty high slot]

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Medium Semiconductor Memory Cell I

Obviously, downgrade the guns to T1. Runs for 10 minutes shooting IN multi the whole time, 26 minutes with gamma, stable with xray and above.

I really, really like the triple TC setups with medium beams (hell, small beams too). Really lets you reach out and touch anything while still maintaining the option of in-your-face ganking.

Edit: the fit then naturally evolves towards this:

[Harbinger Navy Issue, L3 blitzer]
Heat Sink II
Heat Sink II
Heat Sink II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Damage Control II

10MN Afterburner II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Large Compact Pb-Acid Cap Battery

Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
Heavy Beam Laser II, Imperial Navy Multifrequency M
[empty high slot]

Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II
Medium Hyperspatial Velocity Optimizer II

Warps fast, kills fast, tanks just enough.
Simwiz Sabezan
Spoopy Newbies
Brave Collective
#16 - 2016-12-23 21:18:49 UTC
This is what I think I'm going to go with (until skills allow me to upgrade to more T2 modules). I don't mind buying/hauling cap booster around with me, and I think it will reduce my mission times significantly:

370 Gun DPS @ 21km + 40km falloff (plan on also running med drones)
467 Armor Regen @ 10.2 sec
Cap stable with booster running
With all modules running (except booster) cap drain in 1:40
With AB and Repair off, cap drain in 4:00

Prototype Armor EM Hardener I
Prototype Armor Thermal Hardener I
Heat Sink II
Heat Sink II
Heat Sink II
Medium 'Accommodation' Vestment Reconstructer I

10MN Y-S8 Compact Afterburner
F-12 Enduring Tracking Computer
F-12 Enduring Tracking Computer
F-12 Enduring Tracking Computer
Medium Electrochemical Capacitor Booster I

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
Heavy Modulated Energy Beam I

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Imperial Navy Multifrequency M x6
Cap Booster 800
Optimal Range Script x3




Matthias Ancaladron
Imperial Shipment
Amarr Empire
#17 - 2016-12-25 08:22:55 UTC  |  Edited by: Matthias Ancaladron
It's not wholly different from what I'm currently flying.

I have a standard harbinger

6x heavy modulated beams
7th high empty

10mn ab
Tracking computer II (both scripts as needed)
2x Cap recharger II

Prototype hardener (whichever npc you're fighting)
Prototype hardener (whichever npc you're fighting)
Medium Vestments armor repairer
Cap power relay (I dont have tech 2 of this yet. But it's insurance, I'm good for 11minutes without it)
Damage control II
Heat sink II

My rigs are either 2x semiconductors for larger cap or 2x cap rechargers
And My third is either the energy rig for more laser turret damage or less cap usage.

It's very stable though and I currently have around 380dps at the 20-30km which is more than enough to be one hitting any frigates before they get close and I can reach 81km with radio ammo.

I focused on my cap because of my connection, I'm quite stable with everything running so I know I have a chance to get back on an d warp out of my connection gets iffy and I get dropped. I think I'm 32-33k against my hardeners damage types.

And its a lot cheaper than running a navy harbinger
Chainsaw Plankton
FaDoyToy
#18 - 2016-12-25 18:42:59 UTC
Fits mostly look decent and anything I'd add would mostly be nitpicking. My main thought is to try a standard harbinger, The extra mid slot on the navy version doesn't really seem to add all that much. and I'm not sure the tracking bonus is needed for mission rats. The standard version has a laser cap bonus which might be more useful.

@ChainsawPlankto on twitter

Simwiz Sabezan
Spoopy Newbies
Brave Collective
#19 - 2016-12-26 06:17:50 UTC
Thx All. Appreciate the help.