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harbinger pve lv3 fit! help newbie

Author
Huroyaki Shahni
Forgotten Worlds Mining and Industry
#1 - 2016-12-27 22:11:09 UTC
Hi there
i'm pretty new of the game, tryng to advance in security career.

I just bought an Harbinger to make lv3 mission more easly (previusly I was using an omen).

While I'm way more durable, my dps output is the same and missions take lot of time to end.

Here is my fit:

800mm plates
energized adapted nano membrane I
damage control I
mark I power diagnostic system
type D restrained capacitor power relay
medium armor repair I

eutectc compact capacitor recharger x2
medium shield booster
10mn afterburn

focused medium beam laser I x6 with infrared charge

as rig i put 3x medium capacitor control circuit

while i can sustain lots of damage, my dps is around 75. I need to use drones to make kills faster versus tank ships.

I would like to be a long range cruiser, but it seems i need to get closer to the enemy to have higher dps.

Any suggestion is appreciated!
Zhilia Mann
Tide Way Out Productions
#2 - 2016-12-27 23:26:30 UTC
I would do something like this:

[Harbinger, Harbinger L3]
Medium Armor Repairer II
Armor EM Hardener II
Armor Thermal Hardener II
Heat Sink II
Heat Sink II
Heat Sink II

10MN Y-S8 Compact Afterburner
Tracking Computer II, Optimal Range Script
Tracking Computer II
Cap Recharger II

Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M

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

Range is a huge part of your tank. Don't run the repper unless you need to. Kill the small stuff before it gets close and then orbit the big stuff. Everything on here can be downgraded either for skills or for fitting.
Huroyaki Shahni
Forgotten Worlds Mining and Industry
#3 - 2016-12-28 10:31:52 UTC
Zhilia Mann wrote:
I would do something like this:

[Harbinger, Harbinger L3]
Medium Armor Repairer II
Armor EM Hardener II
Armor Thermal Hardener II
Heat Sink II
Heat Sink II
Heat Sink II

10MN Y-S8 Compact Afterburner
Tracking Computer II, Optimal Range Script
Tracking Computer II
Cap Recharger II

Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M
Heavy Beam Laser II, Ultraviolet M

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

Range is a huge part of your tank. Don't run the repper unless you need to. Kill the small stuff before it gets close and then orbit the big stuff. Everything on here can be downgraded either for skills or for fitting.


Whoa thanks!
I noticed some mistakes i did: shield booster sucks lots of cap time and I went heavy on cap recharger.. I put some heat sinks along with UV charges and damage went up
with this config (tech I by the way) i'm around 160 dps, a big jump from 74...thanks a lot!
Silivar Karkun
Doomheim
#4 - 2016-12-29 03:43:02 UTC
your fit was a mess, primary because Amarr is mainly armor tanked, and you were wasting slots trying to make double tanking work. you have to focus on one either shield or armor depending of the ship.

you can technically shield Amarr ships but its usually subpar because of the lack of midslots for it. still if you want to use a shield harbinger you would have to go with something like this:

[Harbinger, New Setup 1]
Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Heat Sink II
Heat Sink II
Heat Sink II

10MN Y-S8 Compact Afterburner
Large F-S9 Regolith Compact Shield Extender
Limited 'Anointed' EM Ward Field
Limited Thermal Dissipation Field I

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
Drone Link Augmentor I

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I

this is a passive shield harbinger, if you still want to mess with a shield booster the fit should be like this:

[Harbinger, New Setup 1]
Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Heat Sink II
Heat Sink II
Heat Sink II

10MN Y-S8 Compact Afterburner
Medium Shield Booster II
Upgraded EM Ward Amplifier I
Upgraded Thermal Dissipation Amplifier I

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
Drone Link Augmentor I

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

for shield boosters you have to use a passive resistance amplifier so you can save on capacitor, for passive shield you can use hardeners which dont consume much capacitor but you rely on having a massive buffer of shield HP or a massive recharge rate to keep yourself alive.

this comes in issue with amarr ships which can be power hungry due to lasers. but some of that can be compensated with the power diagnostic system, in fact one of the pirate factions uses both shields and lasers. so its not too crazy to do.

you can actually get more shield power with the navy version of the harbinger because it gets an extra midslot.
Sara Starbuck
Adamantine Creations
#5 - 2016-12-29 05:24:11 UTC
Dont give him any ideas shield tanking Amarr ships Cool I know it works but he is prolly missioning in Amarr space which means EM and thermal damage, so armor tanking is much stronger there.
I would also stay away from the energized nanomembranes before you can use the T2 ones and have couple levels in the armor compensation skills, and while missioning its generally better to run 2 enemy specific harderners anyway.
The fit Zhilia Mann linked is basically what you should be aiming for.

Also ill just leave this here: https://drive.google.com/file/d/0B4R54nvRU8XfUnhXQzhkVVhaY1k/view
ColdCutz
Frigonometry
#6 - 2016-12-29 05:31:53 UTC
Never waste time with Meta 0 modules. If you have the skills to fit them, then you can fit Meta 3 or 4; it's almost always going to be worth the investment.
Matthias Ancaladron
Imperial Shipment
Amarr Empire
#7 - 2016-12-30 04:08:14 UTC
My harbinger is

Highs
6x heavy modulated beams with navy multifreq m and navy radio m for short and long range. Regular xray, ultra, and infrared.
7th high empty
(Can do a passive targeting computer if that's your thing)

Mids
Afterburner of your choice. (Possible room for a mwd If youd want one of those, no passive computer tho iirc)
Tracking computer II with both range and speed script
2x cap recharged II

Lows
The medium vestments armor repaired
Prototype armor hardener of your choice
Prototype armor hardener of your choice
Damage control II
Heat sink II
type d cap power relay

Rigs
2x capacitor control circuits I believe and third is energy collision accelerator for more damage. Not sure on rigs I can't remember.

But mine is set up so if I lose connection in a worst case scenario with everything turned on I'm cap stable and I have a chance to log back in and not be dead already. If you have a good connection you can be more risky and go for more damage.
Wombat65Au Egdald
R I S E
#8 - 2016-12-30 11:16:32 UTC
Don't bother fitting shield and armor modules at the same time, pick either your shield or your armor as your main defence.
Having a shield booster and an armor repairer on the same ship is generally not a good fitting strategy. One exception is a damage control. Damage control modules will work with both shield and armor tanked ships.

Trying to use a shield booster and an armor repairer on an Amarr ship really isn't a good idea since your laser turrets also need power from your capacitor. If you are trying to repair both your shield and your armor at the same time as well as shoot at stuff, well, you've seen for yourself how much of a drain that puts on your capacitor.

General rule of thumb. Amarr ships are normally armor tanked, Caldari ships are normally shield tanked, Gallente ships are normally armor tanked, Minmatar ships are mixed, some work better with a shield tank, some work better with an armor tank.

It is possible to do things differently, you could shield tank ships that are normally armor tanked, and you could armor tank ships that are normally shield tanked, but you need to know what you are doing.

So how do you decide which type of tank to use?

You need to look at the specs of the ship. Most shield modules are used in the mid slots (there are a couple of shield modules that work in low slots). If a ship has more mid slots than low slots, it means you can fit a stronger shield tank on that ship. Armor modules are low slot modules, so if a ship has more low slots than mid slots, you can fit a stronger armor tank to it. If a ship has an equal number of mid and low slots, you could go either way, a shield tank or an armor tank. One deciding factor in that situation is to look at how many hp that ship has in it's shield and armor before you fit any modules. If it has more shield hp than armor hp, it can make more sense to fit a shield tank. If the ship has more armor hp than shield hp, an armor tank is the more obvious solution.

The next detail to consider are modules that boost your dps. These are low slot modules. Depending on how many low slots a ship has, if you decide to armor tank the ship, you may have to give up some tank to fit some damage modules, or give up some extra damage to fit a stronger tank.

While shield tanked ships don't have to deal with that specific choice, they have their own compromises. Mid slots are used by a variety of different modules. A shield tanked ship won't gimp it's dps in the same way an armor tanked ship can, but you can make your ship less effective in other ways if you use up too many mid slots to fit a shield tank.

Eve is a game about choices, and choices have consequences. You can't have it all, you have to accept having less of X in return for having more of Y.
The Bigpuns
United Standings Improvement Agency
#9 - 2016-12-30 16:34:23 UTC
Zhilla basically gave you the correct fit, although - and I'm surprised no-one else has mentioned it yet (apologies if you did and I didn't see it) - now you're in a bc, you can look at using a mjd. It fits really well with the range that beams are capable of, and will be good practise for when you jump into a bs with mjd for lvl 4's (as a beginner at lvl 4's, I would always suggest starting with an mjd until your skills are up and you know the missions).
Donnachadh
United Allegiance of Undesirables
#10 - 2016-12-30 19:36:28 UTC  |  Edited by: Donnachadh
The Bigpuns wrote:
Zhilla basically gave you the correct fit, although - and I'm surprised no-one else has mentioned it yet (apologies if you did and I didn't see it) - now you're in a bc, you can look at using a mjd. It fits really well with the range that beams are capable of, and will be good practise for when you jump into a bs with mjd for lvl 4's (as a beginner at lvl 4's, I would always suggest starting with an mjd until your skills are up and you know the missions).

Range of beams fitting well with the range of an MJD, who are you kidding. The MJD will take you 100k in what ever direction you are pointing and for a low skills pilot beams are going to have give or take around 30k of max range that means that after you jump you have to slow boat back about 60k or so just to shoot at anything. And in one of those weird twists of fate the weapons on the NPC you will face in level 3's are going to average about 20k to 25k max range anyway so you still have to get back into range of the NPC to be able to shoot them. While this ability to jump out of range of the NPC is valuable as an escape tool when the crap hits the fan, a far better option would be an AB that can be pulsed as needed to help control range to target and speed up getting to the next gate. Another idea is to use the slot to boost tank or possibly dps.
The Bigpuns
United Standings Improvement Agency
#11 - 2016-12-30 23:14:58 UTC
Donnachadh wrote:
The Bigpuns wrote:
Zhilla basically gave you the correct fit, although - and I'm surprised no-one else has mentioned it yet (apologies if you did and I didn't see it) - now you're in a bc, you can look at using a mjd. It fits really well with the range that beams are capable of, and will be good practise for when you jump into a bs with mjd for lvl 4's (as a beginner at lvl 4's, I would always suggest starting with an mjd until your skills are up and you know the missions).

Range of beams fitting well with the range of an MJD, who are you kidding. The MJD will take you 100k in what ever direction you are pointing and for a low skills pilot beams are going to have give or take around 30k of max range that means that after you jump you have to slow boat back about 60k or so just to shoot at anything. And in one of those weird twists of fate the weapons on the NPC you will face in level 3's are going to average about 20k to 25k max range anyway so you still have to get back into range of the NPC to be able to shoot them. While this ability to jump out of range of the NPC is valuable as an escape tool when the crap hits the fan, a far better option would be an AB that can be pulsed as needed to help control range to target and speed up getting to the next gate. Another idea is to use the slot to boost tank or possibly dps.


Or, you know, switch crystals. It's a thing.

Not saying it's the best suggestion. But it is the easiest way to run 3's. And good practise for the easiest way to run 4's.
Huroyaki Shahni
Forgotten Worlds Mining and Industry
#12 - 2017-01-01 11:08:46 UTC
Thanks a lot to everyone for replies, everything here was really helpfull to me!
Donnachadh
United Allegiance of Undesirables
#13 - 2017-01-01 19:19:02 UTC
The Bigpuns wrote:
Or, you know, switch crystals. It's a thing.

Thank you for noting this, I realized in double checking that I had the wrong lasers in the fit, I still had pulse after checking the tracking stats.

So here are the real numbers using meta 4 lasers and an all skills 5 pilot.

Pulse
Optimal 28,350
Fall off 6,250.
Max usable range 34,600.

Beams.
Optimal 60,000.
Fall off 12,000.
Max usable range of 72,000.

Even with this it is hard to accept that medium beam lasers and the MJD are a perfect fit since a jump could leave you nearly 30k outside your max usable range and you have nothing to help reduce the travel time in getting back into range. In the end this all comes down to what each player wants, as I stated the MJD makes a perfect escape tool and it is valid in any fit for that reason alone. On the other hand if you want something that will really help in all missions and not just a few then an AB or MWD is a better choice for boosting mobility.