10/29/2012

Harbinger: The Special Ed Guide

Following my previous post on Amarrian combat philosophy, I have been feeling the compulsion to expand on these fundamentals and how they apply to specific ships.

So, I decided I would begin with one of my favourite ships in the game, both to fly and for pure aesthetics, the Harbinger.



For research, I've trawled (and trolled) my way through a variety of different fittings, from both Battleclinic and Failheap. I've consulted with pilots in-game who I trust to know what the fuck they're doing when they undock, and of course I've done a fair amount of flying in the ship itself. One particular site that I do recommend for anyone looking into trying out any new ships and wants to learn about engagement strategies in PvP is Azual Skoll's blog The Altruist. Azual is a member of the famed Tuskers corporation, known for their expertise in the field of small-gang PvP, and has a series of posts called Know Your Enemy, which provide brief analyses of the strengths and weaknesses of a wide range of ships in Eve Online. Azual's analysis for the Harbinger is fairly general, and is geared toward the low-sec pilot, so this post will be a more in-depth look at the particular nuances of the Amarr's iconic battlecruiser, as well as its usage in and around my current home in null-sec.

The Harbinger is an exemplar of what it means to fly Amarr. It is large, imposing, and expresses a beautiful art deco aesthetic; It is the more damage-focussed platform in the battlecruisers, while its brother the Prophecy is more focussed on putting up a beastly tank, and the Oracle fulfils the niche role of the Tier 3 battlecruisers with its use of large guns. This means that the primary role of a Harbinger pilot is the outpouring of lasery death upon one's enemies, and not really a whole lot else. The standard (cookie-cutter) fit that is used looks something like this (note that for efficiency's sake, these fits are made using the All level V option on EFT, alter accordingly):

[Harbinger, Standard]
1600mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
Damage Control II
Heat Sink II
Heat Sink II

Experimental 10MN MicroWarpdrive I
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Medium Capacitor Booster II, Navy Cap Booster 200

Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M
Medium Unstable Power Fluctuator I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Hammerhead II x5

This fit will accomplish most goals in PvP that are acheivable with a Harbinger.  With Navy Multifrequency it puts outs 620 dps with drones, with an engagement range of about 6km. It's modest drone bay is a complement to this and gives you the option of two flights of small drones or one flight of mediums  The cap booster ensures that the ship can drag out any engagement as long as necessary and is basically immune to capacitor warfare, which is not unreasonable to expect, as its arch nemesis, the Hurricane, often has a pair of neuts on board. It is also able to answer with a single neut of its own.

It possesses a standard array of tackle, which makes it potentially viable to engage targets alone, and also ensure that anything it does catch will be held down for the duration, and doesn't move too much, as lasers notoriously suffer from relatively poor tracking compared to autocannons and blasters.

 For a damage-focussed ship, it also possesses a fairly formidable tank - this fit has an EHP listed at almost 73k, and has over 18k hp in armor. The tank though, comes at a price: this is not a fast ship. While it can reach 900m/s, not an unreasonable speed for a battlecruiser, the huge plate on it means that it handles like a '53 Buick (pictured left). It has an align time of 14s, which basically means that if you're going down, you probably won't make it out in time. Which is fine, because in the Amarr worldview, they will not run from their inferior foes, and would rather die for their God then scurry home as cowards. It also means that dictating range against virtually anything else will be difficult, so I would recommend two things: carry crystals for all occasions, especially, in this case, the almighty power of T2 Scorch, which extends your reach out to 20km. The other thing is that really, unless you have the truly massive balls required to fly expensive ships in risky situations, you should never be alone. Ideally, I reckon that you should have at least two friends, one in something smaller to provide fast tackle support and protect you from frigates and their ilk (they can and will get under your guns), and another to provide either more damage (and flexible damage at that, seeing as you are only able to deal out EM and thermal) or some kind of electronic warfare that keeps them from engaging you at range (sensor dampeners or ECM). This triad should allow you maximise the benefits that come from having a Harbinger in fleet, namely applying overwhelming force upon a target. The utlity of this kind of fleet covers short-range roaming (if I was going on a major excursion, I'd feel better if there were at least 4 other Harbingers/damage ships with me), gate camping, in which case instead of tackle, bring an interdictor, and defending structures like starbases, where its high durability allows it to endure extended sieges.

With the standard fit enumerated, how else can you fly this ship? The most drastically different, but still viable, fit in common usage is the Shield Harby. The Shield Harby is basically the Amarrian attempt at answering the Shield Hurricane. A battlecruiser that is light, fast, possesses a moderate tank and is good at applying lots and lots of damage, as all your low slots are freed up for damage mods. As an example:

[Harbinger, Shield Harby]
Heat Sink II
Heat Sink II
Tracking Enhancer II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
F85 Peripheral Damage System I

Experimental 10MN MicroWarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II

Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
[empty high slot]

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Valkyrie II x5

I might personally use this kind of fit if the rest of my fleet were out in canes and I simply didn't have a cane available or didn't feel like flying a rust-coloured phallus. This is not that uncommon, as, barring the nerf that the Cane is destined for this winter, it is a stock ship for most groups operating in null-sec. When fitted using Pulse lasers and Scorch it puts out about the same damage and longer range application than the cane, with it's massive optimal (this fit can hit out to about 30km). This said, because this is an Amarrian bulwark, it is persistently slower than the cane, although its align time is virtually the same (with at least two Nanos, mind you), and you find that in order to keep up you will have to sacrifice your damage potential. Also, Eve is an unrepentantly racist place, and people will pick on you for being a token Harbinger in a Hurricane fleet. In short, while this fit does work, it is probably better, unless the whole fleet is Shield Harbys, if you just use a cane, which accomplishes this kind of role better, and it will save your FC from having to castigate you for falling behind/sucking at delivering damage.

Other kinds of fits? Well, there is the Beam Laser Harbinger - Beams are a relatively unloved weapon for PvP, unless you're sniping, which is a relatively uncommon activity out here null-sec, as close-range combat is currently in vogue. The fit is not that different from the shield harby. Dump the tank, fit beams, and, as the operating range of this ship is now 35km+, sub out tackling equipment for things like sensor boosters and defensive EWAR in the event you encounter something that actually can actually fire back at you. Fit with T2 Aurora, a Harbinger using Heavy Beams has an optimal of 70km, and its alpha will definitely get your attention if it hits you (at least 1000 per volley). I've used this fit on a couple of occasion for things like gate camping, but it relies on having tackle actually down on the gate, and for your alpha to count, there should be several other pilots sniping with you. Lots of fun,  but possesses relatively limited utility.

The other kind of fit that I've encountered is the Neuting Harbinger. This fit isn't technically a true neuting ship, but instead has a 4/4 split in its high slots between lasers and neuts, while the rest of the fit will be an armour tank and tackle complement like the Standard fit. This is most definitely a fleet ship, and provides a surprisingly effective amount of neuting power in a brawl, while still delivering damage of its own and mounting a significant tank. While I've never actually used this fit myself, I have seen it used in fleets I've been in to devastating effect. Perhaps though, I would only recommend this if you've had a lot of experience using the Harbinger, and have an established niche for it in the fleet that you are in.

So there it is, The Special Ed Guide to the Harbinger. Live big, fly safe, shoot all da tings and have fun

Signing off,

Ed

2 comments:

  1. I haven't flown it in a while, but the Shield Harbinger is one of my preferred fits - probably because it combines Heavy Pulse Scorchness with not completely being a lame duck.

    But this article got me thinking: what if you took the Shield fit, and replaced one of the shield extenders with an ASB?

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  2. That is a most interesting proposition. And one that I hadn't of. I reserve judgement on such a fit though until after the mild nerf that's due in Retribution.

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