open All Channels
seplocked Ships and Modules
blankseplocked zealot
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 [2]

Author Topic

Meiyang Lee
Gallente
Azteca Transportation Unlimited
Gunboat Diplomacy
Posted - 2007.11.26 16:28:00 - [31]
 

Edited by: Meiyang Lee on 26/11/2007 16:36:16
i might not be able to fly the Zealot yet, but this fit is doable in EFT.

Lows:
Medium Armor Repairer II
Armor Thermic Hardener II
Energized Magnetic Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Mids:
10MN Afterburner II
Cap Recharger II
Cap Recharger II

Highs:
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Medium Diminishing Power System Drain I

Rigs:
Capacitor Control Circuit I
Energy Burst Aerator I

Cap-stable with anything from Multi-frequency crystals to Scorch.
Even with my fairly low skills this holds up.

Jessica Fyers
Gallente
Azure Horizon
Posted - 2007.11.26 16:45:00 - [32]
 

Cap stable isnt bad, but you'd need a friend for sure if you want to actually kill anyone.

Meiyang Lee
Gallente
Azteca Transportation Unlimited
Gunboat Diplomacy
Posted - 2007.11.26 16:51:00 - [33]
 

Edited by: Meiyang Lee on 26/11/2007 16:54:47
Its needs a tackler to do anything in PvP true, but if you drop the recharger IIs for a tackle it'll cap out in about 2-3 minutes which is not a good idea. Or you could drop a heatsink for a cap power relay and use 2 CCCs instead of just 1. The following fit is still cap-stable but has a full tackle. The biggest downside, its DPS is neutered rather badly without the Burst rig and the second Heatsink.

Lows:
Medium Armor Repairer II
Armor Thermic Hardener II
Energized Magnetic Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Capacitor Power Relay II
Heat Sink II

Mids:
10MN Afterburner II
Faint Warp Prohibitor I
Fleeting Propulsion Inhibitor I

Highs:
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Medium Diminishing Power System Drain I

Rigs:
Capacitor Control Circuit I
Capacitor Control Circuit I

Jessica Fyers
Gallente
Azure Horizon
Posted - 2007.11.26 16:55:00 - [34]
 

Aye, tho if you expect a PvP encounter (or even survive) to last for >2 mins, well, it means one cant break the other's tank, and its time to either call a draw or call in fire support.

Kruel
Beyond Divinity Inc
Posted - 2007.11.26 17:44:00 - [35]
 

Originally by: Gamesguy

4x pulse or beam

1x mwd
1x 26/28km scram(replace with sensor booster if using beam)
1x large cap battery II(replace with injector if using beam)

2x HS
2x OD
1x Med rep
1x EANM
1x Cap Relay

2x Polys.



Same as my setup, except I use an extra CPR in place of the EANM. Otherwise it's not sustainable even with the rep off.

For anything smaller than a BC, I have to divebomb which is risky, though I've survived so far.

Sac does the same job a lot better, but people run from Sacs way more than Zealots. ;)

Gamesguy
Amarr
Black Nova Corp
Band of Brothers
Posted - 2007.11.26 19:56:00 - [36]
 

If you don't nano it or at least fit a mwd there is absolutely NO point in using the zealot over the harbinger. Harbinger does more way more dps, tanks better(far more effective hp with plate), and has drones.

The ONLY advantages the zealot has over the harby is its speed and agility(range is nice, but not that big a deal unless you're fitting beam). Therefore you need a mwd, even without nanos it can do around 1.8-2km/s, letting you keep out of most BC/BS web range.

Gamesguy
Amarr
Black Nova Corp
Band of Brothers
Posted - 2007.11.26 19:58:00 - [37]
 

Originally by: Kruel
Originally by: Gamesguy

4x pulse or beam

1x mwd
1x 26/28km scram(replace with sensor booster if using beam)
1x large cap battery II(replace with injector if using beam)

2x HS
2x OD
1x Med rep
1x EANM
1x Cap Relay

2x Polys.



Same as my setup, except I use an extra CPR in place of the EANM. Otherwise it's not sustainable even with the rep off.

For anything smaller than a BC, I have to divebomb which is risky, though I've survived so far.

Sac does the same job a lot better, but people run from Sacs way more than Zealots. ;)


Pretty sure thats cap stable with mwd and lasers on, at least for me it is.

But ya, I have a nano-sac too. The only thing is my missile skills are pretty abysmal compared to my gunnery skills so I do way more dps with the zealot. Not to mention I only get something like 17km with HAMs, which is sometimes a bit uncomfortable against the odds we sometimes fight against.

Kruel
Beyond Divinity Inc
Posted - 2007.11.26 22:40:00 - [38]
 

Originally by: Gamesguy
Originally by: Kruel
Originally by: Gamesguy

4x pulse or beam

1x mwd
1x 26/28km scram(replace with sensor booster if using beam)
1x large cap battery II(replace with injector if using beam)

2x HS
2x OD
1x Med rep
1x EANM
1x Cap Relay

2x Polys.



Same as my setup, except I use an extra CPR in place of the EANM. Otherwise it's not sustainable even with the rep off.

For anything smaller than a BC, I have to divebomb which is risky, though I've survived so far.

Sac does the same job a lot better, but people run from Sacs way more than Zealots. ;)


Pretty sure thats cap stable with mwd and lasers on, at least for me it is.

But ya, I have a nano-sac too. The only thing is my missile skills are pretty abysmal compared to my gunnery skills so I do way more dps with the zealot. Not to mention I only get something like 17km with HAMs, which is sometimes a bit uncomfortable against the odds we sometimes fight against.


Yeah but do you have lasers, mwd, AND scram on constantly? If you're in a gang you won't need the scram on forever, which would be cap stable for me easily, though I mostly solo pvp with it. Granted I don't have energy management 5 or controlled bursts 5 yet.

I get 430dps from my Sac, and 284 from my Zealot. Both using t2 fits and 2x dmg mods in the lows with spec skills at 4. The only advantages I see for the Zealot is 1: fighting out of heavy nos/neut range and 2: baiting people to engage. Advantage #2 definitely comes in handy though.

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2007.11.26 22:51:00 - [39]
 

Originally by: Firkragg
Originally by: Ivan En'Vec


1mn AB II



might wanna use one of the right size

Im loving this thread actually its giving me good idea. Im going to get a zealot in the next few days (almost have t2 pulses) but was having a hell of a time working out a fit since it has terrible cpu issues, and terrible grid issues with beams.

How is its dps? Alot of people claim its dps is too low but they also claim the harbingers dps is low eve though mine gets on the top of an awful lot of killmails.


Tbh the dps isnt great but it still gets ontop many killmails in groups because it has range bonus. With pulses reaching 30+km you can reach anything instantly around gate fights = ontop of killmails even with meh dps. You know you can fit a T2 omen to do almost the same damage as a zealot. Harbinger has good dps, harbi is in its own league competing with absolution...sadly.

Laerise
Amarr
PIE Inc.
Posted - 2007.11.26 23:38:00 - [40]
 

Make that 40km.. oh, and it can also pop small stuff extremely fast too, with pulse that is.

hiromi
Posted - 2007.11.27 00:11:00 - [41]
 

Edited by: hiromi on 27/11/2007 00:11:32
zealot isnt a solo pvping ship for the most part but it does great damage in a gang so I run pure gank.
Hi slots
4 x heavy beam 2's
mids
10mn mwd 2 24k point sensor booster 2
lows med armor rep 2, 3 x heat sink 2's, 3 x tracking enhancer 2's

extra hi can be whatever you can fit

I dont run a tank because its not a good enough tanker to do damage and live due to the cap usage, but damage setup will really work well in a gang. (with a corp mate we melted a scorp before he could jam eiter of us and his damnation partner went down quick too)
with long range crystals you can melt ceptors and frigs up to about 115km

it is a semi fast ship and the mwd can get you out of trouble against a larger ship that has you scrambled or sometimes run you back to the gate to evade a camp.

Gamesguy
Amarr
Black Nova Corp
Band of Brothers
Posted - 2007.11.27 01:58:00 - [42]
 

Edited by: Gamesguy on 27/11/2007 01:59:08
Originally by: Kruel


Yeah but do you have lasers, mwd, AND scram on constantly? If you're in a gang you won't need the scram on forever, which would be cap stable for me easily, though I mostly solo pvp with it. Granted I don't have energy management 5 or controlled bursts 5 yet.


It eventually runs out of cap with the scram, its not that a big a deal though unless you're solo(and if I was solo I'd use a sacriledge).

Quote:
I get 430dps from my Sac, and 284 from my Zealot. Both using t2 fits and 2x dmg mods in the lows with spec skills at 4. The only advantages I see for the Zealot is 1: fighting out of heavy nos/neut range and 2: baiting people to engage. Advantage #2 definitely comes in handy though.


I don't run BCU on my sac. The sacriledge is unique in that it can run a moderately decent tank while nanoing. With 2x polys 2x OD, 1x eanm and dual rep you get a very decent tank with the sac(large cargo bay for injectors as well) while you have the same speed as the nano zealot.

The zealot simply cannot do that, the trade off is damage of course.


Also, to the people looking at killmails. The damage ranking on the killmail lies. Amarr ships often rank very high because they tend to kill off the unresist shield very quickly, and because killmails are based on absolute hitpoints instead of effective hitpoints.

Xanos Blackpaw
Amarr
Inadeptus Mechanicus
Posted - 2007.11.27 21:53:00 - [43]
 

Originally by: hiromi
Edited by: hiromi on 27/11/2007 00:11:32
zealot isnt a solo pvping ship for the most part but it does great damage in a gang so I run pure gank.
Hi slots
4 x heavy beam 2's
mids
10mn mwd 2 24k point sensor booster 2
lows med armor rep 2, 3 x heat sink 2's, 3 x tracking enhancer 2's

extra hi can be whatever you can fit

I dont run a tank because its not a good enough tanker to do damage and live due to the cap usage, but damage setup will really work well in a gang. (with a corp mate we melted a scorp before he could jam eiter of us and his damnation partner went down quick too)
with long range crystals you can melt ceptors and frigs up to about 115km

it is a semi fast ship and the mwd can get you out of trouble against a larger ship that has you scrambled or sometimes run you back to the gate to evade a camp.


sweet how would that work in a lvl 3? (would drop the scram for a recharger)

firefox666
Fusion Enterprises Ltd
-Mostly Harmless-
Posted - 2007.11.27 22:53:00 - [44]
 

4x Heavy pulse II

AB II, WD II, web

MAR II, active thermic hardner II, 2X EANM II, 3X HS II

rigs, rof and dmg for energy weapons ( penalty: weapons cost more pg )

downside: thermic hardner needs to be faction
plusside: 500+ dps with max skills

you can switch the ab and web for a MWD II and capbooster. you need all faction hardners to make it cpu wise, pg might be be enough, so replace the rigs

Xanos Blackpaw
Amarr
Inadeptus Mechanicus
Posted - 2007.11.27 23:33:00 - [45]
 

Originally by: firefox666
4x Heavy pulse II

AB II, WD II, web

MAR II, active thermic hardner II, 2X EANM II, 3X HS II

rigs, rof and dmg for energy weapons ( penalty: weapons cost more pg )

downside: thermic hardner needs to be faction
plusside: 500+ dps with max skills

you can switch the ab and web for a MWD II and capbooster. you need all faction hardners to make it cpu wise, pg might be be enough, so replace the rigs


those three heatsinks make the rigs useless. i would put 2 CCC rigs there instead

Xeronn
Amarr
Posted - 2007.11.28 06:04:00 - [46]
 

Originally by: Lucifer Fellblade
Originally by: Alyth

Not true. If you are willing to use best named beams or pulse then a dual MAR II tank fits. You'll need a -3% CPU implant though if you use a T2 scram with the beams setup.


I'd rather fly a noobship than use t1 guns on a HAC, it's just horribly bad, especially on a HAC like the zealot which is only special due to the optimal bonus and added range of scorch.

Zealot will handle dual reps fine if your not using an MWD, if you are then you'll need to go with 1 rep and some faction nano plates.


umm sometimes t1 guns is a good choiche. Best named t1 guns have same stats as t2 guns but can`t use t2 ammo and lose the skill bonus from t2 skill , but on the other hand they have lower grid/cpu reqirements

Semkhet
Dark Tornado
Ethereal Dawn
Posted - 2007.11.28 09:15:00 - [47]
 

highs: 4xHPL with Amarr Navy MF
meds: MWD, faint warp disruptor, large peroxide battery
lows: MAR, ETM, EANM, ANP, HS2, IFFA dcu, CPR
rigs: 2x semiconductor mem. cell

Permarun all mods either with the MAR or the MWD. Up to 340 dps according to skills and crystals.

Gamesguy
Amarr
Black Nova Corp
Band of Brothers
Posted - 2007.11.28 09:20:00 - [48]
 

Originally by: Xeronn
Originally by: Lucifer Fellblade
Originally by: Alyth

Not true. If you are willing to use best named beams or pulse then a dual MAR II tank fits. You'll need a -3% CPU implant though if you use a T2 scram with the beams setup.


I'd rather fly a noobship than use t1 guns on a HAC, it's just horribly bad, especially on a HAC like the zealot which is only special due to the optimal bonus and added range of scorch.

Zealot will handle dual reps fine if your not using an MWD, if you are then you'll need to go with 1 rep and some faction nano plates.


umm sometimes t1 guns is a good choiche. Best named t1 guns have same stats as t2 guns but can`t use t2 ammo and lose the skill bonus from t2 skill , but on the other hand they have lower grid/cpu reqirements


T1 guns are never better than t2 guns for lasers. With blasters you might be able to get away with faction AM since null isnt as important. But scorch is like the only good thing about pulse lasers.

Semkhet
Dark Tornado
Ethereal Dawn
Posted - 2007.11.28 09:35:00 - [49]
 

Originally by: Gamesguy
T1 guns are never better than t2 guns for lasers. With blasters you might be able to get away with faction AM since null isnt as important. But scorch is like the only good thing about pulse lasers.


IMHO with a Zealot, either you go close, either you snipe.

If you snipe, you don't really need either tank nor speed, so you can pretty much setup the ships as you wish, and use whatever guns and ammo.

But if you go close, you need speed to go asap at your optimal, you need tank to absorb damage, you need to hit hard, and you need ENOUGH CAP to fuel all this.

Now one of the few things you can do is to use faction crystals instead of T2 ammo. You will gain tracking and save cap. Of course, since you do a tad more EM than thermal, it's not a good solution against minnie stuff Wink

Gamesguy
Amarr
Black Nova Corp
Band of Brothers
Posted - 2007.11.28 09:40:00 - [50]
 

Originally by: Semkhet
Originally by: Gamesguy
T1 guns are never better than t2 guns for lasers. With blasters you might be able to get away with faction AM since null isnt as important. But scorch is like the only good thing about pulse lasers.


IMHO with a Zealot, either you go close, either you snipe.

If you snipe, you don't really need either tank nor speed, so you can pretty much setup the ships as you wish, and use whatever guns and ammo.

But if you go close, you need speed to go asap at your optimal, you need tank to absorb damage, you need to hit hard, and you need ENOUGH CAP to fuel all this.

Now one of the few things you can do is to use faction crystals instead of T2 ammo. You will gain tracking and save cap. Of course, since you do a tad more EM than thermal, it's not a good solution against minnie stuff Wink


Umm what? I orbit at 25k with scorch on my zealot unless I felt like using beam, faction ammo will not allow you to do that(well you can, but with much less dps).

Zealot in particular should NOT be using named guns, since it has grid and cpu coming out of its ass.

Semkhet
Dark Tornado
Ethereal Dawn
Posted - 2007.11.28 10:24:00 - [51]
 

Edited by: Semkhet on 28/11/2007 10:33:07
Originally by: Gamesguy
Originally by: Semkhet
Originally by: Gamesguy
T1 guns are never better than t2 guns for lasers. With blasters you might be able to get away with faction AM since null isnt as important. But scorch is like the only good thing about pulse lasers.


IMHO with a Zealot, either you go close, either you snipe.

If you snipe, you don't really need either tank nor speed, so you can pretty much setup the ships as you wish, and use whatever guns and ammo.

But if you go close, you need speed to go asap at your optimal, you need tank to absorb damage, you need to hit hard, and you need ENOUGH CAP to fuel all this.

Now one of the few things you can do is to use faction crystals instead of T2 ammo. You will gain tracking and save cap. Of course, since you do a tad more EM than thermal, it's not a good solution against minnie stuff Wink


Umm what? I orbit at 25k with scorch on my zealot unless I felt like using beam, faction ammo will not allow you to do that(well you can, but with much less dps).

Zealot in particular should NOT be using named guns, since it has grid and cpu coming out of its ass.


If you want to go solo, then 25 Km is a good range provided you fit a faction disruptor. Anyhow, I didn't say that you should fit named guns.

The setup I posted above does use HPL2's, and is cap efficient enough that you can permarun all mods with MAR or MWD regardless of the ammo you use. So you can keep all options open. And if you want to run ALL mods simultaneously, the worst case with conflag still gives over 120 secs runtime, while with scorch you get 144 secs or over 3 minutes with Amarr Navy Standard M.

It's just my personal preference to use faction crystals whenever I can since I attempt to limit logistics when possible.


Pages: 1 [2]

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only