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blankseplocked Pilgrim - Informative Post (Downfalls, Skills, Implants, etc..)
 
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Feng Schui
Minmatar
Sebiestor tribe
Posted - 2008.02.07 12:42:00 - [1]
 

Hey guys, I have been recieving alot of evemails as well as convo's about the Pilgrim, since my last video. In this thread, I just want to.. how shall we say, "set the facts straight" in regards to "pure pwnage".

Skills

So, you want to fly the pilgrim, eh? I should warn you about the skills you will NEED in order to become effective with it. These skills that I am listing are the lowest required skills. I would suggest getting all the skills I have at level 4, to level 5.

Drones

Drones 5
Combat Drone Operation 5
Drone Interfacing 5
Drone Durability 4
Drone Navigation 5
Drone Sharpshooting 5
Electronic Warfare Drone Interfacing 4
Gallente Drone Specialization 4
Minmatar Drone Specialization 4
Scout Drone Operation 5

Electronics

Cloaking 4
Electronic Warfare 4
Electronics 5
Electronic Upgrades 5
Frequency Modulation 4
Long Distance Jamming 4
Long Range Targeting 4
Propulsion Jamming 4
Signature Analysis 5
Targeting 4
Turret Destabilization 4
Weapon Disruption 4

Engineering

Energy Emission Systems 5
Energy Management 5
Energy Systems Operation 5
Engineering 5
Shield Management 4
Shield Operation 4
Tactical Shield Manipulation 4

Mechanic

Armor Rigging 4
EM Armor Compensation 4
Explosive Armor Compensation 4
Hull Upgrades 5
Jury Rigging 3
Kinetic Armor Compensation 4
Mechanic 5
Nanite Interfacing 4
Nanite Operation 4
Repair Systems 5
Thermic Armor Compensation 4

Navigation

Acceleration Control 4
Afterburner 4
Evasive Maneuvering 4
Fuel Conservation 4
High Speed Maneuvering 4
Navigation 5
Warp Drive Operation 5

Science

Cybernetics 5
Infomorph Psychology 3
Thermodynamics 4

Spaceship Command

Amarr Cruiser 5
Amarr Frigate 4
Covert Ops 4
Recon Ships 5
Spaceship Command 5

======================================

Implants

Next thing, are the implants. I would recommend getting a set of slaves (preferably the high grades). This will boost up your armor HP. More HP = more time you have for your drones to pick at the enemy. Please note that 5% Hardwiring implants are non-negotiable.

Implants I highly recommend:

Slot 6: Slave Omega (50% strength to all slave implant secondary effects) OR ZET1000 (5% reduction in rep systems duration)

Slot 7: Squire EE8 (5% reduction in cap use of energy emission system modules)

Slot 8: Squire CC8 (5% increase in capacitor capacity)

Slot 9: ZET4000 (5% bonus to repair systems repair amount)

Slot 10: ZET5000 (5% bonus to armor hitpoints)

==================

Main Targets

Ok, so you have all of this? Sweet.. Your targets will be mainly...

noobs.

Anything other than noobs will either 1) Not engage you, 2) Blob you, or 3) Kill you.

Deal with it.

==================

Turret ships and Tracking Disruptors; the EFT warrior debate versus Actual Gameplay

Coming from experience, both on TQ with current tracking disruptors, and on SISI with the new scripts, you will need to know the following:

1) You operate at, ideally, 11km range. If you sneeze, you are in web range. If you are webbed, the tracking speed disruption script will not work.

2) If you have a Domination stasis webifier, True Sansha NOS and Neuts, great. Use the tracking speed disruption script if the enemy's optimal is 20km and falloff is 15km. If you use the Optimal and Falloff script, you will be in optimal range. That is not good.

3) I would highly suggest using 2 tracking disruptors, except, well, you can't. Not unless you want to give up one of the following:

- Warp Disruptor
- Stasis Webifier
- Capacitor Booster
- Microwarpdrive

I would not suggest getting rid of any of those.

So basically, sure, use a tracking disruptor, it might help in some circumstances. Just don't rely on it.

- cont. -

Feng Schui
Minmatar
Sebiestor tribe
Posted - 2008.02.07 12:43:00 - [2]
 

Edited by: Feng Schui on 14/02/2008 17:34:11

Nosferatu and Energy Destablizers - After the NOS nerf

There is an eternal debate over using NOS and neuts on the pilgrim. I highly recommend using 1 Medium Nosferatu II on it. The reason for this, is that it enables you to engage passive tanked ships, as well as multiple ships.

Using a NOS will help your tank last a little bit longer, which is always a good thing. Especially since it takes a bit for your drones to kill a passive tanked ship.

Also, when you engage multiple ships, put neuts on 1 ship, and the NOS on another ship. This will also help your tank and capacitor last longer.

How They Work

Energy Neutralizers work by using your capacitor, to rip the enemy's capacitor to shreds. The skill Energy Emissions will decrease the amount of capacitor that the Energy Neuts use, which is always good.

Nosferatus, on the other hand, are a different breed. In a nutshell, they will only "NOS" the amount of cap down to even percentages.

So basically, if the enemy's capacitor is at 75%, and your cap is at 50%, it will only drain the amount needed to that you both have the same percentage of capacitor.

If your at 75% capacitor, and the enemy is at 50% capacitor, you will not gain any capacitor from the nosferatu, nor will it take any cap away from the enemy.

This is why I say you should only have 1 of them on your ship. It makes you a tad bit more versatile when engaging passive setups or multiple opponents.


===========================

Ship Setups

I won't go over every single ship setup out there, there are alot. Here is the one that I use:

Armor Thermic Hardener II
Armor Kinetic Hardener II
Energized Adaptive Nano Membrane II
800mm Reinforced Rolled Tungsten Plates I
Medium Armor Repairer II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Balmer Series Targeting Inhibitor I, Tracking Speed Disruption
Stasis Webifier II
Warp Disruptor II
Medium Capacitor Booster II, Cap Booster 400

Medium Energy Neutralizer II
Medium Nosferatu II
Medium Energy Neutralizer II
Covert Ops Cloaking Device II

Ancillary Current Router I
Auxiliary Nano Pump I

Hammerhead II x5
Valkyrie II x5
Hobgoblin II x5
Warrior II x5

==========================

Roles in a gang

Basically, there are alot of other ships which can perform better than the pilgrim in a gang. Mainly the Curse, also the Bhaalgorn. To some extent, the Myrmidon, Ishtar, Dominix. All of those can perform alot better in the gang, as well as being more durable. But if you must... more power to ya.

If you're in a force recon gang, you will be primaried. You need to be able to tank the damage.

==========================

Is it worth it?

It depends. For the type of player that I am, I think it is worth it, to some extent. It is aggravating at times. Actually, most of the time.

Although, once my skills are finished training to level 5 (299 more days to go Cool), I will be training for other ships. By going this route, I won't have long at all to train for other ships, since my secondary skills will already be maxed out.


Feng Schui
Minmatar
Sebiestor tribe
Posted - 2008.02.07 12:43:00 - [3]
 

Edited by: Feng Schui on 07/02/2008 13:01:44

I'm pretty sure I'll think of more stuff to add, just keep this post in mind if you want to use a pilgrim.

Sauromugue
Posted - 2008.02.07 12:47:00 - [4]
 

Edited by: Sauromugue on 07/02/2008 12:48:26
Forgot the most important step!

Right click -> Reprocess

EDIT: Also, lol, Drone sharpshooting and Fuel conservation Laughing

Feng Schui
Minmatar
Sebiestor tribe
Posted - 2008.02.07 13:03:00 - [5]
 

Originally by: Sauromugue
Edited by: Sauromugue on 07/02/2008 12:48:26
Forgot the most important step!

Right click -> Reprocess

EDIT: Also, lol, Drone sharpshooting and Fuel conservation Laughing


You'd be surprised.

(Yes, I realize that Fuel conservation is for afterburners).

Erotic Irony
0bsession
Posted - 2008.02.07 13:32:00 - [6]
 

*THE AMARR Navy Corment* - FINAL EDITION~~~~

DISCLAIMER: This is a thread for a ship that is to be used not solo but in gangs.


[b]Ship Analysis

bettar than balgorm
also i kill caracals in low sec wit dis
end.


DC II
R-Bulkheads II x2
PDS II x2

Recharger II x3
MWD II
Large battery II

50W Infectious x4

dones:
Infiltrator EV6 x5

~~~Rigs~
Egress ports x2

Kali Ananda
Minmatar
Realm of Shadows
Posted - 2008.02.07 18:00:00 - [7]
 

Great post with the skill tree explained. I've been flying a Pilgrim for a long time, and can attest to the heavy amount of skills involved in flying it effectively. To many people jump in the ship with out these minimum skills you listed.

Its still a viable solo ship, but I agree, your main targets are going to be noobs, or catching non-noobs off guard.

Post NOS / TD / SD nerf's I've been experimenting with Dropping the Nos/Neut's entirely, and using 3 Heavy Pulse lasers with Faction close range, Faction Medium range and Scorch M long range crystals. It puts out 350+ DPS with Amarr Navy Multispec's. You can vary your orbit range based upon your target, but if its going to be a more dangerous target, increase your distance. Missle boats above noob caracal's are a no-go.

Rigs for the 3 HPL set up is an Ancillary Current Router and the 20% Scan resolution rig.

Rigs for a 2 HPL, 1 Focused Medium Pulse is a Trimark, and the 20% Scan Resolution.

So far I've fought 2 Thoraxes and a Vexor with this set up, and have done very well.


Thanks for the Post Feng Schui!



Storm Strike
Posted - 2008.02.12 16:40:00 - [8]
 

So why are these skills at all required when your only attacking noobs.

Dikat
Posted - 2008.02.12 16:57:00 - [9]
 

Great post. Thanks for the info. I trained amarr cruiser 5 and recon 5 in anticipation of flying the pilgrim/curse and then got hit with the nos nerf, drone insta-scoop nerf, tracking disruptor and remote sensor damp nerf. There is hope in my bosom again of flying this ship.

Perfect Diamond
Posted - 2008.02.12 16:57:00 - [10]
 

Okay job.
Suggestion: Post a guide about the curse if you have experience with it.

Feng Schui
Minmatar
Sebiestor tribe
Posted - 2008.02.12 18:02:00 - [11]
 

Originally by: Perfect Diamond
Okay job.
Suggestion: Post a guide about the curse if you have experience with it.


Unfortunately, I will not be able to do that post-Damp nerf. I've only flown the Curse once or twice. However, I might fly it again now that it is not the overpowered beast that it used to be.

Even though I do like challenges (as opposed as to what it may seem), my experience with the curse was against a couple of old-timers baiting. Myrmidon and an Armageddon. They didn't touch my shields. Considering my horrid fit (iirc, I was missing a mid slot), I stopped flying it after I was probed out and killed when I was AFK YARRRR!!.

Ythillia
Caldari
Perkone
Posted - 2008.02.12 20:08:00 - [12]
 

Alright! Just 385 days of training left 'till I have those skills. Laughing

Very nice video, though.

Trevor Warps
Posted - 2008.02.12 20:32:00 - [13]
 

Edited by: Trevor Warps on 12/02/2008 20:32:10
Originally by: Feng Schui

Main Targets

noobs.



lol ...

Nice fit and all, but ... you lost your credibility right there ...

no need to think too long to get noobs ... i'd just get my rifter and pop em all.

Odium47
Posted - 2008.02.14 18:22:00 - [14]
 

Feng Shui, i bet you dream Pilgrims at night and i also bet you have a small scale model of the ship !!!Very Happy

Feng Schui
Minmatar
Sebiestor tribe
Posted - 2008.02.14 19:39:00 - [15]
 

Originally by: Trevor Warps
Edited by: Trevor Warps on 12/02/2008 20:32:10
Originally by: Feng Schui

Main Targets

noobs.



lol ...

Nice fit and all, but ... you lost your credibility right there ...

no need to think too long to get noobs ... i'd just get my rifter and pop em all.


I'm not saying thats all you can kill, but that will be your main target. When dealing with people that know wtf they are doing, it boils down to luck, mainly. Hoping your opponent screws something up.

That being said, perfect example are nano-ships using orbit, instead of manual piloting (orbit + nano + tracking speed disruption = horrid dps, sometimes).

Cailais
Amarr
Diablo Advocatus
Diablo Advocatus.
Posted - 2008.02.14 20:14:00 - [16]
 

Nice post Feng, which really illustrates the massive investment needed in skill terms and modules to fit the pilgrim well.

Im more inclined to fly the Curse (although I can fly both) as the pilgrim is really a bit too limited for my liking.

You might want to point out that over-heated webbifiers / faction webs will quickly catch you off guard in the pilgrim - worth considering before you pile on in.

Personally I fit 2 nos, 1 neut - I know theres loads of good reasons not too, but thats just my own preference.

There's also a faintly viable set up with the Sisters of Eve (iirc) recon probe launcher and an faction cpu co-proc thats quite nice if your targets are proving a bit more elusive...

C.


Grim86StonE
Amarr
Jericho Fraction
The Star Fraction
Posted - 2008.04.07 21:25:00 - [17]
 

Interesting post. I am training to fly either the curse or the pilgrim but I can't decide which one I should fly. I am more inclined to fly the curse since i can fit a recon probe launcher and stay at a bigger range. I would fly the pilgrim however I can't find a viable setup to include a probe launcher, even with recon ships at 5. Can anyone help me with this?


 

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