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Loadout: Fleet Revelation

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Fleet Revelation


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king09 3 5 460

Ship fitting - Built on August 27, 2009

Build Views Tagged as
Dominion 1.0.3
15th December 2009
8,508 Armor tank, Expensive, Gank, PvP
Download EVEMon skill plan
Open fitting in EVEHQ
You may have come across the option in various BattleClinic loadouts to "Open fitting in EveHQ" and wandered what it does and how to set it up, so I'll briefly explain.

The option in BattleClinic for opening the fitting is really just a special link which contains data about the fitting. If configured correctly, web browsers can be instructed how to respond to clicking those links such as opening a new page or starting a download. In this case, the link will ultimately show the fitting in HQF - the EveHQ Fitting plug-in.

First, we need to configure Windows to recognise the protocol (that's the part of the link that read "fitting://"). With HQF already open, go into the HQF options and select the General Options. In there, you will see a Fitting Protocol section which shows the current status of the protocol (enabled or disabled) and appropriate buttons to toggle this state. Simply click the Enable button and this should allow the fitting:// protocol to be recognised by web browsers with the status updated accordingly.

Please note that the step above writes a value into the registry and therefore you will need to have administrator rights to do this. In Vista or Windows 7, you will need to run EveHQ as Administrator for this part only.

And that's really all that's required. With the protocol status active, clicking on the links in the BattleClinic loadouts will show the fitting in a special browser window in HQF (so you can see DPS, tank etc). If EveHQ or HQF is not loaded, then these will be loaded as appropriate so the fitting can be displayed.

The fitting:// protocol has been tested and working in IE, Firefox, Safari and Chrome but any issues, please let me know.
Export to EVEHQ skill plan
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[Revelation, Fleet Revelation]
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Capital Armor Repairer I

Sensor Booster II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Siege Module I
Dual Giga Beam Laser I
Dual Giga Beam Laser I
Dual Giga Beam Laser I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hammerhead II
Hobgoblin II
Vespa EC-600
Garde II
There are no revisions on file for this loadout. Only the original builder may revise the loadout.
Estimated total value: 1,180,748,593 ISK
Buy plex to fund
Item Eve-Central EVE-Metrics Build cost
Revelation 898,459,000 1,299,000,000 1,554,089,230
Siege Module I 40,000,000 41,473,000 39,748,833
Dual Giga Beam Laser I 39,000,000 40,000,000 41,090,321
Dual Giga Beam Laser I 39,000,000 40,000,000 41,090,321
Dual Giga Beam Laser I 39,000,000 40,000,000 41,090,321
Sensor Booster II 919,999 925,000 252,907
Cap Recharger II 799,999 850,000 120,369
Cap Recharger II 799,999 850,000 120,369
Cap Recharger II 799,999 850,000 120,369
Damage Control II 942,500 919,990 120,081
Heat Sink II 985,998 999,999 245,166
Heat Sink II 985,998 999,999 245,166
Heat Sink II 985,998 999,999 245,166
Energized Adaptive Nano Membrane II 1,088,400 1,099,000 285,788
Energized Adaptive Nano Membrane II 1,088,400 1,099,000 285,788
Armor Kinetic Hardener II 1,950,000 2,000,000 970,872
Capital Armor Repairer I 36,440,100 39,000,000 39,748,833
Large Trimark Armor Pump I 17,392,900 17,690,000 19,139,049
Large Trimark Armor Pump I 17,392,900 17,690,000 19,139,049
Large Trimark Armor Pump I 17,392,900 17,690,000 19,139,049
How to fund this loadout with PLEX:

Current estimated total value, ISK: 1,180,748,593
Sell this many PLEX* to fund: 5
Convert this many ETC to PLEX: 3 Purchase ETC here

*You may only sell PLEX for ISK via the CCP Secure Transfer Method
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EHP

2.23 Million

DPS

4492  Raw DPS
4754 with Bouncer II Sentry Drones
5547 with Drones + Overheat

Tank ... Doesnt matter 5857 (High Kin resist for phoenix lovers)

Capacitor

Lasts 5 min all On
Lasts 4 Min All Overheated (Inc Tank)
Lasts 4 Min Over Heating Guns + Tank

Comments

  • August 27, 2009, 05:32:01 am

    * 5000 DPS overheated not 5200 (had amarr Heatsinks fitted)
  • August 27, 2009, 06:11:44 am

    Bang on perfect. +1
  • August 27, 2009, 07:42:00 am

    ...

    Can you not +1 something until you have commented on it?

    Edit:
    Yep.  That's the case.
  • August 27, 2009, 07:48:33 am

    +1 buddy
  • August 28, 2009, 06:18:53 pm

    +1, now if only every other person who posts capital fits could be as good with them as this guy
  • August 28, 2009, 07:06:50 pm

    +1 for sure

    this is a very good fit, but I'm curious why you are not not springing ~200m total for faction heatsinks and eanms on a 1.6b hull
  • August 28, 2009, 07:51:40 pm

    +1 for sure

    this is a very good fit, but I'm curious why you are not not springing ~200m total for faction heatsinks and eanms on a 1.6b hull

    Faction fits on dreads are a waste of isk as most of the loss is covered by insurance. T2 is the proper way to fit a dread cost effectively.

    On another note, very good fit, sound principals. Personally, I'd use a 3rd heatsink in place of either the second rep or the hardener. Also, Bouncers are preferable to Gardes as they will hit out to control range where as Gardes only hit out to like 30km. (Gardes look sexier in EFT tho).

    +1 for a well thought out dread fit
  • August 29, 2009, 11:15:32 am

    Is the "Fleet" in your title really necessary?  I mean Dreads require a fleet to operate effectively.  Anyway, wicked fit.  +1
  • August 31, 2009, 04:37:19 am

    2 capital armor reps ? Fail ! The rest is ok by me...not that you can fail more after you failed with 2 armor reps.
  • August 31, 2009, 08:49:16 am

    Dual rep gives max burst tank so if you get primaried you last a little longer and can lay down a bit more DPS before you die, I'd pretty much always dual rep an armor dread.

    And what would you know anyway highseccarebears don't fly dreads....lol
  • August 31, 2009, 11:12:37 am

    Single rep is the way to go. And why do you have a kinetic hardener?
  • August 31, 2009, 11:33:48 am

    s'aight
  • August 31, 2009, 12:08:18 pm

    The DPS from another damage mod usually outweighs the extra time you get to shoot from the extra rep.
  • September 03, 2009, 09:31:10 am

    I'm sry i'm reading "Fleet revelation" , those kind of engagements where the local is above 300 and where dreads die whateva tank they have. If one would play station dock games then, yes, this is +1 fit.
  • September 04, 2009, 04:24:50 am

    Well this will be the standard fit, as far as i know you can use a carrier to change your fit, so if no counter fleet show up you may edit your loadout at the POS bash to climb up the DMG List.
  • September 11, 2009, 11:01:57 am

    HishSeccarebear you have no idea what your talking about shush :) perfect fit. I use the same on my dread
  • October 08, 2009, 07:10:13 am

    now thats my type of set up!
  • October 27, 2009, 11:38:14 am

    +1 Nice fit.  One of the best ive seen and im curious why its not on the top of the list vs what i have seen on here.  I might drop a rep for an additional heat sink but like you said, with a carrier, you can just refit.  :) 
  • October 27, 2009, 01:45:19 pm

    Having 2 reppers depends on what you're doing with it really.

    But if this is a fleet dread, like a real fleet dread. Then yeah, I would put another damage mod instead of the rep.
  • November 07, 2009, 09:11:57 pm

    highseccarebears don't fly dreads....lol

    I dont get it? Why cant I, for example, do missions with a dread ship ?
  • November 07, 2009, 09:36:55 pm

    highseccarebears don't fly dreads....lol

    I dont get it? Why cant I, for example, do missions with a dread ship ?

    With the exception of a few Lv5 missions, you enter all missions with warp gates, and capitals CANNOT use any type of gate, it must use a cyno.
  • November 07, 2009, 09:39:09 pm

    highseccarebears don't fly dreads....lol

    I dont get it? Why cant I, for example, do missions with a dread ship ?

    With the exception of a few Lv5 missions, you enter all missions with warp gates, and capitals CANNOT use any type of gate, it must use a cyno.

    This and your guns wouldn't be able to track anything while at the same time, a large counter BS fleet could easily come into your mission, and attack you while you're neuted and attacked by NPC. The best part is, they wouldn't even need to tackle since you'd be in siege.
  • November 08, 2009, 08:29:42 am

    Ahh okay. Thanks.  :D
    I'm still new to the game  :n00b:
    Just trying to learn and understand the game.  :crazy2:

    Exellent loadout btw. :thumbsup:
  • November 20, 2009, 03:30:11 pm

    looks good to me, but brings up a question:

    Does anybody use dread pulse lasers?  I understand that your damage isn't worth it unless you go siege, and so it's very rare to see say, blasters on a moros because it's so hard to get that close, but pulses have at least a little bit of range...

    Along that line, can you hit a POS with pulses?  A friend told me it calculates range to the tower so the POS bubble counts as distance you have to be able to shoot.
  • November 20, 2009, 10:31:12 pm

    pulse lasers go like 50k with the shortest range ammo
  • November 20, 2009, 11:39:45 pm

    pulse lasers go like 50k with the shortest range ammo


    Actually they have 40km base range so it's 20km with multifreq with no skills. Assuming you have sharpshooter 5(you should if your flying a dread) that'll give you a base range of 50km or 25km with multifreq.

    Come dominion they are getting a buff to range. It'll be a base 50km optimal which'll leave you 62.5km optimal with sharpshooter 5 which means 31.25km optimal with multifreq.

    Basically right now no short range gun can hit a large tower in optimal with close range ammo period. Come dominion Revs will be able to hit a large tower with pulse and multifreq if they are right next to the shields. Given the issues with warping a dread fleet within 1km of an enemy POS shield(i.e. 3/4 of the fleet bounces at least a dozen km off) close range XL turrets still will not be viable against towers, but may see more use in hot drops.
  • December 28, 2009, 06:05:52 am

    This loadout has been updated

    Thanks for For Input, keep it comming
  • December 28, 2009, 07:02:21 am

    Awesome. Only reccomendation would be to get navy heat sinks.
  • February 11, 2010, 07:39:03 am

    why the kinetic hardner and not another EANM?
  • February 23, 2010, 01:35:54 pm

    all well and good yeah! It'll dish out the stick while taking it. I might put some ECCM on it unless your support fleet can remotely give it to you. like i said though, still a good all round fit
  • February 25, 2010, 01:34:56 am

    all well and good yeah! It'll dish out the stick while taking it. I might put some ECCM on it unless your support fleet can remotely give it to you. like i said though, still a good all round fit

    Siege = immune to EWar

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