Welcome to Jester's Trek.
I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Wednesday, February 2, 2011

Fit of the Week: Afterburner Zealot

[Zealot, Afterburner Zealot]
Damage Control II
Heat Sink II
Heat Sink II
Thermic Plating II
Centii C-Type Adaptive Nano Plating
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

10MN Afterburner II
Warp Disruptor II
Phased Muon ECCM Caster I

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

Medium Trimark Armor Pump I
Medium Ancillary Current Router I

In groups, this may well be the scariest ship in EVE Online.

There are slight variations to the fit, of course, particularly in the mids.  But the bedrock of the afterburning Zealot is five Heavy Pulse Lasers, a Trimark, an Ancillary Current Router, two Heat Sinks, and a tank that simply will not quit.  The exact nature of the tank can vary a little depending on what you intend to fight, but what's listed above is a solid all-around tank that will be very tough to break.

The dead-space Adaptive Nano Plating runs about 12-15 million ISK, and is a vital part of the fit.  You can cheap out with a T2 ANP, but given that you've already spent 110 million on the hull, spring for the best protection possible.  Often overlooked is the fact that the Centii, Coreli, and Corpii dead-space ANPs are identical in every respect except cost.  Just choose whatever happens to be the cheapest.  If you are a big-time armor tanker, try to find them in groups and just lay in a store of them.  There are so many fits that this module works in.  It essentially replaces a single Energized Adaptive Nano Membrane II, but does it using zero CPU.  This is often vital to Amarr ship fittings.  I joke sometimes that Amarr ships don't have enough CPU to run the warp drive and the ship's calculator at the same time.

For every three to four ships of this type you bring to a fleet, bring one Guardian.  Then start adding accessories.  ;-)

Vital to this fleet arrangement is a good scout/prober or two in Covert Ops ships or Stealth Bombers.  These are your warp-in points.  Zealots on AB aren't very fast on the approach, so you're either going to need a warp-in or to fight on a gate.  Your warp-in ships should be either really good probers, very nervy, or preferably, both.  These Zealots do their best work at 10km or so, so that's your ideal warp in distance so you can switch to faction Multifrequency crystals.

The mid-slots are where this ship gets interesting, and there's a lot of variation.  If you have dedicated tackle along, like a few Sabres or a few of the Terrier Taranis that was the FOTW a few weeks ago, you can drop the points from a few of your Zealots and trade them for Sensor Boosters or Tracking Disruptors.  On-board ECCM is also an option, but a more common variant is for many of the Zealots to have a Guardian "partner" and to provide that Guardian with remote ECCM.  A Guardian with both on-board ECCM (a must) and a remote ECCM from a friendly Zealot becomes all but jam-proof.

The true pros supplement the Zealot/Guardian/prober mix with T3 armor Lokis for tackle, but that can get expensive...  But of course, it makes your fleet even more scary.

Have fun scaring someone.  :-)

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