Prophecy

The Prophecy is built on an ancient Amarrian warship design dating back to the earliest days of starship combat. Originally intended as a full-fledged battleship, it was determined after mixed fleet engagements with early prototypes that the Prophecy would be more effective as a slightly smaller, more mobile form of artillery support.
Battlecruiser Skill Bonus: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level
99% reduction in the CPU need of Warfare Link modules.
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Structure |
Structure Hitpoints 4,395 HP |
Max Velocity 150 m/sec |
Inertia Modifier 0.704 |
Mass 13,500,000 kg |
Volume 234000 m3 |
Capacity 350 m3 |
Fitting |
powergrid Output 1,300 MW |
Low Slots 6 |
Med Slots 3 |
High Slots 7 |
CPU Output 350 tf |
Launcher hardpoints 1 |
Turret hardpoints 6 |
Calibration 400 points |
Upgrade Hardpoints 3 |
Capacitor |
Recharge time 750 s |
Capacitor Capacity 2812.5 GJ |
Targeting |
Maximum Targeting Range 50 km |
Max Locked Targets 6 |
RADAR Sensor Strength 16 points |
Signature Radius 265 m |
Scan Resolution 210 mm |
Shield |
Shield Capacity 3419 HP |
Shield Em Damage Resistance 0 % |
Shield Explosive Damage Resistance 50 % |
Shield Kinetic Damage Resistance 40 % |
Shield Thermal Damage Resistance 20 % |
Shield recharge time 1400 s |
Armor |
Armor Hitpoints 4,883 HP |
Armor Em Damage Resistance 50 % |
Armor Explosive Damage Resistance 20 % |
Armor Kinetic Damage Resistance 25 % |
Armor Thermal Damage Resistance 35 % |
Drones |
Drone Capacity 25 m3 |
Drone Bandwidth 25 Mbit/sec |
Miscellaneous |
CPU Need Bonus -99 % |
Tech Level 1 |
Rig Size Medium |
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Required skills |
| Primary Skill required |
Amarr Cruiser III |
Spaceship Command III |
Amarr Frigate IV |
Spaceship Command I |
| Secondary Skill required |
Battlecruisers I |
Spaceship Command IV |
Material Requirements |
| Skill / Industry |
Industry 1 |
| Material / Mineral |
Tritanium 2,508,154 |
Pyerite 537,914 |
Mexallon 137,558 |
Isogen 22,023 |
Zydrine 2,170 |
Megacyte 862 |
| Waste |
Waste Factor 10%
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General Info
Strengths
The Prophecy has 6 low slots and an armor resistance bonus, so it is not uncommon for it to field a strong armor tank. Such armor tanks really shine with all of the armor skills at lvl V and the Battlecruisers skill at lvl V.
Role
Due to its strong armor tank, the Prophecy often finds itself as a bait ship. It's not uncommon to attack a prophecy only to see a bunch of his friends show up to return the favor.
Many say the Prophecy as a solo ship is useless, but it's only a matter of fitting.
Know Your Enemy by Azual Skoll, head of Agony Unleashed's PVP University.
Not to be outdone by the drake when it comes to tanky battlecruisers, the amarr finish the lineup with the prophecy. With a 7/3/6 slot layout, a 5% per level bonus to armour resists, and plenty of powergrid, the prophecy can fit a tank stronger than some battleships. Most prophecies will mount a 1600mm plate and trimarks at a minimum, and are capable of fitting a second plate for maximum tank if necessary (although they will probably need to drop to small guns in order to do so). Of course, the prophecy has a reputation for tank (and thus bait) almost as much as the drake does.
While the tanked drake is still versatile offensively, the prophecy doesn't really have that luxury. Its second bonus it to cap use for lasers, however to conserve powergrid for extra tank many prophecy pilots opt for autocannons instead (much like with the maller). The side effect of this is to reduce the prephecy's effective range, and not being a fast ship (although surprisingly it actually has a higher base speed than both the gallente and caldari battlecruisers) this also reduces the ship's real damage output. Most AC prophecies will put out reasonable damage to 15-20km, while a pulse prophecy will put out its full damage to the same range. Either way, the prophecy is not a dps powerhouse like its more popular brother the harbinger, and puts out something roughly equivalent to a t1 cruiser worth of dps.
Prophecies are very rarely used solo, although I'll entertain the notion for those cases where they are. Most prophecies will fit both a point and a web, and with a spare high slot a small or medium neut is likely. Range is fairly good on either variant, so you're usually better off just getting close and/or maximising your own dps (that said, you will see a significant drop in dps from an AC prophecy if you can engage outside 15km or so). As with the drake, the main danger is simply getting worn down before you can chew though the prophecy's very substantial tank and before backup can arrive. More commonly, you'll encounter a prophecy as part of a gang, flying as... you guessed it - bait. Be wary aggressing a solo prophecy unless you have intel in surrounding systems, and be even more wary if a solo prophecy aggresses you in a situation that seems stupid. Even if you have good intel, a cyno is a very real possibility, and prophecies are a fairly common choice for such a tactic. You should know how it goes by this point, but needless to say prophecies make a poor choice of primary in a gang fight. The prophecy's resists are strong across the board, but kinetic or explosive are usually lowest (as with the harbinger, explosive hardeners a possibility and the prophecy does receive a small racial explosive bonus). With no hardener explosive is only narrowly better, so kinetic is probably the best bet.
Additional Images
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