Prophecy

Prophecy

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.

Structure

Structure HitpointsStructure Hitpoints
4,395 HP
Max VelocityMax Velocity
150 m/sec
Inertia ModifierInertia Modifier
0.704
MassMass
13,500,000 kg
VolumeVolume
234000 m3
CapacityCapacity
350 m3

Fitting

powergrid Outputpowergrid Output
1,300 MW
Low SlotsLow Slots
6
Med SlotsMed Slots
3
High SlotsHigh Slots
7
CPU OutputCPU Output
350 tf
Launcher hardpointsLauncher hardpoints
1
Turret hardpointsTurret hardpoints
6
CalibrationCalibration
400 points
Upgrade HardpointsUpgrade Hardpoints
3

Capacitor

Recharge timeRecharge time
750 s
Capacitor CapacityCapacitor Capacity
2812.5 GJ

Targeting

Maximum Targeting RangeMaximum Targeting Range
50 km
Max  Locked TargetsMax Locked Targets
6
RADAR Sensor StrengthRADAR Sensor Strength
16 points
Signature RadiusSignature Radius
265 m
Scan ResolutionScan Resolution
210 mm

Shield

Shield CapacityShield Capacity
3419 HP
Shield Em Damage ResistanceShield Em Damage Resistance
0 %
Shield Explosive Damage ResistanceShield Explosive Damage Resistance
50 %
Shield Kinetic Damage ResistanceShield Kinetic Damage Resistance
40 %
Shield Thermal Damage ResistanceShield Thermal Damage Resistance
20 %
Shield recharge timeShield recharge time
1400 s

Armor

Armor HitpointsArmor Hitpoints
4,883 HP
Armor Em Damage ResistanceArmor Em Damage Resistance
50 %
Armor Explosive Damage ResistanceArmor Explosive Damage Resistance
20 %
Armor Kinetic Damage ResistanceArmor Kinetic Damage Resistance
25 %
Armor Thermal Damage ResistanceArmor Thermal Damage Resistance
35 %

Drones

Drone CapacityDrone Capacity
25 m3
Drone BandwidthDrone Bandwidth
25 Mbit/sec

Miscellaneous

CPU Need BonusCPU Need Bonus
-99 %
Tech LevelTech Level
1
Rig SizeRig Size
Medium
 

Blueprint

Prophecy Blueprint i Prophecy Blueprint

Required skills

Primary Skill required
Amarr Cruiser Amarr Cruiser III
Spaceship CommandSpaceship Command III
Amarr FrigateAmarr Frigate IV
Spaceship CommandSpaceship Command I
Secondary Skill required
Battlecruisers Battlecruisers I
Spaceship CommandSpaceship Command IV

Material Requirements

Skill / Industry
Industry Industry
1
Material / Mineral
Tritanium Tritanium
2,508,154
Pyerite Pyerite
537,914
Mexallon Mexallon
137,558
Isogen Isogen
22,023
Zydrine Zydrine
2,170
Megacyte Megacyte
862
Waste
? Waste Factor
10%

Variations

Tech I
i Prophecy
Tech II
i Absolution
i Damnation

Contents

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.

Azual skoll icon.png 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.


Used by permission under Creative Commons / Azual Skoll / CC BY-NC-SA 3.0

Additional Images

Below are additional ships images. Click the image below for a larger version:


Amarr Starships

Frigates Tech 1 Frigates: CrucifierExecutionerImpairorInquisitorMagnatePunisherTormentor | Faction Frigates: Amarr Navy Slicer
Tech 2 Assault Ships: VengeanceRetribution | Interceptors: CrusaderMalediction | Covert Ops: AnathemaPurifier | Electronic Attack Ships: Sentinel
Destroyers Tech 1 Destroyers: Coercer
Tech 2 Interdictors: Heretic
Cruisers Tech 1 Cruisers: ArbitratorAugororOmenMaller | Faction Cruisers: Omen Navy IssueAugoror Navy Issue
Tech 2 Heavy Assault Ships: ZealotSacrilege | Recon Ships: PilgrimCurse | Heavy Interdictors: Devoter | Logistics: Guardian
Tech 3 Strategic Cruisers: Legion
Battlecruisers Tech 1 Battlecruisers: ProphecyHarbingerOracle
Tech 2 Command Ships: AbsolutionDamnation
Battleships Tech 1 Battleships: ArmageddonApocalypseAbaddon | Faction Battleships: Apocalypse Navy IssueArmageddon Navy IssueArmageddon Imperial IssueApocalypse Imperial Issue
Tech 2 Black Ops: Redeemer | Marauders: Paladin
Industrials Tech 1 Industrials: SigilBestower | Freighter: Providence
Tech 2 Transport Ships: Impel | Blockade Runners: Prorator | Jump Freighters: Ark
Capitals Tech 1 Carrier: Archon | Dreadnought: Revelation | Supercarrier: Aeon | Titan: Avatar

Factions with unique Spacecraft

Amarr EmpireCaldari StateGallente FederationMinmatar RepublicJove EmpireAngel CartelBlood Raider CovenantGuristas PiratesSansha's NationSerpentis Corporation