======Zealot======
=====Overview=====
The Zealot is built almost exclusively as a laser platform, designed to wreak as much havoc as its energy beams can be made to. As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease. Zealots are currently being mass-produced by Viziam for the Imperial Navy.
Developer: Viziam
For their first production-ready starship design, Viziam opted to focus on their core proficiencies - heavy armor and highly optimized weaponry. The result is an extremely focused design that, when used correctly, can go toe-to-toe with any contemporary cruiser design.
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====Requirements====
* Amarr Cruiser V
* Spaceship Command II
* Amarr Destroyer III
* Amarr Frigate III
* Spaceship Command I
* Heavy Assault Cruisers I
* Energy Grid Upgrades V
* Power Grid Management II
* Science I
* Weapon Upgrades V
* Gunnery II
* Spaceship Command V
* Capacitor Management IV
* Power Grid Management III
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====Traits====
Role bonuses:
* 50% reduction in Microwarpdrive signature radius penalty
Amarr Cruiser bonuses (per skill level):
* 10% reduction in Medium Energy Turret activation cost
* 5% bonus to Medium Energy Turret rate of fire
Heavy Assault Cruisers bonuses (per skill level):
* 10% bonus to Medium Energy Turret optimal range
* 5% bonus to Medium Energy Turret damage
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====Useful Guidelines====
To fly a Zealot on a TEST Fleet is actually pretty easy.
The first thing you need to do is make sure your ship is ready to go - fit whichever EWAR module the FC wants in your midslot, check to make sure you have enough ammo (always bring some of the types listed above and always have T1 'pos shot' ammo), paste and X-instinct.
Once you're in space and in fleet things get pretty simple. Stuff to remember:
* Shoot the primary. As a Zealot your expected to know which ammo types to use and switch around yourself to continue doing maximum DPS. As you get closer to a larger target switch to Conflag to really blast away at him, as you move into falloff switch back to Scorch. Imperial Navy Multi is your tracking ammo, use it for close up frigates and dictors. Having some Imp Navy Radio is not a bad idea for longer range tracking ammo but isn't required - you can usually hit things well enough with Scorch when they're 20+k away. Swap scripts in your Tracking Computer as necessary - if their ships are running away from us switch to an Optimal script to get a few extra k of range out of Scorch. If they're in super close (say we get attacked by suicidal assault frigates or your trying to shoot Fighters) switch to a tracking script.
* Keep your EWAR going. Most of the time the FC will have you fit Ladar (Red or Minmatar) jammers in your EWAR slot. Don't let this sit idle - on the initial warpin to a hostile fleet the Zealots are actually responsible for jamming out the enemies webbers. This initial warpin is a "do or die" moment for AHAC's - you have to kill their webbers in this first exchange. A single webber kept alive on their side can literally kill your entire fleet. Even once the enemies webbers are dead this jammer should still always be busy - pick an enemy logi, dps or anything handy really and run this thing all the time. The only time your jammer should *not* always be going when enemy ships are on grid is if your sitting on a gate and have been told not to agress for some reason.
* Don't sit still. Make sure your moving any time there are enemies on grid, and most other times too. You don't need to run your afterburner 23/7 but any time the FC says "anchor up" getting some speed should be your first priority.
* Use heat, but at the right times. When we initially engage a hostile fleet that has webbers, heat your jammer. It's more effective while heated and ECM modules can be heated for several minutes before burning out. Don't heat your guns unnecessarily and be careful not to burn them out - a full rack that's all heated at once generates a *lot* of heat and on a Zealot you can burn out the entire rack in a minute or less.
When you're primaried there are a few important things you need to do:
* Don't worry about anchoring anymore. Your only job now is to stay alive, or at least absorb and much damage as possible before dying. Broadcast for reps early on so the Guardians have time to lock you up.
* Get transversal to the shooters. This means that if you draw a line between them and your ship, fly at a right angle to that line (or as close as you can manage). This is irrelevant for Missiles - if your fighting Drakes or Tengus focus just on speed.
* Heat your Afterburner and Hardeners as necessary - if you're taking a lot of damage do both.
* Pop drugs. X-instinct increases your tanking ability drastically by reducing your signature radius.
I should probably also go over how to tell if your actually being primaried as opposed to if some idiot is taking random pot shots at you. Most of the time I fly with a special set of brackets displayed, in my (BlitZ Kotare's) overview pack they are called "pvp+f". If you choose this overview you won't have brackets for drones, but you will for friendly and hostile ships. Most computers can handle this. When an enemy ship is targeting you, their brackets will flash yellow and this is typically referred to as "yellow boxing". "Red boxing" is then agressing or firing on you. When their entire fleet starts flashing red you are now primary. When they all turn yellow you can start taking the actions listed above - getting transversal a few seconds before 200 angry internet spaceship nerds try to kill you will probably save your ship, or will at least mean you'll take more killing, which helps the whole fleet out.
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====Fitting====
Fittings have been directly imported from the old wiki and may be outdated.
===PvP===
**PL Brofist**
[Zealot, Pandemic Legion Brofist Pulse AB Zealot]
1600mm Reinforced Rolled Tungsten Plates I
Multispectrum Coating II
Armor Thermic Hardener II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Tracking Enhancer II
10MN Afterburner II
BZ-5 Neutralizing Spatial Destabilizer ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
**NCDot Brofist**
[Zealot, Brofist (NC Standard)]
Damage Control II
Heat Sink II
Energized Thermic Membrane II
Multispectrum Coating II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
10MN Afterburner II
Sensor Booster II, Scan Resolution Script
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 Ancillary Current Router I
Medium Trimark Armor Pump I
**TEST AHACs**
[Zealot, May AHACs]
Damage Control II
1600mm Reinforced Steel Plates II
Shadow Serpentis Armor Thermic Hardener
Shadow Serpentis EM Armor Hardener
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
10MN Afterburner II
Tracking Computer II, Optimal Range Script
Enfeebling Phase Inversion ECM 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 Ancillary Current Router I
Medium Trimark Armor Pump I
**FoxCat/Megafleet Support**
[Zealot, FoxCat Support mk3]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
EM Armor Hardener II
Multispectrum Coating II
Heat Sink II
Heat Sink II
Armor Thermic Hardener II
10MN Afterburner II
Sensor Booster II, Scan Resolution Script
Tracking Computer II, Optimal Range Script
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 Ancillary Current Router I
Medium Energy Locus Coordinator II
**EMP Pulse AHAC**
[Zealot, Ahac-Pulse]
1600mm Reinforced Steel Plates II
Heat Sink II
Damage Control II
Armor Thermic Hardener II
EM Armor Hardener II
Heat Sink II
Multispectrum Coating II
10MN Afterburner II
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Tracking Computer II, Optimal Range Script
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Heavy Pulse Laser II, Multifrequency M
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
**EMP MWD Insta-Zealot**
[Zealot, Insta-Zealot]
Damage Control II
1600mm Reinforced Steel Plates II
EM Armor Hardener II
Armor Thermic Hardener II
Multispectrum Coating II
Power Diagnostic System II
Heat Sink II
Experimental 10MN Microwarpdrive I
Sensor Booster II, Scan Resolution Script
Sensor Booster II, Scan Resolution Script
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
**EMP AB Insta-Zealot**
[Zealot, Insta-Zealot AB Variant]
Damage Control II
1600mm Reinforced Steel Plates II
EM Armor Hardener II
Armor Thermic Hardener II
Multispectrum Coating II
Heat Sink II
Heat Sink II
10MN Afterburner II
Sensor Booster II, Scan Resolution Script
Sensor Booster II, Scan Resolution Script
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Heavy Pulse Laser II, Conflagration M
Medium Ancillary Current Router I
Medium Trimark Armor Pump I