Another separate HAC?
Yes. I will make all of them, if there will be interest. Credit for making me do Zealot goes to Joseph von Habsburrg, as well as big thanks for all his contributions
Additional word of caution: As always, good skills are assumed. If you want to try out Zealot without that - either downgrade a tier, or get some implants to cover missing stats
T6?
Ehh, I want to try it - but it's probably going to cost about 4.5B. I might have a fit cooked up if you have ISK to spare ;)
[Zealot, Halsky's Baseline v2]
Corpum C-Type Medium Armor Repairer
Heat Sink II
Multispectrum Energized Membrane II
Reactive Armor Hardener
Multispectrum Energized Membrane II
Heat Sink II
Corpum C-Type Medium Armor Repairer
Federation Navy 10MN Afterburner
Republic Fleet Large Cap Battery
Federation Navy Stasis Webifier
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 Nanobot Accelerator II
Medium Ancillary Current Router I
Acolyte II x5
Imperial Navy Acolyte x5
Standard Exile Booster
Conflagration M x40
Scorch M x40
Nanite Repair Paste x200
Most of the fit is what you could expect from PvE Zealot
Double Armor Repairers, because Electrical weather allows it without big cap issues. Zealot in Electricals will be extremely cap stable
Only two Heat Sinks - it's enough, and instead I can use more slots for tank - which makes the overall fit cheaper
With RAH, without ADC. I find RAH to be extremely good module, making Armor tank very good.
Faction Web is a must. T2 doesn't have the range required.
[Zealot, Funke]
Centum B-Type Medium Armor Repairer
True Sansha Heat Sink
Imperial Navy Multispectrum Energized Membrane
Reactive Armor Hardener
Imperial Navy Multispectrum Energized Membrane
True Sansha Heat Sink
Centum B-Type Medium Armor Repairer
Federation Navy 10MN Afterburner
Republic Fleet Large Cap Battery
Federation Navy Stasis Webifier
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 Nanobot Accelerator II
Medium Ancillary Current Router I
Acolyte II x5
Imperial Navy Acolyte x5
Standard Exile Booster
Standard Drop Booster
Agency 'Pyrolancea' DB5 Dose II
Conflagration M x40
Scorch M x40
Nanite Repair Paste x200
Slight upgrade over T4, just to reach stats I like for T5 (750/750)
Better tank modules are enough to boost tank to good levels...
...and two faction Heat Sinks + Pyro II is enough for DPS
Only two Heat Sinks - it's enough, and instead I can use more slots for tank - which makes the overall fit cheaper
I also recommend rolling Standard Drop, but I'm not 100% sure if it makes much of a difference. It feels better, so maybe it works? Use it ;)
How to fly it?
Pre-roll drugs. Exile eliminates the need for implants, and Asklepians aren't the cheapest ones. If you do not like rolling drugs - get anough implants to have enough Reps.
You can generally leave everything on, as you should have over 25 GJ/s of cap excess with 27% Neut resistance. It is still good practice to switch off at least one Repairer when it's not needed.
You should reset RAH (switch it off then on) before you jump to new room - it ensures it will start with 15% bonus to resistances to each damage type, and adjust to incoming DPS
If you feel confident - you can decide if you want to reset RAH at the beginning of next room - because if the damage type is the same as your RAH has adjusted to, it's better to leave it running
I didn't need to overheat much, and even if you'll have to - not for extremely long. do not hesitate though.
Ammo: by default load Scorch for the range, but switch to Conflagration as soon as enemies are in your range
Remember what are your ranges - I frequently switch ships, and I always have to check what's my Optimal :D
It might be smart to take some Navy Multifrequency - but I never really used it, so I can't say it does or doesn't make a difference
Drones - best used for killing cache and putting some extra DPS on enemies. Not required, so don't send them when there's big risk of losing them (Deviant Automata, Tesseras) and recall them when they get damaged
They are useful if there are webs on you that you have to lose quickly
Heating your web increases it's range. Very useful for enemies which are just outside of web range - like Vedmaks
General EWAR priority: Neuts -> Webs -> Tracking Disruption
It can depend on the room, so pay attention
You have turrets now, so most if the time you want to get close - because web does help
You will often find yourself in position where you're not hitting stuff at all - your tracking is not enough. Pull range.
It may sound weird - as Maeden said: "Chris step 1, get close. Chris step 2, but not too close" - but you'll get a feeling when you're too close ;)
Orange Cloud doesn't matter, Blue Cloud is generally beneficial to you (well, unless Karen), White Cloud should be avoided if you can - your tracking isn't great
Tessella
Threat Level: Low / Medium
Quick Tips:
Annoying EWAR first
Don't stay inside the swarm
Blue Cloud is your friend
If they are all the same flavour - it gets easier, your RAH will adjust
Notes: Generally easily tankable, but Tessellas are small and fast - you might have tracking issues. If you are not hitting them - web them, and start moving aways (towards Biocache is generally good direction). Too many webs will increase the time for this room, but I never had real timer issues - mostly it was annoyance that I can't track. Leave Logi till the end, their reps do not matter and when everything else is dead they stop moving - so you can one shot them, which is fun :D
Tessera
Threat Level: Medium
Quick Tips:
Stay more than 15km away
If they get closer - web them to slow them down
You can tank 3 of them - but you shouldn't really try to ;)
Notes: Will hit you hard if you let them. Don't let them :) Remove all Snarecasters as soon as possible (if there are any), and keep in mind that they will absolutely mangle your drones, keep them in bay. Not a very dangerous wave, but requires a bit of caution.
Overmind
Threat Level: Low / Medium
Quick Tips:
Try to grab Biocache on the way to Overmind
Get close, web it, Conflag it
In T5 it will get web - don't get surprised ;)
Notes: Not much to add - make sure to use T2 drones if there's no more risk to them. If Overmind will be far away (it tends to), you can focus on it as soon as it's in range, and leave whatever is left for the end - you will still travel to conduit, so you might use that time to shoot last Ephialtes
Kikimoras
Threat Level: Medium
Quick Tips:
As in all Trig rooms, your RAH will help to offset spooling effect a bit
Kinda hard room, but nothing scary if you get to removing them quickly
Notes: Most rooms/spawns can be solved with "Get close -> Web -> Conflag" - this is no exception. If you start missing - reposition, pull range, and maybe swap targets - but in general if you start removing Kikis, they will die quickly :)
Vedmaks
Threat Level: Medium
Quick Tips:
Vedmaks can deal significant amount of damage
They tend to stay just outside of your web range - either web one that's in range, or heat web for few cycles
Notes: Same advice as for Kikis, just more. Bigger ships, so you'll get more incoming DPS, but also better application. Starvings are priority, as they drain 18 GJ/s - that's scary if you have 5 of them on grid.
Vila
Threat Level: Low
Quick Tips:
Generic room, but not many ships
Keep drones in bay or pay attention, as swarmers may attack them
Notes: Get close -> Web -> Conflag :)
Leshaks
Threat Level: Low
Quick Tips:
Scorch them from afar
Renewing -> Starving -> Tangling
Notes: They come pre-damaged for our convenience :) Shoot them with Scorch while you approach them, swap to Conflag when you're close. It's not really necessary to focus on other stuff at first, unless these are webs that will slow you down
Lucid Sleepers
Threat Level: Low
Quick Tips:
EWAR can get annoying, kill small stuff during approach
Sentinels have tricky name, Webs are generally annoying
Notes: Overall easy room, I didn't had much issues. Maybe with bad EWAR combination it would get worse, if yes - let me know
Ephialtes Sleepers or Scylla Drifters
Threat Level: Low
Quick Tips:
Not much dangerous EWAR, just a lot of EHP to kill
If EWAR happens, remove in standard order
Scyllas do have the same name, you need to watch "Type" column in your overview
Notes: Get close, web them, shoot them
Deepwatchers
Threat Level: Low
Quick Tips:
They will stay close to conduit, orbit them and shoot
Send T2 drones for faster kill
Small stuff can be killed on approach, after they are dead remember to collect your drones
Notes: Should cause too much trouble
Karybdis Tyrannos
Threat Level: Medium
Quick Tips:
Spiral in, don't hit wall, kill it with fire
Don't approach straight, but collect biocache on the way
Leave small stuff for the end
Notes: Karen, nothing to add.
Thunderchild
Threat Level: Medium
Quick Tips:
Drones in, or they will pop
Edencom will pop your cache for you, which is "Pro Move" - do it ;)
Notes: Not much more to add
Marshal
Threat Level: Medium / High
Quick Tips:
As with anything that starts far away - Scorch while you approach
Marshals use missiles - speed matters, but transversal does not. Approach them straight to close distance fast.
Notes: Marshals deal TH or EX - TH being lowest resist on Zealot. On top of that, they have quite big Alpha, and all shoot together. This means that your RAH will adjust slowly, which means you'll get hit a bit. Sit tight, heat Reppers if you have to,
Sansha
Threat Level: Medium
Quick Tips:
Knight would be priority, unless there's too many Smiths or Heralds - take them first
Notes: I don't have this room recorded, and I don't really recall it - it probably means it wasn't bad :) Might be updated if I get more data.
Angels
Threat Level: Medium
Quick Tips:
Fury on the approach, then Cynabal -> Elite Cynabal -> Dramiel -> Elite Dramiel
Send faction drones, but keep in mind that Angels will eventually switch - that makes tanking a bit easier, but you have to recall drones immediately
Notes: Isn't as scary as in Hawks, but do not underestimate this room. Angels are faster than you, and they will control the range - good thing is they want to close it :)