Difference between revisions of "Arbitrator"

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  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 2/11/2017)
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  * SHIP ATTRIBUTES SECTION (last update : 10/15/2019)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * on editing the attributes, please make sure that you don't
 
  * on editing the attributes, please make sure that you don't
  * leave/misstype any tags required. please follow the same
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  * leave/mistype any tags required. please follow the same
 
  * format below and edit only the values (after the = sign).
 
  * format below and edit only the values (after the = sign).
 
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  | shipimg=Arbitrator.jpg
 
  | shipimg=Arbitrator.jpg
 
  | shipname=Arbitrator
 
  | shipname=Arbitrator
| caption=Arbitrator
 
 
  | class=Cruiser
 
  | class=Cruiser
 
  | grouping=Standard Cruisers
 
  | grouping=Standard Cruisers
 
  | hulltype=Arbitrator Class
 
  | hulltype=Arbitrator Class
  | faction=Amarr Empire
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  | faction=Amarr Empire  
| race=Amarr
 
| roles=Electronic Warfare, Droneboat
 
 
  | variations={{Ship|Pilgrim}},{{Ship|Curse}}
 
  | variations={{Ship|Pilgrim}},{{Ship|Curse}}
  | tech=
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  | tech=  
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=695 MW
 
  | powergrid=695 MW
 
  | cpu=370 tf
 
  | cpu=370 tf
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  | lows=5
 
  | lows=5
 
  | mass=11,200,000 kg
 
  | mass=11,200,000 kg
  | volume=120,000 m&#179;
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  | volume=120,000
  | cargohold=345 m&#179;
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  | cargohold=345
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=150 m&#179;
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  | dronebay=150
 
  | bandwidth=50 Mbit/sec
 
  | bandwidth=50 Mbit/sec
 
  | info=The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.
 
  | info=The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.
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  | maxvelocity=200 m/sec
 
  | maxvelocity=200 m/sec
 
  | inertia=0.56
 
  | inertia=0.56
  | warpspeed=3 AU/s
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  | warpspeed=4 AU/s
 
  | warptime=8.69 s
 
  | warptime=8.69 s
 
  | targetrange=70.00 km
 
  | targetrange=70.00 km
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  | scanres=285 mm
 
  | scanres=285 mm
 
  | reqskills=*{{RequiredSkill|Amarr Cruiser|I}}
 
  | reqskills=*{{RequiredSkill|Amarr Cruiser|I}}
**{{RequiredSkill|Spaceship Command|II}}
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** {{RequiredSkill|Spaceship Command|II}}
**{{RequiredSkill|Amarr Destroyer|III}}
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** {{RequiredSkill|Amarr Destroyer|III}}
***{{RequiredSkill|Amarr Frigate|III}}
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*** {{RequiredSkill|Amarr Frigate|III}}
****{{RequiredSkill|Spaceship Command|I}}
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**** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=19h 15m 30s
 
  | totaltraintime=19h 15m 30s
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==Summary==
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== Summary ==
The Arbitrator is a ship of a dual role: it can deal damage as a drone boat and it is an EWAR platform. It has the largest drone bay of any T1 cruiser, beating even the Gallente [[Vexor]], though it has less drone bandwidth than the Vexor. It can still field a full flight of medium drones at a time however, and has the bay to carry 3 flights of medium drones or 6 flights of light drones (or a mix), giving it unparalleled flexibility in its class. As well as its drones the Arbitrator also has bonuses to the Amarr racial EWAR, [[EWar_101_Guide#Tracking_Disruption_.28TD.29|weapon disruption]].
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The '''Arbitrator''' (or "Arby") is the Tech 1 Amarr [[electronic warfare]] cruiser, with a bonus to [[Electronic warfare#Weapon Disruption|weapon disruption]]. As it also has a bonus to drone damage and durability, the Arbitrator can contribute some DPS to a [[PvP]] group, or even function on its own as an unusual solo PvP ship. Although the selectable damage of drones gives it some greater [[PvE]] flexibility than the [[Omen]] and [[Maller]], the Arbitrator is not typically used for PvE combat.
  
The Arbitrator has a balanced slot layout of mids and lows, but is normally armor tanked to allow the mids to be used for tracking disruptors and/or guidance disruptors. The Arbitrator has no bonuses to any weapon type, so can use any turret it likes, but given the split turret and launcher slots and lack of bonuses many pilots forego weapons entirely in favor of [[nosferatu]] or [[neutraliser]] arrays. One Drone Link Augmentor can be added, but it usefulness is limited given the relatively short targeting range and lack of drone speed bonus of the Arbitrator.
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As weapon disruption is ineffective against drones or other EWAR ships, doesn't affect [[logistics]] ships, and works only on either turrets or missiles depending on the module used, it lacks some of the power of ECM and sensor dampening. However, one or two bonused weapon disruptors can still remove a ship's ability to apply its damage.
  
As weapon disruption is ineffective against drones or EWAR, and as it is of no use opposing logistics, it is often considered one of the weaker types of EWAR. However one or two bonused weapon disruptors can remove a ship's ability to apply its damage.
+
Moreover, while the Arbitrator cannot deal the full DPS of a dedicated damage-dealing cruiser, it has significant flexibility thanks to its very large drone bay, the largest drone bay of any Tech 1 cruiser (though the [[Vexor]] has more drone bandwidth). The Arbitrator can field a full flight of medium drones for reasonable DPS or a flight of light drones as a serious threat to small targets, and it can have several flights in reserve to cover other damage types and to replace losses.
  
==Skills==
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== Skills ==
  
The recommended certificates for this ship are<br>
+
The Arbitrator is slightly more SP-intensive than some other Tech 1 cruisers, as it really deserves {{sk|Drones}} level V to take advantage of its ample drone bay. General [[support skills]] and [[fitting skills]] help. In particular, [[Support skills#Drones|drone support skills]] boost the ship's DPS potential, and pilots planning to fit energy neutralizers or nosferatus will also want to prioritize [[Support skills#Capacitor|capacitor support skills]]. In the longer term, Tech 2 drones further improve the Arbitrator's power.
*Core Competency Basic.<br>
 
*Combat Drone Control Standard.<br>
 
*Armour Tanking Basic. <br>
 
*Tracking Disruptor Operator Basic.<br>
 
  
The following skills are suggested.
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== Tactics ==
  
Fitting and Capacitor:<br>
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'''EWAR'''
*'''[[Skills:Engineering#Power Grid Management|Power Grid Management V]]'''. Increases powergrid by 5%/level<br>
 
*'''[[Skills:Engineering#CPU Management|CPU Management V]]'''. Increases CPU by 5%/level<br>
 
*'''[[Skills:Navigation#Warp Drive Operation|Warp Drive Operation III]]'''.<br>
 
*'''[[Skills:Engineering#Capacitor Systems Operation|Capacitor Systems Operation V]]'''. Cap recharge 5% / level If you are using energy neutralizers this is important, as they devour your cap.<br>
 
*'''[[Skills:Engineering#Capacitor Emission Systems|Capacitor Emission Systems IV]]'''. Reduces Energy neutralizers cap need,
 
  
 +
Tracking disruptors cut the enemy's optimal range and fall off by the same percent. They also reduce enemy tracking. Both can be scripted to increase the effect and to reduce the stacking penalties when using more than one. Tracking disruptors are ineffective against missile and drone damage.
  
 +
Missile disruptors make enemy missile launchers less effective by cutting missile range and precision. You can load scripts into them, giving them twice the effectiveness against either range or precision while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are ineffective against turret and drone damage.
  
Drones:<br>
+
Both types of weapon disruption are subject to [[stacking penalties]]. In a fleet situation, weapon disruptors should be applied to enemy damage-dealing ships which are ''not'' the primary target (as that will, with luck, be dying shortly anyway).
*'''[[Skills:Drones#Drones|Drones V]]'''. Five drones are better than only one, right? Required for T2 drone specialization skills.
 
*'''[[Skills:Drones#Light Drone Operation|Light Drone Operation V]]''', '''[[Skills:Drones#Medium Drone Operation|Medium Drone Operation V]]''' and '''[[Skills:Drones#Drone Interfacing|Drone Interfacing IV]]''' For more damage. Light and Medium Drone Operation V required for their respective T2 drone sizes.
 
*'''[[Skills:Spaceship Command#Amarr Cruiser|Amarr Cruiser IV]]''' For even more damage (And it makes your [[EWar_101_Guide#Tracking_Disruption_.28TD.29|Tracking Disruptors]] even more awesome)
 
*'''[[Skills:Drones#Drone Avionics|Drone Avionics V]]'''. Extends your drone control range to 45000m (5000m/level + 20000 base).
 
*'''[[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]'''/'''[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' Lets you fly your favorite T2 drones of choice. Which is Minmatar or Gallente ;) (NB : with recent drone changes, Amarr and Caldari drones have become a more viable option)
 
  
==Fitting==
+
'''PvP'''
For more info on fittings, please go [[Arbitrator/Fittings|here]]
 
  
==Tactics==
+
The Arbitrator has a balanced slot layout of mid slots and low slots and can be fitted in a variety of ways. For electronic warfare use, it is often armor-tanked to allow the mids to be used for tracking disruptors and/or guidance disruptors.
Tracking disruptors damage the enemy's optimal range and fall off by the same percent. They also damage the enemy's tracking. Both can be scripted to increase the effect and to reduce the stacking penalties when using more than one. Tracking disruptors are ineffective against missile and drone damage.
 
  
Missile disruptors make enemy missile launchers less effective by reducing missile velocity, flight time, and explosion velocity while increasing explosion radius. You can load scripts into them, giving them twice the effectiveness against either range (missile velocity and flight time) or precision (explosion velocity and explosion radius) while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are ineffective against turret and drone damage.
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For the high slots, the Arbitrator has no bonuses to any hull-mounted weapon type, and so can use any weapons. Projectile turrets and missile launchers have the advantage of not draining the [[capacitor]]. The ship can also forego weapons entirely in favor of energy neutralizers and/or nosferatus for [[capacitor warfare]]. As the Arbitrator has no bonuses to energy neutralizers, a capacitor booster can really help a neutralizer fit, and the neutralizers will only have their normal, short range.
  
Most of how to use disruptors will be acquired in game with experience. As an example, 2 scripted range TDs used against an artillery thrasher with one tracking disruption, can reduce the range of titanium ammo from 30km to under 7km, with very poor chances of hitting a fast traversing frigate. It's sort of an "I win" button against certain ships. Many solo pilots also use it to reduce the incoming damage of larger, additional enemy ships so they can win against fearsome odds. The bonused version is significantly stronger than the unbonused one, but still very skill strength dependent.
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== Notes ==
 +
''You can add notes here.''
  
It is worth reading about [[Drones]] as they are your primary source of damage. Knowing your drones helps a lot.
+
== Patch History ==
 +
{{expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
  
As this ship has no bonuses to energy neutralizers, using them against a larger ship, such as a BC or a BS, is most likely only going to drain your own cap.
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''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
  
==Notes==
+
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
''You can add notes here.''
 
  
==Patch History==
 
{{expansion past|
 
 
'''Lifeblood v. 1.0 - Build: 1203953 - 24.10.17'''
 
'''Lifeblood v. 1.0 - Build: 1203953 - 24.10.17'''
  
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{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Ship Database]][[Category:Standard Cruisers]]
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[[Category:Ship Database]]
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[[Category:Standard Cruisers]]

Latest revision as of 18:21, 4 April 2023

EVE University Database
 
Ship Database
Arbitrator
Arbitrator
Amarr Empire
Amarr Empire
Standard Cruisers
Arbitrator Class
RELATED UNI-WIKI REFERENCES

The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class.

SHIP BONUSES

Amarr Cruiser bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Drone hitpoints, damage and mining yield

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Pilgrim
Pilgrim.jpg
CornerT2s.png
Pilgrim
Recon Ships Arbitrator Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png4 (0/3) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png1,000 MW Icon cpu.png370 tf
Icon velocity.png198 m/sec
Icon capacity.png315 m³
,Curse
Curse.jpg
CornerT2s.png
Curse
Recon Ships Arbitrator Class
Icon hi slot.png5 (4/2) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png900 MW Icon cpu.png380 tf
Icon velocity.png205 m/sec
Icon capacity.png345 m³

Ship Attributes

Fittings
Powergrid
powergrid
695 MW
CPU
cpu output
370 tf
Capacitor
capacitor
1,375 GJ
High
high slots
4
Launchers
launcher slots
3
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
200 m/sec
Inertia Modifier
inertia modifier (agility)
0.56
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.69 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
150 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
15 points
Sig. Radius
signature radius
130 m
Scan Res.
scan resolution
285 mm
Structure
Structure Hitpoints
structure hitpoints
1,600 HP
Mass
ship mass
11,200,000 kg
Volume
ship volume
120,000 m³
Cargo Capacity
cargo capacity
345 m³
Armor
Armor Hitpoints
armor hitpoints
1,500 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
1,100 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Arbitrator (or "Arby") is the Tech 1 Amarr electronic warfare cruiser, with a bonus to weapon disruption. As it also has a bonus to drone damage and durability, the Arbitrator can contribute some DPS to a PvP group, or even function on its own as an unusual solo PvP ship. Although the selectable damage of drones gives it some greater PvE flexibility than the Omen and Maller, the Arbitrator is not typically used for PvE combat.

As weapon disruption is ineffective against drones or other EWAR ships, doesn't affect logistics ships, and works only on either turrets or missiles depending on the module used, it lacks some of the power of ECM and sensor dampening. However, one or two bonused weapon disruptors can still remove a ship's ability to apply its damage.

Moreover, while the Arbitrator cannot deal the full DPS of a dedicated damage-dealing cruiser, it has significant flexibility thanks to its very large drone bay, the largest drone bay of any Tech 1 cruiser (though the Vexor has more drone bandwidth). The Arbitrator can field a full flight of medium drones for reasonable DPS or a flight of light drones as a serious threat to small targets, and it can have several flights in reserve to cover other damage types and to replace losses.

Skills

The Arbitrator is slightly more SP-intensive than some other Tech 1 cruisers, as it really deserves Drones level V to take advantage of its ample drone bay. General support skills and fitting skills help. In particular, drone support skills boost the ship's DPS potential, and pilots planning to fit energy neutralizers or nosferatus will also want to prioritize capacitor support skills. In the longer term, Tech 2 drones further improve the Arbitrator's power.

Tactics

EWAR

Tracking disruptors cut the enemy's optimal range and fall off by the same percent. They also reduce enemy tracking. Both can be scripted to increase the effect and to reduce the stacking penalties when using more than one. Tracking disruptors are ineffective against missile and drone damage.

Missile disruptors make enemy missile launchers less effective by cutting missile range and precision. You can load scripts into them, giving them twice the effectiveness against either range or precision while losing the other effect entirely. Disrupting precision will make it difficult for a missile ship to hit small targets such as frigates. Missile disruptors are ineffective against turret and drone damage.

Both types of weapon disruption are subject to stacking penalties. In a fleet situation, weapon disruptors should be applied to enemy damage-dealing ships which are not the primary target (as that will, with luck, be dying shortly anyway).

PvP

The Arbitrator has a balanced slot layout of mid slots and low slots and can be fitted in a variety of ways. For electronic warfare use, it is often armor-tanked to allow the mids to be used for tracking disruptors and/or guidance disruptors.

For the high slots, the Arbitrator has no bonuses to any hull-mounted weapon type, and so can use any weapons. Projectile turrets and missile launchers have the advantage of not draining the capacitor. The ship can also forego weapons entirely in favor of energy neutralizers and/or nosferatus for capacitor warfare. As the Arbitrator has no bonuses to energy neutralizers, a capacitor booster can really help a neutralizer fit, and the neutralizers will only have their normal, short range.

Notes

You can add notes here.

Patch History