Difference between revisions of "Dragoon"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 5/30/2014)
* SHIP ATTRIBUTES SECTION (last update : 02.21.2013)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=32874
+
| shipimg=Dragoon.jpg
|shipid=16236
+
| shipname=Dragoon
|shipimg=Dragoon.jpg
+
| class=Destroyer
|shipname=Dragoon
+
| grouping=Standard Destroyers
|caption=Dragoon
+
| hulltype=Dragoon Class
|class=Destroyer
+
| faction=Amarr Empire  
|grouping=Standard Destroyers
+
| variations=<i>{{Ship|Pontifex}}</i>
|hulltype=Dragoon Class
+
| tech=
|faction=Amarr Empire
+
| powergrid=58 MW
|race=Amarr
+
| cpu=155 tf
|roles=Droneboat
+
| capacitor=600 GJ
|variations=none
+
| highs=5
+
| turrets=3
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=3
+
| mediums=3
|powergrid=58 MW
+
| lows=4
|cpu=150 tf
+
| mass=1,700,000 kg
|capacitor=600 GJ
+
| volume=47,000
|highs=6
+
| cargohold=300
|turrets=3
+
| extrahold=
|launchers=3
+
| extraholdtype=
|mediums=2
+
| dronebay=75
|lows=4
+
| bandwidth=25 Mbit/sec
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| info=The Dragoon follows old religious tenets - ones thought rather dark by the majority of the cluster, but found perfectly normal by Amarr minds - that to exist as God's chosen people means fulfilling a very definite and often forceful role. This includes not only imposing the will of God, often through the time-honored methods of mindless proxies, but also profiting, even being nourished, off the energies of others.<br><br>As such, the Dragoon focuses on sending out a mass of drones, ones capable not only of swiftly hunting down their targets but also of inflicting tons of damage once contact is made. Moreover, the Dragoon is able to drain the target's energy in the meanwhile, all with the aim of leaving it little more than a trembling husk.
|mass=1,700,000 kg
+
| bonuses=<b>Amarr Destroyer bonuses (per skill level):</b><br>10% bonus to Drone hitpoints and damage<br>20% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>10% bonus to Energy Nosferatu and Energy Neutralizer falloff range<br><b>Role Bonus:</b><br>25% bonus to Drone max velocity<br>
|volume=47,000 m&#179;
+
| structurehp=850 HP
|cargohold=300 m&#179;
+
| shieldhp=750 HP
+
| shieldem=0
|dronebay=75 m&#179;
+
| shieldexp=50
|bandwidth=25 Mbit/sec
+
| shieldkin=40
+
| shieldtherm=20
|info=The Dragoon follows old religious tenets - ones thought rather dark by the majority of the cluster, but found perfectly normal by Amarr minds - that to exist as God's chosen people means fulfilling a very definite and often forceful role. This includes not only imposing the will of God, often through the time-honored methods of mindless proxies, but also profiting, even being nourished, off the energies of others.
+
| armorhp=950 HP
 
+
| armorem=50
As such, the Dragoon focuses on sending out a mass of drones, ones capable not only of swiftly hunting down their targets but also of inflicting tons of damage once contact is made. Moreover, the Dragoon is able to drain the target's energy in the meanwhile, all with the aim of leaving it little more than a trembling husk.
+
| armorexp=20
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| armorkin=25
|bonuses=<b>Traits:</b><br><b>Amarr Destroyer skill bonus per level:</b><br>10% to drone damage and hitpoints<br>20% bonus to energy vampire and energy neutralizer transfer range<br><br><b>Role bonus:</b><br>25% to drone microwarpdrive speed
+
| armortherm=35
+
| maxvelocity=240 m/sec
|structurehp=850 HP
+
| inertia=2.87
|shieldhp=750 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| warpspeed=4.5 AU/s
|armorhp=950 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
+
| warptime=6.76 s
+
| targetrange=39.00 km
|maxvelocity=240 m/s
+
| sigradius=66 m
|inertia=2.87
+
| maxlockedtargets=6
|warpspeed=4.5 AU/s
+
| sensortype=RADAR
|warptime=
+
| sensorvalue=10 points
+
| scanres=525 mm
|targetrange=39 km
+
| reqskills=*{{RequiredSkill|Amarr Destroyer|I}}
|sigradius=66 m
+
** {{RequiredSkill|Amarr Frigate|III}}
|maxlockedtargets=6
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*** {{RequiredSkill|Spaceship Command|I}}
|sensortype=RADAR
 
|sensorvalue=10 points
 
|scanres=525 mm
 
 
|reqskills=*Amarr Destroyers I<small>16m</small>
 
**Amarr Frigate III<small>8h 53m</small>
 
***Spaceship Command I<small>8m</small>
 
|totaltraintime=9h 17m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
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| totaltraintime=9h 18m 20s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
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| highlights2=
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| highlights3=
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| highlights4=
 
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==Summary==
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== Summary ==
The Dragoon is an [[Amarr]] destroyer with bonuses towards drones and energy neutralizer range. Like its larger cousin, the [[Curse]], the Dragoon is designed to get within range and cap out the enemy to shutdown the enemy and prevent them from escaping, while the drones do the work. However, as the ship has no bonuses to neutralizer ''amount'', the Dragoon should not attempt to take on anything larger than a frigate, [[Catalyst]] or [[Cormorant]], and is best against frigates which use railguns and lasers.
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The Dragoon is an [[Amarr Empire|Amarr]] destroyer with bonuses towards drones and energy neutralizer range. Like its cousins, the [[Sentinel]] and [[Curse]], the Dragoon is designed to cap out the enemy, rendering them helpless while its drones do the hard work of dealing damage.
 +
 
 +
Although drones offer fully-selectable damage, the Dragoon is not typically used for PvE combat, because its hull bonus to energy neutralizers is useless against NPCs. However, the Dragoon's 5 high slots, makes it a good potential PVE ship with salvage capability while keeping its full complement of launchers or turrets.
 +
 
 +
== Skills ==
  
==Skills==
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The Dragoon can field a full flight of drones, which makes {{sk|Drones|V}} an immediately desirable skill for piloting it; Amarr pilots will want to have Drones trained to V as they move up to cruiser hulls in any case, so it's worth getting this core skill out of the way. Drone support skills make a big difference to the Dragoon's potential DPS, and for serious PvP work T2 light drones are strongly desirable.
''Further information about additional or recommended skills to pilot Dragoon for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
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Like other Amarr ships, the Dragoon lives by its capacitor, and capacitor skills—notably {{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}}—really help it, as does the skill which reduces the capacitor burden of energy neutralizers, {{sk|Capacitor Emission Systems}}. It's good to have these trained to at least IV.
{{ShipFitting|
 
ship=Dragoon|
 
shipTypeID=32874|
 
fitName=T2 EWAR|
 
fitID=T2-EWAR|
 
high1name=Gatling Pulse Laser II|
 
high1typeID=3017|
 
high2name=Gatling Pulse Laser II|
 
high2typeID=3017|
 
high3name=Gatling Pulse Laser II|
 
high3typeID=3017|
 
high4name=Small Unstable Power Fluctuator I|
 
high4typeID=4475|
 
high5name=Small Unstable Power Fluctuator I|
 
high5typeID=4475|
 
high6name=Small Unstable Power Fluctuator I|
 
high6typeID=4475|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=Faint Epsilon Warp Scrambler I|
 
mid2typeID=5443|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Adaptive Nano Plating I|
 
low2typeID=1304|
 
low3name=200mm Reinforced Steel Plates II|
 
low3typeID=20347|
 
low4name=Drone Damage Amplifier II|
 
low4typeID=4405|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Warrior II x5|
 
drone2typeID=2488|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scorch S x3|
 
charge1typeID=12563|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Trimark Armor Pump I|
 
rig1typeID=30987|
 
rig2name=Small Trimark Armor Pump I|
 
rig2typeID=30987|
 
rig3name=Small Ancillary Current Router I|
 
rig3typeID=31358|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=32874:3017;3:4475;3:5443;1:5973;1:1304;1:2048;1:4405;1:20347;1:30987;2:31358;1:2456;5:2488;5:12563;3::|
 
skills=|
 
notes=This fit can be downgraded to meta modules accordingly.</li><li>Meta 4 neuts are just as effective as Small Energy Neutralizer IIs, are cheaper and use less powergrid.}}
 
  
==Tactics==
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== Tactics ==
''No sub-article about Dragoon roles or piloting tactics. You can write them here.''
 
  
==Notes==
+
Range-bonused energy neutralizers from the Dragoon can present a serious threat to frigates. Note that the ''amount'' of energy drained is not bonused, and that the Dragoon's capacitor must sustain the burden of running energy neutralizers. Several things can help with this. One is remembering that once a capacitor is drained past its point of peak recharge (c. 25% to 33% capacitor left), its recharge rate collapses, and so a single neut can keep a target at nearly zero capacitor once several neuts have "broken" its capacitor recharge.
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS Ship Production|PYOS]], and [[BYOM Ship Production|BYOM]].
+
 
 +
Another is using nosferatu modules to recharge energy from any larger enemy ships nearby. Since a nosferatu transfers capacitor to your capacitor if you have less raw capacitor than your target, not if your percentage of capacitor is lower, the Dragoon can run its own capacitor off the energy of an opposing cruiser or battleship for some time. A third help can be giving up one of the Dragoon's sparse mid slots for a capacitor booster. Advanced pilots can also consider the Mindflood [[Medical boosters|combat drug]]: none of this drug's potential side-effects inconvenience the Dragoon. If its own capacitor can be sustained, the Dragoon can "cap out" other destroyers and cruisers.
 +
 
 +
With T2 drones and decent support skills, the Dragoon's drones can make short work of most frigates too slow to outrun them, and can add DPS to a gang's efforts against larger targets.
 +
 
 +
In PVE, the Dragoon's relatively low tank limits its ability to take on particularly large targets or large [[combat sites]], but a capsuleer can with relative ease take on level 3 combat sites by taking advantage of the drones and extending their control range letting you kite out of range of missile batteries and other defence platforms. The extra 2 high slots lets you use these for quicker salvage instead of capacitor warfare.
 +
 
 +
== Notes ==
 +
 
 +
The word ''dragoon'' was initially used to refer to some early firearms, by analogy to fire-breathing dragons. Through transference from weapon to user (a kind of metonymy), it became associated with mounted infantry who used horses for mobility but dismounted to fire, and then later came to be used to mean some types of cavalry soldier.
 +
 
 +
== Patch History ==
 +
{{expansion past|
 +
'''Lifeblood v. 1.0 - Build: 1203953 - 24.10.17'''
 +
 
 +
* High slots reduced from 6 to 5 (-1)
 +
* Mid slots increased from 2 to 3 (+1)
 +
* CPU increased from 150 tf to 155 tf (+5 tf)
 +
 
 +
'''Retribution v. 1.0 - Build: 476047 - 04.12.12'''
 +
 
 +
* Ship introduced.
 +
}}
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Destroyers]]
+
 
 +
[[Category:Ship Database]]
 +
[[Category:Standard Destroyers]]

Latest revision as of 05:17, 16 April 2024

EVE University Database
 
Ship Database
Dragoon
Dragoon
Amarr Empire
Amarr Empire
Standard Destroyers
Dragoon Class
RELATED UNI-WIKI REFERENCES

The Dragoon follows old religious tenets - ones thought rather dark by the majority of the cluster, but found perfectly normal by Amarr minds - that to exist as God's chosen people means fulfilling a very definite and often forceful role. This includes not only imposing the will of God, often through the time-honored methods of mindless proxies, but also profiting, even being nourished, off the energies of others.

As such, the Dragoon focuses on sending out a mass of drones, ones capable not only of swiftly hunting down their targets but also of inflicting tons of damage once contact is made. Moreover, the Dragoon is able to drain the target's energy in the meanwhile, all with the aim of leaving it little more than a trembling husk.

SHIP BONUSES

Amarr Destroyer bonuses (per skill level):
10% bonus to Drone hitpoints and damage
20% bonus to Energy Nosferatu and Energy Neutralizer optimal range
10% bonus to Energy Nosferatu and Energy Neutralizer falloff range
Role Bonus:
25% bonus to Drone max velocity

Required Skills
Training Time what's this?
9h 18m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Pontifex
Pontifex.jpg
CornerT2s.png
Pontifex
Command Destroyers Dragoon Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngCan fit a Micro Jump Field Generator
Icon hi slot.png5 (3/3) Icon mid slot.png3 Icon low slot.png5
Icon powergrid.png55 MW Icon cpu.png220 tf
Icon velocity.png330 m/sec
Icon capacity.png380 m³

Ship Attributes

Fittings
Powergrid
powergrid
58 MW
CPU
cpu output
155 tf
Capacitor
capacitor
600 GJ
High
high slots
5
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
3
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
240 m/sec
Inertia Modifier
inertia modifier (agility)
2.87
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
6.76 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
75 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
39.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
10 points
Sig. Radius
signature radius
66 m
Scan Res.
scan resolution
525 mm
Structure
Structure Hitpoints
structure hitpoints
850 HP
Mass
ship mass
1,700,000 kg
Volume
ship volume
47,000 m³
Cargo Capacity
cargo capacity
300 m³
Armor
Armor Hitpoints
armor hitpoints
950 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
750 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Dragoon is an Amarr destroyer with bonuses towards drones and energy neutralizer range. Like its cousins, the Sentinel and Curse, the Dragoon is designed to cap out the enemy, rendering them helpless while its drones do the hard work of dealing damage.

Although drones offer fully-selectable damage, the Dragoon is not typically used for PvE combat, because its hull bonus to energy neutralizers is useless against NPCs. However, the Dragoon's 5 high slots, makes it a good potential PVE ship with salvage capability while keeping its full complement of launchers or turrets.

Skills

The Dragoon can field a full flight of drones, which makes Drones V an immediately desirable skill for piloting it; Amarr pilots will want to have Drones trained to V as they move up to cruiser hulls in any case, so it's worth getting this core skill out of the way. Drone support skills make a big difference to the Dragoon's potential DPS, and for serious PvP work T2 light drones are strongly desirable.

Like other Amarr ships, the Dragoon lives by its capacitor, and capacitor skills—notably Capacitor Management and Capacitor Systems Operation—really help it, as does the skill which reduces the capacitor burden of energy neutralizers, Capacitor Emission Systems. It's good to have these trained to at least IV.

Tactics

Range-bonused energy neutralizers from the Dragoon can present a serious threat to frigates. Note that the amount of energy drained is not bonused, and that the Dragoon's capacitor must sustain the burden of running energy neutralizers. Several things can help with this. One is remembering that once a capacitor is drained past its point of peak recharge (c. 25% to 33% capacitor left), its recharge rate collapses, and so a single neut can keep a target at nearly zero capacitor once several neuts have "broken" its capacitor recharge.

Another is using nosferatu modules to recharge energy from any larger enemy ships nearby. Since a nosferatu transfers capacitor to your capacitor if you have less raw capacitor than your target, not if your percentage of capacitor is lower, the Dragoon can run its own capacitor off the energy of an opposing cruiser or battleship for some time. A third help can be giving up one of the Dragoon's sparse mid slots for a capacitor booster. Advanced pilots can also consider the Mindflood combat drug: none of this drug's potential side-effects inconvenience the Dragoon. If its own capacitor can be sustained, the Dragoon can "cap out" other destroyers and cruisers.

With T2 drones and decent support skills, the Dragoon's drones can make short work of most frigates too slow to outrun them, and can add DPS to a gang's efforts against larger targets.

In PVE, the Dragoon's relatively low tank limits its ability to take on particularly large targets or large combat sites, but a capsuleer can with relative ease take on level 3 combat sites by taking advantage of the drones and extending their control range letting you kite out of range of missile batteries and other defence platforms. The extra 2 high slots lets you use these for quicker salvage instead of capacitor warfare.

Notes

The word dragoon was initially used to refer to some early firearms, by analogy to fire-breathing dragons. Through transference from weapon to user (a kind of metonymy), it became associated with mounted infantry who used horses for mobility but dismounted to fire, and then later came to be used to mean some types of cavalry soldier.

Patch History