Difference between revisions of "Paladin"

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==Fitting==
 
==Fitting==
''No tagged fittings for Paladin.''
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{{ShipFitting|
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ship=Paladin|
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shipTypeID=28659|
 +
fitName=Missionary|
 +
fitID=Missionary|
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high1name=Mega Pulse Laser II|
 +
high1typeID=3057|
 +
high2name=Mega Pulse Laser II|
 +
high2typeID=3057|
 +
high3name=Mega Pulse Laser II|
 +
high3typeID=3057|
 +
high4name=Mega Pulse Laser II|
 +
high4typeID=3057|
 +
high5name=Heavy Diminishing Power System Drain I|
 +
high5typeID=16503|
 +
high6name=Heavy Diminishing Power System Drain I|
 +
high6typeID=16503|
 +
high7name=Heavy Diminishing Power System Drain I|
 +
high7typeID=16503|
 +
high8name=Bastion Module I|
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high8typeID=33400|
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mid1name=Tracking Computer II|
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mid1typeID=1978|
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mid2name=Tracking Computer II|
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mid2typeID=1978|
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mid3name=Large Micro Jump Drive|
 +
mid3typeID=4383|
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mid4name=Eutectic Capacitor Charge Array|
 +
mid4typeID=4435|
 +
low1name=Damage Control II|
 +
low1typeID=2048|
 +
low2name=Energized Adaptive Nano Membrane II|
 +
low2typeID=11269|
 +
low3name=Energized Adaptive Nano Membrane II|
 +
low3typeID=11269|
 +
low4name=Imperial Navy Heat Sink|
 +
low4typeID=15810|
 +
low5name=Imperial Navy Heat Sink|
 +
low5typeID=15810|
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low6name=Heat Sink II|
 +
low6typeID=2364|
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low7name=Core B-Type Large Armor Repairer|
 +
low7typeID=19036|
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drone1name=Hobgoblin II x5|
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drone1typeID=2456|
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drone2name=Salvage Drone I x5|
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drone2typeID=32787|
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drone3name=Light Armor Maintenance Bot II x5|
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drone3typeID=28201|
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drone4name=open|
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drone5name=open|
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charge1name=Optimal Range Script x2|
 +
charge1typeID=28999|
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charge2name=Tracking Speed Script x2|
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charge2typeID=29001|
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charge3name=Imperial Navy Multifrequency L x4|
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charge3typeID=23105|
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charge4name=Imperial Navy Ultraviolet L x4|
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charge4typeID=23111|
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charge5name=Scorch L x4|
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charge5typeID=12820|
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rig1name=Large Capacitor Control Circuit II|
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rig1typeID=26374|
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rig2name=Large Capacitor Control Circuit II|
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rig2typeID=26374|
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difficulty=2|
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warsop=G|
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warsopReason=|
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version=RUBI 1.0|
 +
shipDNA=28659:3057;4:16503;3:33400;1:1978;2:4383;1:4435;1:2048;1:2364;1:11269;2:15810;2:19036;1:26374;2:2456;5:28201;5:32787;5:12820;4:23105;4:23111;4:28999;2:29001;2::|
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skills=|
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notes=A L4 mission runner, as per Jester's Fit of the week for November 27, 2013, see http://jestertrek.blogspot.ca/2013/11/fit-of-week-l4-mission-paladin.html for details.</li><li>As often happen with Jester, this fit is very blingy and some of the modules could be downrated a bit without sacrificing too much. </li><li>As fitted, with all skills at V and before fleet boosts, this ship has 78 K EHP (110 K in Bastion mode), flies at 125 m/s and align in 10.3 s.</li><li>Damage varies between 1055 dps at 27 + 16 km with Imperial Navy Multifrequency to 861 dps at 80 + 16 km with Scorch.</li><li>The ship can repair 450 ehp/s in normal mode and 1255 ehp/s in Bastion mode.</li><li>The ship is cap stable without using the energy vampires.}}
  
 
==Tactics==
 
==Tactics==

Revision as of 11:42, 29 November 2013

EVE University Database
 
Ship Database
Paladin
CornerT2h.png
Paladin
Amarr Empire
Amarr Empire
Marauders
Apocalypse Class
Highlight
High Amount of High Slots
HIGHLIGHTS
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.

SHIP BONUSES

Amarr Battleship Skill Bonus:
5% bonus to capacitor capacity and 10% bonus to the velocity factor of stasis webifiers per level
Marauder Skill Bonus:
7.5% bonus to repair amount of armor repair systems and 5% bonus to large energy turret damage per level
Role Bonus:
100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams

Required Skills
  • Amarr Battleship V47d 9h 46m
    • Spaceship Command IV1d 1h 8m
    • Amarr Cruiser IV5d 5h 42m
  • Marauders I1h 23m
    • Spaceship Command V5d 22h 13m
    • Energy Grid Upgrades V11d 20h 26m
    • Advanced Weapon Upgrades V35d 13h 20m
Training Time what's this?
107d 2h 1m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Apocalypse
Apocalypse.jpg
Apocalypse
Standard Battleships Apocalypse Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/8) Icon mid slot.png4 Icon low slot.png7
Icon powergrid.png21,000 MW Icon cpu.png540 tf
Icon velocity.png113 m/sec
Icon capacity.png845 m³
, Apocalypse Navy Issue
Apocalypse Navy Issue.jpg
CornerTFs.png
Apocalypse Navy Issue
Faction Battleships Apocalypse Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/8) Icon mid slot.png4 Icon low slot.png8
Icon powergrid.png22,000 MW Icon cpu.png580 tf
Icon velocity.png120 m/sec
Icon capacity.png790 m³
, Apocalypse Imperial Issue
Apocalypse Imperial Issue.jpg
CornerTFs.png
Apocalypse Imperial Issue
Special Edition Battleships Apocalypse Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/8) Icon mid slot.png5 Icon low slot.png8
Icon powergrid.png23,400 MW Icon cpu.png550 tf
Icon velocity.png94 m/sec
Icon capacity.png675 m³

Ship Attributes

Fittings
Powergrid
powergrid
16,000 MW
CPU
cpu output
530 tf
Capacitor
capacitor
7,500 GJ
High
high slots
8
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
4
Low
low slots
7
Rig
rigs
2
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
100 m/s
Inertia Modifier
inertia modifier (agility)
0.128
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
18.67 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
91 km
Max Locked Targets
max. locked targets
10
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
signature radius
500 m
Scan Res.
scan resolution
120 mm
Structure
Structure Hitpoints
structure hitpoints
8,500 HP
Mass
ship mass
92,245,000 kg
Volume
ship volume
495,000 m³
Cargo Capacity
cargo capacity
1,125 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
8,800 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
34
EXP
explosive resistance
40
Shields
Shield Capacity
shield hitpoints
6,900 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
48
EXP
explosive resistance
63


Summary

You can write a summary for Paladin here.

Skills

Further information about additional or recommended skills to pilot Paladin for a specific or it's common role(s) can be written here.

Fitting

Missionary
Paladin: Missionary
EFT
[Paladin, Missionary]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
Bastion Module I

Tracking Computer II
Tracking Computer II
Large Micro Jump Drive
Eutectic Capacitor Charge Array

Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Heat Sink II
Core B-Type Large Armor Repairer

Large Capacitor Control Circuit II
Large Capacitor Control Circuit II


Hobgoblin II x5
Salvage Drone I x5
Light Armor Maintenance Bot II x5

Optimal Range Script x2
Tracking Speed Script x2
Imperial Navy Multifrequency L x4
Imperial Navy Ultraviolet L x4
Scorch L x4

Fitting template high slot label.png
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icon?size=64&.png
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icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A L4 mission runner, as per Jester's Fit of the week for November 27, 2013, see http://jestertrek.blogspot.ca/2013/11/fit-of-week-l4-mission-paladin.html for details.
  • As often happen with Jester, this fit is very blingy and some of the modules could be downrated a bit without sacrificing too much.
  • As fitted, with all skills at V and before fleet boosts, this ship has 78 K EHP (110 K in Bastion mode), flies at 125 m/s and align in 10.3 s.
  • Damage varies between 1055 dps at 27 + 16 km with Imperial Navy Multifrequency to 861 dps at 80 + 16 km with Scorch.
  • The ship can repair 450 ehp/s in normal mode and 1255 ehp/s in Bastion mode.
  • The ship is cap stable without using the energy vampires.


Tactics

No sub-article about Paladin roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Paladin here.