Ark

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Ark
CornerT2h.png
Ark
Amarr Empire
Amarr Empire
ECM PRIORITY
NONE
RADAR
what's this?

NO/UNKNOWN Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Jump Freighters
Providence Class
first highlight
Massive Cargo Hold
HIGHLIGHTS
structure hitpoints
High Structure Hitpoints
HIGHLIGHTS
structure hitpoints
Jump Drive
HIGHLIGHTS
EXTERNAL LINKS

Contents

At the end of days when they descend
Watch for the coming of the Ark
For within it
Salvation is carried.

-The Scriptures, Apocalypse Verses 32:6

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. On the other hand, their electronics and shield systems tend to be rather limited.

SHIP BONUSES

Amarr Freighter bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship inertia modifier
Jump Freighters bonuses (per skill level):
10% bonus to ship armor and hull hitpoints
10% reduction in jump fuel requirement
Role Bonus:
100% reduction in Reinforced Bulkhead CPU requirements
90% reduction to effective distance traveled for jump fatigue

Required Skills
Training Time what's this?
100d 5h 43m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Providence
Providence
Providence
FreightersProvidence Class
highlightsHas Huge Cargohold
high slots0
(0/0)
middle slots0
low slots3
powergrid3 MW
cpu output1 tf
max. velocity70 m/sec
cargo capacity435,000 m³

Ship Attributes

Fittings
Powergrid
powergrid
3 MW
CPU
cpu output
5 tf
Capacitor
capacitor
37,500 GJ
High
high slots
0
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
middle slots
0
Low
low slots
3
Rig
rigs
0
 
capital
Calibration
calibration
0
Navigation
Max Velocity
max. velocity
84 m/sec
Inertia Modifier
inertia modifier (agility)
0.055
Warp Speed
inertia modifier (agility)
1.5 AU/s
Base Time to Warp
base time to warp
68.62 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
0.00 km
Max Locked Targets
max. locked targets
0
RADAR Sensor
RADAR sensor strength
86 points
Sig. Radius
ship signature radius
2,800 m
Scan Res.
scan resolution
0 mm
Structure
Structure Hitpoints
structure hitpoints
120,000 HP
Mass
ship mass
900,000,000 kg
Volume
ship volume
18,500,000 m³
Cargo Capacity
cargo capacity
135,000 m³
Fuel Bay Capacity
capacity
10,000 m³
Shields
Shield Capacity
shields
12,000 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
47.5
EXP
shield explosive resistance
62.5
Armor
Armor Hitpoints
armor
55,200 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
35
KIN
armor kinetic resistance
34.375
EXP
armor explosive resistance
40


Summary

The Amarrian Ark serves as the true jack of all trades amongst Jump Freighters. With the third largest cargo hold (falling _just_ behind the Anshar), and boasting the second highest structure hitpoints and second lowest align time, this freighter is a solid choice for all purposes. The on-board jump drive makes the Ark a desirable choice for transporting mass amounts of cargo through low and null security space quickly and safely, though incurs extra costs in exchange.

Skills

As a Jump Freighter, the Ark is not suited for combat and any situation that might put the Ark in danger should be avoided at all costs. However, there are measures the pilot can take to help reduce the chance he loses his ship if attacked. Thanks to the massive base structure health of the Ark, Mechanics is a very desirable skill to have trained to V, increasing the chance the freighter can escape combat. The Ark also has a notable amount of armour, making Hull Upgrades another obvious and quick choice for extra cargo space. And even more so than both of those skills combined, the Jump Freighters skill boosts your ship's hitpoints by an incredible amount, far beyond that which a normal Freighter could reach.

Typically, Freighter pilots are moving cargo from place to place in order to make money, in one way or another. Keep costs down is vital, decreasing fuel requirements and increasing the jump range can reduce costs substantially over the long run. Train Jump Drive Calibration and Jump Fuel Conservation to at least IV, though preferably V as soon as possible, reducing the number of Cynosural Fields you need to move between two locations and cutting back on the amount of ISK you need to spend on fuel. The Jump Freighters skill further improves on fuel economy, so train that as far as you can.

Though the Ark only needs level IV of this skill to be piloted, highly consider taking Amarr Freighter to V as soon as possible. This will both boost the cargo capacity of the ship, reducing the number of trips needed to transport goods, as well as improving the ships inertia allowing you to travel between stargates faster.

Fitting

Though expensive, consider using ORE Expanded Cargohold modules if you wish to cram your freighter with as much as possible. Your structure is most of what is standing between you and any pirates seeking to take down your ship in high security space and it is important you keep it as high as possible. The ORE variant penalises your structure less than the standard Tech II module does, and it also increases your cargo hold further than Tech II as well.

Jump Freighters, thanks to the skill of the same name, are also innately tankier than standard Freighters. Reinforced Bulkheads will increase your structure hitpoints by a considerable amount for when you are carrying expensive cargo. As with the Expanded Cargohold, consider running the ORE variant of the Reinforced Bulkhead as well, for similar reasons; it increases your structure even more, and reduces the cargo hold penalty.

Finally, do not forget to consider Jump Drive Economizers. A single Economizer can reduce the fuel costs of each jump your Ark takes by between 4% to 10%, depending on which meta level you have equipped. Calculate how much fuel you are using for each jump, and decide where or not it is worth it over the potential loss in cargo capacity from not equipping Expanded Cargoholds instead.

For more info on fittings, please go here.

Tactics

As is typical for freighters, it is important for an Ark pilot to stay vigilant and ensure they spend as little time as possible in areas they can be attacked. Consider bringing allies or your own alts with you, with Stasis Webifiers on their ships. If you are heavily webbed once you've built up a small amount of speed towards your alignment, your new maximum speed will be lower than your current speed, and you will be able to enter warp far sooner than usual.

When placing a Cynosural Field near a station to immediately dock, take care not to place the beacon _too_ close to the station. If your freighter jumps through and lands _inside_ the station, they will be flung away at several hundred meters/second, and you will end up in an even more dangerous situation than if you had placed your beacon in empty space.

Notes

You can write additional notes for Ark here.


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