Difference between revisions of "Paladin"
(Updated description of ship to match in-game description.) |
(Update for new parameter.) |
||
(45 intermediate revisions by 18 users not shown) | |||
Line 1: | Line 1: | ||
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | <onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | ||
− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 2023-06-14) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/mistype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=28659 | |
− | + | | shipimg=Paladin.jpg | |
− | + | | shipname=Paladin | |
− | + | | class= Marauder | |
− | + | | grouping=Marauders | |
− | + | | hulltype=Apocalypse Class | |
− | + | | faction=Amarr Empire | |
− | + | | variations= {{Ship|Apocalypse}}, {{Ship|Apocalypse Navy Issue}}, {{Ship|Apocalypse Imperial Issue}} | |
− | + | | tech=2 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | | powergrid=16,000 MW | |
− | + | | cpu=530 tf | |
− | + | | capacitor=7,500 GJ | |
− | + | ||
− | + | | highs=8 | |
− | + | | turrets=4 | |
− | + | | launchers=0 | |
− | + | | mediums=4 | |
+ | | lows=7 | ||
+ | |||
+ | | mass= 160,000,000 kg | ||
+ | | volume= 470,000 m³ | ||
+ | |||
+ | | cargohold=1,125 m³ | ||
+ | | extraholdtype= | ||
+ | | extrahold= | ||
+ | |||
+ | | dronebay=75 m³ | ||
+ | | bandwidth=25 Mbit/sec | ||
+ | |||
+ | | quote= My Sword is Yours, My God, and Your will guide me. | ||
+ | | quote_attribution= The Scriptures. Prophet Kuria. Paladin's Creed. | ||
+ | | info= Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides resistance to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary. | ||
+ | | bonuses= '''Marauders bonuses (per skill level):'''<br> | ||
+ | 7.5% bonus to Armor Repairer amount<br> | ||
+ | 5% bonus to Large Energy Turret damage<br> | ||
+ | '''Amarr Battleship bonuses (per skill level):'''<br> | ||
+ | 10% reduction in Large Energy Turret activation cost<br> | ||
+ | 5% bonus to Large Energy Turret optimal range<br> | ||
+ | '''Role Bonus:'''<br> | ||
+ | 100% bonus to Large Energy Turret damage<br> | ||
+ | 100% bonus to Tractor Beams range and velocity<br> | ||
+ | 70% reduction in Micro Jump Drive reactivation delay<br> | ||
+ | • Can fit Bastion modules<br> | ||
+ | |||
+ | | structurehp=8,500 HP | ||
+ | |||
+ | | armorhp=8,800 HP | ||
+ | | armorem=50 | ||
+ | | armortherm=35 | ||
+ | | armorkin=34.38 | ||
+ | | armorexp=40 | ||
+ | |||
+ | | shieldhp=6,900 HP | ||
+ | | shieldem=0 | ||
+ | | shieldtherm=20 | ||
+ | | shieldkin=47.5 | ||
+ | | shieldexp=62.5 | ||
+ | |||
+ | | maxvelocity=100 m/sec | ||
+ | | inertia= 0.069 | ||
+ | | warpspeed= 3 AU/s | ||
+ | | warptime= 15.3 s | ||
+ | |||
+ | | targetrange= 118.3 km | ||
+ | | maxlockedtargets=10 | ||
+ | | sigradius=420 m | ||
+ | | scanres=160 mm | ||
+ | | sensortype=RADAR | ||
+ | | sensorvalue=21 points | ||
+ | |||
+ | | reqskills= * {{RequiredSkill|Amarr Battleship|V}} | ||
+ | ** {{RequiredSkill|Spaceship Command|IV}} | ||
+ | ** {{RequiredSkill|Amarr Battlecruiser|III}} | ||
+ | *** {{RequiredSkill|Spaceship Command|III}} | ||
+ | *** {{RequiredSkill|Amarr Cruiser|III}} | ||
+ | **** {{RequiredSkill|Spaceship Command|II}} | ||
+ | **** {{RequiredSkill|Amarr Destroyer|III}} | ||
+ | ***** {{RequiredSkill|Amarr Frigate|III}} | ||
+ | ****** {{RequiredSkill|Spaceship Command|I}} | ||
+ | * {{RequiredSkill|Marauders|I}} | ||
+ | ** {{RequiredSkill|Energy Grid Upgrades|V}} | ||
+ | *** {{RequiredSkill|Power Grid Management|II}} | ||
+ | *** {{RequiredSkill|Science|I}} | ||
+ | ** {{RequiredSkill|Advanced Weapon Upgrades|V}} | ||
+ | *** {{RequiredSkill|Weapon Upgrades|V}} | ||
+ | **** {{RequiredSkill|Gunnery|II}} | ||
+ | ** {{RequiredSkill|Spaceship Command|V}} | ||
+ | | totaltraintime=115d 11h 59m 20s | ||
+ | |||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1=High Amount of High Slots | ||
+ | | highlights2=High Amount of Low Slots | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --> | }}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --> | ||
<!----------------------------------------------------------------------------------------- | <!----------------------------------------------------------------------------------------- | ||
Line 89: | Line 109: | ||
-------------------------------------------------------------------------------------------> | -------------------------------------------------------------------------------------------> | ||
− | ==Summary== | + | == Summary == |
− | '' | + | The '''Paladin''' is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage. |
+ | |||
+ | Typical of Amarr ships, the Paladin receives a 50% bonus to the capacitor usage of its energy turrets, but due to the bastion module's double rate of fire, the Paladin still suffers from a capacitor shortage. It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the faction's battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class. The faction battleship skill also provides a bonus to optimal range, making the Paladin excellent for sniping. When used in conjunction with a Bastion module and Micro Jump Drive, the Paladin's sniping capabilities can render it virtually untouchable while still outputting enormous amounts of damage. | ||
+ | |||
+ | Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close. | ||
+ | |||
+ | == Skills == | ||
+ | * {{sk|Advanced Weapon Upgrades|V|}} - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons. | ||
+ | * {{sk|Energy Grid Upgrades|V|}} - Together with Advanced Weapon Upgrades V, this enables the use of the Bastion Module. High levels of the skill also help to maximize fitting options, as the modules affected by this skill can assist with capacitor stability. | ||
+ | * {{sk|Micro Jump Drive Operation|}} - This skill enables the use of Micro Jump Drives, which can be used to travel quickly across the battlefield and position the Paladin for optimal sniping. | ||
+ | * {{sk|Science|III|}} - Enables the use of a Small Tractor Beam, useful for pilots who wish to salvage with the Paladin, or simply to pick up faraway canisters containing mission completion items. | ||
+ | * {{sk|Salvaging|}} - Enables the use of a Salvager. Useful for pilots who wish to salvage with the Paladin. Also a prerequisite for Salvage Drone Operation. | ||
+ | ** {{sk|Salvage Drone Operation|}} - Enables the use of salvage drones. The Paladin is able to carry and launch a full flight of salvage drones while still having room for two flights of light combat drones. This can save a high slot for pilots who don't wish to use a Salvager. | ||
+ | * {{sk|Large Pulse Laser Specialization|}} / {{sk|Large Beam Laser Specialization|}} - A pilot capable of flying marauders should ensure that they are able to make the most out of their weapons, and these skills enable the use of T2 ammunition, in addition to increasing the damage of large energy turrets overall. | ||
+ | * {{sk|Trajectory Analysis|}} - Enables the use of Tracking Computers, which can be used to increase optimal range (for sniping) and tracking speed (to make it easier to hit small ships). | ||
+ | * {{sk|Repair Systems}} - Enables the use of armor repairers. Because the Bastion Module doubles armor repair amount, shorter armor repairer cycles become an even larger boost to armor tank than normal. Note that higher levels of this skill causes an increase in effective capacitor use, though the Paladin's bonus to capacitor recharge helps to offset this somewhat. | ||
+ | |||
+ | == Tactics == | ||
+ | Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like [[Gone Berserk (Level 4)|Gone Berserk]]. | ||
+ | |||
+ | As a derivative of the [[Apocalypse]], the Paladin excels at sniping, receiving a default 37.5% bonus to large energy turret optimal range due to it requiring {{sk|Amarr Battleship|V|icon=yes}}. This capability can initially seem to be at odds with the marauder's focus on remaining immobile in Bastion Mode, but strategic use of a Micro Jump Drive allows the Paladin to both kite and snipe with full effectiveness. When modified by the Paladin's reduction to MJD cooldown time, an equipped MJD can be activated approximately every 50-60 seconds, which lines up almost perfectly with the 60-second cycle of the Bastion Module. A pilot wishing to "kite" enemies with a Paladin can warp into combat range, establish aggro, then jump away with the MJD and immediately activate the Bastion Module for a single cycle. When the Bastion Module's cycle ends, the pilot can immediately jump away again and repeat this cycle. | ||
+ | |||
+ | A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to weapon cap usage allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty. | ||
+ | |||
+ | The Paladin is the most popular marauder for bloc warfare in nullsec. When fit for it, the Paladin can output 2000 DPS to 100km while mounting a tank of more than a quarter million ehp. The alliance Pandemic Horde pioneered this doctrine while intending for the Paladin mostly to fight out of bastion, but the fit does have a bastion module fitted. The fit used can be found by searching for Pandemic Horde Paladin lossmails on '''[https://zkillboard.com/ zKillboard]'''. | ||
+ | |||
+ | == Notes == | ||
+ | * The Paladin is named after the popular concept of a holy knight that fights evil and sin, originating from 12th century French literature where it referred to the companions of Charlemagne. This falls in line with the common theme of Amarrian ships having religiously-themed names. | ||
+ | |||
+ | == Patch History == | ||
+ | {{Expansion past|width= 45% | ||
+ | |'''Revenant expansion - 2024-11-12''' ([https://www.eveonline.com/news/view/revenant-expansion-notes Expansion Notes]) | ||
+ | * Balance Changes - Marauders | ||
+ | ** 100% bonus to Shield Extender hitpoints removed | ||
+ | ** 150% bonus to Armor Plate hitpoints removed | ||
+ | ** 15% additional bonus to Reinforced Bulkhead hitpoints removed | ||
+ | |||
+ | '''Version 21.06 Release 2024-02-20.1''' ([https://www.eveonline.com/news/view/patch-notes-version-21-06 Patch Notes]) | ||
+ | * Warp speed for the Marauder Class (Paladin, Golem, Kronos, Vargur) reduced from 3.5 AU/s to 3.0 AU/s. | ||
+ | |||
+ | '''Viridian expansion - 2023-06-13''' ([https://www.eveonline.com/news/view/viridian-expansion-notes Expansion Notes]) | ||
+ | * Reduced Optimal Range per level bonus from 7.5% to 5% | ||
+ | * Mass 160,000,000 kg (+67,755,000 kg) | ||
+ | * Agility for all Marauders has been improved to keep align times at similar values | ||
+ | |||
+ | '''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes]) | ||
+ | |||
+ | Brand new Role bonuses have been added to all battleships (excluding the Praxis). | ||
+ | * 50% bonus to HP from all Armor Plates | ||
+ | * 100% bonus to HP from all Shield Extenders | ||
+ | * 5% additive bonus to all Reinforced Bulkhead modules, for those with discerning tastes. | ||
+ | |||
+ | '''19.01 Release - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes]) | ||
+ | * Amarr Battleship bonus to Capacitor Capacity changed to 10% reduction in Large Energy Turret capacitor need | ||
+ | * Lock range increased by 30% | ||
+ | * Sensor strength increased by 8 | ||
− | + | '''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Patch Notes]) | |
− | '' | + | * Increased Scan Resolution by 30% for Marauders and Black Ops |
− | + | '''October 2019 Release - 2019-10-15.1''' | |
− | |||
− | + | ''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | |
− | '' | + | * Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s) |
+ | }} | ||
− | = | + | {{ShipsMatrix|expgroup= battleships}} |
− | |||
− | + | [[Category:Ship Database]] | |
− | + | [[Category:Marauders]] |
Latest revision as of 14:33, 13 November 2024
RELATED UNI-WIKI REFERENCES
|
My Sword is Yours, My God, and Your will guide me.
SHIP BONUSES
Marauders bonuses (per skill level):
Ship Attributes
|
Summary
The Paladin is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage.
Typical of Amarr ships, the Paladin receives a 50% bonus to the capacitor usage of its energy turrets, but due to the bastion module's double rate of fire, the Paladin still suffers from a capacitor shortage. It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the faction's battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class. The faction battleship skill also provides a bonus to optimal range, making the Paladin excellent for sniping. When used in conjunction with a Bastion module and Micro Jump Drive, the Paladin's sniping capabilities can render it virtually untouchable while still outputting enormous amounts of damage.
Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close.
Skills
- Advanced Weapon Upgrades V - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons.
- Energy Grid Upgrades V - Together with Advanced Weapon Upgrades V, this enables the use of the Bastion Module. High levels of the skill also help to maximize fitting options, as the modules affected by this skill can assist with capacitor stability.
- Micro Jump Drive Operation - This skill enables the use of Micro Jump Drives, which can be used to travel quickly across the battlefield and position the Paladin for optimal sniping.
- Science III - Enables the use of a Small Tractor Beam, useful for pilots who wish to salvage with the Paladin, or simply to pick up faraway canisters containing mission completion items.
- Salvaging - Enables the use of a Salvager. Useful for pilots who wish to salvage with the Paladin. Also a prerequisite for Salvage Drone Operation.
- Salvage Drone Operation - Enables the use of salvage drones. The Paladin is able to carry and launch a full flight of salvage drones while still having room for two flights of light combat drones. This can save a high slot for pilots who don't wish to use a Salvager.
- Large Pulse Laser Specialization / Large Beam Laser Specialization - A pilot capable of flying marauders should ensure that they are able to make the most out of their weapons, and these skills enable the use of T2 ammunition, in addition to increasing the damage of large energy turrets overall.
- Trajectory Analysis - Enables the use of Tracking Computers, which can be used to increase optimal range (for sniping) and tracking speed (to make it easier to hit small ships).
- Repair Systems - Enables the use of armor repairers. Because the Bastion Module doubles armor repair amount, shorter armor repairer cycles become an even larger boost to armor tank than normal. Note that higher levels of this skill causes an increase in effective capacitor use, though the Paladin's bonus to capacitor recharge helps to offset this somewhat.
Tactics
Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like Gone Berserk.
As a derivative of the Apocalypse, the Paladin excels at sniping, receiving a default 37.5% bonus to large energy turret optimal range due to it requiring Amarr Battleship V. This capability can initially seem to be at odds with the marauder's focus on remaining immobile in Bastion Mode, but strategic use of a Micro Jump Drive allows the Paladin to both kite and snipe with full effectiveness. When modified by the Paladin's reduction to MJD cooldown time, an equipped MJD can be activated approximately every 50-60 seconds, which lines up almost perfectly with the 60-second cycle of the Bastion Module. A pilot wishing to "kite" enemies with a Paladin can warp into combat range, establish aggro, then jump away with the MJD and immediately activate the Bastion Module for a single cycle. When the Bastion Module's cycle ends, the pilot can immediately jump away again and repeat this cycle.
A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to weapon cap usage allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty.
The Paladin is the most popular marauder for bloc warfare in nullsec. When fit for it, the Paladin can output 2000 DPS to 100km while mounting a tank of more than a quarter million ehp. The alliance Pandemic Horde pioneered this doctrine while intending for the Paladin mostly to fight out of bastion, but the fit does have a bastion module fitted. The fit used can be found by searching for Pandemic Horde Paladin lossmails on zKillboard.
Notes
- The Paladin is named after the popular concept of a holy knight that fights evil and sin, originating from 12th century French literature where it referred to the companions of Charlemagne. This falls in line with the common theme of Amarrian ships having religiously-themed names.
Patch History
A long, long time ago... |
---|
Revenant expansion - 2024-11-12 (Expansion Notes)
Version 21.06 Release 2024-02-20.1 (Patch Notes)
Viridian expansion - 2023-06-13 (Expansion Notes)
20.03 Release - Build: 2013787 - 2022-03-08 - "Road to Fanfest" Update (Patch Notes) Brand new Role bonuses have been added to all battleships (excluding the Praxis).
19.01 Release - 2020-2-23 - "Bastions of War" update (Patch Notes)
18.04 Release - Build: 1706308 - 2020-04-15 - "Surgical Strike" Update (Patch Notes)
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
|