Difference between revisions of "Arbitrator"

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* SHIP ATTRIBUTES SECTION (last update : 2024-11-14)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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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=628
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| shipimg=Arbitrator.jpg
|shipid=628
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| shipname=Arbitrator
|shipimg=Arbitrator.jpg
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| class=Cruiser
|shipname=Arbitrator
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| grouping=Standard Cruisers
|caption=Arbitrator
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| hulltype=Arbitrator Class
|class=Cruiser
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| faction=Amarr Empire  
|grouping=Standard Cruisers
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| variations={{Ship|Pilgrim}},{{Ship|Curse}}
|hulltype=Arbitrator Class
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| tech=  
|faction=Amarr Empire
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| powergrid=695 MW
|race=Amarr
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| cpu=370 tf
|roles=EWAR, Drone carrier
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| capacitor=1,375 GJ
|variations={{Ship|Pilgrim}}, {{Ship|Curse}}
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| highs=4
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| turrets=2
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| launchers=3
+
| mediums=4
|powergrid=575 MW
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| lows=5
|cpu=325 tf
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| mass=11,200,000 kg
|capacitor=1,375 GJ
+
| volume=120,000
|highs=4
+
| cargohold=345
|turrets=2
+
| extrahold=
|launchers=2
+
| extraholdtype=
|mediums=4
+
| dronebay=150
|lows=5
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| bandwidth=50 Mbit/sec
 
|mass=11,200,000 kg
 
|volume=120,000 m&#179;
 
|cargohold=345 m&#179;
 
 
|dronebay=150 m&#179;
 
|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.
 
 
|bonuses=<b>Amarr Cruiser skill bonus per level:</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to drone hitpoints, damage and mining yield
 
 
|structurehp=1,600 HP
 
|shieldhp=1,100 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|armorhp=1,500 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
 
 
|maxvelocity=200 m/s
 
|inertia=0.56
 
|warpspeed=3 AU/s
 
|warptime=
 
 
|targetrange=50 km
 
|sigradius=130 m
 
|maxlockedtargets=7
 
|sensortype=RADAR
 
|sensorvalue=15 points
 
|scanres=285 mm
 
 
|reqskills=*Amarr Cruiser I<small>41m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Amarr Frigate IV<small>2d 2h 17m</small>
 
|totaltraintime=2d 7h 25m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| quote= Without the truth of the soul, the faithless stumble blind.
 +
| quote_attribution= Emperor Doriam Kor-Azor II
 +
| 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.
 +
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Weapon Disruptor effectiveness<br>10% bonus to Drone hitpoints, damage and mining yield<br>
 +
| structurehp=1,600 HP
 +
| shieldhp=1,100 HP
 +
| shieldem=0
 +
| shieldexp=50
 +
| shieldkin=40
 +
| shieldtherm=20
 +
| armorhp=1,500 HP
 +
| armorem=50
 +
| armorexp=20
 +
| armorkin=25
 +
| armortherm=35
 +
| maxvelocity=200 m/sec
 +
| inertia=0.56
 +
| warpspeed=4 AU/s
 +
| warptime=8.69 s
 +
| targetrange=70.00 km
 +
| sigradius=130 m
 +
| maxlockedtargets=7
 +
| sensortype=RADAR
 +
| sensorvalue=15 points
 +
| scanres=285 mm
 +
| reqskills=*{{RequiredSkill|Amarr Cruiser|I}}
 +
** {{RequiredSkill|Spaceship Command|II}}
 +
** {{RequiredSkill|Amarr Destroyer|III}}
 +
*** {{RequiredSkill|Amarr Frigate|III}}
 +
**** {{RequiredSkill|Spaceship Command|I}}
 +
 +
| totaltraintime=19h 15m 30s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
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| highlights2=
 +
| highlights3=
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| highlights4=
 
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==Summary==
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== Summary ==
The Arbitrator is a ship of many roles: it can deal damage as a drone boat, it is an EWAR platform and it is the Amarr mining cruiser, all rolled in to one. If you buy one Amarr cruiser, make it the Arbitrator. 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, Tracking Disruption.
+
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 or tackle. 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 Drone Link Augmentors and/or [[nosferatu]] or [[neutraliser]] arrays.
+
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.
  
==Skills==
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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.
  
The recomended certificates for this ship is:<br>
+
== Skills ==
*Core Competency Basic.<br>
 
*Combat Drone Control Standard.<br>
 
*Armour Tanking Basic. <br>
 
*Tracking Disruptor Operator Basic.<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.
  
 +
== Tactics ==
  
The following skills are sugested.
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'''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.
  
Fitting and Capacitor:<br>
+
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.
*'''[[Skills:Engineering#Engineering|Engineering V]]'''. Increases powergrid by 5%/level<br>
 
*'''[[Skills:Electronics#Electronics|Electronics V]]'''. Increases CPU by 5%/level<br>
 
*'''[[Skills:Navigation#Warp Drive Operation|Warp Drive Operation III]]'''.<br>
 
*'''[[Skills:Electronics#Energy System Operation|Energy System Operation V]]'''. Cap recharge 5% / level If you are using energy neutralizers this is important, as they devour your cap.<br>
 
*'''[[Skills:Engineering#Energy Emission Systems|Energy Emission Systems IV]]'''. Reduces Energy neutralizers cap need,
 
  
 +
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'''
  
Drones:<br>
+
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.
*'''[[Skills:Drones#Drones|Drones V]]'''. Five drones are better then only one, right?<br>
 
*'''[[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]]''' and '''[[Skills:Drones#Drone Interfacing|Drone Interfacing IV]]''' For more damage.<br>
 
*'''[[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#Scout Drone Operation|Scout drone Operation V]]'''. Extends your drone controll range to 45000m (5000m/level + 20000 base)<br>
 
*'''[[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 choise. Which is Minmatar or Gallante ;)
 
  
==Fitting==
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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.
{{Fittings
 
|name=Arbitrator, Extreme Range TD
 
|low=
 
Damage Control I<br>
 
800mm Reinforced Rolled Tungsten Plates I<br>
 
Type-D Attenuation Signal Augmentation<br>
 
Type-D Attenuation Signal Augmentation<br>
 
Prototype Energized Adaptive Nano Membrane I
 
|mid=
 
Experimental 10MN Microwarpdrive I<br>
 
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script<br>
 
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script<br>
 
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
 
|high=
 
Medium Unstable Power Fluctuator I<br>
 
Small Unstable Power Fluctuator I<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I
 
|charges=
 
Optimal Range Disruption<br>
 
Tracking Speed Disruption
 
|drones=
 
Hammerhead II x5<br>
 
Hobgoblin II x5<br>
 
Hornet EC-300 x5<br>
 
Warrior II x10
 
|rigs=
 
Medium Tracking Diagnostic Subroutines I<br>
 
Medium Particle Dispersion Projector I<br>
 
Medium Particle Dispersion Projector I
 
  
|recommended1=
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== Notes ==
|recommended2=
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''You can add notes here.''
|recommended3=
 
  
|notes=
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== Patch History ==
* This fit is designed to project tracking disruption from the same distance as Blackbirds and other Uni E-war ships.  Everything you can target should be within optimal+falloff of the tracking disruptors, or within optimal for those with skill-points in E-war.
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{{expansion past|
* Use the Warrior drones primarily, as they are the fastest and will be able to fly to far off targets quickly.  If enemy tackle gets too close, abandon that flight and launch a new one.
+
'''October 2019 Release - 2019-10-15.1'''
* Use the neuts on pesky tackle ships that get too close.
 
}}{{Fittings
 
|name=Arbitrator, PvP Electronic Warfare Basic
 
|low=
 
Damage Control I<br>
 
1600mm Reinforced Steel Plates I<br>
 
'Refuge' Adaptive Nano Plating I<br>
 
Energized Adaptive Nano Membrane I<br>
 
Signal Amplifier I
 
|mid=
 
10MN MicroWarpdrive I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I
 
|high=
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I
 
|charges=
 
Optimal Range Disruption<br>
 
Tracking Speed Disruption
 
|drones=
 
Hammerhead I x5<br>
 
Warrior I x10<br>
 
Vespa EC-600 x5
 
|rigs=
 
Medium Particle Dispersion Projector I<br>
 
Medium Particle Dispersion Projector I<br>
 
Medium Tracking Diagnostic Subroutines I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
 
*The rigs are selected for low cost, but can be missed if desired. If you cannot target out to your tracking disruptors' optimal then use an Ionic Field Projector instead of the second Dispersion Projector.
 
}} {{Fittings
 
|name=Arbitrator, Brawling Electronic Warfare T2
 
|low=
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Drone Damage Amplifier II
 
|mid=
 
Experimental 10MN MicroWarpdrive I<br>
 
Tracking Disruptor II<br>
 
Tracking Disruptor II<br>
 
Tracking Disruptor II
 
|high=
 
Small Energy Neutralizer II<br>
 
Small Energy Neutralizer II<br>
 
Small Energy Neutralizer II<br>
 
Small Energy Neutralizer II
 
|charges=
 
Optimal Range Disruption<br>
 
Tracking Speed Disruption
 
|drones=
 
Hammerhead II x5<br>
 
Vespa EC-600 x5<br>
 
Warrior II x5<br>
 
Hobgoblin II x5
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
 
*The MWD can be changed to an AB for speed tanking, depending on how the pilot wants to fly the ship.
 
*
 
}}
 
{{Fittings
 
|name=Arbitrator, Mining Bait
 
|low=
 
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Drone Damage Amplifier II<br>
 
Drone Damage Amplifier II
 
|mid=
 
Experimental 10MN Microwarpdrive I<br>
 
X5 Prototype Engine Enervator I<br>
 
X5 Prototype Engine Enervator I<br>
 
Faint Warp Disruptor I
 
|high=
 
Small Unstable Power Fluctuator I<br>
 
Small Unstable Power Fluctuator I<br>
 
Small Unstable Power Fluctuator I<br>
 
Small Unstable Power Fluctuator I
 
|charges=
 
|drones=
 
Mining Drone I x5<br>
 
Hobgoblin II x10<br>
 
Hammerhead II x5<br>
 
Warrior II x5
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Anti-Explosive Pump I<br>
 
  
|recommended1=
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''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
|recommended2=
 
|recommended3=
 
  
|notes=
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* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
*Sit in a belt mining with your mining drones and wait for someone to assume you're foolish.  When he lands near you, panic and align out, but let him grab point and burn within web range.  If he gets close enough, double web and hit him with the Hobgoblins for maximum damage.  If he stays in long point range, use the Warriors.
 
*Ideal prey are Assault Frigates, Destroyers, and other small prey.  Use d-scan and warp off if cruisers or better get too close. 
 
*Don't wait for your mining drones to recall.  Abandon them and immediately launch your damage drones.  You can always reconnect to them after the fight is won.
 
*Your IVY tag means that many players will assume you're not a threat or that you're an easy kill.  Use that to your advantage.
 
}}{{Fittings
 
|name=Arbitrator, Drones+ECM+3x TD
 
  
|low=
+
'''Lifeblood v. 1.0 - Build: 1203953 - 24.10.17'''
1600mm Reinforced Steel Plates II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Damage Control II<br>
 
400mm Reinforced Steel Plates II
 
|mid=
 
Balmer Series Tracking Disruptor I<br>
 
Balmer Series Tracking Disruptor I<br>
 
Balmer Series Tracking Disruptor I<br>
 
10MN Afterburner II
 
|high=
 
Small Unstable Power Fluctuator I<br>
 
Small Unstable Power Fluctuator I<br>
 
Rocket Launcher II<br>
 
Rocket Launcher II
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I
 
|drones=
 
Warrior II x5<br>
 
Vespa EC-600 x5<br>
 
Hornet EC-300 x5<br>
 
Valkyrie II x5
 
|charges=
 
Optimal Range Disruption Script<br>
 
Mjolnir Rage Rocket
 
  
|recommended1=
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* Powergrid increased from 575 MW to 695 MW (+120 MW)
|recommended2=
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* CPU increased from 325 tf to 370 tf (+45 tf)
|recommended3=
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* Number of launcher slots increased from 2 to 3 (+1)
 +
* Maximum Target Range increased from 50km to 70km (+20 km)
  
|notes=
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'''Retribution v. 1.0 - Build: 476047 - 04.12.12'''
  
Use AB to set up tranversal against snipers or battleships. A mix of range and tracking scripts will be up to the pilot to decide how to use. For example, battleships that are tracking disrupted, won't be able to easily hit the ECM drones, and can be taken out of the battle, if it goes on long enough. Thus perhaps saving a fleet member from being dpsed down by the BS.
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''The Arbitrator already had an effective role as a hybrid of a Tracking Disruptor bonused electronic warfare cruiser and drone combat cruiser. We improved it via an extra low slot, stronger TD bonus and the ability to choose between turrets or launchers for added damage.''
  
Snipers that warp into your optimals or lock range, you can get rid of their optimal range, so they either miss, do less damage, and are thus forced to bounce out to further ranges. Tank is 49.5k with perfect skills, 46.2 with compensation at 2. 4 of these and you basically have a battleship that travels faster and is more flexible, with 131 dps from Valkyrie IIs per arbitrator. A 524 (minimum) dps battleship that only costs around 100 million! Quad box away.}}
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* Cruiser skill bonuses (per level):
|notes=
+
* 7.5% bonus to Tracking Disruptor effectiveness
 +
* 10% bonus to drone hitpoints, damage and mining yield
 +
* Slot layout: 4 H, 4 M, 5 L (+1), 2 turrets, 2 launchers (+1)
 +
* Fittings: 575 PWG, 325 CPU (+25)
 +
* Defense (shields / armor / hull) : 1100(+84) / 1500(+132) / 1600(+232)
 +
* Capacitor (amount / recharge rate / average cap per second): 1375(+313) / 490s(+108.75s) / 2.8 (+0.02)
 +
* Mobility (max velocity / agility / mass / align time): 200(+41) / 0.56(-0.05) / 11200000 / 5.9s (-0.5)
 +
* Drones (bandwidth / bay): 50 / 150
 +
* Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 285(+3) / 7(+1)
 +
* Sensor strength: 15 Radar (+3)
 +
* Signature radius: 130
 +
* Cargo capacity: 345
 +
}}
  
==Tactics==
+
{{ShipsMatrix}}
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.
 
  
Most of how to use it 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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[[Category:Ship Database]]
 
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[[Category:Standard Cruisers]]
 
 
It is wroth reading about [[Drones]] as they are your primary source of damage. Knowing your drones helps a lot
 
 
 
 
 
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
 
 
 
==Notes==
 
This vessel qualifies for the University [[Ship Replacement]], [[PYOS]], [[BYOM]], and [[Mining Loaner Fleet]] programs.
 
 
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Cruisers]]
 

Latest revision as of 17:17, 14 November 2024

EVE University Database
 
Ship Database
Arbitrator
Arbitrator
Amarr Empire
Amarr Empire
Standard Cruisers
Arbitrator Class
RELATED UNI-WIKI REFERENCES
Without the truth of the soul, the faithless stumble blind.
– Emperor Doriam Kor-Azor II


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

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Patch History