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Vargur: Difference between revisions

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Update for Version 23.01 Release 2025-09-09.1 Remove MJD cooldown role bonus. Change Large Projectile Turret falloff bonus.
 
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{{Update|Review text for the removal of the MJD cooldown bonus}}
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
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* SHIP ATTRIBUTES SECTION (last update : 6/2/2014)
* SHIP ATTRIBUTES SECTION (last update : 2025-09-09)
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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
* leave/misstype any tags required. please follow the same
* leave/mistype any tags required. please follow the same
* 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=28665
| shipid=28665
| shipimg=Vargur.jpg
| shipimg=Vargur.jpg
| shipname=Vargur
| shipname=Vargur
| caption=Vargur
| class= Marauder
| class=Marauder
| grouping=Marauders
| grouping=Marauders
| hulltype=Tempest Class
| hulltype=Tempest Class
| faction=Minmatar Republic  
| faction=Minmatar Republic
| variations= {{Ship|Tempest}}, {{Ship|Tempest Fleet Issue}}, {{Ship|Tempest Tribal Issue}}
| race=Minmatar
| tech=2
| roles=unspecified
 
| variations={{Ship|Tempest Fleet Issue}},{{Ship|Tempest Tribal Issue}},{{Ship|Tempest}}
| powergrid=12,900 MW
| tech=2
| cpu=600 tf
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
| capacitor=6,200 GJ
| powergrid=12,900 MW
 
| cpu=625 tf
| highs= 7
| capacitor=6,200 GJ
| turrets=4
| highs=8
| launchers=  
| turrets=4
| mediums=6
| launchers=0
| lows= 6
| mediums=6
 
| lows=5
| mass= 150,000,000 kg
| mass=96,520,000 kg
| volume=450,000
| volume=450,000 m&#179;
 
| cargohold=1,150 m&#179;
| cargohold=1,150
| extrahold=
| extraholdtype=
| extraholdtype=
| extrahold=
| dronebay=75 m&#179;
 
| bandwidth=50 Mbit/sec
| dronebay=75
| info=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.<br><br>Developer: Boundless Creation<br><br>Boundless Creation's ships are based on the Brutor Tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.<br><br>
| bandwidth=50 Mbit/sec
| bonuses=<b>Minmatar Battleship bonuses (per skill level):</b><br>5% bonus to Large Projectile Turret rate of fire<br>10% bonus to Large Projectile Turret falloff<br><b>Marauders bonuses (per skill level):</b><br>7.5% bonus to Shield Booster amount<br>7.5% bonus to Large Projectile Turret tracking speed<br><b>Role Bonus:</b><br>100% bonus to Large Projectile Turret damage<br>100% bonus to Tractor Beam range and velocity<br>70% reduction in Micro Jump Drive reactivation delay<br>&bull;&nbsp;Can fit Bastion modules<br>
 
| structurehp=6,900 HP
| quote=Strength without balance is like a sword without a hand to wield it.
| shieldhp=8,300 HP
| quote_attribution=Starkmanir martial arts creed
| shieldem=25
| 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.
| shieldexp=50
| bonuses= '''Marauders bonuses (per skill level):'''<br>
| shieldkin=40
5% bonus to Shield Booster and Armor Repairer amount<br>
| shieldtherm=30
7.5% bonus to Large Projectile Turret tracking speed<br>
| armorhp=7,300 HP
'''Minmatar Battleship bonuses (per skill level):'''<br>
| armorem=70
7.5% bonus to Large Projectile Turret damage<br>
| armorexp=10
5% bonus to Large Projectile Turret falloff<br>
| armorkin=25
'''Role Bonus:'''<br>
| armortherm=43.125
100% bonus to Large Projectile Turret damage<br>
| maxvelocity=110 m/sec
100% bonus to Tractor Beam range and velocity<br>
| inertia=0.11
&nbsp;Can fit Bastion modules
| warpspeed=2.2 AU/s
 
| warptime=14.72 s
| structurehp=6,900 HP
| targetrange=81.00 km
 
| sigradius=360 m
| armorhp= 7,800 HP
| maxlockedtargets=10
| armorem=70
| sensortype=LADAR
| armortherm=43.13
| sensorvalue=11 points
| armorkin=25
| scanres=145 mm
| armorexp=10
| reqskills=*{{RequiredSkill|Minmatar Battleship|V}}
 
**{{RequiredSkill|Spaceship Command|IV}}
| shieldhp= 7,800 HP
**{{RequiredSkill|Minmatar Battlecruiser|III}}
| shieldem=25
***{{RequiredSkill|Spaceship Command|III}}
| shieldtherm=30
***{{RequiredSkill|Minmatar Cruiser|III}}
| shieldkin=40
****{{RequiredSkill|Spaceship Command|II}}
| shieldexp=50
****{{RequiredSkill|Minmatar Destroyer|III}}
 
*****{{RequiredSkill|Minmatar Frigate|III}}
| maxvelocity=110 m/sec
******{{RequiredSkill|Spaceship Command|I}}
| inertia= 0.71
*{{RequiredSkill|Marauders|I}}
| warpspeed= 3 AU/s
**{{RequiredSkill|Energy Grid Upgrades|V}}
| warptime= 14.76 s
***{{RequiredSkill|Power Grid Management|II}}
 
***{{RequiredSkill|Science|I}}
| targetrange= 105.3 km
**{{RequiredSkill|Advanced Weapon Upgrades|V}}
| maxlockedtargets=10
***{{RequiredSkill|Weapon Upgrades|V}}
| sigradius=360 m
****{{RequiredSkill|Gunnery|II}}
| scanres=180 mm
**{{RequiredSkill|Spaceship Command|V}}
| sensortype=LADAR
| sensorvalue=20 points


| totaltraintime=115d 11h 59m 20s
| reqskills= * {{RequiredSkill|Minmatar Battleship|V}}
| forumlinks=
** {{RequiredSkill|Spaceship Command|IV}}
| wikireferences=
** {{RequiredSkill|Minmatar Battlecruiser|III}}
| externallinks=
*** {{RequiredSkill|Spaceship Command|III}}
| highlights1=High Amount of High Slots
*** {{RequiredSkill|Minmatar Cruiser|III}}
| highlights2=
**** {{RequiredSkill|Spaceship Command|II}}
| highlights3=
**** {{RequiredSkill|Minmatar Destroyer|III}}
| highlights4=
***** {{RequiredSkill|Minmatar 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=
| highlights3=
| highlights4=
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->


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==Summary==
== Summary ==
The Vargur is the Minmatar marauder-class battleship. Like the other marauders the Vargur has a very strong local tank, large number of utility high slots, is bonused for [[micro jump drive]] and can use the bastion module.
The '''Vargur''' is the Minmatar [[Marauder]]-class battleship. Like the other Marauders, the Vargur has a very strong local tank, large number of utility high slots, is bonused for [[Propulsion equipment#Micro Jump Drives|Micro Jump Drive]], and can use the bastion module.
 
The Vargur, together with the Golem, can fit the thickest active tank in the game for any sub-capital ship, able to use an x-large shield booster, the bastion module, and the shield boost amplifier module to field an active shield tank of upwards of 600 hp/sec along with 75%+ global shield resists. The true beauty of the Vargur's tank, though, is that unlike the armor marauders, the Vargur can actually still be cap stable while tanking at that level.


The Vargur gains 10% bonus to its projectile weapon falloff per {{sk|Minmatar Battleship}} level. As this is a T2 ship you won't be able to fly it without receiving the full 50% falloff bonus. This bonus gives the Vargur even greater range than [[Machariel]] at max level allowing the Vargur to use autocannons at unparalled ranges. Additionally the Vargur gains a powerful 7.5% tracking bonus per {{sk|Marauders}} level allowing it to apply damage even at close range with ease. Together these two bonuses make the Vargur able to engage targets at a very wide range of distances.
The Vargur gains 10% bonus to its projectile weapon falloff per {{sk|Minmatar Battleship}} level. As this is a T2 ship you won't be able to fly it without receiving the full 50% falloff bonus. This bonus gives the Vargur even greater range than [[Machariel]] at max level allowing the Vargur to use autocannons at unparalleled ranges. Additionally, the Vargur gains a powerful 7.5% tracking bonus per {{sk|Marauders}} level allowing it to apply damage even at close range with ease. Together these two bonuses make the Vargur able to engage targets at a very wide range of distances.


In addition to strong application bonuses the Vargur also gains a 100% hull bonus for weapon damage making its four guns equal to the eight guns that battleships usually have. In addition to this the Vargur gains 5% ROF bonus per {{sk|Minmatar Battleship}} giving it 10.67 effective guns.
In addition to strong application bonuses, the Vargur also gains a 100% hull bonus for weapon damage making its four guns equal to the eight guns that battleships usually have. In addition to this, the Vargur gains 7.5% damage bonus per {{sk|Minmatar Battleship}} level, giving it 11 effective guns, which is then ''doubled'' by the [[Bastion Module]] up to 22 effective guns.


The usual 70% reduction in micro jump drive reactivation delay allows the marauders to use MJDs with one minute cooldown making the Vargur and other marauders some of the fastest battleships when flown by talented pilots. The MJD allows the Vargur to suddenly move 100 km to any direction and when used twice the MJD allows the Vargur to locate itself to any point within 200 km in a bit over one minute. The long cycle time places high skill requirements on the pilot as a mistake can land the ship in unfavorable position for several minutes.
As with all Marauders, the Vargur gains 70% reduced reactivation delay for Micro Jump Drives (resulting in a 54s cooldown on the module), which allows the Vargur to move surprisingly quickly, traveling to any location within 200 km in about a minute. However, jump directions must still be planned and executed correctly, as once a jump is made the Vargur is effectively stuck there until its drive recharges. The micro jump drive allows the Vargur to be surprisingly mobile, as the reactivation delay bonus allows it to effectively move at an astonishing 1700 m/s, rivaling the Machariel for speed.


The second famous module of Marauders is the bastion module. While active this module makes the Vargur unable to move and receive remote assistance but gives 30% bonus to all resists, 100% bonus to local repair module effectiveness, 25% bonus to optimal and falloff range, 1000% bonus to sensor strength and 95% resistance to damps, tracking diruption and incoming target painters. Note though that these bonuses are stacking penalized with other modules. This module has 60 second cycle time so turning it on must be a thought out decision. As the bastion module cycle time and MJD cooldown are almsot excactly equal they work together very well allowing the marauder to jump, enter bastion for one cycle and then jump again.
Also as with all Marauders, the Vargur gains access to the Bastion Module, which when activated immobilizes the Vargur for 60 seconds and blocks any incoming remote assistance (such as remote repairs), but gives increased range, enormously increased fire rate, additional damage resistance and additional local repair power. The combination of Bastion, Micro Jump Drive, and aforementioned tracking and falloff bonuses allows the Vargur to function as a massive turret that can teleport to any engagement range it wishes, output enormous amounts of damage with high accuracy, absorb and shrug off incoming fire, and then teleport out again before slower enemies can even get into range.


The less combat oriented 100% bonus to tractor beam range and velocity allows the Vargur to quickly loot wrecks and containers, combined with utility high slots this allows the Vargur to loot and salvage missions on the fly.
The less combat oriented 100% bonus to tractor beam range and velocity allows the Vargur to quickly loot wrecks and containers, combined with utility high slots this allows the Vargur to loot and salvage missions on the fly.


==Skills==
== Skills ==
''Further information about additional or recommended skills to pilot Vargur for a specific or it's common role(s) can be written here.''
''Further information about additional or recommended skills to pilot Vargur for a specific or its common role(s) can be written here.''
 
== Tactics ==
The Vargur is very much a "Goldilocks" Marauder in between the Kronos and Paladin with its balance of range and damage. The Kronos out-damages the Vargur and the Paladin outranges it, but the Vargur can still project 1800+ DPS out to a very respectable 40km. The Vargur also has better tracking than either of them. The Varugr's 6-5 slot layout also allows it to fit a cap-stable 400+ hp/sec active shield tank with high resists, something that the Kronos and Paladin cannot achieve with armor repairs. These traits make the Vargur the undisputed king of solo PVE. However, in fleet PVE such as [[Incursions]], [[Stronghold]]s, and nullsec PVP, the Vargur is mostly passed over because it is a shield ship and because it lacks the ridiculous range of the Paladin and the high damage of the Kronos. The Vargur does see some use as an extremely expensive solo PVP ship in lowsec, where it is often fit with multiple X-Large Ancillary shield boosters to shrug off ridiculous amounts of damage for a short amount of time.
 
== Notes ==
In modern Icelandic, ''vargur'' means "wolf". The word is used for wolves in general, and as a metaphor for a hot-head, but has historical associations with the mythological wolves [[Fenrir]], Sköll, and Hati. Present-day English speakers might be more familiar with the Anglicized form ''warg'', popularized by J. R. R. Tolkien.
 
== Patch History ==
{{Expansion past|
'''Legion Major Update 2025-09-09''' [https://www.eveonline.com/news/view/patch-notes-version-23-01 Patch notes: Version 23.01] Release 2025-09-09.1
* Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.
* Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.
'''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
* Balance Changes
** Falloff Bonus reduced from 10% per level to 7.5% per level.
** CPU output Reduced from 625 to 600
 
'''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]
* +1 Lowslot, -1 Highslot
* Decreased Shield HP from 8,300 to 7,800
* Increased Armor HP from 7,300 to 7,800
* 7.5% bonus to Shield Booster amount changed to 5% bonus to Shield Booster and Armor Repair amount
* Mass 150,000,000 kg (+53,480,000 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/news/view/patch-notes-version-19-01 Patch Notes])
* 5% bonus to large projectile rate of fire changed to 7.5% large projectile damage
* Lock range increased by 30%
* Sensor strength increased by 8


==Fitting==
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/news/view/patch-notes-for-18-04-release Patch Notes])
For more info on fittings, please go [[Vargur/Fittings|here]]
* Increased Scan Resolution by 30% for Marauders and Black Ops


==Tactics==
'''October 2019 Release - 2019-10-15.1'''


'''Bastion+MWD trick''' allows marauders to warp almost instantly after coming out of bastion. Hover the mouse on the decycling bastion module to see exactly how long it has left. At the 9 second mark, start cycling the MWD for one cycle and start spamming "warp to" hotkey. After the bastion mode ends you will get one second of MWD that accelerates you to near warp speed and the marauder will warp in 2-3 seconds. Additionally the bastion mode makes hostiles unable to activate warp disruption or scram so you will not be pointed when the bastion ends giving you a small window to escape before the points are activated.
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''


Marauders in bastion mode can jump Wormholes as normal and be instantly out of bastion mode on the other side.
* Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s)
}}


==Notes==
{{ShipsMatrix|expgroup=battleships}}
''You can write additional notes for Vargur here.''


{{ShipsMatrix}}
[[Category:Ship Database]]
[[Category:Ship Database]][[Category:Marauders]]
[[Category:Marauders]]