Difference between revisions of "Deacon"

From EVE University Wiki
Jump to: navigation, search
m (Remove parameters caption and race; cosmetic changes)
m (Remove ecmprio= attribute)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|
+
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
 
# default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
 
  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
 
  * SHIP ATTRIBUTES SECTION (last update : 12/09/2015)
 
  * SHIP ATTRIBUTES SECTION (last update : 12/09/2015)
Line 15: Line 13:
 
  | grouping=Logistics Frigates
 
  | grouping=Logistics Frigates
 
  | hulltype=Inquisitor Class
 
  | hulltype=Inquisitor Class
  | faction=Amarr Empire
+
  | faction=Amarr Empire  
| roles=Logistics
 
 
  | variations={{Ship|Inquisitor}},{{Ship|Purifier}}
 
  | variations={{Ship|Inquisitor}},{{Ship|Purifier}}
  | tech=2
+
  | tech=2  
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=57 MW
 
  | powergrid=57 MW
 
  | cpu=145 tf
 
  | cpu=145 tf

Latest revision as of 18:23, 4 April 2023

EVE University Database
 
Ship Database
Deacon
CornerT2h.png
Deacon
Amarr Empire
Amarr Empire
Logistics Frigates
Inquisitor Class
RELATED UNI-WIKI REFERENCES

The Deacon is the latest success from the engineers at Carthum Conglomerate, designed as a remote repairing ship that can keep up with fast moving fleets including those containing the extremely popular Confessor-class Tactical Destroyer. Managing to miniaturize the powerful remote armor repairing systems from their best-selling Guardian Logistics Cruiser onto a frigate-sized hull was no simple task, but Carthum was able to release the Deacon in nearly record time and under-budget thanks in part to extensive cooperation with researchers from the Lai Dai megacorp.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons 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 Frigate bonuses (per skill level):
10% bonus to Remote Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost
Logistics Frigates bonuses (per skill level):
5% reduction in Remote Armor Repairer duration and activation cost
7.5% bonus to armor hitpoints
Role Bonus:
50% bonus to Remote Armor Repairer optimal range
600% bonus to Remote Armor Repairer falloff

Required Skills
Training Time what's this?
19d 6h 50m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Inquisitor
Inquisitor.jpg
Inquisitor
Standard Frigates Inquisitor Class
Icon hi slot.png3 (0/2) Icon mid slot.png2 Icon low slot.png4
Icon powergrid.png51 MW Icon cpu.png135 tf
Icon velocity.png405 m/sec
Icon capacity.png250 m³
,Purifier
Purifier.jpg
CornerT2s.png
Purifier
Covert Ops Inquisitor Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png5 (3/2) Icon mid slot.png3 Icon low slot.png3
Icon powergrid.png45 MW Icon cpu.png305 tf
Icon velocity.png300 m/sec
Icon capacity.png260 m³

Ship Attributes

Fittings
Powergrid
powergrid
57 MW
CPU
cpu output
145 tf
Capacitor
capacitor
675 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
2
Low
low slots
5
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
405 m/sec
Inertia Modifier
inertia modifier (agility)
3.5
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
7.91 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
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
45.00 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
15 points
Sig. Radius
signature radius
34 m
Scan Res.
scan resolution
920 mm
Structure
Structure Hitpoints
structure hitpoints
400 HP
Mass
ship mass
1,630,000 kg
Volume
ship volume
28,700 m³
Cargo Capacity
cargo capacity
250 m³
Armor
Armor Hitpoints
armor hitpoints
550 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
43.5
EXP
explosive resistance
60
Shields
Shield Capacity
shield hitpoints
300 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
55
EXP
explosive resistance
75


Summary

The Deacon is the Tech 2 Amarr logistics frigate, specialized in providing powerful remote armor repair in a tough, hard-to-hit hull. In addition to the bonuses of its base hull, the Inquisitor, the Deacon adds a bonus to remote armor repairer cycle time, an additional reduction in remote armor repairer capacitor cost and a bonus to its total armor hitpoints.

Skills

As a Tech 2 ship, the Deacon works best with strong support skills, and good fitting skills to squeeze the maximum possible performance from the hull. Capacitor support skills are particularly important, as sustaining the remote repairers requires a lot of energy, and armor tanking skills boost the ship's survivability.

Tactics

With the armor damage resistance bonus and a generous five low slots, the Deacon can mount a very solid tank for a frigate. Even with the hull bonuses, running three remote armor repairers at once places a high strain on the capacitor, and Deacon fits often use an active capacitor booster in their mid slots.

Notes

You can write additional notes for the Deacon here.