Difference between revisions of "Vargur"
m (Fix red link using link-end trick.) |
Drebin 679 (talk | contribs) (Moved ship quote into the newly added quote and quote_attribution fields.) |
||
(8 intermediate revisions by 4 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 : 2024-11-12) | |
− | + | ------------------------------------------------------------- | |
− | + | * 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=28665 | |
− | + | | shipimg=Vargur.jpg | |
− | + | | shipname=Vargur | |
− | + | | class= Marauder | |
− | + | | grouping=Marauders | |
− | + | | hulltype=Tempest Class | |
− | + | | faction=Minmatar Republic | |
− | + | | variations= {{Ship|Tempest}}, {{Ship|Tempest Fleet Issue}}, {{Ship|Tempest Tribal Issue}} | |
− | + | | tech=2 | |
− | + | | powergrid=12,900 MW | |
− | + | | cpu=600 tf | |
− | + | | capacitor=6,200 GJ | |
− | + | | highs= 7 | |
− | + | | turrets=4 | |
− | + | | launchers= | |
− | + | | mediums=6 | |
− | + | | lows= 6 | |
− | + | | mass= 150,000,000 kg | |
− | + | | volume=450,000 m³ | |
− | + | | cargohold=1,150 m³ | |
− | + | | extraholdtype= | |
− | + | | extrahold= | |
− | + | | dronebay=75 m³ | |
− | + | | bandwidth=50 Mbit/sec | |
− | + | | quote=Strength without balance is like a sword without a hand to wield it. | |
− | + | | quote_attribution=Starkmanir martial arts 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> | ||
5% bonus to Shield Booster and Armor Repairer amount<br> | 5% bonus to Shield Booster and Armor Repairer amount<br> | ||
7.5% bonus to Large Projectile Turret tracking speed<br> | 7.5% bonus to Large Projectile Turret tracking speed<br> | ||
'''Minmatar Battleship bonuses (per skill level):'''<br> | '''Minmatar Battleship bonuses (per skill level):'''<br> | ||
7.5% bonus to Large Projectile Turret damage<br> | 7.5% bonus to Large Projectile Turret damage<br> | ||
− | + | 7.5% bonus to Large Projectile Turret falloff<br> | |
'''Role Bonus:'''<br> | '''Role Bonus:'''<br> | ||
100% bonus to Large Projectile Turret damage<br> | 100% bonus to Large Projectile Turret damage<br> | ||
100% bonus to Tractor Beam range and velocity<br> | 100% bonus to Tractor Beam range and velocity<br> | ||
70% reduction in Micro Jump Drive reactivation delay<br> | 70% reduction in Micro Jump Drive reactivation delay<br> | ||
− | • Can fit Bastion modules | + | • Can fit Bastion modules |
− | |||
− | |||
− | |||
− | + | | structurehp=6,900 HP | |
− | + | | armorhp= 7,800 HP | |
− | + | | armorem=70 | |
− | + | | armortherm=43.13 | |
− | + | | armorkin=25 | |
− | + | | armorexp=10 | |
− | + | | shieldhp= 7,800 HP | |
− | + | | shieldem=25 | |
− | + | | shieldtherm=30 | |
− | + | | shieldkin=40 | |
− | + | | shieldexp=50 | |
− | + | | maxvelocity=110 m/sec | |
− | + | | inertia= 0.71 | |
− | + | | warpspeed= 3 AU/s | |
− | + | | warptime= 14.76 s | |
− | + | | targetrange= 105.3 km | |
− | + | | maxlockedtargets=10 | |
− | + | | sigradius=360 m | |
− | + | | scanres=180 mm | |
− | + | | sensortype=LADAR | |
− | + | | sensorvalue=20 points | |
− | + | | reqskills= * {{RequiredSkill|Minmatar Battleship|V}} | |
** {{RequiredSkill|Spaceship Command|IV}} | ** {{RequiredSkill|Spaceship Command|IV}} | ||
** {{RequiredSkill|Minmatar Battlecruiser|III}} | ** {{RequiredSkill|Minmatar Battlecruiser|III}} | ||
Line 96: | Line 95: | ||
**** {{RequiredSkill|Gunnery|II}} | **** {{RequiredSkill|Gunnery|II}} | ||
** {{RequiredSkill|Spaceship Command|V}} | ** {{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 --> | ||
Line 122: | Line 121: | ||
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. | 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. | ||
− | Also as with all Marauders, the Vargur gains access to the Bastion Module, which when activated immobilizes the Vargur for | + | 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. | ||
Line 130: | Line 129: | ||
== Tactics == | == 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- | + | 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 == | == Notes == | ||
Line 136: | Line 135: | ||
== Patch History == | == Patch History == | ||
− | {{Expansion past| | + | {{Expansion past|width= 45% |
− | '''Viridian expansion - 2023-06-13''' [https://www.eveonline.com/news/view/viridian-expansion-notes | + | |'''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 | * +1 Lowslot, -1 Highslot | ||
* Decreased Shield HP from 8,300 to 7,800 | * Decreased Shield HP from 8,300 to 7,800 |
Latest revision as of 06:01, 18 November 2024
RELATED UNI-WIKI REFERENCES
|
Strength without balance is like a sword without a hand to wield it.
SHIP BONUSES
Marauders bonuses (per skill level):
Ship Attributes
|
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, 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 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 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 7.5% damage bonus per Minmatar Battleship level, giving it 11 effective guns, which is then doubled by the Bastion Module up to 22 effective guns.
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.
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.
Skills
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, Strongholds, 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
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.
|