Difference between revisions of "Cruor"

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* SHIP ATTRIBUTES SECTION (last update : 6/3/2014)
* 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=17926
+
| shipimg=Cruor.jpg
|shipid=17926
+
| shipname=Cruor
|shipimg=Cruor.jpg
+
| class=Frigate
|shipname=Cruor
+
| grouping=Pirate Faction Frigates
|caption=Cruor
+
| hulltype=Cruor Class
|class=Frigate
+
| faction=Blood Raiders
|grouping=Pirate Faction Ships
+
| variations=  
|hulltype=Cruor Class
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| tech=F  
|faction=Amarr Empire
 
|race=Amarr
 
|roles=unspecified
 
|variations=none
 
|tech=F
 
 
|ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
|powergrid=57 MW
 
|cpu=137 tf
 
|capacitor=470 GJ
 
|highs=4
 
|turrets=2
 
|launchers=0
 
|mediums=3
 
|lows=3
 
 
|mass=1,003,000 kg
 
|volume=28,600 m&#179;
 
|cargohold=135 m&#179;
 
 
|dronebay=0 m&#179;
 
|bandwidth=0 Mbit/sec
 
 
|info=Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy.  Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.
 
 
|bonuses=<b>Special Ability:</b><br>100% bonus to Small Energy Turret damage<br><b>Amarr Frigate Skill Bonus:</b><br>15% bonus to Energy Vampire and Energy Neutralizer drain amount per level<br><b>Minmatar Frigate Skill Bonus:</b><br>10% bonus to the velocity factor of stasis webifiers per level
 
 
|structurehp=582 HP
 
|shieldhp=583 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
 
|armorhp=657 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
 
 
|maxvelocity=308 m/s
 
|inertia=3.6
 
|warpspeed=5 AU/s
 
|warptime=5.01 s
 
 
|targetrange=25 km
 
|sigradius=35 m
 
|maxlockedtargets=6
 
|sensortype=RADAR
 
|sensorvalue=12 points
 
|scanres=763 mm
 
 
|reqskills=*Amarr Frigate III<small>8h 53m</small>
 
**Spaceship Command I<small>8m</small>
 
*Minmatar Frigate III<small>8h 53m</small>
 
**Spaceship Command I<small>8m</small>
 
|totaltraintime=0d 18h 3m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Cruor Cruor on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| powergrid=57 MW
 +
| cpu=150 tf
 +
| capacitor=470 GJ
 +
 +
| highs=4
 +
| turrets=2
 +
| launchers=0
 +
| mediums=3
 +
| lows=4
 +
 +
| mass=1,003,000 kg
 +
| volume=28,600 m³
 +
 +
| cargohold=135 m³
 +
| extraholdtype=
 +
| extrahold=
 +
 +
| dronebay=5 m³
 +
| bandwidth=5 Mbit/sec
 +
|quote=Strength belongs to those strong enough to claim it.
 +
|quote_attribution=Sanicanonical Scriptures, Book of Redemption 11:5
 +
| info=Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy.  Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.
 +
| bonuses= <b>Minmatar Frigate bonuses (per skill level):</b><br>
 +
20% bonus to Stasis Webifier range<br>
 +
'''Amarr Frigate bonuses (per skill level):'''<br>
 +
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>
 +
'''Role Bonus:'''<br>
 +
100% bonus to Small Energy Turret damage<br>
 +
•&nbsp;Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
 +
 +
| structurehp=580 HP
 +
 +
| armorhp=740 HP
 +
| armorem=50
 +
| armortherm=35
 +
| armorkin=25
 +
| armorexp=20
 +
 +
| shieldhp=480 HP
 +
| shieldem=0
 +
| shieldtherm=20
 +
| shieldkin=40
 +
| shieldexp=50
 +
 +
| maxvelocity=330 m/sec
 +
| inertia=3.6
 +
| warpspeed=5 AU/s
 +
| warptime=5.01 s
 +
 +
| targetrange=33 km
 +
| maxlockedtargets=6
 +
| sigradius=35 m
 +
| scanres=760 mm
 +
| sensortype=RADAR
 +
| sensorvalue=12 points
 +
 +
| reqskills= * {{RequiredSkill|Amarr Frigate|III}}
 +
** {{RequiredSkill|Spaceship Command|I}}
 +
* {{RequiredSkill|Minmatar Frigate|III}}
 +
** {{RequiredSkill|Spaceship Command|I}}
 +
| totaltraintime=17h 55m 0s
 +
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
  
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==Summary==
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== Summary ==
The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut ''amount'' and not neut ''range'', so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners.
+
The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut ''amount'' and not neut ''range'', so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners. With the rebalance changes in the Kronus patch removing the draining restrictions from vampire modules, they have become more popular than neuts in PvP fits. Because neuts drain more total capacitor energy than vampire modules however, neuts remain situationally useful.
  
The Cruor isn't really known as a solo boat, as it is slower than most frigates due to its armor tank. It can be quite potent in a fleet, though, and quickly cap out even larger ships.
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== Skills ==
 +
* {{sk|Amarr Frigate|mult=yes}} to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
 +
* {{sk|Minmatar Frigate|mult=yes}} to at least IV to take advantage of the Cruor's large 20% bonus to the range of stasis webifiers that comes with every extra level in the skill.
 +
* With the expense of the Cruor it is highly recommended to have T2 Tank (generally [[Armor tanking|Armor]] rather than [[Shield tanking|Shields]]) and T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery]] skills.
 +
Prerequisite skills:
 +
* {{sk|Capacitor Emission Systems|mult=yes}} is the prerequisite skill for Neutralizers (commonly referred to as Neuts) and Energy Vampires (commonly referred to as NOS). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only affects neuts).
 +
* {{sk|Capacitor Management|mult=yes}} and {{sk|Capacitor Systems Operation|mult=yes}} give better management of your own cap allowing you to be more effective at eliminating your opponents.
 +
* {{Sk|Propulsion Jamming}} will aid cap stability when using stasis webifiers, allowing pilots greater freedom when fitting.
  
==Skills==
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== Tactics ==
*[[Skills:Spaceship_Command#Amarr_frigate|Amarr Frigate]] to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
+
''No sub-article about Cruor roles or piloting tactics. You can write them here.''
*[[Skills:Spaceship_Command#Minmatar_frigate|Minmatar Frigate]] to at least IV to take advantage of the Cruor's large 10% bonus to the velocity factor of stasis webifiers that comes with every extra level in the skill.
 
*With the expense of the Cruor it is highly recommended to have T2 Tank (generally [[Armor_tanking|Armor]] rather than [[Shield_tanking|Shields]]) and T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery_Guide|Gunnery]] skills.
 
Prequisite skills:
 
*[http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos).
 
*[http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] is the only skill that directly impacts the effectiveness of capacitor warfare modules although it only effects neuts. 
 
*[http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] and [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] give better managment of your own cap allowing you to be more effective at eliminating your opponents.
 
  
==Fitting==
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== Notes ==
 +
For more information about capacitor warfare and other capacitor warfare using ships see [[Capacitor warfare]].
  
{{ShipFitting|
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{{ShipsMatrix|expgroup= pirates}}
ship=Cruor|
 
shipTypeID=17926|
 
fitName=PvP Tackle Neut|
 
fitID=PvP-Tackle-Neut|
 
high1name=Small Energy Neutralizer II|
 
high1typeID=13003|
 
high2name=Small Nosferatu II|
 
high2typeID=13001|
 
high3name=Small Focused Pulse Laser II|
 
high3typeID=3041|
 
high4name=Small Focused Pulse Laser II|
 
high4typeID=3041|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=X5 Prototype Engine Enervator|
 
mid2typeID=4025|
 
mid3name=Faint Epsilon Warp Scrambler I|
 
mid3typeID=5443|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=200mm Reinforced Steel Plates II|
 
low2typeID=20347|
 
low3name=Adaptive Nano Plating II|
 
low3typeID=1306|
 
charge1name=Imperial Navy Gamma S x2|
 
charge1typeID=23073|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Energy Collision Accelerator I|
 
rig1typeID=31454|
 
rig2name=Small Capacitor Control Circuit I|
 
rig2typeID=31370|
 
rig3name=open|
 
difficulty=2|
 
warsop=G|
 
warsopReason=|
 
version=ODY 1.1|
 
shipDNA=17926:3041;2:13001;1:13003;1:4025;1:5443;1:5973;1:1306;1:2048;1:20347;1:31370;1:31454;1:23073;2::|
 
skills=|
 
notes=An expensive but powerful neuting frigate.</li><li>As fitted, with all skills at V and before boosts, this ship has 6.4 K EHP, flies at 2619 m/s (3736 m/s with MWD overheated) and align in 5.4 s (3.8 s with MWD off). The capacitor is stable.</li><li>The ship will neut about 20-21 GJ/s, draining other frigates cap dry in about 20 - 40 s. </li><li>Damage is 126 dps at 4.7 + 2.5 km from the Imperial Navy Gamma.}}
 
 
 
==Tactics==
 
''No sub-article about Cruor roles or piloting tactics. You can write them here.''
 
  
==Notes==
 
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]
+
[[Category:Pirate Faction Ships]]
 +
[[Category:Pirate Faction Frigates]]

Latest revision as of 05:27, 16 November 2024

EVE University Database
 
Ship Database
Cruor
CornerTFh.png
Cruor
Blood Raiders
Blood Raiders
Pirate Faction Frigates
Cruor Class
RELATED UNI-WIKI REFERENCES
Strength belongs to those strong enough to claim it.
– Sanicanonical Scriptures, Book of Redemption 11:5


Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy. Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.

SHIP BONUSES

Minmatar Frigate bonuses (per skill level):
20% bonus to Stasis Webifier range
Amarr Frigate bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Role Bonus:
100% bonus to Small Energy Turret damage
• Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level

Required Skills
Training Time what's this?
17h 55m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
57 MW
CPU
cpu output
150 tf
Capacitor
capacitor
470 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
3
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
330 m/sec
Inertia Modifier
inertia modifier (agility)
3.6
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
5.01 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
33 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
signature radius
35 m
Scan Res.
scan resolution
760 mm
Structure
Structure Hitpoints
structure hitpoints
580 HP
Mass
ship mass
1,003,000 kg
Volume
ship volume
28,600 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
740 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
480 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut amount and not neut range, so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners. With the rebalance changes in the Kronus patch removing the draining restrictions from vampire modules, they have become more popular than neuts in PvP fits. Because neuts drain more total capacitor energy than vampire modules however, neuts remain situationally useful.

Skills

  • Amarr Frigate (2x) to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
  • Minmatar Frigate (2x) to at least IV to take advantage of the Cruor's large 20% bonus to the range of stasis webifiers that comes with every extra level in the skill.
  • With the expense of the Cruor it is highly recommended to have T2 Tank (generally Armor rather than Shields) and T2 Small Energy Turret with supporting Gunnery skills.

Prerequisite skills:

  • Capacitor Emission Systems (2x) is the prerequisite skill for Neutralizers (commonly referred to as Neuts) and Energy Vampires (commonly referred to as NOS). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only affects neuts).
  • Capacitor Management (3x) and Capacitor Systems Operation (1x) give better management of your own cap allowing you to be more effective at eliminating your opponents.
  • Propulsion Jamming will aid cap stability when using stasis webifiers, allowing pilots greater freedom when fitting.

Tactics

No sub-article about Cruor roles or piloting tactics. You can write them here.

Notes

For more information about capacitor warfare and other capacitor warfare using ships see Capacitor warfare.