Difference between revisions of "Cruor"
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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/ | + | * 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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| shipimg=Cruor.jpg | | shipimg=Cruor.jpg | ||
| shipname=Cruor | | shipname=Cruor | ||
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| class=Frigate | | class=Frigate | ||
− | | grouping=Pirate Faction | + | | grouping=Pirate Faction Frigates |
| hulltype=Cruor Class | | hulltype=Cruor Class | ||
− | | faction=Blood Raiders | + | | faction=Blood Raiders |
− | + | | variations= | |
− | + | | tech=F | |
− | | variations= | + | |
− | | tech=F | ||
− | |||
| powergrid=57 MW | | powergrid=57 MW | ||
| cpu=150 tf | | cpu=150 tf | ||
| capacitor=470 GJ | | capacitor=470 GJ | ||
+ | |||
| highs=4 | | highs=4 | ||
| turrets=2 | | turrets=2 | ||
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| mediums=3 | | mediums=3 | ||
| lows=4 | | lows=4 | ||
+ | |||
| mass=1,003,000 kg | | mass=1,003,000 kg | ||
− | | volume=28,600 | + | | volume=28,600 m³ |
− | | cargohold=135 | + | |
+ | | cargohold=135 m³ | ||
+ | | extraholdtype= | ||
| extrahold= | | extrahold= | ||
− | + | ||
− | | dronebay=5 | + | | dronebay=5 m³ |
| bandwidth=5 Mbit/sec | | 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. | | 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> | + | | 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> | ||
+ | • Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level | ||
+ | |||
| structurehp=580 HP | | structurehp=580 HP | ||
+ | |||
+ | | armorhp=740 HP | ||
+ | | armorem=50 | ||
+ | | armortherm=35 | ||
+ | | armorkin=25 | ||
+ | | armorexp=20 | ||
+ | |||
| shieldhp=480 HP | | shieldhp=480 HP | ||
| shieldem=0 | | shieldem=0 | ||
+ | | shieldtherm=20 | ||
+ | | shieldkin=40 | ||
| shieldexp=50 | | shieldexp=50 | ||
− | + | ||
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| maxvelocity=330 m/sec | | maxvelocity=330 m/sec | ||
| inertia=3.6 | | inertia=3.6 | ||
| warpspeed=5 AU/s | | warpspeed=5 AU/s | ||
| warptime=5.01 s | | warptime=5.01 s | ||
− | | targetrange=33 | + | |
+ | | targetrange=33 km | ||
+ | | maxlockedtargets=6 | ||
| sigradius=35 m | | sigradius=35 m | ||
− | | | + | | scanres=760 mm |
| sensortype=RADAR | | sensortype=RADAR | ||
| sensorvalue=12 points | | sensorvalue=12 points | ||
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+ | | reqskills= * {{RequiredSkill|Amarr Frigate|III}} | ||
+ | ** {{RequiredSkill|Spaceship Command|I}} | ||
+ | * {{RequiredSkill|Minmatar Frigate|III}} | ||
+ | ** {{RequiredSkill|Spaceship Command|I}} | ||
| totaltraintime=17h 55m 0s | | totaltraintime=17h 55m 0s | ||
+ | |||
| forumlinks= | | forumlinks= | ||
| wikireferences= | | wikireferences= | ||
− | | externallinks= | + | | externallinks= |
| highlights1= | | highlights1= | ||
| highlights2= | | highlights2= | ||
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− | ==Summary== | + | == Summary == |
− | The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. | + | 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 == | ||
+ | * {{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. | ||
− | == | + | == Tactics == |
− | + | ''No sub-article about Cruor roles or piloting tactics. You can write them here.'' | |
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− | == | + | == Notes == |
− | + | For more information about capacitor warfare and other capacitor warfare using ships see [[Capacitor warfare]]. | |
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− | = | + | {{ShipsMatrix|expgroup= pirates}} |
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− | + | [[Category:Ship Database]] | |
− | [[Category:Database]][[Category: | + | [[Category:Pirate Faction Ships]] |
+ | [[Category:Pirate Faction Frigates]] |
Latest revision as of 05:27, 16 November 2024
RELATED UNI-WIKI REFERENCES
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Strength belongs to those strong enough to claim it.
SHIP BONUSES
Minmatar Frigate bonuses (per skill level):
Ship Attributes
|
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.