Difference between revisions of "Griffin"

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  | shipimg=Griffin.jpg
 
  | shipimg=Griffin.jpg
 
  | shipname=Griffin
 
  | shipname=Griffin
| caption=Griffin
 
 
  | class=Frigate
 
  | class=Frigate
 
  | grouping=Standard Frigates
 
  | grouping=Standard Frigates
 
  | hulltype=Griffin Class
 
  | hulltype=Griffin Class
  | faction=Caldari State
+
  | faction=Caldari State  
| race=Caldari
 
| roles=Electronic Warfare
 
 
  | variations={{Ship|Kitsune}},{{Ship|Griffin Navy Issue}}
 
  | variations={{Ship|Kitsune}},{{Ship|Griffin Navy Issue}}
  | tech=
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  | tech=  
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=24 MW
 
  | powergrid=24 MW
 
  | cpu=240 tf
 
  | cpu=240 tf
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  | lows=2
 
  | lows=2
 
  | mass=1,056,000 kg
 
  | mass=1,056,000 kg
  | volume=19,400 m&#179;
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  | volume=19,400
  | cargohold=260 m&#179;
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  | cargohold=260
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=5 m&#179;
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  | dronebay=5
 
  | bandwidth=5 Mbit/sec
 
  | bandwidth=5 Mbit/sec
  | info=<b>Development</b><br>The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.
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| quote=Deny your enemy the satisfaction of combat.
 +
| quote_attribution=Lai Dai marketing division
 +
  | info=The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.
 
  | bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>15% bonus to ECM Target Jammer strength<br>10% reduction in ECM Target Jammer activation cost<br>
 
  | bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>15% bonus to ECM Target Jammer strength<br>10% reduction in ECM Target Jammer activation cost<br>
 
  | structurehp=250 HP
 
  | structurehp=250 HP
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  | scanres=500 mm
 
  | scanres=500 mm
 
  | reqskills=*{{RequiredSkill|Caldari Frigate|I}}
 
  | reqskills=*{{RequiredSkill|Caldari Frigate|I}}
**{{RequiredSkill|Spaceship Command|I}}
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** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=25m 0s
 
  | totaltraintime=25m 0s
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Griffin Griffin on Eve Online Wiki]
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  | externallinks=
 
  | highlights1=
 
  | highlights1=
 
  | highlights2=
 
  | highlights2=
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==Summary==
+
== Summary ==
The Griffin is an Electronic Counter Measure frigate, often seen in E-UNI fleets offering Electronic Warfare support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 seconds. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other or to break Warp Disruption, allowing an escape. For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the {{ship|Blackbird}} and eventually the {{ship|Scorpion}}. Expect to lose them a lot though, as ECM ships are often called primary by enemy commanders. Griffins are available fully fitted for free from the Alpha hangar at the Uni home station in Aldrat.
+
The Griffin is the Caldari Tech 1 [[electronic warfare]] frigate, specializing in [[Electronic Countermeasures|ECM]]. Although the Griffin is cheap and requires few character skills, it can have a significant battlefield impact.
  
It has 5 mid slots allowing a rainbow fit of one of each racial jammer and a propulsion module. It has 2 low slots that usually have a Signal Distortion Amplifier and a Damage Control module.
+
ECM is a particularly powerful type of EWAR: a successfully jammed enemy loses all their target locks and cannot lock any ship other than their jammer for 20 seconds. This can reduce the damage directed at your fleet, prevent enemy [[logistics]] ships repairing their allies, and break [[Tackling|tackle]], allowing friendly ships to escape. In group PvP combat, the Griffin is a powerful force multiplier. Because of its cheap cost and low SP requirements, groups living in dangerous space often also keep spare Griffins in their hangars ready to jam tackle off when a friendly PvE ship is attacked; because these ships are used to pry tackling ships off, players sometimes colloquially call them "crowbars".
  
==Skills==
+
For new EVE players, flying this ship only requires training {{sk|Caldari Frigate|I}}, a skill which Caldari characters begin with and which can be quickly trained by anyone else; anyone who has completed the first six hours of the E-Uni [[Short Skill Plan]] can be basically functional in a Griffin. Griffin pilots who enjoy flying ECM can consider training for the [[Blackbird]] in the short term, and for the [[Kitsune]], [[Rook]] and [[Falcon]] in the long term.
  
These skills will improve your EWAR effectiveness when flying a Griffin.
+
== Skills ==
  
*[[Skills:Spaceship_Command#Caldari_Frigate|Caldari Frigate]] - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness: 15% bonus to ECM Target Jammer strength per level and +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires Spaceship Command I.
+
The Griffin is a fairly forgiving ship and new pilots need few skills to be effective in using it. There are, though, some skills which will further boost the Griffin's power, and anyone planning to use ECM often should consider training these. A key, obvious priority is the {{sk|Caldari Frigate}} skill, which gives the ship +15% ECM strength and +12.5% ECM range per level. {{sk|Electronic Warfare}}, which every character already has at level I after character creation, shaves 5% off the capacitor use of ECM modules per level.
  
*[[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2.
+
Increasing the range of ECM and the target locking range of the ship also makes the Griffin more able to affect a whole battle, and increases its survivability (as it can fight from further away):
  
*[[Skills:Electronic_Systems#Frequency_Modulation|Frequency Modulation]] - Increases the falloff distance of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2.  
+
* {{sk|Long Range Targeting}}: 5% greater targeting range per level.
 +
* {{sk|Long Distance Jamming}}: 10% greater ECM optimal range per level. Requires Electronic Warfare III.
 +
* {{sk|Frequency Modulation}}: 10% greater ECM falloff range per level. Requires Electronic Warfare II.
  
*[[Skills:Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management Level 4 and Electronics Warfare Level 3.  
+
Pilots enthusiastic about ECM should also look towards training {{sk|Signal Dispersion}}, which gives a further +5% bonus to ECM strength per level. This skill requires CPU Management V and Electronic Warfare IV, so it is a medium-term goal for enthusiasts, not a requirement for occasional Griffin pilots. {{sk|Electronic Superiority Rigging}} mitigates the shield penalties incurred by adding rigs useful for ECM to a ship.
  
*[[Skills:Rigging#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] - This will reduce the shield penalty incurred by your ECM rigs. Requires Jury Rigging Level 3 and Mechanics Level 3.  
+
== Tactics ==
 +
New Griffin pilots can read the [[Electronic warfare#EWAR Tactics|tactics section]] of the wiki's page on EWAR, and/or attend one of the Uni's [[EWAR (CORE class)|Introduction to EWAR]] classes.
  
*[[Skills:Electronic_Systems#Signal_Dispersion|Signal Dispersion]] - Increases your jam strength by 5% per level. This skill requires CPU Management 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
+
The Griffin is typically fitted with racially-specific ECM jammers. If the ECM target is not known before undocking, these are normally fitted in "rainbow" configuration with one jammer of each of the four types. Griffins often keep extra racially-specific jammers in their cargo, so that they can refit to jam specific targets if they receive intel before fighting. Signal Distortion Amplifier modules in the low slots increase ECM strength, and a MWD helps battlefield mobility. The Griffin cannot mount a useful tank without sacrificing its ECM modules, and cannot deal significant damage, so Griffins often have no tank or weapons. Rigs can extend the Griffin’s base lock range, or its ECM range, or both. It is important to make the ship’s lock range longer than its jammers' optimal, to maximize the practical operating range of the ship.
  
See the [[EWAR Guide]] and [[ECM Guide]] articles for more information.
+
The following tips will prove useful in flying a Griffin:
  
==Fitting==
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* '''Warp into an engagement after your fleetmates.''' Let your opponents begin attacking others and make yourself an added complication to which they have to adjust.
{{ShipFitting|
 
ship=Griffin|
 
shipTypeID=584|
 
fitName=Fleet T1 Range|
 
fitID=Fleet-T1-Range|
 
high1name=open|
 
high2name=open|
 
mid1name=5MN Cold-Gas Enduring Microwarpdrive|
 
mid1typeID=5971|
 
mid2name=BZ-5 Scoped Gravimetric ECM|
 
mid2typeID=19946|
 
mid3name=Enfeebling Scoped Ladar ECM|
 
mid3typeID=19939|
 
mid4name=Hypnos Scoped Magnetometric ECM|
 
mid4typeID=19927|
 
mid5name=Umbra Scoped Radar ECM|
 
mid5typeID=19952|
 
low1name='Hypnos' Signal Distortion Amplifier I|
 
low1typeID=25565|
 
low2name='Hypnos' Signal Distortion Amplifier I|
 
low2typeID=25565|
 
drone1name=Hobgoblin I x1|
 
drone1typeID=2454|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
rig1name=Small Particle Dispersion Projector I|
 
rig1typeID=31298|
 
rig2name=Small Ionic Field Projector I|
 
rig2typeID=31274|
 
rig3name=Small Particle Dispersion Augmentor I|
 
rig3typeID=31286|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=CITADEL|
 
shipDNA=584:5973;1:19927;1:19939;1:19946;1:19952;1:25565;2:31274;1:31286;1:31298;1:2454;1::|
 
skills=|
 
notes=This version uses Scoped ECM modules, for maximum range. If you find yourself frequently short on capacitor, you can replace these with Enduring modules. </li><li>Carry spares of all racial jammers in your cargo.</li><li>With skills all at level V, the ECM strength for each module is about 10.</li><li>The rigs increase the ECM range, strength and targeting range. They significantly increase the Griffin performance.</li><li>Optimal range is 60 km while fall-off is 50 km.</li><li>Targeting range is 100 km, which is almost optimal + 1 falloff, so you have a bit nore than 50% chances of trying for a jam at 100 km</li><li>No weapons or tank. You should not even be in range. You get in trouble? Warp away.</li><li>If you want a little buffer, swap a sig amp for a damage control}}
 
  
==Fleet-Up Fittings==
+
* '''Know your operating range, and keep that distance from enemies.'''
<wikifit>584</wikifit>
 
  
==Tactics==
+
* '''Match your jammers to your opponents’ racial sensor types.''' If you are flying a “rainbow”-fit Griffin, try to use the appropriate jammer on each opponent. The background colour of the ship image in the locked target window tells you which colour of jammer to use, so, for example, Minmatar ship icons always have red backgrounds, and red jammers are strong against them.
PvE - Not recommended as the Griffin has very little offensive capability.<br>
 
PvP - Solo
 
* Practise at the Libold frigate arena [[Frig FFA]], which is only 2 jumps from Aldrat. See how long you can last against other frigates! Use your long range to your advantage,target your opponent, colour match your jammer and activate as soon as they are in range. The non-matching jammers have a lower chance of achieving a jam but fire them off one a time until you get a jam or are vaporised. See how much more effective the right racial jammer module is against your opponent. Once engaged, practise aligning to a celestial so that you can warp out if your jam fails.
 
* Griffins are available fully fitted for free from the Alpha hangar at the Uni home station, PTS, Aldrat.
 
PvP - Fleet
 
* You have the advantage of speed and being a small target so align to a celestial when an engagement starts, lock targets within your optimal range and colour match your jammers to the targets as best you can. Warp as soon as you are yellow-boxed (someone starts locking you) and drop a bookmark on the way out so that you have a location to warp back to or warp back to your designated squad anchor.
 
  
More information on tactics and matching jammers to targets is at [[ECM Guide]]
+
* '''Fight aligned and warp out to avoid damage.''' With no tank, a Griffin's best defence is often a quick warp away when enemies begin to target it (it is fine to warp on being targeted, rather than waiting for damage). Warp to a nearby celestial object, and then bounce back into the fight at your optimal range, using one of your allies as a warp-in point.
 +
** Don't worry about "running away". By repeatedly bouncing out of a fight when targeted, you are disrupting the enemy fleet's plans and distracting them from your allies even when you are off-grid.
  
==Notes==
+
== Notes ==
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
+
 
 +
The griffin is a mythological lion-eagle hybrid beast, usually depicted with the body of a lion but the wings and head of an eagle. It originates in Middle Eastern and Mediterranean mythology, and has a long history in art and heraldry.
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]
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[[Category:WikiContest]]
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[[Category:Ship Database]]
 +
[[Category:Standard Frigates]]

Latest revision as of 20:01, 16 November 2024

EVE University Database
 
Ship Database
Griffin
Griffin
Caldari State
Caldari State
Standard Frigates
Griffin Class
RELATED UNI-WIKI REFERENCES
Deny your enemy the satisfaction of combat.
– Lai Dai marketing division


The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.

SHIP BONUSES

Caldari Frigate bonuses (per skill level):
15% bonus to ECM Target Jammer strength
10% reduction in ECM Target Jammer activation cost

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Kitsune
Kitsune.jpg
CornerT2s.png
Kitsune
Electronic Attack Frigates Griffin Class
Icon hi slot.png3 (3/1) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png26 MW Icon cpu.png270 tf
Icon velocity.png315 m/sec
Icon capacity.png160 m³
,Griffin Navy Issue
Griffin Navy Issue.jpg
CornerTFs.png
Griffin Navy Issue
Faction Frigates Griffin Class
Icon hi slot.png3 (1/2) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png40 MW Icon cpu.png180 tf
Icon velocity.png325 m/sec
Icon capacity.png260 m³

Ship Attributes

Fittings
Powergrid
powergrid
24 MW
CPU
cpu output
240 tf
Capacitor
capacitor
245 GJ
High
high slots
2
Launchers
launcher slots
2
Turrets
turret slots
0
Medium
medium slots
5
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
325 m/sec
Inertia Modifier
inertia modifier (agility)
3.5
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
5.12 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
65.00 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
17 points
Sig. Radius
signature radius
42 m
Scan Res.
scan resolution
500 mm
Structure
Structure Hitpoints
structure hitpoints
250 HP
Mass
ship mass
1,056,000 kg
Volume
ship volume
19,400 m³
Cargo Capacity
cargo capacity
260 m³
Armor
Armor Hitpoints
armor hitpoints
250 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Griffin is the Caldari Tech 1 electronic warfare frigate, specializing in ECM. Although the Griffin is cheap and requires few character skills, it can have a significant battlefield impact.

ECM is a particularly powerful type of EWAR: a successfully jammed enemy loses all their target locks and cannot lock any ship other than their jammer for 20 seconds. This can reduce the damage directed at your fleet, prevent enemy logistics ships repairing their allies, and break tackle, allowing friendly ships to escape. In group PvP combat, the Griffin is a powerful force multiplier. Because of its cheap cost and low SP requirements, groups living in dangerous space often also keep spare Griffins in their hangars ready to jam tackle off when a friendly PvE ship is attacked; because these ships are used to pry tackling ships off, players sometimes colloquially call them "crowbars".

For new EVE players, flying this ship only requires training Caldari Frigate I, a skill which Caldari characters begin with and which can be quickly trained by anyone else; anyone who has completed the first six hours of the E-Uni Short Skill Plan can be basically functional in a Griffin. Griffin pilots who enjoy flying ECM can consider training for the Blackbird in the short term, and for the Kitsune, Rook and Falcon in the long term.

Skills

The Griffin is a fairly forgiving ship and new pilots need few skills to be effective in using it. There are, though, some skills which will further boost the Griffin's power, and anyone planning to use ECM often should consider training these. A key, obvious priority is the Caldari Frigate skill, which gives the ship +15% ECM strength and +12.5% ECM range per level. Electronic Warfare, which every character already has at level I after character creation, shaves 5% off the capacitor use of ECM modules per level.

Increasing the range of ECM and the target locking range of the ship also makes the Griffin more able to affect a whole battle, and increases its survivability (as it can fight from further away):

Pilots enthusiastic about ECM should also look towards training Signal Dispersion, which gives a further +5% bonus to ECM strength per level. This skill requires CPU Management V and Electronic Warfare IV, so it is a medium-term goal for enthusiasts, not a requirement for occasional Griffin pilots. Electronic Superiority Rigging mitigates the shield penalties incurred by adding rigs useful for ECM to a ship.

Tactics

New Griffin pilots can read the tactics section of the wiki's page on EWAR, and/or attend one of the Uni's Introduction to EWAR classes.

The Griffin is typically fitted with racially-specific ECM jammers. If the ECM target is not known before undocking, these are normally fitted in "rainbow" configuration with one jammer of each of the four types. Griffins often keep extra racially-specific jammers in their cargo, so that they can refit to jam specific targets if they receive intel before fighting. Signal Distortion Amplifier modules in the low slots increase ECM strength, and a MWD helps battlefield mobility. The Griffin cannot mount a useful tank without sacrificing its ECM modules, and cannot deal significant damage, so Griffins often have no tank or weapons. Rigs can extend the Griffin’s base lock range, or its ECM range, or both. It is important to make the ship’s lock range longer than its jammers' optimal, to maximize the practical operating range of the ship.

The following tips will prove useful in flying a Griffin:

  • Warp into an engagement after your fleetmates. Let your opponents begin attacking others and make yourself an added complication to which they have to adjust.
  • Know your operating range, and keep that distance from enemies.
  • Match your jammers to your opponents’ racial sensor types. If you are flying a “rainbow”-fit Griffin, try to use the appropriate jammer on each opponent. The background colour of the ship image in the locked target window tells you which colour of jammer to use, so, for example, Minmatar ship icons always have red backgrounds, and red jammers are strong against them.
  • Fight aligned and warp out to avoid damage. With no tank, a Griffin's best defence is often a quick warp away when enemies begin to target it (it is fine to warp on being targeted, rather than waiting for damage). Warp to a nearby celestial object, and then bounce back into the fight at your optimal range, using one of your allies as a warp-in point.
    • Don't worry about "running away". By repeatedly bouncing out of a fight when targeted, you are disrupting the enemy fleet's plans and distracting them from your allies even when you are off-grid.

Notes

The griffin is a mythological lion-eagle hybrid beast, usually depicted with the body of a lion but the wings and head of an eagle. It originates in Middle Eastern and Mediterranean mythology, and has a long history in art and heraldry.