Difference between revisions of "Griffin"
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See the [[EWAR Guide]] and [[ECM Guide]] articles for more information. | See the [[EWAR Guide]] and [[ECM Guide]] articles for more information. | ||
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==Tactics== | ==Tactics== |
Revision as of 04:32, 26 August 2017
RELATED UNI-WIKI REFERENCES
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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):
Ship Attributes
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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
Blackbird
Blackbird
Standard Cruisers Blackbird Class
4 (3/3) 6 3
525 MW 425 tf
190 m/sec
305 m³
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and eventually the
Scorpion
Scorpion
Standard Battleships Scorpion Class
5 (4/4) 8 5
9,500 MW 750 tf
94 m/sec
690 m³
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. 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 headquarters.
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.
Skills
These skills will improve your EWAR effectiveness when flying a Griffin.
- 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.
- Long Range Targeting - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2.
- Frequency Modulation - Increases the falloff distance of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2.
- 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.
- Electronic Superiority Rigging - This will reduce the shield penalty incurred by your ECM rigs. Requires Jury Rigging Level 3 and Mechanics Level 3.
- 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.
See the EWAR Guide and ECM Guide articles for more information.
Fitting
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher
Umbra Scoped Radar ECM
Hypnos Scoped Magnetometric ECM
BZ-5 Scoped Gravimetric ECM
Enfeebling Scoped Ladar ECM
5MN Cold-Gas Enduring Microwarpdrive
'Hypnos' Signal Distortion Amplifier I
'Hypnos' Signal Distortion Amplifier I
Small Ionic Field Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I
Hobgoblin I x1
- Rockets to clean tackle in case of emergency
Rocket Launcher II
Auto Targeting System I
5MN Cold-Gas Enduring Microwarpdrive
Gravimetric ECM II
Ladar ECM II
Magnetometric ECM II
Radar ECM II
Signal Distortion Amplifier II
Signal Distortion Amplifier II
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I
Acolyte II x1
Tactics
PvE - Not recommended as the Griffin has very little offensive capability.
PvP - Solo
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
Notes
You can add notes here.