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Cruor: Difference between revisions

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==Skills==
==Skills==
''Further information about additional or recommended skills to pilot Cruor for a specific or it's common role(s) can be written here.''
*[[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.
*[[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 effecting at eliminating your opponents.


==Fitting==
==Fitting==