Difference between revisions of "Arazu"
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shipDNA=11969:10694;3:11578;1:448;1:3244;1:5302;3:5975;1:2048;1:11269;2:20353;1:31011;1:31055;1:2456;3:23707;5::| | shipDNA=11969:10694;3:11578;1:448;1:3244;1:5302;3:5975;1:2048;1:11269;2:20353;1:31011;1:31055;1:2456;3:23707;5::| | ||
skills=| | skills=| | ||
− | notes=High slots are open to modification, both covert and standard cynosural fields may be fitted, or a probe launcher. The only thing that should definitely stay is the cloak.</li><li>Scram or point maybe upgraded to faction counterparts, Republic Fleet Warp Disruptor advised for added range.</li><li>Ample CPU/PG to spare.</li><li>If you are flying under warfare links you may drop the MWD for an afterburner and switch the damage control for an 800mm plate for added tank.</li><li>Don't forget to carry both scripts for the sensor disruptors.</li><li>As fitted, with all skills at V and before boosts, this ship has 40.0 K EHP, flies at 1189 m/s (1682 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)</li><li>The capacitor will run out in 1 min 12 s.</li><li>It takes 7.2 s to lock up a frigate with this fit, see below}} | + | notes=High slots are open to modification, both covert and standard cynosural fields may be fitted, or a probe launcher. The only thing that should definitely stay is the cloak.</li><li>Scram or point maybe upgraded to faction counterparts, Republic Fleet Warp Disruptor advised for added range.</li><li>Ample CPU/PG to spare.</li><li>If you are flying under warfare links you may drop the MWD for an afterburner and switch the damage control for an 800mm plate for added tank.</li><li>Don't forget to carry both scripts for the sensor disruptors.</li><li>As fitted, with all skills at V and before boosts, this ship has 40.0 K EHP, flies at 1189 m/s (1682 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)</li><li>The capacitor will run out in 1 min 12 s.</li><li>It takes 7.2 s to lock up a frigate with this fit, see below}}{{ShipFitting| |
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ship=Arazu| | ship=Arazu| | ||
shipTypeID=11969| | shipTypeID=11969| |
Revision as of 15:55, 14 January 2014
RELATED UNI-WIKI REFERENCES
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Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships. SHIP BONUSES
Gallente Cruiser Skill Bonus:
Ship Attributes
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Summary
The Arazu is a T2 version of the Celestis, with the same bonus to sensor dampening and an additional impressive bonus to warp disruptor range. This allows the Arazu to point an enemy from nearly 60k away while overheating. It can combine this with sensor range damping to bring an enemy's lock range down below the Arazu's point range, allowing it to hold an enemy and render them unable to do anything about it. On top of this already potent combination is the ability to warp in while cloaked so it can get in to position and do it with little warning.
The Arazu also has a 40m3 drone bay and a bonus to hybrids to allow it to do some damage, but this is almost an afterthought.
Skills
Further information about additional or recommended skills to pilot Arazu for a specific or it's common role(s) can be written here.
Fitting
Covert Ops Cloaking Device II
125mm Prototype Gauss Gun
125mm Prototype Gauss Gun
125mm Prototype Gauss Gun
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Warp Scrambler II
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II
Medium Anti-Explosive Pump I
Medium Trimark Armor Pump I
Hornet EC-300 x5
Hobgoblin II x3
- High slots are open to modification, both covert and standard cynosural fields may be fitted, or a probe launcher. The only thing that should definitely stay is the cloak.
- Scram or point maybe upgraded to faction counterparts, Republic Fleet Warp Disruptor advised for added range.
- Ample CPU/PG to spare.
- If you are flying under warfare links you may drop the MWD for an afterburner and switch the damage control for an 800mm plate for added tank.
- Don't forget to carry both scripts for the sensor disruptors.
- As fitted, with all skills at V and before boosts, this ship has 40.0 K EHP, flies at 1189 m/s (1682 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)
- The capacitor will run out in 1 min 12 s.
- It takes 7.2 s to lock up a frigate with this fit, see below
Covert Ops Cloaking Device II
Expanded Probe Launcher I
Covert Cynosural Field Generator I
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Warp Disruptor II
Faint Epsilon Warp Scrambler I
F-90 Positional Sensor Subroutines
F-90 Positional Sensor Subroutines
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Medium Processor Overclocking Unit I
Medium Anti-Explosive Pump I
Vespa EC-600 x3
Hornet EC-300 x2
Scan Resolution Script x2
Sisters Combat Scanner Probe x8
- A fast locking version, with 2 points and a scram. With overheating, will point at 58 km and scram at 22 km, locking frigates in 3 s.
- The second sensor booster can be switched to an ECCM or a sensor dampener.
- As fitted, with all skills at V and before boosts, this ship has 33.9 K EHP, flies at 1243 m/s (1758 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)
- The capacitor will run out in 1 min 18 s.
Tactics
The Arazu is most often used as either a long-range point during mixed fleet ops or initial point during covert fleets.
For fleet ops, the Arazu's job is to keep distant enemies pointed, either until tacklers arrive or after tacklers have been shot down. Here, stealth is still key if you're following the bait ship. Just don't uncloak too soon or you'll alert your prey to the trap. If you're with the main fleet, keeping your stealth cloak up can still keep enemy scouts from getting an accurate number of your forces.
For covert fleets, your role is initial point on a single target. Getting into point range shouldn't be a problem. However, unlike stealth bombers, force recons don't have a reduction to unstealth lock penalties. This means you're sitting there waiting to start locking for at least 5 seconds. This makes communication with the rest of the fleet absolutely vital if you don't want to 1) have everyone else uncloak before you have a point and damp up, thus losing either your prey or your fleetmates' ships, or 2) not have your fleetmates come in on time and losing your prey and your ship.
Notes
You can write additional notes for Arazu here.