Difference between revisions of "Arbitrator"
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skills=| | skills=| | ||
notes=A long range (100 km) TD fit.</li><li>With all skills at V and before boosts, this ship has 28 K EHP, flies at 1533 m/s (2175 m/s with MWD overheated) and align in 9.6 s (6.9 s with MWD off).</li><li>The capacitor will last for 1 min 7 s with all modules on. It is stable at 85% with the MWD and neut off.</li><li>Damage is 238 dps at up to max targeting range or 100 km, whichever is lower, with Hammerhead II drones. Note that at 2100 m/s, the Hammerheads would take about 45 s to travel 100 km, making applying damage at range impractical.}} | notes=A long range (100 km) TD fit.</li><li>With all skills at V and before boosts, this ship has 28 K EHP, flies at 1533 m/s (2175 m/s with MWD overheated) and align in 9.6 s (6.9 s with MWD off).</li><li>The capacitor will last for 1 min 7 s with all modules on. It is stable at 85% with the MWD and neut off.</li><li>Damage is 238 dps at up to max targeting range or 100 km, whichever is lower, with Hammerhead II drones. Note that at 2100 m/s, the Hammerheads would take about 45 s to travel 100 km, making applying damage at range impractical.}} | ||
+ | |||
+ | {{ShipFitting| | ||
+ | ship=Arbitrator| | ||
+ | shipTypeID=628| | ||
+ | fitName=Solo PvP| | ||
+ | fitID=Solo-PvP| | ||
+ | high1name=Medium Unstable Power Fluctuator I| | ||
+ | high1typeID=16471| | ||
+ | high2name=Small Unstable Power Fluctuator I| | ||
+ | high2typeID=4475| | ||
+ | high3name=Small Unstable Power Fluctuator I| | ||
+ | high3typeID=4475| | ||
+ | high4name=Small Unstable Power Fluctuator I| | ||
+ | high4typeID=4475| | ||
+ | mid1name=10MN Afterburner II| | ||
+ | mid1typeID=12058| | ||
+ | mid2name=Balmer Series Tracking Disruptor I| | ||
+ | mid2typeID=5320| | ||
+ | mid3name=Medium Electrochemical Capacitor Booster I| | ||
+ | mid3typeID=4833| | ||
+ | mid4name=Faint Epsilon Warp Scrambler I| | ||
+ | mid4typeID=5443| | ||
+ | low1name=Medium Ancillary Armor Repairer| | ||
+ | low1typeID=33101| | ||
+ | low2name=Damage Control II| | ||
+ | low2typeID=2048| | ||
+ | low3name=Energized Adaptive Nano Membrane II| | ||
+ | low3typeID=11269| | ||
+ | low4name=800mm Reinforced Steel Plates II| | ||
+ | low4typeID=20351| | ||
+ | low5name=Drone Damage Amplifier II| | ||
+ | low5typeID=4405| | ||
+ | drone1name=Warrior II x8| | ||
+ | drone1typeID=2488| | ||
+ | drone2name=Hammerhead II x6| | ||
+ | drone2typeID=2185| | ||
+ | drone3name=Vespa EC-600 x5| | ||
+ | drone3typeID=23705| | ||
+ | drone4name=open| | ||
+ | drone5name=open| | ||
+ | charge1name=Nanite Repair Paste x128| | ||
+ | charge1typeID=28668| | ||
+ | charge2name=Tracking Speed Disruption Script x1| | ||
+ | charge2typeID=29007| | ||
+ | charge3name=Tracking Speed Disruption Script x3| | ||
+ | charge3typeID=29007| | ||
+ | charge4name=Navy Cap Booster 800 x14| | ||
+ | charge4typeID=32014| | ||
+ | charge5name=open| | ||
+ | rig1name=Medium Anti-Explosive Pump I| | ||
+ | rig1typeID=31011| | ||
+ | rig2name=Medium Ancillary Current Router I| | ||
+ | rig2typeID=31360| | ||
+ | rig3name=Medium Auxiliary Nano Pump I| | ||
+ | rig3typeID=31047| | ||
+ | difficulty=1| | ||
+ | warsop=A| | ||
+ | warsopReason=| | ||
+ | version=RUBI 1.0| | ||
+ | shipDNA=628:4475;3:16471;1:4833;1:5320;1:5443;1:12058;1:2048;1:4405;1:11269;1:20351;1:33101;1:31011;1:31047;1:31360;1:2185;6:2488;8:23705;5:28668;128:29007;1:32014;14:28668;128:29007;1:32014;14::| | ||
+ | skills=| | ||
+ | notes=Use your afterburner and your neuts to dictate range inside of scram and use your TD with an optimal script to ensure those nasty kiters don't plink away at your from range. Prime targets for this ship are blaster and laser boats that rely on cap for their dps. It can still work against projectile foes if you use your TD correctly. Avoid missile and drone ships as your neuts and TD have no effect on them.}} | ||
==Tactics== | ==Tactics== |
Revision as of 20:15, 5 January 2014
RELATED UNI-WIKI REFERENCES
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The Arbitrator is unusual for Amarr ships in that it's primarily a drone carrier. While it is not the best carrier around, it has superior armor that gives it greater durability than most ships in its class. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Arbitrator is a ship of a dual role: it can deal damage as a drone boat and it is an EWAR platform. It has the largest drone bay of any T1 cruiser, beating even the Gallente Vexor, though it has less drone bandwidth than the Vexor. It can still field a full flight of medium drones at a time however, and has the bay to carry 3 flights of medium drones or 6 flights of light drones (or a mix), giving it unparalleled flexibility in its class. As well as its drones the Arbitrator also has bonuses to the Amarr racial EWAR, tracking disruption.
The Arbitrator has a balanced slot layout of mids and lows, but is normally armor tanked to allow the mids to be used for tracking disruptors. The Arbitrator has no bonuses to any weapon type, so can use any turret it likes, but given the split turret and launcher slots and lack of bonuses many pilots forego weapons entirely in favor of nosferatu or neutraliser arrays. One Drone Link Augmentor can be added, but it usefulness is limited given the relatively short targeting range and lack of drone speed bonus of the Arbitrator.
As Tracking Disruption is ineffective against missiles, drones, EWAR, and of no use opposing logistics it is often considered one of the weaker types of EWAR. However one or two bonused tracking disruptors can remove a ship's ability to apply its damage. Due to the situational use of this ship, newer pilots may be better with one of the other Amarr cruisers (Omen or Maller).
Skills
The recommended certificates for this ship are
- Core Competency Basic.
- Combat Drone Control Standard.
- Armour Tanking Basic.
- Tracking Disruptor Operator Basic.
The following skills are suggested.
Fitting and Capacitor:
- Power Grid Management V. Increases powergrid by 5%/level
- CPU Management V. Increases CPU by 5%/level
- Warp Drive Operation III.
- Capacitor Systems Operation V. Cap recharge 5% / level If you are using energy neutralizers this is important, as they devour your cap.
- Capacitor Emission Systems IV. Reduces Energy neutralizers cap need,
Drones:
- Drones V. Five drones are better then only one, right?
- Combat Drone Operation V and Drone Interfacing IV For more damage.
- Amarr Cruiser IV For even more damage (And it makes your Tracking Disruptors even more awesome)
- Scout drone Operation V. Extends your drone control range to 45000m (5000m/level + 20000 base). More cruicially, it is required for T2 drones.
- Gallente Drone Operation I/Minmatar Drone Operation I Lets you fly your favorite T2 drones of choise. Which is Minmatar or Gallante ;)
Fitting
Drone Link Augmentor I
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction
Experimental 10MN Microwarpdrive I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Ionic Field Projector I
Medium Drone Speed Augmentor I
Medium Trimark Armor Pump I
Hobgoblin II x5
Vespa EC-600 x5
Hammerhead II x5
Warrior II x5
Optimal Range Disruption Script x3
Tracking Speed Disruption Script x3
- A medium range (78 km) fit with emphasis on drone damage and speed.
- With all skills at V and before boosts, this ship has 26.1 K EHP, flies at 1457 m/s (2066 m/s with MWD overheated) and align in 9.6 s (6.9 s with MWD off).
- The capacitor will last for 53 s with all modules on. It is stable at 85% with the MWD and neut off.
- Damage is 351 dps at up to max targeting range or 80 km, whichever is lower, with Hammerhead II drones.
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction
Drone Link Augmentor I
Drone Link Augmentor I
Experimental 10MN Microwarpdrive I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Balmer Series Tracking Disruptor I
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Type-D Attenuation Signal Augmentation
Medium Tracking Diagnostic Subroutines I
Medium Ionic Field Projector I
Medium Particle Dispersion Projector I
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Warrior II x10
Tracking Speed Disruption Script x3
Optimal Range Disruption Script x3
- A long range (100 km) TD fit.
- With all skills at V and before boosts, this ship has 28 K EHP, flies at 1533 m/s (2175 m/s with MWD overheated) and align in 9.6 s (6.9 s with MWD off).
- The capacitor will last for 1 min 7 s with all modules on. It is stable at 85% with the MWD and neut off.
- Damage is 238 dps at up to max targeting range or 100 km, whichever is lower, with Hammerhead II drones. Note that at 2100 m/s, the Hammerheads would take about 45 s to travel 100 km, making applying damage at range impractical.
Medium Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
10MN Afterburner II
Balmer Series Tracking Disruptor I
Medium Electrochemical Capacitor Booster I
Faint Epsilon Warp Scrambler I
Medium Ancillary Armor Repairer
Damage Control II
Energized Adaptive Nano Membrane II
800mm Reinforced Steel Plates II
Drone Damage Amplifier II
Medium Anti-Explosive Pump I
Medium Ancillary Current Router I
Medium Auxiliary Nano Pump I
Warrior II x8
Hammerhead II x6
Vespa EC-600 x5
Nanite Repair Paste x128
Tracking Speed Disruption Script x1
Tracking Speed Disruption Script x3
Navy Cap Booster 800 x14
- Use your afterburner and your neuts to dictate range inside of scram and use your TD with an optimal script to ensure those nasty kiters don't plink away at your from range. Prime targets for this ship are blaster and laser boats that rely on cap for their dps. It can still work against projectile foes if you use your TD correctly. Avoid missile and drone ships as your neuts and TD have no effect on them.
Tactics
Tracking disruptors damage the enemy's optimal range and fall off by the same percent. They also damage the enemy's tracking. Both can be scripted to increase the effect and to reduce the stacking penalties when using more than one.
Most of how to use it will be acquired in game with experience. As an example, 2 scripted range TDs used against an artillery thrasher with one tracking disruption, can reduce the range of titanium ammo from 30km to under 7km, with very poor chances of hitting a fast traversing frigate. It's sort of an "I win" button against certain ships. Many solo pilots also use it to reduce the incoming damage of larger, additional enemy ships so they can win against fearsome odds. The bonused version is significantly stronger than the unbonused one, but still very skill strength dependent.
It is worth reading about Drones as they are your primary source of damage. Knowing your drones helps a lot
As this ship has no bonuses to energy neutralizers, Using them against a larger ship, such as a BC or a BS is most likely only going to drain your own cap
Notes
This vessel qualifies for the University Ship Replacement, PYOS, BYOM, and Mining Loaner Fleet programs.