Difference between revisions of "Curse"
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− | * SHIP ATTRIBUTES SECTION (last update : | + | * SHIP ATTRIBUTES SECTION (last update : 1/18/2015) |
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* on editing the attributes, please make sure that you don't | * on editing the attributes, please make sure that you don't | ||
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| faction=Amarr Empire | | faction=Amarr Empire | ||
| race=Amarr | | race=Amarr | ||
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| variations={{Ship|Pilgrim}},{{Ship|Arbitrator}} | | variations={{Ship|Pilgrim}},{{Ship|Arbitrator}} | ||
| tech=2 | | tech=2 | ||
− | | ecmprio=3 | + | | ecmprio=3 |
| powergrid=900 MW | | powergrid=900 MW | ||
| cpu=380 tf | | cpu=380 tf | ||
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| volume=120,000 m³ | | volume=120,000 m³ | ||
| cargohold=345 m³ | | cargohold=345 m³ | ||
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| dronebay=150 m³ | | dronebay=150 m³ | ||
| bandwidth=50 Mbit/sec | | bandwidth=50 Mbit/sec | ||
| info=Name: Curse<br>Hull: Arbitrator<br>Role: Combat Recon Ship<br><br>Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Khanid Innovation<br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat. | | info=Name: Curse<br>Hull: Arbitrator<br>Role: Combat Recon Ship<br><br>Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Khanid Innovation<br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat. | ||
− | | bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>40% bonus to Energy Vampire and Energy Neutralizer transfer range<br>20% bonus to Energy Vampire and Energy Neutralizer transfer amount<br><b>Role Bonus:</b><br>Cannot be detected by directional scanners<br> | + | | bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Tracking Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>40% bonus to Energy Vampire and Energy Neutralizer transfer range<br>20% bonus to Energy Vampire and Energy Neutralizer transfer amount<br><b>Role Bonus:</b><br>• Cannot be detected by directional scanners<br> |
| structurehp=872 HP | | structurehp=872 HP | ||
| shieldhp=1,238 HP | | shieldhp=1,238 HP | ||
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| totaltraintime=61d 11h 23m 20s | | totaltraintime=61d 11h 23m 20s | ||
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| externallinks=[http://wiki.eveonline.com/en/wiki/Curse Curse on Eve Online Wiki] | | externallinks=[http://wiki.eveonline.com/en/wiki/Curse Curse on Eve Online Wiki] | ||
− | | | + | | rigs_size=Medium |
− | | | + | | rigs_count=2 |
− | | | + | | rigs_calibration=400 |
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Revision as of 20:44, 18 January 2015
RELATED UNI-WIKI REFERENCES
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Name: Curse SHIP BONUSES
Amarr Cruiser bonuses (per skill level):
Ship Attributes
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Summary
This Combat Recon is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility. Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier. No one wants to fight a Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.
The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to range. Armour Curses are ridiculed by some but as gang support, backed up with Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup.
This is a ship that really needs its applicable command skill to V to be fully functional.
Skills
Further information about additional or recommended skills to pilot Curse for a specific or it's common role(s) can be written here.
Fitting
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Diminishing Power System Drain I
Medium Diminishing Power System Drain I
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
EM Ward Field II
Thermic Dissipation Field II
Balmer Series Tracking Disruptor I
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Ancillary Current Router I
Medium Capacitor Control Circuit II
Hammerhead II x5
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Tracking Speed Disruption Script x1
- A fit intended to focus on Cap Warfare at the expense of damage.
- Will drain about 114 GJ/s of capacitor. Most battlecruiser and below will get drained within 30 or 40 s
- Damage is done exclusively with drones. The drone bay is big enough to carry 2 full flights of medium and small drones. The combination on the left works well.
- As fitted, with all skills at V and before boost, this Curse has 29.5 K EHP, will fly at 1600 m/s (2050 overheated) and will align in 10.2 s with MWD on. Damage is about 400 dps with 5 Hammerhead II drones.
- The Curse will drain 114 GJ/s from a range of 37.8 km
- The Tracking Disruptor is used to keep your drones alive. With a TD and a Tracking Speed Disruptor Script on, most ships will never be able to kill your drones. An Optimal Range script can also be used to minimize damage done to you.
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Medium Diminishing Power System Drain I
Medium Diminishing Power System Drain I
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Small Capacitor Booster II
Medium Ancillary Shield Booster
Balmer Series Tracking Disruptor I
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Anti-EM Screen Reinforcer I
Medium Ancillary Current Router I
Hammerhead II x5
Hammerhead II x5
Hobgoblin II x5
Hornet EC-300 x5
Cap Booster 50 x1
Tracking Speed Disruption Script x1
- An active shield version of the fit above.
- As fitted, with all skills at V and before fleet boosts, this ship has 22.2 K EHP, flies at 1439 m/s (2049 m/s with MWD overheated) and align in 10.2 s (7.2 s with MWD off). The capacitor will last for 2 min 26 s.
- Damage is 397 dps.
- Shield regen rate is 191 ehp/s
Tactics
No sub-article about Curse roles or piloting tactics. You can write them here.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.