Difference between revisions of "Cruor"

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*{{sk|Capacitor Emission Systems|mult=yes}} is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only effects neuts).
 
*{{sk|Capacitor Emission Systems|mult=yes}} is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only effects neuts).
 
*{{sk|Capacitor Management|mult=yes}} and {{sk|Capacitor Systems Operation|mult=yes}} give better managment of your own cap allowing you to be more effective at eliminating your opponents.
 
*{{sk|Capacitor Management|mult=yes}} and {{sk|Capacitor Systems Operation|mult=yes}} give better managment of your own cap allowing you to be more effective at eliminating your opponents.
 +
*[[Skills:Electronic Systems#Propulsion Jamming|Propulsion Jamming]] will aid cap stability when using stasis webifiers, allowing pilots greater freedom when fitting.
  
 
==Fitting==
 
==Fitting==

Revision as of 16:37, 11 November 2016

EVE University Database
 
Ship Database
Cruor
CornerTFh.png
Cruor
Blood Raiders
Blood Raiders
Pirate Faction Ships
Cruor Class
RELATED UNI-WIKI REFERENCES

Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy. Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.

SHIP BONUSES

Minmatar Frigate bonuses (per skill level):
20% bonus to Stasis Webifier range
Amarr Frigate bonuses (per skill level):
15% bonus to Energy Vampire and Energy Neutralizer drain amount
Role Bonus:
100% bonus to Small Energy Turret damage
• Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level

Required Skills
Training Time what's this?
17h 55m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
57 MW
CPU
cpu output
150 tf
Capacitor
capacitor
470 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
3
Low
low slots
4
Rig
rigs
3
 
small
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
330 m/sec
Inertia Modifier
inertia modifier (agility)
3.6
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
5.01 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
33.00 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
signature radius
35 m
Scan Res.
scan resolution
760 mm
Structure
Structure Hitpoints
structure hitpoints
580 HP
Mass
ship mass
1,003,000 kg
Volume
ship volume
28,600 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
740 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
480 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut amount and not neut range, so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners. With the rebalance changes in the Kronus patch removing the draining restrictions from vampire modules, they have become more popular than neuts in pvp fits. Because neuts drain more total capacitor energy than vampire modules however, neuts remain situationally useful.

Skills

  • Amarr Frigate (2x) 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.
  • Minmatar Frigate (2x) 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 rather than Shields) and T2 Small Energy Turret with supporting Gunnery skills.

Prequisite skills:

  • Capacitor Emission Systems (2x) is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only effects neuts).
  • Capacitor Management (3x) and Capacitor Systems Operation (1x) give better managment of your own cap allowing you to be more effective at eliminating your opponents.
  • Propulsion Jamming will aid cap stability when using stasis webifiers, allowing pilots greater freedom when fitting.

Fitting

For more info on fittings, please go here

Tactics

No sub-article about Cruor 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.