Difference between revisions of "Dreadnoughts"

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{{cleanup}}
 
{{cleanup}}
 
{{see also|Capital Ships}}
 
{{see also|Capital Ships}}
'''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module, which has the following effects when activated:
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'''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module. Currently following dreads exist in the game:
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* {{sh|Revelation}}
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* {{sh|Phoenix}}
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* {{sh|Moros}}
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* {{sh|Naglfar}}
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* {{sh|Vehement}}
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* {{sh|Chemosh}}
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* {{sh|Caiman}}
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==The Siege Module==
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The siege module exists is a T1 and T2 variant and has the following effects when activated:
  
 
* 150% Torpedo velocity bonus
 
* 150% Torpedo velocity bonus
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* 100% remote repair impedance
 
* 100% remote repair impedance
  
The siege module's cycle time is 5 minutes, and it requires 250 - (level of {{sk|Tactical Weapon Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.  
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The siege module's cycle time is 5 minutes, and it requires 250 - (level of {{sk|Tactical Weapon Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.
 
 
* {{icon|amarr2|22|Amarr}}[[Revelation]]
 
* {{icon|caldari2|22|Caldari}}[[Phoenix]]
 
* {{icon|gallente2|22|Gallente}}[[Moros]]
 
* {{icon|minmatar2|22|Minmatar}}[[Naglfar]]
 
* {{icon|isis serpentis|22}}[[Vehement]]
 
  
 
[[Category:Ships]]
 
[[Category:Ships]]

Revision as of 10:13, 12 June 2019

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See also: Capital Ships

Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module. Currently following dreads exist in the game:

The Siege Module

The siege module exists is a T1 and T2 variant and has the following effects when activated:

  • 150% Torpedo velocity bonus
  • 80% bonus to XL Launcher rate of fire
  • 165% missile damage bonus (Tech II: 200%)
  • 700% turret damage bonus (Tech II: 840%)
  • -100% maximum velocity
  • 100% shield booster/armor repairer amount bonus
  • -50% shield booster/armor repairer duration
  • 60% sensor dampener resistance bonus (Tech II: 70%)
  • 80% remote assistance impedance
  • 60% weapon disruption resistance bonus (Tech II: 70%)
  • 100% remote repair impedance

The siege module's cycle time is 5 minutes, and it requires 250 - (level of Icon skillbook2.png Tactical Weapon Reconfiguration * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.