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Curse: Difference between revisions

From EVE University Wiki
Rayanth (talk | contribs)
[BOT] Updated as part of the Fitting-cide removal of fittings from the wiki.
Uryence (talk | contribs)
Expanded discussion of skills and tactics.
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==Summary==
==Summary==
The '''Curse''' 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.  
The '''Curse''' 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.  
The Curse is universally recognized as a huge force multiplier. Expect to be primaried when flying one in a gang or fleet.


This is a ship that really needs its applicable command skill to V to be fully functional.
==Skills==
 
The Curse really needs Recon Ships V to be fully functional: at Recon Ships IV, a pilot is missing out on a set of 80%/20%/20% bonuses for the Curse's primary on-grid purpose. Capacitor Emission Systems IV or (better!) V will help with the capacitor load of energy neutralizers. Strong drone skills and flights of T2 drones are necessary to wring any real DPS out of the Curse, which is a more important consideration in solo and small gang situations.


==Skills==
Like most T2 ships, the Curse has tight fitting requirements, and good [[Fitting Skills|fitting skills]] will be necessary to get the most out of the hull; even a pilot with perfect fitting skills might find themselves needing one or two powergrid modules/rigs if they mount four neutralizers.
''Further information about additional or recommended skills to pilot Curse for a specific or it's common role(s) can be written here.''


==Tactics==
==Tactics==
''No sub-article about Curse roles or piloting tactics. You can write them here.''
 
For mechanics and general principles of capacitor warfare see [[Capacitor Warfare]].
 
The most common fitting flavour is a shield tanked Curse due to the six mid slots and the desire to be able to have speed flexibility and range control. That said, armor-tanked Curses can work when backed up with Guardian logistics, and the ship has excellent innate T2 armor resists. Monied pilots can consider faction or deadspace medium energy neutralizers for significantly longer ranges: a T2 neut on a Curse with a skilled pilot reaches 30km optimal, but (for instance) a Corpum B-Type neutralizer will deliver a 45km optimal—for a price.
 
In a fleet fight, Curses are a great counter to logistics chains, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup. Neutralizers can also work well as a tool to shut down tackle and/or electronic warfare ships on the opposing side. Damage-dealing ships which rely on hybrid turrets, lasers, entropic disintegrators or vorton projectors cannot fire their weapons without capacitor energy; ships relying on missiles, drones, or projectile turrets can keep fighting through neuting, though.
 
Flown as a solo ship, the Curse is a powerful opponent. However, for this very reason, few ships will willingly engage a solo Curse. Solo Curse pilots must to be wily in their use of their d-scan invisibility to catch targets, and must expect their opponents to try to outnumber and overship them as soon as they are detected: no one sees a Curse as a fair or honorable opponent deserving a measured response. While for fleet/gang use it's worth considering splashing out on faction neuts, the solo Curse's primary limitation is point range: T2 neuts have a 30km optimal on a Curse, but a T2 Warp Disruptor will only reach 24km. In fitting a Curse for solo flight it might be worth prioritizing a longer-ranged warp disruptor over fancier neutralizers.


==Notes==
==Notes==
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].


==Patch History==
==Patch History==