Difference between revisions of "Paladin"
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m (Remove parameters caption and race; cosmetic changes) |
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| shipimg=Paladin.jpg | | shipimg=Paladin.jpg | ||
| shipname=Paladin | | shipname=Paladin | ||
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| class= Battleship | | class= Battleship | ||
| grouping=Marauders | | grouping=Marauders | ||
| hulltype=Apocalypse Class | | hulltype=Apocalypse Class | ||
| faction=Amarr Empire | | faction=Amarr Empire | ||
− | |||
| roles=unspecified | | roles=unspecified | ||
| variations= {{Ship|Apocalypse}},<br> | | variations= {{Ship|Apocalypse}},<br> | ||
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| lows=7 | | lows=7 | ||
| mass=92,245,000 kg | | mass=92,245,000 kg | ||
− | | volume=495,000 | + | | volume=495,000 m³ |
− | | cargohold=1,125 | + | | cargohold=1,125 m³ |
| extrahold= | | extrahold= | ||
| extraholdtype= | | extraholdtype= | ||
− | | dronebay=75 | + | | dronebay=75 m³ |
| bandwidth=25 Mbit/sec | | bandwidth=25 Mbit/sec | ||
| info=Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.<br><br>Developer: Carthum Conglomerate <br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.<br><br> | | info=Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.<br><br>Developer: Carthum Conglomerate <br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.<br><br> | ||
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10% reduction in Large Energy Turret activation cost<br> | 10% reduction in Large Energy Turret activation cost<br> | ||
7.5% bonus to Large Energy Turret optimal range<br> | 7.5% bonus to Large Energy Turret optimal range<br> | ||
− | + | '''Marauders bonuses (per skill level):'''<br> | |
7.5% bonus to Armor Repairer amount<br> | 7.5% bonus to Armor Repairer amount<br> | ||
5% bonus to Large Energy Turret damage<br> | 5% bonus to Large Energy Turret damage<br> | ||
− | + | '''Role Bonus:'''<br> | |
100% bonus to Large Energy Turret damage<br> | 100% bonus to Large Energy Turret damage<br> | ||
100% bonus to Tractor Beams range and velocity<br> | 100% bonus to Tractor Beams range and velocity<br> | ||
70% reduction in Micro Jump Drive reactivation delay<br> | 70% reduction in Micro Jump Drive reactivation delay<br> | ||
− | + | • Can fit Bastion modules<br> | |
100% bonus to Shield Extender hitpoints<br> | 100% bonus to Shield Extender hitpoints<br> | ||
50% bonus to Armor Plate hitpoints<br> | 50% bonus to Armor Plate hitpoints<br> | ||
− | 5% Additional | + | 5% Additional bonus to Reinforced Bulkhead hitpoints |
| structurehp=8,500 HP | | structurehp=8,500 HP | ||
| shieldhp=6,900 HP | | shieldhp=6,900 HP | ||
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| scanres=160 mm | | scanres=160 mm | ||
| reqskills=*{{RequiredSkill|Amarr Battleship|V}} | | reqskills=*{{RequiredSkill|Amarr Battleship|V}} | ||
− | **{{RequiredSkill|Spaceship Command|IV}} | + | ** {{RequiredSkill|Spaceship Command|IV}} |
− | **{{RequiredSkill|Amarr Battlecruiser|III}} | + | ** {{RequiredSkill|Amarr Battlecruiser|III}} |
− | ***{{RequiredSkill|Spaceship Command|III}} | + | *** {{RequiredSkill|Spaceship Command|III}} |
− | ***{{RequiredSkill|Amarr Cruiser|III}} | + | *** {{RequiredSkill|Amarr Cruiser|III}} |
− | ****{{RequiredSkill|Spaceship Command|II}} | + | **** {{RequiredSkill|Spaceship Command|II}} |
− | ****{{RequiredSkill|Amarr Destroyer|III}} | + | **** {{RequiredSkill|Amarr Destroyer|III}} |
− | *****{{RequiredSkill|Amarr Frigate|III}} | + | ***** {{RequiredSkill|Amarr Frigate|III}} |
− | ******{{RequiredSkill|Spaceship Command|I}} | + | ****** {{RequiredSkill|Spaceship Command|I}} |
− | *{{RequiredSkill|Marauders|I}} | + | * {{RequiredSkill|Marauders|I}} |
− | **{{RequiredSkill|Energy Grid Upgrades|V}} | + | ** {{RequiredSkill|Energy Grid Upgrades|V}} |
− | ***{{RequiredSkill|Power Grid Management|II}} | + | *** {{RequiredSkill|Power Grid Management|II}} |
− | ***{{RequiredSkill|Science|I}} | + | *** {{RequiredSkill|Science|I}} |
− | **{{RequiredSkill|Advanced Weapon Upgrades|V}} | + | ** {{RequiredSkill|Advanced Weapon Upgrades|V}} |
− | ***{{RequiredSkill|Weapon Upgrades|V}} | + | *** {{RequiredSkill|Weapon Upgrades|V}} |
− | ****{{RequiredSkill|Gunnery|II}} | + | **** {{RequiredSkill|Gunnery|II}} |
− | **{{RequiredSkill|Spaceship Command|V}} | + | ** {{RequiredSkill|Spaceship Command|V}} |
| totaltraintime=115d 11h 59m 20s | | totaltraintime=115d 11h 59m 20s | ||
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-------------------------------------------------------------------------------------------> | -------------------------------------------------------------------------------------------> | ||
− | ==Summary== | + | == Summary == |
The '''Paladin''' is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage. | The '''Paladin''' is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage. | ||
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Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close. | Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close. | ||
− | ==Skills== | + | == Skills == |
* {{sk|Advanced Weapon Upgrades|V|}} - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons. | * {{sk|Advanced Weapon Upgrades|V|}} - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons. | ||
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* {{sk|Repair Systems}} - Enables the use of armor repairers. Because the Bastion Module doubles armor repair amount, shorter armor repairer cycles become an even larger boost to armor tank than normal. Note that higher levels of this skill causes an increase in effective capacitor use, though the Paladin's bonus to capacitor recharge helps to offset this somewhat. | * {{sk|Repair Systems}} - Enables the use of armor repairers. Because the Bastion Module doubles armor repair amount, shorter armor repairer cycles become an even larger boost to armor tank than normal. Note that higher levels of this skill causes an increase in effective capacitor use, though the Paladin's bonus to capacitor recharge helps to offset this somewhat. | ||
− | ==Tactics== | + | == Tactics == |
Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like [[Gone Berserk (Level 4)|Gone Berserk]]. | Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like [[Gone Berserk (Level 4)|Gone Berserk]]. | ||
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A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to capacitor recharge allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty. | A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to capacitor recharge allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty. | ||
− | ==Notes== | + | == Notes == |
* The Paladin is named after the popular concept of a holy knight that fights evil and sin, originating from 12th century French literature where it referred to the companions of Charlemagne. This falls in line with the common theme of Amarrian ships having religiously-themed names. | * The Paladin is named after the popular concept of a holy knight that fights evil and sin, originating from 12th century French literature where it referred to the companions of Charlemagne. This falls in line with the common theme of Amarrian ships having religiously-themed names. | ||
− | ==Patch History== | + | == Patch History == |
{{Expansion past| | {{Expansion past| | ||
'''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes]) | '''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes]) | ||
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{{ShipsMatrix|expgroup=battleships}} | {{ShipsMatrix|expgroup=battleships}} | ||
+ | |||
[[Category:Ship Database]] | [[Category:Ship Database]] | ||
[[Category:Marauders]] | [[Category:Marauders]] |
Revision as of 17:21, 15 January 2023
RELATED UNI-WIKI REFERENCES
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Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary. SHIP BONUSES
Amarr Battleship bonuses (per skill level):
Ship Attributes
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Summary
The Paladin is an immensely powerful mobile weapons platform, able to both tank and output huge amounts of damage.
Unlike other Marauders, the Paladin receives a faction skill bonus to capacitor capacity, making it very resistant to neuting. It is also the only marauder to have its damage bonus tied to the Marauders skill, rather than the faction's battleship skill, which makes the Paladin's performance much more reliant on the Marauders skill than the other ships in this class. The faction battleship skill also provides a bonus to optimal range, making the Paladin excellent for sniping. When used in conjunction with a Bastion module and Micro Jump Drive, the Paladin's sniping capabilities can render it virtually untouchable while still outputting enormous amounts of damage.
Like other ships of its size, Paladins can sometimes struggle to neutralize frigates. In particular, the Paladin is only able to field a full flight of light drones, so without tracking computers, even cruisers can be difficult for a Paladin to dispatch quickly. As stated above, however, a correctly equipped Paladin is able to utilize a Micro Jump Drive to outrange and snipe any frigates that get too close.
Skills
- Advanced Weapon Upgrades V - Together with Energy Grid Upgrades V, this enables the use of the Bastion Module. High levels of this skill also help to maximize fitting options, particularly when fitting T2 weapons.
- Energy Grid Upgrades V - Together with Advanced Weapon Upgrades V, this enables the use of the Bastion Module. High levels of the skill also help to maximize fitting options, as the modules affected by this skill can assist with capacitor stability.
- Micro Jump Drive Operation - This skill enables the use of Micro Jump Drives, which can be used to travel quickly across the battlefield and position the Paladin for optimal sniping.
- Science III - Enables the use of a Small Tractor Beam, useful for pilots who wish to salvage with the Paladin, or simply to pick up faraway canisters containing mission completion items.
- Salvaging - Enables the use of a Salvager. Useful for pilots who wish to salvage with the Paladin. Also a prerequisite for Salvage Drone Operation.
- Salvage Drone Operation - Enables the use of salvage drones. The Paladin is able to carry and launch a full flight of salvage drones while still having room for two flights of light combat drones. This can save a high slot for pilots who don't wish to use a Salvager.
- Large Pulse Laser Specialization / Large Beam Laser Specialization - A pilot capable of flying marauders should ensure that they are able to make the most out of their weapons, and these skills enable the use of T2 ammunition, in addition to increasing the damage of large energy turrets overall.
- Trajectory Analysis - Enables the use of Tracking Computers, which can be used to increase optimal range (for sniping) and tracking speed (to make it easier to hit small ships).
- Repair Systems - Enables the use of armor repairers. Because the Bastion Module doubles armor repair amount, shorter armor repairer cycles become an even larger boost to armor tank than normal. Note that higher levels of this skill causes an increase in effective capacitor use, though the Paladin's bonus to capacitor recharge helps to offset this somewhat.
Tactics
Like all marauders, the Paladin's greatest strength is Bastion Mode. In Bastion Mode, a Paladin boasts nearly unparalleled active armor tanking capabilities, even with only a single armor repairer. When combined with Bastion Mode's bonus to armor resistance, a well-equipped Paladin can deploy an active tank that can withstand even the full-room damage of a level 4 mission like Gone Berserk.
As a derivative of the Apocalypse, the Paladin excels at sniping, receiving a default 37.5% bonus to large energy turret optimal range due to it requiring Amarr Battleship V. This capability can seem initially to be at odds with the marauder's focus on remaining immobile in Bastion Mode, but strategic use of a Micro Jump Drive allows the Paladin to both kite and snipe with full effectiveness. When modified by the Paladin's reduction to MJD cooldown time, an equipped MJD can be activated approximately every 50-60 seconds, which lines up almost perfectly with 2 30-second cycles of the Bastion Module. A pilot wishing to "kite" enemies with a Paladin can warp into combat range, establish aggro, then jump away with the MJD and immediately activate the Bastion Module for a single cycle. When the Bastion Module's cycle ends, the pilot can immediately jump away again and repeat this cycle.
A Paladin is best equipped with pulse lasers and Scorch crystals, but the use of Scorch crystals can also cause issues with turret tracking speed. In extreme cases, it may be difficult even to hit a cruiser orbiting at 40km. Thankfully, the Paladin's bonus to capacitor recharge allows it to equip fewer capacitor modules, which in turn allows it to equip one or more Tracking Computers to offset the Scorch crystals' tracking penalty.
Notes
- The Paladin is named after the popular concept of a holy knight that fights evil and sin, originating from 12th century French literature where it referred to the companions of Charlemagne. This falls in line with the common theme of Amarrian ships having religiously-themed names.
Patch History
A long, long time ago... |
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20.03 Release - Build: 2013787 - 2022-03-08 - "Road to Fanfest" Update (Patch Notes) Brand new Role bonuses have been added to all battleships (excluding the Praxis).
19.01 Release - 2020-2-23 - "Bastions of War" update (Patch Notes)
18.04 Release - Build: 1706308 - 2020-04-15 - "Surgical Strike" Update (Patch Notes)
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
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