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Marauders: Difference between revisions

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Kirsika (talk | contribs)
Refine PvE point on missions
Add link. Change headings to sentence case as per MoS.
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'''Marauders''' are T2 [[battleships]] designed to be damage dealers with a strong local tank. For that, they can fit the Bastion Module which doubles the rate of fire, the local repair amount, and improves resistance to damage and [[EWAR]], but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a [[Timers#Weapon_Timer|weapon timer]]. Besides that, they have additional strong hull bonuses: A 100% bonus to their corresponding weapon system means that their four hard points correspond to eight un-bonused weapon slots which are further improved by skill-dependent bonuses. The Paladin, Golem, and Kronos have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. The Vargur receives a 5% per level bonus for both armor repairs and shield boosting, resulting in a 25% bonus to both at max skills. Further, they have a 70% reduction of the [[MJD]] reactivation delay which changes the delay from 180 seconds to 54. And tractor beams' range and velocity are doubled when fitted to Marauders. The four Marauders are:
'''Marauders''' are T2 [[battleships]] designed to be damage dealers with a strong local tank. For that, they can fit the [[#Bastion module|Bastion module]] which doubles the rate of fire, the local repair amount, and improves resistance to damage and [[EWAR]], but at the same time has drawbacks such as making the ship immobile, not receiving remote repairs, and giving a [[Timers#Weapon_Timer|weapon timer]]. Besides that, they have additional strong hull bonuses: A 100% bonus to their corresponding weapon system means that their four hard points correspond to eight un-bonused weapon slots which are further improved by skill-dependent bonuses. The Paladin, Golem, and Kronos have a 7.5% bonus to their preferred local tank per marauder skill level which results in 37.5% with maximum skill. The Vargur receives a 5% per level bonus for both armor repairs and shield boosting, resulting in a 25% bonus to both at max skills. Further, they have a 70% reduction of the [[MJD]] reactivation delay which changes the delay from 180 seconds to 54. And tractor beams' range and velocity are doubled when fitted to Marauders. The four Marauders are:
* {{Sh|Paladin}}
* {{Sh|Paladin}}
* {{Sh|Golem}}
* {{Sh|Golem}}
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The lock ranges are big even for battleships ranging from 105.3 km (Vargur) to 123.5 km (Golem). Also, their cargo capacity is relatively big with 1125 m³ (Paladin) to 1275 m³ (Kronos).
The lock ranges are big even for battleships ranging from 105.3 km (Vargur) to 123.5 km (Golem). Also, their cargo capacity is relatively big with 1125 m³ (Paladin) to 1275 m³ (Kronos).


== Bastion Module ==
== Bastion module ==
[[File:Icon bastion.png|left|link=]] ''An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and offensive capabilities.''
[[File:Icon bastion.png|left|link=]] ''An electronic interface designed to augment and enhance a marauder's siege abilities. Through a series of electromagnetic polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and offensive capabilities.''
{{Clear}}
{{Clear}}
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== PvE ==
== PvE ==
Marauders are very popular in a wide range of [[PvE]] activities. Some examples:
Marauders are very popular in a wide range of [[PvE]] activities. Some examples:
* They excel at full-clearing level 4 and level 5 [[security missions]] but there are usually better options for blitzing them.
* They excel at full-clearing level 4 and level 5 [[security missions]] but there are usually better options for [[blitzing]] them.
* They can run [[wormhole sites]] as high up as class 5.
* They can run [[wormhole sites]] as high up as class 5.
* They can run nullsec [[combat sites]] - both anomalies and DED sites.
* They can run nullsec [[combat sites]] - both anomalies and DED sites.
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Later in 2021, the industry changes<ref>A significant update to Industry [https://www.eveonline.com/news/view/a-significant-update-to-industry dev blog] and [https://www.eveonline.com/news/view/patch-notes-version-19-03#2021-04-27.1 patch notes]</ref> made big T1 hulls (battleships and capitals) significantly more expensive while marauders were barely affected. At the end of 2021 ore amounts were increased this included moon ores.<ref>From Extraction to Production [https://www.eveonline.com/news/view/from-extraction-to-production dev blog], [https://forums.eveonline.com/t/from-extraction-to-production-update/337887 forum post], and [https://www.eveonline.com/news/view/patch-notes-version-19-11#2021-12-07.1 patch notes]</ref> This lead to a price decline in higher tier moon goo i.e. r64s and r32s. As a result the prices for T2 hulls including marauders declined significantly. As of mid 2022 marauders are at their lowest prices since 2016 usually costing a bit over one billion ISK but the Kronos already dipping below that.<ref>See charts for marauders on the market website adam4eve: https://www.adam4eve.eu/price_chart.php?groupID=900</ref> The buff to battleships in general by adding the role bonus regarding plates, extenders, and bulkheads made marauders so strong that they are even considered viable in big fleets. The addition of frigate escape bays before those changes is also especially helpful to marauders as this gives a higher chance to save a pod with implants.<ref>See [[Battleships#History]]</ref>
Later in 2021, the industry changes<ref>A significant update to Industry [https://www.eveonline.com/news/view/a-significant-update-to-industry dev blog] and [https://www.eveonline.com/news/view/patch-notes-version-19-03#2021-04-27.1 patch notes]</ref> made big T1 hulls (battleships and capitals) significantly more expensive while marauders were barely affected. At the end of 2021 ore amounts were increased this included moon ores.<ref>From Extraction to Production [https://www.eveonline.com/news/view/from-extraction-to-production dev blog], [https://forums.eveonline.com/t/from-extraction-to-production-update/337887 forum post], and [https://www.eveonline.com/news/view/patch-notes-version-19-11#2021-12-07.1 patch notes]</ref> This lead to a price decline in higher tier moon goo i.e. r64s and r32s. As a result the prices for T2 hulls including marauders declined significantly. As of mid 2022 marauders are at their lowest prices since 2016 usually costing a bit over one billion ISK but the Kronos already dipping below that.<ref>See charts for marauders on the market website adam4eve: https://www.adam4eve.eu/price_chart.php?groupID=900</ref> The buff to battleships in general by adding the role bonus regarding plates, extenders, and bulkheads made marauders so strong that they are even considered viable in big fleets. The addition of frigate escape bays before those changes is also especially helpful to marauders as this gives a higher chance to save a pod with implants.<ref>See [[Battleships#History]]</ref>


=== Patch History ===
=== Patch history ===
{{Expansion past
{{Expansion past
|'''Viridian expansion - 2023-06-13''' [https://www.eveonline.com/news/view/viridian-expansion-notes Patch Notes]
|'''Viridian expansion - 2023-06-13''' [https://www.eveonline.com/news/view/viridian-expansion-notes Patch Notes]
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}}
}}


==References==
== References ==
<references />
<references />


[[Category: Ships]]
[[Category: Ships]]