Difference between revisions of "Guardian"

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(Expanded skills section, explained why logi4 needed.)
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Like most t2 ships, it is highly recommended to have logistics 4 in order to fly logistic ships. This is especially important for the guardian as otherwise while following a standard two incoming, two outgoing energy transfer setup, you will not be able to run 4 large remote reps.
 
Like most t2 ships, it is highly recommended to have logistics 4 in order to fly logistic ships. This is especially important for the guardian as otherwise while following a standard two incoming, two outgoing energy transfer setup, you will not be able to run 4 large remote reps.
 
Logistics 5 also allows you to be cap stable with only one incoming energy transfer while still maintaining two outgoing and the full bank of reps, which allows one of the other logis to provide cap to the rest of the fleet if needed, normally the cap hungry laser ships such as Abaddons and Nightmares .
 
Logistics 5 also allows you to be cap stable with only one incoming energy transfer while still maintaining two outgoing and the full bank of reps, which allows one of the other logis to provide cap to the rest of the fleet if needed, normally the cap hungry laser ships such as Abaddons and Nightmares .
 +
 +
Other skills that should be considered required would be the ability to fit a t2 armour tank with rigs and compensation skills at 3 or 4, all cap related skills to at least 4, as well as the cap reduction skills for the remote reps to 4. The ability to field drones, either logistics, dps, or ecm, is also recomended, the type depending on individual fleet requirements. Good navigation skills and multitasking at 3 are highly recomended, but required to fly the ship.
  
 
==Fitting==
 
==Fitting==

Revision as of 15:40, 8 May 2012

EVE University Database
 
Ship Database
Guardian
Guardian
Amarr Empire
Amarr Empire
Logistics
Augoror Class
RELATED UNI-WIKI REFERENCES

The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships.

Developer: Carthum Conglomerate

While featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments. Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory.

SHIP BONUSES

Amarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level
Logistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level
Role Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays

Required Skills
  • Amarr Cruiser V29d 15h 6m
    • Spaceship Command III4h 26m
    • Amarr Frigate IV2d 2h 17m
  • Logistics I50m
    • Spaceship Command III4h 26m
    • Long Range Targeting V11d 20h 26m
    • Signature Analysis V5d 22h 13m
Training Time what's this?
49d 21h 47m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Augoror
Augoror.jpg
Augoror
Standard Cruisers Augoror Class
Icon hi slot.png5 (0/3) Icon mid slot.png3 Icon low slot.png5
Icon powergrid.png650 MW Icon cpu.png275 tf
Icon velocity.png235 m/sec
Icon capacity.png465 m³
, Augoror Navy Issue
Augoror Navy Issue.jpg
CornerTFs.png
Augoror Navy Issue
Faction Cruisers Augoror Class
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png5 (0/3) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,150 MW Icon cpu.png320 tf
Icon velocity.png215 m/sec
Icon capacity.png480 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,075 MW
CPU
cpu output
310 tf
Capacitor
capacitor
1,500 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
2
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
209 m/s
Inertia Modifier
inertia modifier (agility)
0.61
Warp Speed
inertia modifier (agility)
3.75 AU/s
Base Time to Warp
base time to warp
10.13 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
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65 km
Max Locked Targets
max. locked targets
10
RADAR Sensor
RADAR sensor strength
19 points
Sig. Radius
signature radius
70 m
Scan Res.
scan resolution
385 mm
Structure
Structure Hitpoints
structure hitpoints
2,004 HP
Mass
ship mass
11,980,000 kg
Volume
ship volume
115,000 m³
Cargo Capacity
cargo capacity
465 m³
Armor
Armor Hitpoints
armor hitpoints
2,109 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
63
EXP
explosive resistance
80
Shields
Shield Capacity
shield hitpoints
1,055 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
70
EXP
explosive resistance
88


Summary

The Guardian is a ship designed for capacitor transfer and remote armor repair. The capacitor transfer is usually put to use trading with another guardian to create capacitor out of thin air, fulfilling the capacitor needs of both ships. Because of its reliance on cap transfer with other ships the guardian is almost exclusively used partnered with other guardianss and never alone. The use of cap transfer to fulfill its cap needs means the guardian can fit a stronger tank, but leaves it more vulnerable to jamming, because if one logistics ship is jammed then the cap chain must be adjusted or soon all will be out of capacitor.

Skills

Like most t2 ships, it is highly recommended to have logistics 4 in order to fly logistic ships. This is especially important for the guardian as otherwise while following a standard two incoming, two outgoing energy transfer setup, you will not be able to run 4 large remote reps. Logistics 5 also allows you to be cap stable with only one incoming energy transfer while still maintaining two outgoing and the full bank of reps, which allows one of the other logis to provide cap to the rest of the fleet if needed, normally the cap hungry laser ships such as Abaddons and Nightmares .

Other skills that should be considered required would be the ability to fit a t2 armour tank with rigs and compensation skills at 3 or 4, all cap related skills to at least 4, as well as the cap reduction skills for the remote reps to 4. The ability to field drones, either logistics, dps, or ecm, is also recomended, the type depending on individual fleet requirements. Good navigation skills and multitasking at 3 are highly recomended, but required to fly the ship.

Fitting

No tagged fittings for Guardian.

Tactics

No sub-article about Guardian roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Guardian here.