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Cruor: Difference between revisions

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==Summary==
==Summary==
The Cruor unfortunately doesn't really have a role and is crippled when trying to fit to its bonuses. 3 Mids mean that you have to choose between having enough cap for serious neuting, taking advangtage of the hefty web bonus, or sacrificing one of the fundemental modules: propulsion or tackle. This makes for tough choices and at the end of the day you end up with an expensive ship that doesn't tank, gank, or neut as much as you would like it to.
The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web.  Note that the neut bonus is to neut ''amount'' and not neut ''range'', so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners.


That being said, the Cruor makes for an excelent ship in frigate gangs, where other ships are able to take over the point and scram, keeping the target long enough in place long enough for the cruor to cap out its target and bring it to a crawl, allowing the gank to take on targets that would otherwise have too great of an active tank to deal with, and still outputting damage on par with other frigates all the while.
The Cruor isn't really known as a solo boat, as it is slower than most frigates due to its armor tank.  It can be quite potent in a fleet, though, and quickly cap out even larger ships.


==Skills==
==Skills==