Difference between revisions of "Cruor"
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==Skills== | ==Skills== | ||
− | '' | + | *[[Skills:Spaceship_Command#Amarr_frigate|Amarr Frigate]] to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill. |
+ | *[[Skills:Spaceship_Command#Minmatar_frigate|Minmatar Frigate]] to at least IV to take advantage of the Cruor's large 10% bonus to the velocity factor of stasis webifiers that comes with every extra level in the skill. | ||
+ | *With the expense of the Cruor it is highly recommended to have T2 Tank (generally [[Armor_tanking|Armor]] rather than [[Shield_tanking|Shields]]) and T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery_Guide|Gunnery]] skills. | ||
+ | Prequisite skills: | ||
+ | *[http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos). | ||
+ | *[http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] is the only skill that directly impacts the effectiveness of capacitor warfare modules although it only effects neuts. | ||
+ | *[http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] and [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] give better managment of your own cap allowing you to be more effecting at eliminating your opponents. | ||
==Fitting== | ==Fitting== |
Revision as of 16:39, 18 August 2013
RELATED UNI-WIKI REFERENCES
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Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy. Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones. SHIP BONUSES
Special Ability:
Ship Attributes
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Summary
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.
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
- Amarr Frigate to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
- Minmatar Frigate to at least IV to take advantage of the Cruor's large 10% bonus to the velocity factor of stasis webifiers that comes with every extra level in the skill.
- With the expense of the Cruor it is highly recommended to have T2 Tank (generally Armor rather than Shields) and T2 Small Energy Turret with supporting Gunnery skills.
Prequisite skills:
- Energy Emission Systems is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos).
- Energy Emission Systems is the only skill that directly impacts the effectiveness of capacitor warfare modules although it only effects neuts.
- Energy Management and Energy Systems Operation give better managment of your own cap allowing you to be more effecting at eliminating your opponents.
Fitting
No tagged fittings for Cruor.
Tactics
No sub-article about Cruor roles or piloting tactics. You can write them here.
Notes
For more information about capacitor warfare and other capacitor warfare using ships see the Capacitor Warfare Guide.