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Capacitor warfare: Difference between revisions

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=Capacitor Warfare and PvP Ships=
=Capacitor Warfare and PvP Ships=


Cap warfare is considered a 'secondary' racial EWAR and like warp jamming (web and point) there are no racial T1 ships bonused for cap warfare.  The primary EWAR (ECM, TD, TP, RSD) all have their specific bonused T1 platforms, while warp jamming and cap warfare do not.  (How EWAR distribution works is Amarr have TD with Cap Warfare secondary, Gallente has RSD with warp jamming as secondary, Minmatar has TP with webbing as secondary, and Caldari doesn't have a secondary racial since ECM is overpowered anyways :-P).  Accordingly, in order to get hulls with cap warfare or warp jamming bonuses you have to look at T2 or pirate faction vessels.
==Bonused ships==


The bonused ships are easy to identify.  More difficult to categorize are the things you look for in unbonused ships for cap warfare.  Empty high slots or drone capacity are first.  You need a place to fit the module or some drone capacity to even consider cap warfare.  And high slots and drone capacity are the realm of DPS so if you are considering leaving off killing power for cap warfare you have to be careful.  Of course, pure utility high slots beg to be filled with a neut or nos in hulls that have them.
The following ships have some bonus related to energy neutralizers and energy vampire for range or drain amount


The next consideration is your capacitor.  If neuts are planned you need a strong capacitor or you can cap yourself out while you have little to no effect on your target.  A nos will actually help bolster a weak capacitor and drones will have no effect either way. So you need to understand and work with your own capacitor's limitations. This may mean rigging or fitting cap mods, employing cargo cap (a cap booster with the very large charges they take packed into your cargo bay), knowning your ship and skills will handle all the pressure placed on it, or perhaps identifying that a nos is the best way to supplement a weak capacitor.
===Frigates===
*The [[Cruor]] is a pirate faction frigate with a bonus to Energy Vampire and Energy Neutralizer drain amount
*The [[Sentinel]] is an Electronic Attack Frigate with a bonus to energy vampire and energy neutralizer range. The bonus is soon to be doubled in the [[Rubicon]] expansion.
*The [[Hematos]] is a faction frigate with a bonus to Energy Vampire and Energy Neutralizer drain amount
*The [[Malice]] is a rare faction frigate with a bonus to energy vampire and energy neutralizer transfer amount and range


Range is another major consideration when planning for cap warfare.  A setup already dependent on close range lends itself to the use of neuts or nos, or alternatively a long range ship looking for options against close range aggressors.  A sniper or EWAR fit dependant on using range to stay alive and planning to always warp out if someone even thinks about getting close will have no use for cap warfare modules.  A face melting blaster setup could conceivably be demolishing cap as well as HP.
===Destroyers===
*The [[Dragoon]] is a destroyer with a bonus to energy vampire and energy neutralizer transfer range


There is a lot of function in casual and unbonused cap warfare, and bonused cap warfare ships are, of course, amazing. So now we will discuss this function and some considerations for each of these categories:
===Cruisers===
<br>
*The [[Ashimmu]] is a pirate faction cruiser with a bonus to Energy Vampire and Energy Neutralizer drain amount
<br>
*The [[Pilgrim]] is a recon ship with a bonus to Energy Vampire and Energy Neutralizer transfer amount
==Casual Capacitor Warfare and Ships==
*The [[Curse]]is a recon ship with a bonus to Energy Vampire and Energy Neutralizer range and transfer amount
*The [[Legion]], when fitted with the Energy Parasitic module, has a bonus to Energy Vampire and Energy Neutralizer drain amount. The Legion is however very expensive, and a Curse is probably a better choice.
*The [[Vangel]] is a rare faction cruiser with a bonus to energy vampire and energy neutralizer transfer amount and range


Any empty utility high slot or spare drone capacity is a reason to consider employing capacitor warfare even on ships that wouldn't normally be considered.
===Battlecruisers===
*No battlecruiser is bonused for cap warfare


The 'defensive neut' is one fairly common usage of cap warfare on ships that are otherwise unsuited to it.  To illustrate, a long range cruiser like a fleet ECM [http://wiki.eveonline.com/en/wiki/Blackbird Blackbird] is extremely useful and yet susceptable to small fast tackle.  MWD tackle frigs can ruin a Blackbirds day but the inclusion of a medium neut can cap them out in a few cycles.  The same is true for any other long range DPS or EWAR looking to combat this threat.  It doesn't just work on long range fits of course.  For example, solo/small gang fits for several Minmatar ships (commonly the [http://wiki.eveonline.com/en/wiki/Rupture Rupture], [http://wiki.eveonline.com/en/wiki/Hurricane Hurricane], [http://wiki.eveonline.com/en/wiki/Typhoon Typhoon] and [http://wiki.eveonline.com/en/wiki/Tempest Tempest]) often include at least one medium or large neut in their utility highs as part of their defence against smaller targets, especially since the Minmatar disadvantage of generally small capacitors is rendered irrelevant by using neuts against ships a class size smaller.  So a neut is always a workable defensive option when concerned about smaller size close range threats.
===Battleships===
*The [[Armageddon]] is a battleship with a bonus to Energy Neutralizer and Energy Vampire range
*The [[Bhaalgorn]] is a pirate faction battleship with a bonus to Energy Vampire and Energy Neutralizer drain amount


The 'offensive battery nos' is another common employment for nos in a utility high.  This provides cap stability with an offensive edge for certain close range high capacitor usage setups.  Typically a fit like this will burn through cap very quickly without the nos being activated.  This could be a blaster boat, like a [http://wiki.eveonline.com/en/wiki/Megathron Megathron], with a Nos in a utility high.  A [http://wiki.eveonline.com/en/wiki/Rifter Rifter] or another solo frig setup with a small nos to keep propulsion, tackle and a small armour repairer running.  A double rep Vengeance or even a triple rep Myrmidon setup both benefit from the cap a nos provides.  It makes an excellent option to counter the defensive neut setup and allow a point to keep running even with a large or medium neut cycling it dry, as the nos will cycle inside the cycle time of the neut so this can be exploited to keep enough cap available for a critical module.  The flexibility and functionality of using a nos to live off the an opponents cap can not be overstated. 


Cumulative neuting is also effective for unbonused setups.  In small gangs or large fleets if everyone fits a neut (even an undersized one) and concentrates that cap warfare on one target it can be just as effective as having a dedicated, bonused neuting ship supporting you.
==Unbonused ships==
<br>
<br>


==T1 Ship Usage==
A number of ships fitted for cap warfare are not bonused for it. The [[Dominix]] or the [[Prophecy]] are well known examples of ships with no bonus to cap warfare range or transfer amount which have been used with great effect. While any ship could conceivably be fitted with a neutralizer or a nos, the following elements help make an unbonused ship suitable for cap warfare:
*Free high slots. You need a place to fit the module.
*Drone capacity. If you use your high slots for neuts and you want to have some dps, you'll have to rely on drones. You therefore are looking at a minimum for dronebay capacity and drone bandwidth. A drone damage bonus is also nice.
*Powergrid. Neuts cost a lot of powergrid to install. You won't have any turret or missile in your highs, but the more powergrid the higher the number of neut modules you can actually install.
*Capacitor size. Neuts cost a lot of cap to run, and a ship with a big capacitor will be easier to fight with.
*Tank. Your ship need to be close to your target. He probably won't like being neuted, so the bigger your tank, the harder you'll be to kill.
*Range. In an unbonused ship, you need to be be close to your target to use cap warfare modules. Don't mix cap warfare modules with long range modules such as ewar.


The lack of bonuses means that it is ill advised to fit a T1 ship '''solely''' for cap warfare.  This makes me a little sad; however, it does not mean that cap warfare can not be used in T1 ships to devastating effect.  Rather T1 hulls should be selected that allow the usage of Cap Warfare without sacrificing their bonused roles.
===Frigates===


As per the previously discussed indications of suitability , we can start narrowing down the field of potential T1 hulls.
*The [[Punisher]] is often flown with an utility cap warfare module.
*[[Minmatar Basic Ship and Skill Guide|Minmatar]] ships and [[Gallente Basic Ship and Skill Guide|Gallente]] / [[Amarr Basic Ship and Skill Guide|Amarr]] droneboats are often particularly well supplied with utility highs.
*Many solo fits for frigates use a small cap wafare module
*Capacitor strength for races is generally [[Amarr Basic Ship and Skill Guide|Amarr]] > [[Gallente Basic Ship and Skill Guide|Gallente]] ~ [[Caldari Basic Ship and Skill Guide|Caldari]] > [[Minmatar Basic Ship and Skill Guide|Minmatar]].
*Any ship which doesn't use capacitor to run its weapons (droneboats and ships using [[Turrets#Projectile_Turrets|projectile turrets]] or missiles) has more capacitor available for cap warfare.
*Similarly capacitor free tanks (buffer armour tanks and passive shield tanks without active hardeners) provide more spare capacitor.
*Range is fairly neutral as every race has its close and long range setups. 


Taken together these indicate that Amarr and Gallente are the best suited races for less casual T1 cap warfare.  Not to say the other races can't or wouldn't field cap warfare effectively, but the strengths of some Amarr and Gallente ships lend themselves to it.
===Destroyers===


Here are some of the ships which do very well in a T1 cap warfare roll:
*Except for the [[Dragoon]] (see above), destroyers are not usually used for cap warfare
<br>
<br>
===[http://wiki.eveonline.com/en/wiki/Punisher Punisher]===


{{Ship|Punisher|box}}
===Cruisers===


The {{Ship|Punisher|tooltip}} has an inordinately large capacitor for a T1 frigate. In fact, at 425 GJ without skills, it is larger than its runners up by 75 GJ (the Caldari Merlin and Gallente Tristan at 350 GJ - the Minmatar Rifter only has a 250 GJ capacitor), it is also has more cap than all T2 frigates other than the Retribution (an Amarr Assault Ship), and most of the faction frigates. 
*The [[Arbitrator]] is usually flown with cap warfare modules. Its tank is not that great but it has a nice drone damage bonus.
It has a utility high slot unuseable for DPS due to the number of turret and lack of missile slots.  It lacks a laser damage bonus and accordingly there is no downside to using autocannons.
*The [[Maller]] can be used as a surprise neuting cruiser. It won't have any dps to speak of, but can fit a point, a scram or a web while being cap stable and have more than 50K EHP.
It is particularly well suited to a negligable (DCU) capacitor armour tank due to its inherrent armour resist bonuses, four low slots, and very nice amount of shield and armour HP. Taken together the Punisher is the king of T1 frigate cap warfare platforms.
*The [[Rupture]] is often flown with an utility cap warfare module.


The classic punisher 'bleeder' solo fit exemplifies how this adds up to excellent casual capacitor warfare use:
===Battlecruisers===
{{Fittings
|name=Punisher, Bleeder Punisher
|high=150mm Light AutoCannon II<br>150mm Light AutoCannon II<br>150mm Light AutoCannon II<br>Small Nosferatu II
|mid=1MN Afterburner II<br>Faint Epsilon Warp Scrambler I
|low=Small Armor Repairer II<br>Damage Control II<br>Energized Adaptive Nano Membrane II<br>Reactive Plating II
|charges=Republic Fleet EMP S
|drones=
|rigs=Small Trimark Armor Pump I<br>Small Auxiliary Nano Pump I<br>Small Projectile Collision Accelerator I
|recommended1=
|recommended2=
|recommended3=
|notes=
}}
But for more serious cap warfare the Punisher can run a small neut for a ridiculously long time with good skills.  Removing the cap draw of a repairer and replacing the nos with a neut you can control the cap of any other frigate in the game and accordingly control the fight for a huge duration of 5+ mins depending on skills.  Put these together and you get this fit which has the ability to annihilate any other T1 frigate it can catch (rifters beware!):
{{Fittings
|name=Punisher, Neut Punisher
|high=125mm Gatling AutoCannon II<br>125mm Gatling AutoCannon II<br>125mm Gatling AutoCannon II<br>Small Unstable Power Fluctuator I
|mid=1MN Afterburner II<br>Faint Epsilon Warp Scrambler I
|low=400mm Reinforced Rolled Tungsten Plates I<br>Damage Control II<br>Energized Adaptive Nano Membrane II<br>Reactive Plating II
|charges=Republic Fleet EMP S
|drones=
|rigs=Small Projectile Collision Accelerator I<br>Small Projectile Burst Aerator I
|recommended1=
|recommended2=
|recommended3=
|notes=
*EFT stats with all skills V:
**92 DPS / 178 Alpha @ 0.6 +5 km
**8,451 EHP
**Armour resists 76.1 / 68.9 / 64.1 / 73.3
**without neut cap stable at 89%
**with neut 5min 18sec
**857 m/s
}}


===[http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator]===
*The [[Prophecy]] can effectively fitted with cap warfare modules on its highs. It has a good tank, capacitor and with good drone skills a reasonable amount of dps.
*Brawling [[Hurricane]] are often flown with a utility cap warfare module


The Arbitrator is a very balanced ship and is a great solo, small gang, or fleet option for Amarr cruiser pilots.  It has the complete package of acceptable damage (with good drone skills) and EWAR wrapped up in a decent tank.  A flexible slot layout completes the package.
===Battleships===


None of these nice capabilities require any of the 4 high slots.  Therefore the perfect situation arises for unbonused cap warfare.  Generally this is the only applicable mid point ship for someone interested in training up for the Amarr Recons which specialize in cap warfare. It is a good platform for some cheap practice for a pilgrim as the tactics are almost identical.  Get close, get point, neut and unleash drone fury. Typically a slight variation of this fit will be used:
*The [[Dominix]] is often used a cap warfare ship. It's great drone bonus make it ideal as a close range cap warfare ship.
{{Fittings
*Brawling [[Typhoon]] are often flown with a utility cap warfare module
|name=Arbitrator, Yarrbitrator
*[[Tempest]] are often flown with a utility cap warfare module
|high=Small Energy Neutralizer II<br>Small Energy Neutralizer II<br>Small Energy Neutralizer II<br>Small Nosferatu II
|mid=10MN Afterburner II<br>Warp Scrambler II<br>Stasis Webifier II<br>Tracking Disruptor II
|low=1600mm Reinforced Rolled Tungsten Plates I<br>Damage Control II<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II
|charges=
|drones=Hammerhead II x5<br>Hobgoblin II x5<br>Vespa EC-600 x5<br>Warrior II x5
|rigs=Medium Trimark Armor Pump I<br>Medium Trimark Armor Pump I<br>Medium Trimark Armor Pump I
|recommended1=
|recommended2=
|recommended3=
|notes=
}}


===[http://wiki.eveonline.com/en/wiki/Dominix Dominix]===


The neutdomi has a fiercesome reputation in EVE based on the following:
*Decent capless/ammoless/slotless drone DPS
*Excellent durability, even before rigs
*Lots of neuting power
*Lots of RR power
*Room for MWD, cap booster, point, web, and ECCM
{{Fittings
|name=Dominix, Neut Domi
|high=Heavy Unstable Power Fluctuator I<br>Heavy Unstable Power Fluctuator I<br>Heavy Unstable Power Fluctuator I<br>Drone Link Augmentor I<br>Large 'Solace' I Remote Bulwark Reconstruction<br>Large 'Solace' I Remote Bulwark Reconstruction
|mid=Prototype 100MN MicroWarpdrive I<br>Heavy Electrochemical Capacitor Booster I<br>Conjunctive Magnetometric ECCM Scanning Array I<br>Stasis Webifier II<br>Warp Disruptor II
|low=1600mm Reinforced Rolled Tungsten Plates I<br>1600mm Reinforced Rolled Tungsten Plates I<br>Damage Control II<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II<br>Armor Explosive Hardener II
|charges=
|drones=Warrior II x5<br>Hammerhead II x5<br>Ogre II x5<br>Bouncer II x5<br>EC-600 x5
|rigs=Large Trimark Armor Pump I<br>Large Trimark Armor Pump I<br>Large Trimark Armor Pump I
|recommended1=
|recommended2=
|recommended3=
|notes=
*A 1% powergrid implant 'Squire' PG2 (slot 6) can be used to upgrade the remote reps to T2 and thus reduce the module cost significantly.
*For additional neuting power at close range, one of the remote reps and the drone link augmentor can be changed for two Medium Energy Neutralizer II.
}}
<br>
<br>
<br>


==Capacitor Warfare Bonused Ships==
And finally we get to the ships truly designed to specialize in and rule the world of cap warfare.
<br>
<br>
===Amarr T2 Ships===
====Sentinel====
{{Ship|Sentinel|info}}
{{Ship|Sentinel|box}}
{{Cap Warfare Ship
|shipimg=Sentinel.jpg
|caption=Sentinel
|shipname=Sentinel
|class=
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
20% bonus to energy vampire and energy neutralizer transfer amount per level<br>
5% bonus to effectiveness of tracking disruptors per level<br>
<br>
'''Electronic Attack Ships Skill Bonus:'''<br>
40% bonus to energy vampire and energy neutralizer range per level<br>
5% reduction in capacitor recharge time per level
|highs=3
|turrets=2
|launchers=0
|mediums=4
|lows=3
|dronebay=60 m3
|dronebandwidth=20 Mbit/sec
|cargohold=165 m3
|cap=415 GJ  /  +3.3 GJ/sec @ peak recharge
|info=The Sentinel is sometimes known as the 'mini-Curse'.  It shares the range as well as the amount bonuses to cap warfare with its Combat Recon big brother, meaning that as far as small neuts go the Sentinel is unmatched in the frigate class.  The other bonuses are 5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the EAS bonus to capacitor (which is particularly sweet on this hull). 
The Sentinel is missing any sort of drone bonus and this means that, since the highs are usually dedicated to cap warfare mods, the damage output is low at best.  Again in Amarr drone boat fashion the drone bay is huge (60 m3 - the largest on a frigate in game), but this is balanced by only a 20 Mbit/sec bandwidth.  The total then is 3 flights of 4 light drones (most fits are 2 flights of damage and 1 of ECM).
When you add ~20km small neuts, the damage mitigation of bonused TDs, and the ability to bring EWAR drones without sacrificing flexibilty you get an extremely versitile package.  This leads to a reputation as a solopwnmobile, which is only mitigated by the poor reputation of the underflown EAS class as a whole.  When exceptions are made to statements about EAS, usually the Sentinel is mentioned.
This is a ship that really needs its applicable command skill to V to be functional, and which benefits more than normal from the addition of a few meta 7+ modules.  The effectiveness of various small neuts and nos on this hull with all skills V are in the tables below.
For fits and discussion beyond the examples presented here see the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=27371&hilit=sentinel E-Uni Forum Post] or the [http://scrapheap-challenge.com/viewtopic.php?t=22354 Scrapheap Challenge Thread]
}}
Neuts:
{| border="1"
! Meta !! Name !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec
|-
|| 5 || Small Energy Neutralizer II || <font color=green>18,900m</font> || <font color=lightblue>33.75 GJ</font> || <font color=red>108 GJ</font> || 320% || 18.0 GJ/sec
|-
|| 8 || Imperial Navy Small Energy Neutralizer || <font color=green>22,050m </font>|| <font color=lightblue>33.75 GJ</font> || <font color=red>108 GJ</font> || 320% || 18.0 GJ/sec
|-
|}
Nos:
{| border="1"
! Meta !! Name !! Range !! Energy Transfered !! Nosing per Sec
|-
|| 5 || Small Nosferatu II || <font color=green>19,800m</font> || <font color=red>19.2 GJ</font> || 6.4 GJ/sec
|-
|| 8 || Imperial Navy Small Nosferatu || <font color=green>22,500m</font> || <font color=red>19.2 GJ</font> || 6.4 GJ/sec
|-
|| 13 || Corpii A-Type Small Nosferatu || <font color=green>30,642m</font> || <font color=red>20 GJ</font> || ~6.6 GJ/sec
|-
|}
<br>
{{Fittings
|name=Sentinel, Solo
|high=Small Unstable Power Fluctuator I<br>Small Unstable Power Fluctuator I<br>Small Unstable Power Fluctuator I
|mid=1MN Afterburner II<br>Tracking Disruptor II,Optimal Range Disruption<br>Small Electrochemical Capacitor Booster I,Navy Cap Booster 400<br>Warp Disruptor II
|low=Small Armor Repairer II<br>Damage Control II<br>Energized Adaptive Nano Membrane II
|charges=Tracking Speed Disruption<br>Navy Cap Booster 400 x13
|drones=Hobgoblin II x4<br>Warrior II x4<br>Hornet EC-300 x4
|rigs=Small Egress Port Maximizer I<br>Small Egress Port Maximizer I
|recommended1=
|recommended2=
|recommended3=
|notes=
*Coreli C-Type 1MN Afterburner and Centii C-Type Small Armor Repairer are both relatively cheap and make a significant difference if you want to add some pimp.
*This fit has very low EHP and accordingly is susceptible to any ship with significant Alpha strike.
*Meta 7+ Neuts/Nos make a very nice addition to these capabilities but they are prohibitively expensive.
*Can go with 2 nuets and a nos might work for engaging turret based BS.  For anything else 3 neuts is better.
*MWD is certainly possible but requires too many sacrifices for too little benefit.
*Double Egress Port Maximizers have the best result on cap stability with a 3 neut setup.  If a rig is required for fitting a single Small Semiconductor Memory Cell I will give a better result then anything else.
<br>
''Tips'': 
*vs. turret ships - Establish a ~17km orbit, Neut, TD and laugh while your drones slowly, slowly chip away.
*vs. drone frigates - Establish a ~17km orbit, Neut, TD and duel drones.  Your larger drone bay should allow you to win the drone fight by attrition although the lack of drone damage bonus may make it painful.  Once drones are dead see above.
*vs. missile frigates - You can simply outrange some rocket setups.  Anything else just Neut until their point drops and run, there are not many setups you can out tank/gank as both are low on this setup.
}}
{{Fittings
|name=Sentinel, Frig Gang
|high=Small Unstable Power Fluctuator I<br>Small Unstable Power Fluctuator I<br>Small Diminishing Power System Drain I
|mid=Limited 1MN MicroWarpdrive I<br>Balmer Series Tracking Disruptor I,Tracking Speed Disruption<br>Balmer Series Tracking Disruptor I,Tracking Speed Disruption<br>Balmer Series Tracking Disruptor I,Tracking Speed Disruption
|low=200mm Reinforced Rolled Tungsten Plates I<br>Damage Control II<br>Energized Adaptive Nano Membrane II
|charges=Optimal Range Disruption x3
|drones=Light Armor Maintenance Bot I x4<br>Warrior II x4<br>Hornet EC-300 x4
|rigs=Small Ancillary Current Router I<br>Small Ionic Field Projector I
|recommended1=
|recommended2=
|recommended3=
|notes=
*There are no advantages to flying this fit over a T1 Arbitrator in a gang.  So unless frigates are the fleet requirement take an Arbitrator and provide the same capabilities together with way more tank and way more damage.
<br>
''Tips'': 
Provide gang TD support from range and support with drones.
}}
{{Fittings
|name=Sentinel, Mini-Curse
|high=Small Unstable Power Fluctuator I<br>Small Unstable Power Fluctuator I<br>Small Unstable Power Fluctuator I
|mid=Limited 1MN MicroWarpdrive I<br>Medium F-S9 Regolith Shield Induction<br>Warp Disruptor II<br>Micro Capacitor Booster II,Navy Cap Booster 200
|low=Micro K-Exhaust Core Augmentation<br>Damage Control II<br>Nanofiber Internal Structure II
|charges=Navy Cap Booster 200
|drones=Hobgoblin II x4<br>Warrior II x4<br>Hornet EC-300 x4
|rigs=Small Anti-EM Screen Reinforcer I<br>Small Core Defense Field Extender I
|recommended1=
|recommended2=
|recommended3=
|notes=
*This shield tank has terrible resists and a large signature.
*Can go with 2 nuets and a nos for engaging larger turret based targets.  For anything else 3 neuts is better.
<br>
''Tips'':
This fit is the closest to the 'standard' shield fit Curse and accordingly some people advocate it.  It would certainly be flown/employed like that sort of Curse but the lack of TD and sub-optimal cap leave lots to be desired.
}}
<br>
<br>
====Curse====
{{Cap Warfare Ship
|shipimg=Curse.jpg
|caption=Curse
|shipname=Curse
|class=
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
5% bonus to Tracking Disruptor effectiveness per level<br>
10% bonus to drone hit points and damage per level<br>
<br>
'''Recon Ships Skill Bonus:'''<br> 
40% bonus to Energy Vampire and Energy Neutralizer range per level<br>
20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level<br>
|highs=5
|turrets=2
|launchers=4
|mediums=6
|lows=4
|dronebay=150 m3
|dronebandwidth=50 Mbit/sec
|cargohold=345 m3
|cap=1250 GJ  /  +9.1 GJ/sec @ peak recharge
|info=The Curse is the undisputed king of cap warfare.  Its range bonuses allow its hefty neuting capacity to reach out to an obscene range.  This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility.
Expect to be called primary in this ship when flying in gangs; this ship is universally recognized as a huge force multiplier.  No one wants to fight a
Curse solo as the various advantages allows control of the fight to stay within grasp of a decent Curse pilot, and no one likes feeling useless and impotent for the duration of a fight.
The most common flavour is a shield tanked curse due to the six mid slots and the desire to be able to have the flexibilty of speed and the ability to control range.  Armour Curses are ridiculed by some but as gang support, backed by Guardian logistics, they are incredible additions to the capabilities of the fleet. Curses are a great counter to logistics chains, both for RRBS and logistics ships themselves, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup.
This is a ship that really needs its applicable command skill to V to be fully functional. The effectiveness of various small and medium neuts and nos on this hull with all skills V are in the tables below.
For information and details on fits see the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=28042&start=0&hilit=domi E-Uni Forum Post] and the [http://scrapheap-challenge.com/viewtopic.php?t=21626 Scrapheap Challenge thread].
}}
Neuts:
{| border="1"
! Meta !! Name !! Range !! Energy Cost !! Energy Neuted !! Neut Efficiency !! Neuting per Sec
|-
|| 5 || Medium Energy Neutralizer II || <font color=green>37,800 m</font> || <font color=lightblue>112.5 GJ</font> || <font color=red>360 GJ</font> || 320% || 30 GJ/sec
|-
|| 8 || Imperial Navy Medium Energy Neutralizer || <font color=green>42,000 m</font>|| <font color=lightblue>112.5 GJ</font> || <font color=red>360 GJ</font> || 320% || 30 GJ/sec
|-
|}
Nos:
{| border="1"
! Meta !! Name !! Range !! Energy Transfered !! Nosing per Sec
|-
|| 5 || Medium Nosferatu II || <font color=green>37,800 m</font> || <font color=red>72 GJ</font> || 12 GJ/sec
|-
|| 8 || Imperial Navy Medium Nosferatu || <font color=green>45,000 m</font> || <font color=red>72 GJ</font> || 12 GJ/sec
|-
|| 12 || Corpum B-Type Medium Nosferatu || <font color=green>54,000 m</font> || <font color=red>66 GJ</font> || 11 GJ/sec
|-
|}
<br>
{{Fittings
|name=Curse, Cookie-Cutter
|high=Medium Energy Neutralizer II<br>Medium Energy Neutralizer II<br>Medium Unstable Power Fluctuator I<br>Small Energy Neutralizer II<br>Small Energy Neutralizer II
|mid=Experimental 10MN MicroWarpdrive I<br>Warp Disruptor II<br>Medium Capacitor Booster II, Navy Cap Booster 800<br>Tracking Disruptor II,Optimal Range Disruption<br>Large Shield Extender II<br>Large Shield Extender II
|low=Damage Control II<br>Power Diagnostic System II<br>Nanofiber Internal Structure II<br>Nanofiber Internal Structure II
|charges=Tracking Speed Disruption<br>Navy Cap Booster 800
|drones=Hammerhead II x5<br>Warrior II x5<br>Hornet EC-300 x5<br>Valkyrie II x5
|rigs=Medium Egress Port Maximizer I<br>Medium Egress Port Maximizer I
|recommended1=
|recommended2=
|recommended3=
|notes=
*EFT Stats: (all skills V)
**EHP: 22,707
**Cap: 36 sec running full out without Cap boosters
**DPS: 238 with Hammerhead IIs
**Speed: 1703 m/s without heat
**Align: 7.8 sec
*Meta 7+ modules can make a pimped out Curse extremely nice, but there are no particularly cheap options.
*Experimental 10MN MicroWarpdrive I is the better option for Cap with the MWD running, 10MN MicroWarpdrive II is better for Cap with the MWD turned off.
*Many fits will have 2 or even 3 T2 HMLs for added damage balanced against heavy neuting.
*Medium Unstable Power Fluctuator I are easier to fit but cost much more than Medium Energy Neutralizer II, otherwise they are interchangeable.
*Drones to taste.
*For gangs with Shield logistics drop a Large Shield Extender II for an Adaptive Invulnerability Field II.
*Rigs can be set for tank by plugging the EM hole and adding an extender but it has a large negative impact on Cap.
}}
{{Fittings
|name=Curse, Heavy Neut
|high=Heavy Unstable Power Fluctuator I<br>Small Energy Neutralizer II<br>Small Diminishing Power System Drain I<br>Drone Link Augmentor I<br>Drone Link Augmentor I
|mid=Large F-S9 Regolith Shield Induction<br>Adaptive Invulnerability Field II<br>Sensor Booster II, Scan Resolution<br>Medium Capacitor Battery II<br>Small Capacitor Booster II, Navy Cap Booster 400<br>Experimental 10MN MicroWarpdrive I
|low=Reactor Control Unit II<br>Reactor Control Unit II<br>Reactor Control Unit II<br>Reactor Control Unit II
|charges=Navy Cap Booster 400
|drones=Warrior II x10<br>Hornet EC-600 x5<br>Valkyrie II x5
|rigs=Medium Ancillary Current Router I<br>Medium Ancillary Current Router I
|recommended1=
|recommended2=
|recommended3=
|notes=
}}
{{Fittings
|name=Curse, Armour
|high=Medium Energy Neutralizer II<br>Medium Nosferatu II<br>Small Energy Neutralizer II<br>Small Energy Neutralizer II<br>Small Nosferatu II
|mid=10MN MicroWarpdrive II<br>Tracking Disruptor II<br>Tracking Disruptor II<br>Tracking Disruptor II<br>Tracking Disruptor II<br>Tracking Disruptor II
|low=1600mm Reinforced Rolled Tungsten Plates I<br>Energized Adaptive Nano Membrane II<br>Adaptive Nano Plating II<br>Damage Control II
|charges=Navy Cap Booster 400
|drones=Warrior II x10<br>Hornet EC-600 x5<br>Valkyrie II x5
|rigs=Medium Particle Dispersion Projector I<br>Medium Particle Dispersion Projector I
|recommended1=
|recommended2=
|recommended3=
|notes=
}}
<br>
<br>
====Pilgrim====
{{Cap Warfare Ship
|shipimg=Pilgrim.jpg
|caption=Pilgrim
|shipname=Pilgrim
|class=
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
5% bonus to Tracking Disruptor effectiveness per level<br>
10% bonus to drone hit points and damage per level<br>
<br>
'''Recon Ships Skill Bonus:'''<br> 
20% bonus to Energy Vampire and Energy Neutralizer transfer amount per level<br>
-96% to -100% reduction in Cloaking Device CPU use per level<br>
<br>
'''Role Bonus:'''<br>
80% reduction in liquid ozone consumption for cynosural field generation<br>
50% reduction in cynosural field duration<br>
'''Note:'''<br>
can fit covert cynosural field generators
|highs=4
|turrets=3
|launchers=0
|mediums=5
|lows=5
|dronebay=150 m3
|dronebandwidth=50 Mbit/sec
|cargohold=315 m3
|cap=1250 GJ  /  +9.1 GJ/sec @ peak recharge
|info=The Pilgrim is the 'U-Boat' of EVE.  Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.  Once a target is engaged this ship is commited to the fight and generally someone is going to die.
The Pilgrim and Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is dropped in favour of the Force recon covert ops cloak bonus.  This leaves the ship designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships.
There are variations of Pilgrim fits out there but much less than with the Sentinel or Curse.  Generally the fitting will follow roles like the Covert Cyno / Scout role, Solo PvP, Probing Pilgrim etc.  There is no point nano/shield fitting a Pilgrim as your target selection and cloak are the surviability rather than speed and ability to control range.  In a solo role you don't decloak until you are in web and scram range anyways, scout and skirmish Pilgrims apply the same principle, and there is very little to no reason to use a Pilgrim over a Curse in normal gang support.
For tips and fitting options read through the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=22978&hilit=Pilgrim E-Uni Forum Post] and the [http://scrapheap-challenge.com/viewtopic.php?t=21221 Scrapheap Challenge thread].
}}
{{Fittings
|name=Pilgrim, U-Boat
|high=Medium Energy Neutralizer II<br>Medium Unstable Power Fluctuator I<br>Small Energy Neutralizer II<br>Covert Ops Cloaking Device II
|mid=10MN MicroWarpdrive II<br>10MN Afterburner II<br>Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800<br>Tracking Disruptor II, Tracking Speed Disruption<br>Warp Scrambler II
|low=Damage Control II<br>1600mm Reinforced Rolled Tungsten Plates I<br>Energized Adaptive Nano Membrane II<br>Energized Adaptive Nano Membrane II<br>Medium Armor Repairer II
|charges=Navy Cap Booster 800, Optimal Range Disruption
|drones=Warrior II x10<br>Hammerhead II x5<br>Valkyrie II x5
|rigs=Medium Ancillary Current Router I<br>Medium Ancillary Current Router I
|recommended1=
|recommended2=
|recommended3=
|notes=
}}
<br>
<br>
===Amarr T3 Ships===
====Legion====
{{Cap Warfare Ship
|shipimg=Legion.jpg
|caption=Legion
|shipname=Legion
|class=
|bonuses='''Amarr Electronics Subsystems Skill Bonus:'''<br>
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level<br>
<br>
|highs=6-7
|turrets=0
|launchers=0
|mediums=4
|lows=5-6
|dronebay=200 m3
|dronebandwidth=50 Mbit/sec
|cargohold=340 m3
|cap=depending on the fit
|info=TBD.
}}
===Blood Raider Ships===
====Cruor====
{{Cap Warfare Ship
|shipimg=Cruor.jpg
|caption=Cruor
|shipname=Cruor
|class=
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level<br>
<br>
'''Minmatar Frigate Skill Bonus:'''<br>
10% bonus to the velocity factor of stasis webifiers per level<br>
<br>
'''Note:'''<br>
100% bonus to Small Energy Turret damage
|highs=4
|turrets=2
|launchers=0
|mediums=3
|lows=3
|dronebay=0 m3
|dronebandwidth=0 Mbit/sec
|cargohold=135 m3
|cap=470 GJ  /  +5 GJ/sec @ peak recharge
|info=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 point.  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.
}}
====Ashimmu====
{{Cap Warfare Ship
|shipimg=Ashimmu.jpg
|caption=Ashimmu
|shipname=Ashimmu
|class=
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level<br>
<br>
'''Minmatar Cruiser Skill Bonus:'''<br>
10% bonus to the velocity factor of stasis webifiers per level<br>
<br>
'''Note:'''<br>
100% bonus to Medium Energy Turret damage
|highs=6
|turrets=3
|launchers=0
|mediums=4
|lows=5
|dronebay=10 m3
|dronebandwidth=10 Mbit/sec
|cargohold=280 m3
|cap=1830 GJ  /  +8.5 GJ/sec @ peak recharge
|info=The Ashimmu suffers from much the same problems as the Cruor although at least it can fit the essential 4 modules to makes its design work: propulsion, point, web and cap booster.  The problem arises however that you can't gank it enough to make the resulting tank acceptable, but you also can't tank it enough to make the resulting gank respectable.
}}
==== Bhaalgorn ====
{{Cap Warfare Ship
|shipimg=Bhaalgorn.jpg
|caption=Bhaalgorn
|shipname=Bhaalgorn
|class=
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level<br>
<br>
'''Minmatar Battleship Skill Bonus:'''<br>
20% bonus to Stasis Webifier activation range per level<br>
<br>
'''Note:'''<br>
100% bonus to Large Energy Turret damage
|highs=7
|turrets=4
|launchers=0
|mediums=5
|lows=7
|dronebay=75 m3
|dronebandwidth=75 Mbit/sec
|cargohold=675 m3
|cap=7500 GJ  /  +16.2 GJ/sec @ peak recharge
|info=The Bhaalgorn is amazing at what it does.  It is a niche ship but the niche is actually worth exploiting and the bonuses, fitting, and general statistics of the ship all complement each other nicely to accomplish it.
}}


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[[Category:Guides]] [[Category:PvE]] [[Category:PvP]]