Cruor
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
Minmatar Frigate bonuses (per skill level):
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. With the rebalance changes in the Kronus patch removing the draining restrictions from vampire modules, they have become more popular than neuts in pvp fits. Because neuts drain more total capacitor energy than vampire modules however, neuts remain situationally useful.
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 effective at eliminating your opponents.
Fitting
Small Energy Neutralizer II
Small Nosferatu II
Small Focused Pulse Laser II
Small Focused Pulse Laser II
Limited 1MN Microwarpdrive I
X5 Prototype Engine Enervator
Faint Epsilon Warp Scrambler I
Damage Control II
200mm Reinforced Steel Plates II
Adaptive Nano Plating II
Small Energy Collision Accelerator I
Small Capacitor Control Circuit I
Imperial Navy Gamma S x2
- An expensive but powerful neuting frigate.
- As fitted, with all skills at V and before boosts, this ship has 6.4 K EHP, flies at 2619 m/s (3736 m/s with MWD overheated) and align in 5.4 s (3.8 s with MWD off). The capacitor is stable.
- The ship will neut about 20-21 GJ/s, draining other frigates cap dry in about 20 - 40 s.
- Damage is 126 dps at 4.7 + 2.5 km from the Imperial Navy Gamma.
Small Focused Pulse Laser II, Conflagration S
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Focused Pulse Laser II, Conflagration S
1MN Afterburner II
Faint Epsilon Warp Scrambler I
Small Capacitor Booster II, Navy Cap Booster 400
Damage Control II
400mm Rolled Tungsten Compact Plates
Adaptive Nano Plating II
Vigor Compact Micro Auxiliary Power Core
Small Energy Collision Accelerator I
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Hobgoblin II x1
Navy Cap Booster 400 x1
Conflagration S x1
Nanite Repair Paste x10
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.