Sentinel

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Sentinel
CornerT2h.png
Sentinel
Amarr Empire
Amarr Empire
Electronic Attack Frigates
Crucifier Class
RELATED UNI-WIKI REFERENCES

Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Viziam

Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.

SHIP BONUSES

Amarr Frigate Skill Bonus:
20% bonus to energy vampire and energy neutralizer transfer amount per level and 5% bonus to effectiveness of tracking disruptors per level
Electronic Attack Ships Skill Bonus:
40% bonus to energy vampire and energy neutralizer range and 5% reduction in capacitor recharge time per level

Required Skills
  • Amarr Frigate V11d 20h 26m
    • Spaceship Command I8m
  • Electronic Attack Ships I33m
    • Spaceship Command III4h 26m
    • Long Range Targeting V10d 18h 35m
      • Electronics II43m
Training Time what's this?
22d 19h 35m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Crucifier
Crucifier.jpg
Crucifier
Standard Frigates Crucifier Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png27 MW Icon cpu.png235 tf
Icon velocity.png350 m/sec
Icon capacity.png265 m³

Ship Attributes

Fittings
Powergrid
powergrid
40 MW
CPU
cpu output
195 tf
Capacitor
capacitor
415 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
4
Low
low slots
3
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
324 m/s
Inertia Modifier
inertia modifier (agility)
4.25
Warp Speed
inertia modifier (agility)
6 AU/s
Base Time to Warp
base time to warp
6.55 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
60 m³
Drone Bandwidth
drone bandwidth
20 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
36 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
21 points
Sig. Radius
signature radius
53 m
Scan Res.
scan resolution
572 mm
Structure
Structure Hitpoints
structure hitpoints
329 HP
Mass
ship mass
1,112,000 kg
Volume
ship volume
28,100 m³
Cargo Capacity
cargo capacity
165 m³
Armor
Armor Hitpoints
armor hitpoints
375 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
44
EXP
explosive resistance
60
Shields
Shield Capacity
shield hitpoints
274 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
55
EXP
explosive resistance
75


Summary

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.

Skills

Further information about additional or recommended skills to pilot Sentinel for a specific or it's common role(s) can be written here.

Fitting

No tagged fittings for Sentinel.

Tactics

No sub-article about Sentinel 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.