Arazu

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Arazu
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Arazu
Gallente Federation
Gallente Federation
Recon Ships
Celestis Class
Highlight
Can use Covert Ops Cloak
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

SHIP BONUSES

Gallente Cruiser Skill Bonus:
5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level
Recon Ships Skill Bonus:
20% bonus to warp disruptor range and -96% to -100% reduced CPU need for cloaking device per level.
Role Bonus:
80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration.
Note: can fit covert ops cloak and covert cynosural field generators

Required Skills
  • Gallente Cruiser V29d 15h 6m
    • Spaceship Command III4h 26m
    • Gallente Frigate IV2d 2h 17m
  • Recon Ships I50m
    • Spaceship Command V5d 22h 13m
    • Signature Analysis V5d 22h 13m
    • Covert Ops IV4d 4h 34m
Training Time what's this?
47d 23h 41m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Celestis
Celestis.jpg
Celestis
Standard Cruisers Celestis Class
Icon hi slot.png3 (3/3) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png575 MW Icon cpu.png375 tf
Icon velocity.png210 m/sec
Icon capacity.png320 m³
, Lachesis
Lachesis.jpg
CornerT2s.png
Lachesis
Recon Ships Celestis Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png4 (1/4) Icon mid slot.png7 Icon low slot.png4
Icon powergrid.png850 MW Icon cpu.png450 tf
Icon velocity.png220 m/sec
Icon capacity.png320 m³

Ship Attributes

Fittings
Powergrid
powergrid
750 MW
CPU
cpu output
420 tf
Capacitor
capacitor
1,156.3 GJ
High
high slots
4
Launchers
launcher slots
1
Turrets
turret slots
3
Medium
medium slots
6
Low
low slots
4
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
180 m/s
Inertia Modifier
inertia modifier (agility)
0.695
Warp Speed
inertia modifier (agility)
3.3 AU/s
Base Time to Warp
base time to warp
11.22 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
40 m³
Drone Bandwidth
drone bandwidth
40 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
112 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
26 points
Sig. Radius
signature radius
162 m
Scan Res.
scan resolution
231 mm
Structure
Structure Hitpoints
structure hitpoints
872 HP
Mass
ship mass
11,650,000 kg
Volume
ship volume
116,000 m³
Cargo Capacity
cargo capacity
315 m³
Armor
Armor Hitpoints
armor hitpoints
1,294 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
51
KIN
kinetic resistance
68
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,125 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
40
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

The Arazu is a T2 version of the Celestis, with the same bonus to sensor dampening and an additional impressive bonus to warp disruptor range. This allows the Arazu to point an enemy from nearly 60k away while overheating. It can combine this with sensor range damping to bring an enemy's lock range down below the Arazu's point range, allowing it to hold an enemy and render them unable to do anything about it. On top of this already potent combination is the ability to warp in while cloaked so it can get in to position and do it with little warning.

The Arazu also has a 40m3 drone bay and a bonus to hybrids to allow it to do some damage, but this is almost an afterthought.

Skills

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

Fitting

Cloaky Long Point with Sensor Disruption
Arazu: Cloaky Long Point with Sensor Disruption
EFT
[Arazu, Cloaky Long Point with Sensor Disruption]
Covert Ops Cloaking Device II
125mm Prototype Gauss Gun
125mm Prototype Gauss Gun
125mm Prototype Gauss Gun

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Warp Scrambler II
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I

Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II

Medium Anti-Explosive Pump I
Medium Trimark Armor Pump I


Hornet EC-300 x5
Hobgoblin II x3

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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • High slots are open to modification, both covert and standard cynosural fields may be fitted, or a probe launcher. The only thing that should definitely stay is the cloak.
  • Scram or point maybe upgraded to faction counterparts, Republic Fleet Warp Disruptor advised for added range.
  • Ample CPU/PG to spare.
  • If you are flying under warfare links you may drop the MWD for an afterburner and switch the damage control for an 800mm plate for added tank.
  • Don't forget to carry both scripts for the sensor disruptors.
  • As fitted, with all skills at V and before boosts, this ship has 40.0 K EHP, flies at 1189 m/s (1682 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)
  • The capacitor will run out in 1 min 12 s.
  • It takes 7.2 s to lock up a frigate with this fit, see below
Fast Locking Point
Arazu: Fast Locking Point
EFT
[Arazu, Fast Locking Point]
Covert Ops Cloaking Device II
Expanded Probe Launcher I
Covert Cynosural Field Generator I

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Warp Disruptor II
Faint Epsilon Warp Scrambler I
F-90 Positional Sensor Subroutines
F-90 Positional Sensor Subroutines

Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II

Medium Processor Overclocking Unit I
Medium Anti-Explosive Pump I


Vespa EC-600 x3
Hornet EC-300 x2

Scan Resolution Script x2
Sisters Combat Scanner Probe x8

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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A fast locking version, with 2 points and a scram. With overheating, will point at 58 km and scram at 22 km, locking frigates in 3 s.
  • The second sensor booster can be switched to an ECCM or a sensor dampener.
  • As fitted, with all skills at V and before boosts, this ship has 33.9 K EHP, flies at 1243 m/s (1758 m/s with MWD overheated) and align in 12 s with MWD on (8.9 s off)
  • The capacitor will run out in 1 min 18 s.


Tactics

The Arazu is most often used as either a long-range point during mixed fleet ops or initial point during covert fleets.

For fleet ops, the Arazu's job is to keep distant enemies pointed, either until tacklers arrive or after tacklers have been shot down. Here, stealth is still key if you're following the bait ship. Just don't uncloak too soon or you'll alert your prey to the trap. If you're with the main fleet, keeping your stealth cloak up can still keep enemy scouts from getting an accurate number of your forces.

For covert fleets, your role is initial point on a single target. Getting into point range shouldn't be a problem. However, unlike stealth bombers, force recons don't have a reduction to unstealth lock penalties. This means you're sitting there waiting to start locking for at least 5 seconds. This makes communication with the rest of the fleet absolutely vital if you don't want to 1) have everyone else uncloak before you have a point and damp up, thus losing either your prey or your fleetmates' ships, or 2) not have your fleetmates come in on time and losing your prey and your ship.

Notes

You can write additional notes for Arazu here.