Cruor

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EVE University Database
 
Ship Database
Cruor
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Cruor
Amarr Empire
Amarr Empire
Pirate Faction Ships
Cruor Class
RELATED UNI-WIKI REFERENCES

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:
100% bonus to Small Energy Turret damage
Amarr Frigate Skill Bonus:
15% bonus to Energy Vampire and Energy Neutralizer drain amount per level
Minmatar Frigate Skill Bonus:
10% bonus to the velocity factor of stasis webifiers per level

Required Skills
  • Amarr Frigate III8h 53m
    • Spaceship Command I8m
  • Minmatar Frigate III8h 53m
    • Spaceship Command I8m
Training Time what's this?
0d 18h 3m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
57 MW
CPU
cpu output
137 tf
Capacitor
capacitor
470 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
3
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
308 m/s
Inertia Modifier
inertia modifier (agility)
3.6
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
5.01 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
0 m³
Drone Bandwidth
drone bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
25 km
Max Locked Targets
max. locked targets
6
RADAR Sensor
RADAR sensor strength
12 points
Sig. Radius
signature radius
35 m
Scan Res.
scan resolution
763 mm
Structure
Structure Hitpoints
structure hitpoints
582 HP
Mass
ship mass
1,003,000 kg
Volume
ship volume
28,600 m³
Cargo Capacity
cargo capacity
135 m³
Armor
Armor Hitpoints
armor hitpoints
657 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
583 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


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 effective at eliminating your opponents.

Fitting

PvP Tackle Neut
Cruor: PvP Tackle Neut
EFT
[Cruor, PvP Tackle Neut]
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

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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
ODY 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.


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.