Difference between revisions of "Curse"

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([BOT] Updated as part of the Fitting-cide removal of fittings from the wiki.)
(Expanded discussion of skills and tactics.)
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==Summary==
 
==Summary==
 
The '''Curse''' is the undisputed king of capacitor 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.  
 
The '''Curse''' is the undisputed king of capacitor 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 range. Armour Curses are ridiculed by some but as gang support, backed up with 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.  
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The Curse is universally recognized as a huge force multiplier. Expect to be primaried when flying one in a gang or fleet.
  
This is a ship that really needs its applicable command skill to V to be fully functional.
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==Skills==
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The Curse really needs Recon Ships V to be fully functional: at Recon Ships IV, a pilot is missing out on a set of 80%/20%/20% bonuses for the Curse's primary on-grid purpose. Capacitor Emission Systems IV or (better!) V will help with the capacitor load of energy neutralizers. Strong drone skills and flights of T2 drones are necessary to wring any real DPS out of the Curse, which is a more important consideration in solo and small gang situations.
  
==Skills==
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Like most T2 ships, the Curse has tight fitting requirements, and good [[Fitting Skills|fitting skills]] will be necessary to get the most out of the hull; even a pilot with perfect fitting skills might find themselves needing one or two powergrid modules/rigs if they mount four neutralizers.
''Further information about additional or recommended skills to pilot Curse for a specific or it's common role(s) can be written here.''
 
  
 
==Tactics==
 
==Tactics==
''No sub-article about Curse roles or piloting tactics. You can write them here.''
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For mechanics and general principles of capacitor warfare see [[Capacitor Warfare]].
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The most common fitting flavour is a shield tanked Curse due to the six mid slots and the desire to be able to have speed flexibility and range control. That said, armor-tanked Curses can work when backed up with Guardian logistics, and the ship has excellent innate T2 armor resists. Monied pilots can consider faction or deadspace medium energy neutralizers for significantly longer ranges: a T2 neut on a Curse with a skilled pilot reaches 30km optimal, but (for instance) a Corpum B-Type neutralizer will deliver a 45km optimal—for a price.
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In a fleet fight, Curses are a great counter to logistics chains, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup. Neutralizers can also work well as a tool to shut down tackle and/or electronic warfare ships on the opposing side. Damage-dealing ships which rely on hybrid turrets, lasers, entropic disintegrators or vorton projectors cannot fire their weapons without capacitor energy; ships relying on missiles, drones, or projectile turrets can keep fighting through neuting, though.
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Flown as a solo ship, the Curse is a powerful opponent. However, for this very reason, few ships will willingly engage a solo Curse. Solo Curse pilots must to be wily in their use of their d-scan invisibility to catch targets, and must expect their opponents to try to outnumber and overship them as soon as they are detected: no one sees a Curse as a fair or honorable opponent deserving a measured response. While for fleet/gang use it's worth considering splashing out on faction neuts, the solo Curse's primary limitation is point range: T2 neuts have a 30km optimal on a Curse, but a T2 Warp Disruptor will only reach 24km. In fitting a Curse for solo flight it might be worth prioritizing a longer-ranged warp disruptor over fancier neutralizers.
  
 
==Notes==
 
==Notes==
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].
 
  
 
==Patch History==
 
==Patch History==

Revision as of 12:05, 31 October 2021

EVE University Database
 
Ship Database
Curse
CornerT2h.png
Curse
Amarr Empire
Amarr Empire
Recon Ships
Arbitrator Class
RELATED UNI-WIKI REFERENCES

Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.

Developer: Khanid Innovation

In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.

SHIP BONUSES

Amarr Cruiser bonuses (per skill level):
7.5% bonus to Weapon Disruptor effectiveness
10% bonus to Drone hitpoints and damage
Recon Ships bonuses (per skill level):
40% bonus to Energy Nosferatu and Energy Neutralizer optimal range
20% bonus to Energy Nosferatu and Energy Neutralizer falloff range
20% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Role Bonus:
• Cannot be detected by directional scanners

Required Skills
Training Time what's this?
61d 11h 23m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Pilgrim
Pilgrim.jpg
CornerT2s.png
Pilgrim
Recon Ships Arbitrator Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon hi slot.png4 (0/3) Icon mid slot.png5 Icon low slot.png5
Icon powergrid.png1,000 MW Icon cpu.png370 tf
Icon velocity.png198 m/sec
Icon capacity.png315 m³
,Arbitrator
Arbitrator.jpg
Arbitrator
Standard Cruisers Arbitrator Class
Icon hi slot.png4 (3/2) Icon mid slot.png4 Icon low slot.png5
Icon powergrid.png695 MW Icon cpu.png370 tf
Icon velocity.png200 m/sec
Icon capacity.png345 m³

Ship Attributes

Fittings
Powergrid
powergrid
900 MW
CPU
cpu output
380 tf
Capacitor
capacitor
1,470 GJ
High
high slots
5
Launchers
launcher slots
4
Turrets
turret slots
2
Medium
medium slots
6
Low
low slots
4
Rig
rigs
2
 
Medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
205 m/sec
Inertia Modifier
inertia modifier (agility)
0.61
Warp Speed
inertia modifier (agility)
4.5 AU/s
Base Time to Warp
base time to warp
9.99 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
150 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
130.00 km
Max Locked Targets
max. locked targets
10
RADAR Sensor
RADAR sensor strength
28 points
Sig. Radius
signature radius
145 m
Scan Res.
scan resolution
281 mm
Structure
Structure Hitpoints
structure hitpoints
1,075 HP
Mass
ship mass
11,810,000 kg
Volume
ship volume
120,000 m³
Cargo Capacity
cargo capacity
345 m³
Armor
Armor Hitpoints
armor hitpoints
1,650 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
53.125
EXP
explosive resistance
70
Shields
Shield Capacity
shield hitpoints
1,210 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
62.5
EXP
explosive resistance
81.25


Summary

The Curse is the undisputed king of capacitor 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.

The Curse is universally recognized as a huge force multiplier. Expect to be primaried when flying one in a gang or fleet.

Skills

The Curse really needs Recon Ships V to be fully functional: at Recon Ships IV, a pilot is missing out on a set of 80%/20%/20% bonuses for the Curse's primary on-grid purpose. Capacitor Emission Systems IV or (better!) V will help with the capacitor load of energy neutralizers. Strong drone skills and flights of T2 drones are necessary to wring any real DPS out of the Curse, which is a more important consideration in solo and small gang situations.

Like most T2 ships, the Curse has tight fitting requirements, and good fitting skills will be necessary to get the most out of the hull; even a pilot with perfect fitting skills might find themselves needing one or two powergrid modules/rigs if they mount four neutralizers.

Tactics

For mechanics and general principles of capacitor warfare see Capacitor Warfare.

The most common fitting flavour is a shield tanked Curse due to the six mid slots and the desire to be able to have speed flexibility and range control. That said, armor-tanked Curses can work when backed up with Guardian logistics, and the ship has excellent innate T2 armor resists. Monied pilots can consider faction or deadspace medium energy neutralizers for significantly longer ranges: a T2 neut on a Curse with a skilled pilot reaches 30km optimal, but (for instance) a Corpum B-Type neutralizer will deliver a 45km optimal—for a price.

In a fleet fight, Curses are a great counter to logistics chains, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup. Neutralizers can also work well as a tool to shut down tackle and/or electronic warfare ships on the opposing side. Damage-dealing ships which rely on hybrid turrets, lasers, entropic disintegrators or vorton projectors cannot fire their weapons without capacitor energy; ships relying on missiles, drones, or projectile turrets can keep fighting through neuting, though.

Flown as a solo ship, the Curse is a powerful opponent. However, for this very reason, few ships will willingly engage a solo Curse. Solo Curse pilots must to be wily in their use of their d-scan invisibility to catch targets, and must expect their opponents to try to outnumber and overship them as soon as they are detected: no one sees a Curse as a fair or honorable opponent deserving a measured response. While for fleet/gang use it's worth considering splashing out on faction neuts, the solo Curse's primary limitation is point range: T2 neuts have a 30km optimal on a Curse, but a T2 Warp Disruptor will only reach 24km. In fitting a Curse for solo flight it might be worth prioritizing a longer-ranged warp disruptor over fancier neutralizers.

Notes

Patch History