Difference between revisions of "Dreadnoughts"

From EVE University Wiki
Jump to: navigation, search
(Blanked the page)
Line 1: Line 1:
 +
{{stub}}
 +
{{cleanup}}
 +
{{see also|Capital Ships}}
 +
'''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module, which has the following effects when activated:
  
 +
* 150% Torpedo velocity bonus
 +
* 80% bonus to XL Launcher rate of fire
 +
* 165% missile damage bonus (<span style="color:yellow">Tech II: 200%</span>)
 +
* 700% turret damage bonus (<span style="color:yellow">Tech II: 840%</span>)
 +
* -100% maximum velocity
 +
* 100% shield booster/armor repairer amount bonus
 +
* -50% shield booster/armor repairer duration
 +
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 +
* 80% remote assistance impedance
 +
* 60% weapon disruption resistance bonus (<span style="color:yellow">Tech II: 70%</span>)
 +
* 100% remote repair impedance
 +
 +
The siege module's cycle time is 5 minutes, and it requires 250 - (level of {{sk|Tactical Weapon Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.
 +
 +
* {{icon|amarr2|22|Amarr}}[[Revelation]]
 +
* {{icon|caldari2|22|Caldari}}[[Phoenix]]
 +
* {{icon|gallente2|22|Gallente}}[[Moros]]
 +
* {{icon|minmatar2|22|Minmatar}}[[Naglfar]]
 +
* {{icon|isis serpentis|22}}[[Vehement]]
 +
 +
[[Category:Ships]]

Revision as of 15:11, 3 May 2018

This article is a stub. You can help the UniWiki by expanding it.
This article should be cleaned up or improved. The reason is: unspecified
See also: Capital Ships

Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module, which has the following effects when activated:

  • 150% Torpedo velocity bonus
  • 80% bonus to XL Launcher rate of fire
  • 165% missile damage bonus (Tech II: 200%)
  • 700% turret damage bonus (Tech II: 840%)
  • -100% maximum velocity
  • 100% shield booster/armor repairer amount bonus
  • -50% shield booster/armor repairer duration
  • 60% sensor dampener resistance bonus (Tech II: 70%)
  • 80% remote assistance impedance
  • 60% weapon disruption resistance bonus (Tech II: 70%)
  • 100% remote repair impedance

The siege module's cycle time is 5 minutes, and it requires 250 - (level of Icon skillbook2.png Tactical Weapon Reconfiguration * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.