Magus

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Magus
CornerT2h.png
Magus
Gallente Federation
Gallente Federation
ECM PRIORITY
LOW
Magnetometric
what's this?

LOW Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Command Destroyers
Algos Class
first highlight
Can fit Warfare Links
HIGHLIGHTS
structure hitpoints
Can fit a Micro Jump Field Generator
HIGHLIGHTS
EXTERNAL LINKS

Command Destroyers represent a versatile addition to fleets of all sizes. Being the smallest and most agile platforms for gang link technology positions them as the premier support option for fast-moving wolf packs. Unique access to Micro Jump Field Generators also allows them to perform maneuvers that rapidly reposition other ships, be they friend or foe.

SHIP BONUSES

Command Destroyers bonuses (per skill level):
5% reduction in Micro Jump Field Generator spool up time
2% bonus to Armored Warfare and Skirmish Warfare Links effectiveness
Gallente Destroyer bonuses (per skill level):
10% bonus to Drone hitpoints and damage
4% bonus to all armor resistances
Role Bonus:
95% Reduction in Powergrid Requirements for Warfare Links
50% Reduction in MWD Penalty Signature Bloom
• Can fit Micro Jump Field Generators
• Can fit one Warfare Link

Required Skills
Training Time what's this?
30d 9h 34m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) Support/Command
▪ Variations
Algos
Algos
Algos
Standard DestroyersAlgos Class
high slots6
(0/5)
middle slots3
low slots3
powergrid55 MW
cpu output160 tf
max. velocity245 m/sec
cargo capacity350 m³

Ship Attributes

Fittings
Powergrid
powergrid
59 MW
CPU
cpu output
210 tf
Capacitor
capacitor
700 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
3
Medium
middle slots
4
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
325 m/sec
Inertia Modifier
inertia modifier (agility)
3.2
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
5.1 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 Bandwith
drone bandwith
35 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
55.00 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
13 points
Sig. Radius
ship signature radius
67 m
Scan Res.
scan resolution
500 mm
Structure
Structure Hitpoints
structure hitpoints
830 HP
Mass
ship mass
1,115,000 kg
Volume
ship volume
55,000 m³
Cargo Capacity
cargo capacity
350 m³
Shields
Shield Capacity
shields
650 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
40
KIN
shield kinetic resistance
70
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
800 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
51.2
KIN
armor kinetic resistance
67.5
EXP
armor explosive resistance
10


Summary

This article should be cleaned up or improved. The reason is: needs updating after Frostline Patch

Skills

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

Fittings

For more info on fittings, please go here

Tactics

This article should be cleaned up or improved. The reason is: needs updating after Frostline Patch

"Warp to 20" - this is the Algos' pilot motto. Take the official description of this destroyer to heart and fly it that way. You might have more EHP and tank than a frigate but you are still not a brawler and not as nimble as a frigate. In PVE and PVP your damage is best done at range where you can tactically evaluate the situation and direct your drones to where they are most needed and manage your ship's propulsion mods and defense mods as necessary.

PvP: Fit a Microwarpdrive, Cap Boosters or anything that will keep your cap topped off in combat. If you happen to be squad/wing/fleet warped right on top of the enemy - turn and burn away, set your drones to do their thing on the Primary and make sure they are set to Passive mode. This means they will not agress anything that you don't purposefully tell them to. (This applies to PvE as well). Keeping your situational awareness as a droneboat pilot is doubly as important as for a gunboat pilot; he won't lose his primary dps if the FC orders a fast retreat and you're forced to leave your drones behind. It doesn't hurt to keep a flight of spare drones (or different variants) in your cargo hold to swap out if you dock up.

PVE: Level 1 missions are a breeze with the Algos. Level 2 are more of a challenge, but still possible once you have experience and EVE Survival website opened on your ingame browser and start fitting for specific missions. Level 3, you will need to fleet up with big friends - these are meant for Cruisers and Cruiser gangs. If you are at this point, leave the Algos behind and graduate to the Vexor.

Notes

You can add notes here.


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