Difference between revisions of "Vargur"

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==Summary==
 
==Summary==
The '''Vargur''' is the Minmatar marauder-class battleship. Like the other marauders the Vargur has a very strong local tank, large number of utility high slots, is bonused for [[micro jump drive]] and can use the bastion module.
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The '''Vargur''' is the Minmatar [[Marauder]]-class battleship. Like the other marauders the Vargur has a very strong local tank, large number of utility high slots, is bonused for [[micro jump drive]] and can use the bastion module.
  
 
The Vargur gains 10% bonus to its projectile weapon falloff per {{sk|Minmatar Battleship}} level. As this is a T2 ship you won't be able to fly it without receiving the full 50% falloff bonus. This bonus gives the Vargur even greater range than [[Machariel]] at max level allowing the Vargur to use autocannons at unparalled ranges. Additionally the Vargur gains a powerful 7.5% tracking bonus per {{sk|Marauders}} level allowing it to apply damage even at close range with ease. Together these two bonuses make the Vargur able to engage targets at a very wide range of distances.
 
The Vargur gains 10% bonus to its projectile weapon falloff per {{sk|Minmatar Battleship}} level. As this is a T2 ship you won't be able to fly it without receiving the full 50% falloff bonus. This bonus gives the Vargur even greater range than [[Machariel]] at max level allowing the Vargur to use autocannons at unparalled ranges. Additionally the Vargur gains a powerful 7.5% tracking bonus per {{sk|Marauders}} level allowing it to apply damage even at close range with ease. Together these two bonuses make the Vargur able to engage targets at a very wide range of distances.
  
In addition to strong application bonuses the Vargur also gains a 100% hull bonus for weapon damage making its four guns equal to the eight guns that battleships usually have. In addition to this the Vargur gains 5% ROF bonus per {{sk|Minmatar Battleship}} giving it 10.67 effective guns.
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In addition to strong application bonuses the Vargur also gains a 100% hull bonus for weapon damage making its four guns equal to the eight guns that battleships usually have. In addition to this the Vargur gains 7.5% damage bonus per {{sk|Minmatar Battleship}} level, giving it 11 effective guns, which is then ''doubled'' by the [[Bastion Module]] up to 22 effective guns.
  
The usual 70% reduction in micro jump drive reactivation delay allows the marauders to use MJDs with one minute cooldown making the Vargur and other marauders some of the fastest battleships when flown by talented pilots. The MJD allows the Vargur to suddenly move 100 km to any direction and when used twice the MJD allows the Vargur to locate itself to any point within 200 km in a bit over one minute. The long cycle time places high skill requirements on the pilot as a mistake can land the ship in unfavorable position for several minutes.
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As with all [[Marauders]], the Vargur gains 70% reduced reactivation delay for [[Micro Jump Drive]]s (resulting in a 54s cooldown on the module), which allows the Vargur to move surprisingly quickly, travelling to any location with 200km in about a minute. However, jump directions must still be planned and executed correctly, as once a jump is made the Vargur is effectively stuck there until its drive recharges. Also as with all Marauders, the Vargur gains access to the Bastion Module, which when activated immobilizes the Vargur for 30 seconds and blocks any incoming remote assistance (such as remote repairs), but gives increased range, enormously increased fire rate, additional damage resistance, additional local repair power, and near immunity to electronic warfare. The combination of Bastion, Micro Jump Drive, and aforementioned Tracking and Falloff bonuses allows the Vargur to function as a massive turret which can teleport to any engagement range it wishes, output enormous amounts of damage with high accuracy, absorb and shrug off incoming fire, and then teleport out again before slower enemies can even get into range.
 
 
The second famous module of Marauders is the bastion module. While active this module makes the Vargur unable to move and receive remote assistance but gives 30% bonus to all resists, 100% bonus to local repair module effectiveness, 25% bonus to optimal and falloff range, 1000% bonus to sensor strength and 95% resistance to damps, tracking diruption and incoming target painters. Note though that these bonuses are stacking penalized with other modules. This module has 60 second cycle time so turning it on must be a thought out decision. As the bastion module cycle time and MJD cooldown are almsot excactly equal they work together very well allowing the marauder to jump, enter bastion for one cycle and then jump again.
 
  
 
The less combat oriented 100% bonus to tractor beam range and velocity allows the Vargur to quickly loot wrecks and containers, combined with utility high slots this allows the Vargur to loot and salvage missions on the fly.
 
The less combat oriented 100% bonus to tractor beam range and velocity allows the Vargur to quickly loot wrecks and containers, combined with utility high slots this allows the Vargur to loot and salvage missions on the fly.

Revision as of 07:38, 24 February 2021

EVE University Database
 
Ship Database
Vargur
CornerT2h.png
Vargur
Minmatar Republic
Minmatar Republic
Marauders
Tempest Class
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today's warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.

Developer: Boundless Creation

Boundless Creation's ships are based on the Brutor Tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.

SHIP BONUSES

Minmatar Battleship bonuses (per skill level):
7.5% bonus to Large Projectile Turret damage
10% bonus to Large Projectile Turret falloff
Marauders bonuses (per skill level):
7.5% bonus to Shield Booster amount
7.5% bonus to Large Projectile Turret tracking speed
Role Bonus:
100% bonus to Large Projectile Turret damage
100% bonus to Tractor Beam range and velocity
70% reduction in Micro Jump Drive reactivation delay
• Can fit Bastion modules

Required Skills
Training Time what's this?
115d 11h 59m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Tempest Fleet Issue
Tempest Fleet Issue.jpg
CornerTFs.png
Tempest Fleet Issue
Faction Battleships Tempest Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (4/6) Icon mid slot.png5 Icon low slot.png7
Icon powergrid.png17,500 MW Icon cpu.png580 tf
Icon velocity.png130 m/sec
Icon capacity.png815 m³
,Tempest Tribal Issue
Tempest Tribal Issue.jpg
CornerTFs.png
Tempest Tribal Issue
Special Edition Battleships Tempest Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (2/8) Icon mid slot.png6 Icon low slot.png7
Icon powergrid.png18,600 MW Icon cpu.png600 tf
Icon velocity.png120 m/sec
Icon capacity.png600 m³
,Tempest
Tempest.jpg
Tempest
Standard Battleships Tempest Class
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png8 (4/6) Icon mid slot.png5 Icon low slot.png6
Icon powergrid.png16,000 MW Icon cpu.png550 tf
Icon velocity.png127 m/sec
Icon capacity.png780 m³

Ship Attributes

Fittings
Powergrid
powergrid
12,900 MW
CPU
cpu output
625 tf
Capacitor
capacitor
6,200 GJ
High
high slots
8
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
6
Low
low slots
5
Rig
rigs
2
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
110 m/sec
Inertia Modifier
inertia modifier (agility)
0.11
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
14.72 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
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
105.300 km
Max Locked Targets
max. locked targets
10
LADAR Sensor
LADAR sensor strength
20 points
Sig. Radius
signature radius
360 m
Scan Res.
scan resolution
180 mm
Structure
Structure Hitpoints
structure hitpoints
6,900 HP
Mass
ship mass
96,520,000 kg
Volume
ship volume
450,000 m³
Cargo Capacity
cargo capacity
1,150 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
7,300 HP
Armor Resistances
EM
electromagnetic resistance
70
THR
thermal resistance
43.125
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
8,300 HP
Shield Resistances
EM
electromagnetic resistance
25
THR
thermal resistance
30
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Vargur is the Minmatar Marauder-class battleship. Like the other marauders the Vargur has a very strong local tank, large number of utility high slots, is bonused for micro jump drive and can use the bastion module.

The Vargur gains 10% bonus to its projectile weapon falloff per Minmatar Battleship level. As this is a T2 ship you won't be able to fly it without receiving the full 50% falloff bonus. This bonus gives the Vargur even greater range than Machariel at max level allowing the Vargur to use autocannons at unparalled ranges. Additionally the Vargur gains a powerful 7.5% tracking bonus per Marauders level allowing it to apply damage even at close range with ease. Together these two bonuses make the Vargur able to engage targets at a very wide range of distances.

In addition to strong application bonuses the Vargur also gains a 100% hull bonus for weapon damage making its four guns equal to the eight guns that battleships usually have. In addition to this the Vargur gains 7.5% damage bonus per Minmatar Battleship level, giving it 11 effective guns, which is then doubled by the Bastion Module up to 22 effective guns.

As with all Marauders, the Vargur gains 70% reduced reactivation delay for Micro Jump Drives (resulting in a 54s cooldown on the module), which allows the Vargur to move surprisingly quickly, travelling to any location with 200km in about a minute. However, jump directions must still be planned and executed correctly, as once a jump is made the Vargur is effectively stuck there until its drive recharges. Also as with all Marauders, the Vargur gains access to the Bastion Module, which when activated immobilizes the Vargur for 30 seconds and blocks any incoming remote assistance (such as remote repairs), but gives increased range, enormously increased fire rate, additional damage resistance, additional local repair power, and near immunity to electronic warfare. The combination of Bastion, Micro Jump Drive, and aforementioned Tracking and Falloff bonuses allows the Vargur to function as a massive turret which can teleport to any engagement range it wishes, output enormous amounts of damage with high accuracy, absorb and shrug off incoming fire, and then teleport out again before slower enemies can even get into range.

The less combat oriented 100% bonus to tractor beam range and velocity allows the Vargur to quickly loot wrecks and containers, combined with utility high slots this allows the Vargur to loot and salvage missions on the fly.

Skills

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

Tactics

Bastion+MWD trick allows marauders to warp almost instantly after coming out of bastion. Hover the mouse on the decycling bastion module to see exactly how long it has left. At the 9 second mark, start cycling the MWD for one cycle and start spamming "warp to" hotkey. After the bastion mode ends you will get one second of MWD that accelerates you to near warp speed and the marauder will warp in 2-3 seconds. Additionally the bastion mode makes hostiles unable to activate warp disruption or scram so you will not be pointed when the bastion ends giving you a small window to escape before the points are activated.

Marauders in bastion mode can jump Wormholes as normal and be instantly out of bastion mode on the other side.

Notes

You can write additional notes for Vargur here.

Patch History