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eve:ships:battleships:paladin

Paladin

Overview

Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides immunity to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense.

The Paladin is a great PVE ship in the right circumstances.

Requirements

  • Amarr Battleship V
    • Spaceship Command IV
    • Amarr Battlecruiser III
      • Spaceship Command III
      • Amarr Cruiser III
        • Spaceship Command II
        • Amarr Destroyer III
          • Amarr Frigate III
            • Spaceship Command I
  • Marauders I
    • Energy Grid Upgrades V
      • Power Grid Management II
      • Science I
    • Advanced Weapon Upgrades V
      • Weapon Upgrades V
        • Gunnery II
    • Spaceship Command V

Traits

Role Bonuses:

  • 100% bonus to Large Energy Turret damage
  • 100% bonus to Tractor Beams range and velocity
  • 70% reduction in Micro Jump Drive reactivation delay
    • Can fit Bastion Modules

Amarr Battleship bonuses (per skill level):

  • 5% bonus to ship capacitor capacity
  • 7.5% bonus to Large Energy Turret optimal range

Marauders bonuses (per skill level):

  • 7.5% bonus to Armor Repairer amount
  • 5% bonus to Large Energy Turret damage

Fittings

[Paladin, Missioner]

Imperial Navy Large Armor Repairer
Heat Sink II
Heat Sink II
Heat Sink II
Kinetic Armor Hardener II
Kinetic Armor Hardener II
Armor Thermic Hardener II

Cap Recharger II
Cap Recharger II
Tracking Computer II
Stasis Webifier II

Tachyon Beam Laser II, Multifrequency L
Tachyon Beam Laser II, Multifrequency L
Tachyon Beam Laser II, Multifrequency L
Tachyon Beam Laser II, Multifrequency L
Small Tractor Beam I
Small Tractor Beam I
Salvager I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Hornet II x5
Hammerhead II x5

This is the fit you want to run when doing missions in Amarr space, and it plows through any Blood or Sansha L4 mission like knife through hot butter, and does quite well vs. Mercenaries and Drones as well.

The faction armor repairer is needed due to the somewhat limited powergrid, but for the rest, T2 works just fine. Other than that, upgrading the Heat Sinks and Stasis Webifier to faction variants is a relatively cheap way to make things go quite a bit more smoothly. Hardeners based on Rat type.

[Paladin, PvE/ESS (PANKRAB)]

Reactive Armor Hardener
Corpii A-Type Multispectrum Coating
Dark Blood Large Armor Repairer
Corpii A-Type Multispectrum Coating
Republic Fleet Tracking Enhancer
Dark Blood Large Armor Repairer
Imperial Navy Heat Sink

Tracking Computer II, Tracking Speed Script
Republic Fleet Large Cap Battery
Heavy Capacitor Booster II, Navy Cap Booster 3200
Large Micro Jump Drive

True Sansha Large EMP Smartbomb
Corpum A-Type Medium Energy Neutralizer
Corpum A-Type Medium Energy Neutralizer
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Mega Pulse Laser II, Conflagration L
Bastion Module I

Large Auxiliary Nano Pump II
Large Auxiliary Nano Pump II


Acolyte II x5
Acolyte II x5
Infiltrator II x2
Infiltrator II x2

This is a good fit for drone space krabbing and has the ability to get away from hostiles attempting to tackle you with the use of the neuts and micro jump drive.

eve/ships/battleships/paladin.txt · Last modified: 2021/09/22 12:08 by CorryBasler