Griffin

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Griffin
Griffin
The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.
High slots 3
Medium slots 4
Low slots 1
Rig slots 3
Power output 25 MW
CPU output 225 tf
Turret slots 1
Launcher slots 2
Max targets 5
Shield capacity 391
Shield resists
(EM/EXP/KIN/THERM)
0/60/40/20
Armor HP 250
Armor resists
(EM/EXP/KIN/THERM)
60/10/25/45
Capacitor 250
Drones 5 m3
Drone Bandwidth
Cargo 160 m3
Max Speed 250 m/s
Insurance Cost 48,000.00
Insurance Payout 160,000.00
Updated for Trinity
Required Skills
Primary Caldari Frigate II
Secondary N/A
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

The Griffin is the Caldari electronic warfare frigate, specializing in ECM. Despite being limited in ewar capabilities because of the frigate sized hull, when used in a gang or fleet it can definitely make things difficult for way larger and more expensive enemy ships. It's also a Caldari frigate with a drone bay believe it or not.

Being a frigate it has very little cap so if you're in a small gang right click on each ECM module and set it to manual activation which will allow you to micromanage your jamming and save cap. In fleet battles the lag will make this impossible so be sure to switch back to autorepeat.

[edit] Bonuses

  • 15% bonus to ECM Target Jammer strength per level
  • 10% bonus to ECM Target Jammers' capacitor need per level.

[edit] Fittings

[edit] Newbie Fleet Griffin

High
1x Standard Missile Launcher I
Mid
1x 1MN Afterburner I / 1MN Microwarpdrive I
3x Racial ECM I
Low
1x Capacitor Power Relay I
Drone
1x Warrior I

Designed to be incredibly cheap and fit basically regardless of skills. The MWD is preferred but with very low skills you may fall out of warp everywhere and get left behind, in which case use an afterburner instead. Named ECM and capacitor power relay will make a large difference if you're feeling like a rich little newbie, do not ever use multispectrals they are shit. The missile launcher and drone are optional but fun to have.

Use this when you're just starting out in EVE and want to get a feel for how jamming works. Tag along on a fleet op and set your overview to only show Battleships / Heavy Assault Ships. Be sure to turn off your MWD/AB when you engage the enemy, lock enemy ships with initials close to your own and put an appropriate racial jammer on each (takes practice). Reactivate when you run out of cap. Sic your missiles and drone on someone and hope that someone else shoots him so you can totally steal credit for the kill.

If you feel electronic warfare is for you, upgrade to a Blackbird the second you have the skills and source of income as they are way more powerful in every single way.

[edit] Interceptor Bait Griffin

High
2x Rocket Launcher II (Rage rockets)
1x 200mm Autocannon II (faction EMP)
Mid
1x 1MN Afterburner II
1x Warp Scrambler II
2x Racial ECM II (best named work too)
Low
1x Signal Distortion Amplifier II
Rigs
2x Small Particle Dispersion Augmentator I
Drones
1 x Hobgoblin II

Fly around and get an interceptor to engage you, then perma-jam him and watch him die a slow humiliating death. Goes about 1.2km/s with heat, does about 80 dps and runs all modules forever. Jam strength is about 9.9 with good skills so you can happily jam most things destroyer sized and smaller. Suggested jammers are one Gallente and one Amarr as these are the most popular solo interceptors unless you know what your target will be in which case you can fit the appropriate jammer type.

If you miss a jam you'll die!

The Rules of ECM
  • Never use Ewar on the Primary.
  • Target a hostile whose name is closest to yours alphabetically.
  • ECM is used on Logistics/HACs/Battleships.
  • ALWAYS have an overview that focuses on your Ewar target class only.
View Full Electronic Warfare Article