Stabber
From Goonwiki
| Stabber | ||
|---|---|---|
![]() The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space. | ||
| High slots | 6 | |
| Medium slots | 3 | |
| Low slots | 3 | |
| Rig slots | 3 | |
| Power output | 700 MW | |
| CPU output | 300 tf | |
| Turret slots | 4 | |
| Launcher slots | 2 | |
| Max targets | 5 | |
| Shield capacity | 1485 | |
| Shield resists (EM/EXP/KIN/THERM) | 0/50/40/20 | |
| Armor HP | 1250 | |
| Armor resists (EM/EXP/KIN/THERM) | 60/10/25/35 | |
| Capacitor | 1062 | |
| Drones | 5 m3 | |
| Drone Bandwidth | 5 Mbit/s | |
| Cargo | 420 m3 | |
| Max Speed | 235 m/s | |
| Insurance Cost | 1,335,000.00 | |
| Insurance Payout | 4,450,000.00 | |
| Updated for Trinity | ||
| Required Skills | ||
| Primary | Minmatar Cruiser | II |
| Secondary | N/A | |
| Tertiary | N/A | |
| View Ships by Type | ||
Contents |
[edit] Overview
It's like a frigate with bigger guns and more of them. Very very fast for a cruiser, so it makes for a good heavy tackler. The Stabber is a good general purpose PVP ship, since it can both inflict moderate amounts of damage and tackle enemy ships by virtue of its speed. Unfortunately, its slot layout makes it essentially impossible to fit a tank, making the Stabber a fairly fragile ship. Its big brother, the Vagabond, corrects this flaw and is widely considered the best solo PVP ship in EVE.
[edit] Bonuses
- 5% bonus to Medium Projectile Turret firing speed per level
- 5% bonus to max velocity per level
[edit] Recommended Skill Packs
- Support - Capacitor 1
- Support - Gunnery 1
- Support - Navigation 1
- Support - Survival 1
[edit] Fittings
[edit] PvP Setups
I think the out of date has been fixed and mostly had to do with the Remote Sensor Dampener nerf in Trinity which has been taken off all these builds. [1]
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[edit] T2 Heavy Tackler
- High
- 4x 180mm AC II
- 1x Medium Neut II
- 1x Standard Missile Launcher II/Wildcard
- Mid
- 1x 10MN Microwarpdrive II
- 1x Warp Disruptor II or Warp Scrambler II
- 1x Large Shield Extender II
- Low
- 1x Overdrive Injector System II
- 1x Nanofiber Internal Structure II
- 1x Damage Control II or Nanofiber Internal Structure II
- Rigs
- 2x Projectile Ambit Extension (optional of course)
Great alternative for vaga pilots who don't want to lose their expensive ships in laggy bullshit. Burn for falcons and make them shit themselves. Hard ship to kill, especially in fleet situations. Can keep up with inties and once he's neuted he's fucked. Use T1 ammo for inty killing. Cost in rens is 30-35 mil. Updated for speed-nerf. You can fit a third ambit rig if you use an unstable neut.
[edit] Fleet Heavy Tackler
- Role
A heavy tackler that can get 1 point and a warp in on an enemy even under fire that would fry a frig (All Tech I)
- High
- 4x 220mm Vulcan AC I (Fusion)
- 2x Heavy Launchers I (Widowmaker for preference, keep some Thunderbolts for Caldari fags)
- Mid
- 1x 10MN MicroWarpdrive I
- 1x Warp Disruptor I
- 1x Large Shield Extender I
- Low
- 1x Overdrive Injector System I
- 1x Nanofiber Internal Structure I
- 1x Damage Control I or Nanofiber Internal Structure I
- Drones
- 1x Light Armor Maintenance Bot I
- Implants
- Any MWD speed/duration or projectile/launcher damage implant would help.
- Tactic
I have gotten tackles with this setup on 100+Km Sniping battleships. You can't run the MWD permanently but it will come close or break 3k per sec, and with the 20k Disruptor you should get at least 1 point and a warp-in on the target. I have closed the distance under incoming fire with 30% shield left. This setup originally had a remote sensor dampener instead of a large shield extender, which might not be that sensible anymore after trinity.
- Weaknesses
This ship needs to be within 5000m to have all of its DPS on target, so closing the distance is the first priority, sometimes (like all tacklers) if the enemy DPS is high enough you will die even with transversals.
- Strengths
Fairly versatile for a tackling cruiser, it has the ability to go 3km/s and can hit out to 37km with the heavy launchers.
-AztecD
[edit] Higher SP PvP Stabber
- High
- 4x 180mm Dual Autocannon II w/ Barrage
- 2x Assault Launcher
- Mid
- 10mn MWD I (Named or T2 if possible)
- Warp Disruptor II
- Large Shield Extender II (or named)
- Low
- 2x Gyrostabilizer II
- Nanofiber Internal Structure
- Rigs (relatively cheap with the new rig system)
- 2x medium Projectile Ambit Extension I
- 1x medium Anti-EM Screen Reinforcer I
Substantially more durable than the above fitting, due to the large shield extender, and deals more damage due to the two gyrostabilizers. The absence of nosferatu mean that you need to be more wary of your cap levels. Use your falloff to stay outside of web range. Good for heavy tackling, as it is a bitch and a half to kill. Can also do decent damage up close with EMP, if necessary.
This setup can be seen in the video simply titled The Stabber, and is probably one of the most popular Stabber setups in EVE.
Also, if you want to spend the money it's not very hard to use 220mm's instead of dual 180mm's, though your tracking will suffer somewhat. This is a very fun setup that makes you feel like a huge fucking interceptor, albeit a slow one.
[edit] Genny B's bait stabberu
- Low
- Damage Control I
- 1600mm Reinforced Crystalline Carbonide Plates I
- Energized Adaptive Nano Membrane II
- Mid
- 10MN MicroWarpdrive I
- Warp Scrambler II
- Large Shield Extender II
- High
- Salvager I
- Salvager I
- Salvager I
- Small Nosferatu I
- Small Nosferatu I
- Cloak
This thing is great for baiting stuff. You go just under 2km/s, you can bump the hell out of things, and with the nos going you can MWD for a long time. Great for getting a tackle on HACs, splitting gang aggro on one side of the gate, or as a scout. More than once I've tackled a hac (pulse zealots can hit you even with your MWD running at close range but it takes them forever to kill you) or battleship and held the tackle long enough to burn two jumps with dps. It's cheap enough to not care about if it dies too.
[edit] PvE Setups
[edit] L2 Mission Stabber
- High
- 4x 220mm Vulcan Autocannon
- 2x Assault Missile Launcher I
- Mid
- 1x 10mn Afterburner I
- 1x Medium Shield Booster I
- 1x Large Shield Extender I
- Low
- 2x Gyrostabilizer I
- 1x Nanofiber Internal Structure I
A shield tanking Stabber for running L2 kill missions. Since you usually face hordes of frigates and maybe a few cruiser-sized ships, the 220mm ACs and assault launchers are essential. Once I learned how to fly this setup properly, I could complete every L2 ED kill mission without having to warp out. When engaging groups of frigates, the trick is to kite them. Approach the nearest frigate group and use the afterburner to get within 20km or so, then disable it. Start firing missiles at about 25km (depending on skills) and autocannons at 15km. Switch targets as they pop while continuing to approach. Once you're within 3-4km, turn around and fly away from the group by double-clicking in space. The frigates will follow you, but since they're slower, they'll end up clustering behind you with little or no transversal, and your autocannons will chew them apart. Adjust your speed to keep them 5-10km behind you (for faster frigates, engage the afterburner for short periods if necessary). Activate shield booster as necessary to keep your shields around 50%-75%. If your shields drop below 20% or so and you're not a few seconds away from killing a big damage dealer, warp out. You should have no problem aligning without taking much, if any, armor damage.
[edit] Heavy Salvager
- High
- 4x Salvager I
- 2x Small Tractor Beam I
- Mid
- 1x 10mn Microwarp Drive I (Y-T8 Overcharged Hydrocarbon I Microwarpdrive)
- 2x Large Shield Extender I (Large F-S9 Regolith Induction)
- Low
- 2x Inertial Stabilizer I
- 1x Nanofiber Internal Structure I
Decent cargohold and doesn't blow up the moment a frigate targets you but more importantly it moves damn fast so you aren't sitting around slowboating to wrecks.
If want to burn through wrecks faster, consider adding a Salvage Tackle Rig I or II to this setup. It allows for 10% or 15% better salvaging attempts for a 10% base speed hit. This will mean you spend less time per wreck salvaging and can afford to swap out a high slot for a cloak or something else useful.
http://www.goonfleet.com/showthread.php?t=66482
[edit] Pipe Runner Setups
[edit] What's a Gate Camp?
- High
- 1x Prototype Cloaking Device I (Always fit a cloak!)
- Mid
- 1x 10mn MicroWarpdrive II
- 2x Large Shield Extender II
- Low
- 3x Warp Core Stabilizer I
- OR
- 2x Local Hull Inertia Stabilizer
- 1x Warp Core Stabilizer I
- Cargohold
- Medium Secure Container
The basic idea of this setup is to allow you to escape from a bubble that you jumped into from another system. It's almost impossible to stop this setup with its agility, speed and stabs along with knowing how to burn/warp out of a bubble.
In the hands of an experienced pipe runner, only being doubled webbed in a bubble and/or having four points on you will stop you. With this setup you will have 7725 shield hitpoints (8047 if you have Shield Management V) It will go 2790 m/s with Navigation V, Acceleration Control IV and Minmatar Cruiser V and 3074 m/s with LG rogue implants. Because of the stabber's aglity, alginment is quick and with three WCS it is unlikely that a gate camp can put four points on you before you burn outside of a bubble. The cloak allows you to rest at a safespot while scanning instead of having to constantly jump to random safespots.
The lack of guns is intentional. Guns only add to the cost of the setup, ammo takes up cargo space and with the stabs plus the cloak you will not be able to lock on anything quickly or be in range. Besides that the idea is it to GTFO to avoid combat and being aggressed.
To review why the stabber is a better pipe runner than an inty:
- 1. Similar speed and agility, not the same but "fast enough" to align before anything locks and burn out of a bubble before anything can web you.
- 2. Immunity to burst damage, an inty can be easily instapopped by sniping destroyers and the like as it burns away from a gate with no transversal.
- 3. Much bigger cargo capacity, because making second trips just isn't worth it
- 4. Can be autopiloted through empire, assuming no wardecs. You try that in an inty with valuable loot there's a good chance you'll get suicide ganked by a kestrel. It would take a battleship to suicide gank the pipe-running stabber, and if you have cargo valuable enough that someone is willing to suicide a battleship over a chance of it dropping then you shouldn't be autopiloting anywhere.
Substitute T1 or named mods at your discretion.

