Arazu

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Arazu
Arazu
Name: Arazu

Hull: Celestis

Role: Force Recon Ship

Force recon ships are the cruiser-class equivalent of covert ops frigates. While not as resilient as combat recon ships, they are nonetheless able to do their job as reconaissance vessels very effectively, due in no small part to their ability to interface with covert ops cloaking devices and set up cynosural fields for incoming capital ships.

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

High slots 4
Medium slots 6
Low slots 4
Rig slots
Power output 750 MW
CPU output 420 tf
Turret slots 3
Launcher slots 1
Max targets 7
Shield capacity 1125
Shield resists
(EM/EXP/KIN/THERM)
0/50/70/40
Armor HP 1294
Armor resists
(EM/EXP/KIN/THERM)
50/10/67.5/51.25
Capacitor 1156.25
Drones 40 m3
Drone Bandwidth 40 Mbit/sec
Cargo 315 m3
Max Speed 170 m/s
Insurance Cost 4,488,757.80
Insurance Payout 14,962,526.00
Updated for Apocrypha
Required Skills
Primary Gallente Cruiser V
Secondary Recon Ships I
Tertiary N/A
View Ships by Type



Contents

[edit] Overview

The Arazu is a Gallente Force Recon Ship.

With Recon Ships IV and a T2 24km warp disruptor, you can tackle targets from 43.2km, out of the range of their warp disruptors, heavy nos, etc. However, Remote Sensor Dampeners were so heavily nerfed in the Trinity expansion that they're at less than 35% of their original effectiveness, even on a bonused Gallente hull. Do not consider RSD setups as viable until RSDs are fixed. Until then, the Arazu and Lachesis still have niche utility in the form of a shield-tanked, overheated, claymore-boosted 70-90km warp disruptor for sniping HAC gangs to be used in conjunction with Rapiers or Huginns.

As of the Quantum Rise expansion, the Arazu gained a large boost when Warp Scramblers were given the ability to shut off Microwarpdrives along with the two points the scramblers provide. Since webs got badly nerfed, severely affecting the Rapier, a correctly fit Arazu has the potential to fill the void created by the rapier nerf.

[edit] Bonuses

Gallente Cruiser Skill Bonus
  • 5% bonus to Medium Hybrid Turret damage
  • 5% bonus to Remote Sensor Dampener effectiveness per level
Recon Ships Skill Bonus
  • 20% bonus to warp disruptor/scrambler range
  • -96% to -100% reduction in Cloaking Device CPU use per level
Role Bonus
  • 80% reduction in liquid ozone consumption for cynosural field generation
  • 50% reduction in cynosural field duration.

[edit] Fittings

[edit] Heavy Tackler

Approved Blackops Fitting

EFT Textblock

Role
Holding tackles under fire and locking down MWD-reliant ships.
Highs
1x Covert Ops Cloaking Device II
3x 200mm Railgun II (Faction Tungsten, Iron, Antimatter, Spike M)
Mids
1x Y-T8 Overcharged Hydrocarbon I MWD (or T2)
2x Large Shield Extender II
1x Invulnerability Field II
1x Warp Disruptor II
1x Warp Scrambler II / Faint Epsilon Warp Scrambler I (Recon IV)
Lows
1x Damage Control II
3x Power Diagnostic System II
Dronebay
3x T2 Medium
2x T2 Light
Rigs (necessary with the rig changes)
2x Core Defence Field Extender I


Faster Variant
Replace 1x LSE II with 1x Invulnerability Field II NOTE: You can keep the LSE II, it should still fit even with AWU IV. Keeping the LSE II means you only lose 4k EHP instead of almost 10k.
Replace 2x Power Diagnostic System II with 2x Nanofiber Internal Structure II

Gains 17% speed, 28% agility, loses 10% EHP and 50% cap runtime.


Don't compromise the tank for a sensor booster. Arazus are not for getting first tackles on fast ships (which is something T2 cruisers cannot do anymore), they're for holding long tackles on ships that can fight back. To do this properly, you need as much tank as you can get, and this ship tanks as well as a tackling Drake when properly fit and rigged. The potential nanofibers in the lows aren't for speedtanking (which isn't strictly possible anymore), but for dictating range against things you're scrambling or for getting in range of other T2 cruisers with your scrambler. Consider dropping one LSE/Invuln for a second disruptor if you're in a long-range HAC gang with logistics support.

[edit] The Blarazu

Approved Blackops Fitting
Role
Being useful as a tackler with loads of tank and putting out 350+ DPS. Designed for solo/small gang work.
Highs
1x Covert Ops Cloaking Device II
3x Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Mids
1x 10MN MicroWarpdrive II
2x Large Shield Extender II
1x Invulnerability Field II
1x Warp Scrambler II
1x Wildcard (depends on the situation - Web, Sensor Booster, Warp Disruptor, ECCM, Small Cap Booster for killing neuting ships...)
Lows
1x Damage Control II
3x Magnetic Field Stabilizer II
Dronebay
3x T2 Medium
2x T2 Light
Rigs (no excuse for not rigging these days)
2x Core Defence Field Extender I

Tactic:

Own everything, with a little support from your friends. If you have a sensor booster fitted this can allow you to get the initial tackle on more ships. If not, I would be inclined to fit a web in the wildcard slot. Consider a faction scram if you can afford it and are planning to make initial tackles. This is the preferred ship for covert cyno hotdropping, as the initial range is close.