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            "2384": {
                "pageid": 2384,
                "ns": 0,
                "title": "Recommended Setups for PVP-Intermediate",
                "revisions": [
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                        "*": "[[Category:Agony]]\n[[Category:PVP University/INTERMEDIATE]]\n[[Category:PVP University]]\n[[Category:Public]]\n\n== Introduction ==\n\nCruisers are a very versatile ship class, able to hit at both long and short ranges for a variety of disastrous outcomes. They can be fit for high alpha, speed, tank, damage, or any combination of the aforementioned. A large part of the effectiveness of the cruiser class hulls, however, comes down to the player's own piloting ability. Since the cruiser is less agile than a destroyer and not as fast as a frigate, the margin for error is far less. While the smaller ships flown in both [[PVP-BASIC]] and [[PVP-WOLFPACKS]] were easier to manage in terms of damage being applied, the signature radius of the cruiser hull makes them ample targets for most weapon systems.\n\nFor the Intermediate class, the FC will choose a particular gang type to fly two weeks before the class day. In this case, it will be either ShieldShag or Armored Knights.\n\nBecause of the slower warp speeds and lesser agility of cruisers, where drones have typically been an issue in past classes with faster moving ships that is no longer the case. In fact, drones contribute largely to the success of a cruiser fleet, whether it be destroying fast tackle or applying heavier damage to vulnerable targets. However, it's still recommended that all pilots be wary of their drones and have the Return to Drone bay function hotkeyed.\n\nFeel free to put together your own fits, but keep in mind that high resists, high buffer is required to maintain yourself with logistics on field.\n\n== Suggested Setups ==\n=== Shield Shag ===\nWith ShieldShag you will aim for an optimal range of 20km - 40km and focus on maintaining distance from your opponent using superior positioning, speed, and deterring firepower/ewar. The reason for aiming to be at 20km+ is to be well outside warp scrambler range but close enough that you can still apply your point, and be outside of a bomb's area of effect. ShieldShag depends on high maneuverability/high speed to stay alive, typically, but with logistics the fleet's life span should be ten fold. All in all, ShieldShag is a kiting fleet and must be able to apply damage at range while being ready to warp off in an instant.\n\n==== Damage ====\n*[[ShieldShag Caracal]]\n*[[ShieldShag Thorax]]\n*[[ShieldShag Stabber]]\n*[[ShieldShag Omen]]\n*[[ShieldShag Bellicose]]\n\n==== EWAR ====\n*[[ShieldShag Blackbird]]\n*[[ShieldShag Celestis]]\n*[[ShieldShag Arbitrator]]\n\n==== Logi ====\n*[[ShieldShag Osprey]] (preferred)\n*[[ShieldShag Scythe]]\n\n=== Armored Knights ===\nWhen flying Armored Knights it is expected that you will be at 0km with the opposing fleet, using high damage, high rate of fire weaponry to inflict the most amount of damage possible. Each Knight is fitted with a dual-prop: microwarpdrive for powering in, afterburner for keeping signature radius low and mitigating damage at close ranges. While not nearly as mobile as ShieldShag, Armored Knights are a force to be reckoned with (especially with logistics backing the DPS.)\n\n==== Damage ====\n*[[Knight Rupture]]\n*[[Knight Stabber]]\n*[[Knight Thorax]]\n*[[Knight Vexor]]\n*[[Knight Omen]]\n*[[Knight Maller]]\n\n==== EWAR ====\n*[[Knight Blackbird]]\n*[[Knight Celestis]]\n*[[Knight Arbitrator]]\n\n==== Logi ====\n*[[Knight Exequror]] (preferred)\n*[[Knight Augoror]]"
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            "1544": {
                "pageid": 1544,
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                "title": "Recommended Setups for PVP-Wolfpacks",
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                        "*": "[[Category:Agony]]\n[[Category:PVP_University/WOLFPACKS]]\n[[Category:PVP University]]\n[[Category:Public]]\n==Introduction==\n\nDestroyers offer many different fitting options, ranging from short range brawlers to >100km long range kiting setups.  They can be set up for a high \"alpha\" damage or fit for lower damage with nice tanking for longer battles.  They can be effectively used for solo work, small gang fights, or massive fleet battles.  Destroyers are a ton of fun to fly!\t\n\nWhile the potential exists that in any particular Wolfpacks class the FC may decide to fly a different fleet doctrine, most classes will be flying a fleet doctrine known as \"HSMR\u201d - which stands for High Speed, Medium Range.  \n\nHigh Speed Medium Range allows us to have some flexibility in the type of fights we engage in.  Ideally, we will look for fights where we are able to project our damage from a variety of ranges in order to dictate the range of the engagement to our advantage.\n\nAim for an optimal of between 20 to 30 km with short or medium range ammo.  This optimal range will help keep us out of smart-bomb range, most scram/webs, and bubbles launched by opponent interdictors that weren't smart or brave enough to power out to us   You should carry a load of long-range ammunition in case it is needed, and also carry some short-range ammo to swap out to if your optimal is by using medium range ammunition.  As in our Basic class, fit some sort of Ewar module in any spare midslots you have.   \n\nUnlike our Basic class, you should be fit with a microwarp drive and are encouraged to fit a small armor tank, if you can.  We use an armor tank instead of shield tank in this fleet in order to keep our mids open for EWAR modules.  At a minimum, you should have a Damage Control Unit fit.\n\nBecause this fleet concept moves so fast, we don\u2019t recommend depending upon drones as your primary method of dealing damage. Instead, we'll be using drones to supplement our fleets EWAR effectiveness.   If your drone bay only fits one drone, fit an armor repping drone for patching up the remnants of our fleet after a battle. If your drone bay has room for a full flight of drones, carry at least four ECM drones and at least one webbing drone, then fill any remaining space in your drone bay with spare ECM drones. We won't be using drones in every engagement, they are an option for us to use in certain fights to help mitigate incoming damage and slow down targets. Carry a spare flight of drones in your cargo bay to reload your drone bay at a station after a fight, because the odds are high you'll lose your drones to a fast fleet withdrawal or bombs! \n\nWe're happy for you to put together your own fits, for those of you who want an idea of what we're aiming for, example recommended fits are linked below.\n\n==Suggested Setups==\nFor the Wolfpacks HSMR Fleet Doctrine:\n*[[Hydra Thrasher HSMR]]\n*[[Hydra Talwar HSMR]]\n*[[Hydra Catalyst HSMR]]\n*[[Hydra Coercer HSMR]]\n*[[Hydra Cormorant HSMR]]\n*[[Hydra Algos HSMR]] Somewhat less recommended for Wolfpacks HSMR fleet doctrine\n*[[Hydra Corax HSMR]] Less recommended for Wolfpacks HSMR fleet doctrine\n*[[Hydra Dragoon HSMR]] Not recommended for Wolfpacks HSMR fleet doctrine\n\n==Destroyers In Comparison==\nSpecifications listed below are accurate as of date above, but can change at anytime.  Please check in-game for the latest stats on these ships.  Main article: [[Destroyers in Comparison]]\n{| border=\"1\" cellpadding=\"10\" cellspacing=\"0\" class=\"wikitable\" style=\"text-align:center\"\n!   Ship Name !! Race !! Powergrid !! CPU !! Speed !! Targeting Range !! Drone Bay !! Slot Distribution !! Signature Radius !! Bonus Per Level !! Role Bonus\n|-\n|  Coercer || Amarr || 85 || 168 || 255 || 30 || none || 8/2/3 - 8T 0L || 62m || 10% bonus to Small Energy Turret tracking speed, 10% bonus to Small Energy Turret Capacitor usage || 50% bonus to optimal range for small energy turrets\n|-\n|  Dragoon || Amarr || 58 || 150 || 240 || 39 || 75 || 6/2/4 - 3T 3L || 66m || 10% bonus to drone damage and hitpoints, 20% bonus to energy vampire and energy neutralizer transfer range || 25% bonus to drone microwarpdrive speed\n|-\n|  Cormorant || Caldari || 68 || 200 || 250 || 36 || none || 8/3/2 - 7T 1L  || 65m || 10% bonus to Small Hybrid Turret tracking speed, 10% bonus to Small Hybrid Turret optimal range || 50% bonus to optimal range for small hybrid turrets\n|-\n|  Corax || Caldari || 48 || 210 || 235 || 45 || none || 7/4/2 - 0T 7L  || 69m || 5% bonus to light missile and rocket kinetic damage, 10% bonus to light missile and rocket explosion velocity || 50% bonus to light missile and rocket max velocity\n|-\n|  Catalyst || Gallente || 70 || 178 || 265 || 33 || none || 8/2/3 - 8T 0L  || 68m || 10% Bonus to Small Hybrid Turret tracking speed, 10% bonus to Small Hybrid Turret falloff || 50% bonus to optimal range for small hybrid turrets\n|-\n|  Algos|| Gallente || 55 || 160 || 245 || 42 || 60|| 6/3/3 - 5T 0L  || 72m || 10% bonus to drone damage and hitpoints, 10% bonus to small hybrid turret tracking || 25% bonus to drone microwarpdrive speed\n|-\n|  Thrasher || Minmatar || 70 || 170 || 270 || 27 || none || 8/3/2 - 7T 1L  || 56m || 10% bonus to Small Projectile Turret tracking speed, 5% bonus to Small Projectile Turret damage || 50% bonus to optimal range for small projectile turrets\n|-\n|  Talwar || Minmatar || 51 || 200 || 255 || 36 || none || 7/3/3 - 0T 7L  || 60m || 5% bonus to light missile and rocket explosive damage, 15% reduction in microwarpdrive signature radius penalty || 50% bonus to light missile and rocket max velocity\n|}"
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