Difference between revisions of "Hydra Griffin"

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(General Info)
Line 24: Line 24:
  
 
==Example Griffin Setup==
 
==Example Griffin Setup==
====Stats (All level V)====
 
* '''Effective hitpoints''': 1,370 (each bomb is capable of dealing up to 800 damage to a Griffin)
 
* '''Speed''': 900 meters/second
 
* '''Light Missiles Max Flight Range''': 42km
 
* '''ECM Optimal + Falloff''': 50 + 51 km
 
* '''ECM Strength''': 8.9 points against correct racial ship type, 2.9 point otherwise
 
* '''Targeting Range''': 75km
 
* '''DPS''': 22 with faction light missiles
 
* '''Autonomy''': Capacitor stable at 68%
 
  
 
====Low Slots====
 
====Low Slots====
* Compulsive Signal Distortion Amplifier I
+
* Signal Distortion Amplifier
  
 
====Mid Slots====
 
====Mid Slots====
* Cold-Gas I Arcjet Thrusters (named 1mn afterburner)
+
* 1MN Afterburner
* 3x racial ecm jammers, any combination of the following:
+
* 3x Racial ECM Jammer
** CZ-4 Concussive Spatial Destabilizer ECM<br>
+
** Halting Phase Inversion ECM I<br>
+
** Compulsive Ion Field ECM I<br>
+
** 'Shade' I White Noise ECM
+
  
 
====High Slots====
 
====High Slots====
* 'Malkuth' Standard Missile Launcher I
+
* 2x Standard Missile Launcher
* 'Malkuth' Standard Missile Launcher I
+
* Offlined Small Coaxial Regenerative Projector (small remote armor repairer)
+
 
+
====Rigs====
+
* Small Particle Dispersion Augmentor I
+
* Small Low Friction Nozzle Joints I
+
* Small Low Friction Nozzle Joints I
+
  
 
====Drones====
 
====Drones====
Line 63: Line 43:
  
 
==Example EFT Cut & Paste==
 
==Example EFT Cut & Paste==
 +
 +
Here's a version using cheap named modules, which will fit with starting skills:
 +
 
<pre>
 
<pre>
[Griffin, hydra]
+
[Griffin, HYDRA t1]
Compulsive Signal Distortion Amplifier I
+
Induced Signal Distortion Amplifier I
  
 
Cold-Gas I Arcjet Thrusters
 
Cold-Gas I Arcjet Thrusters
CZ-4 Concussive Spatial Destabilizer ECM
+
FZ-3a Disruptive Spatial Destabilizer ECM
Halting Phase Inversion ECM I
+
Languid Phase Inversion ECM I
Compulsive Ion Field ECM I
+
'Gloom' I White Noise ECM
  
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
+
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
+
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
Small Coaxial Regenerative Projector
+
[empty high slot]
 +
 
 +
[empty rig slot]
 +
[empty rig slot]
 +
[empty rig slot]
 +
 
 +
 
 +
Light Armor Maintenance Bot I x1
 +
 
 +
</pre>
 +
 
 +
And here's a t2 variant which will require more advanced skills:
 +
 
 +
<pre>
 +
[Griffin, HYDRA t2]
 +
'Hypnos' Signal Distortion Amplifier I
 +
 
 +
1MN Afterburner II
 +
BZ-5 Neutralizing Spatial Destabilizer ECM
 +
Enfeebling Phase Inversion ECM I
 +
'Umbra' I White Noise ECM
 +
 
 +
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
 +
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
 +
[empty high slot]
  
 
Small Particle Dispersion Augmentor I
 
Small Particle Dispersion Augmentor I
Small Low Friction Nozzle Joints I
+
Small Particle Dispersion Projector I
Small Low Friction Nozzle Joints I
+
Small Particle Dispersion Projector I
  
  
 
Light Armor Maintenance Bot I x1
 
Light Armor Maintenance Bot I x1
 
</pre>
 
</pre>
 +
 +
Note that Meta 4 ECM jammers give the same jam strength as t2, but with lower cap useage and for less CPU.
 +
 +
====Stats====
 +
 +
With cheap named variant and starting skills:
 +
 +
* '''Effective hitpoints''': 1185 (each bomb is capable of dealing up to 800 damage to a Griffin)
 +
* '''Speed''': 731 meters/second
 +
* '''Light Missiles Max Flight Range''': 18.8 km
 +
* '''DPS''': 11
 +
* '''ECM Optimal + Falloff''': 32 + 33 km
 +
* '''ECM Strength''': 4.6 points against correct racial ship type, 1.5 point otherwise
 +
* '''Targeting Range''': 60km
 +
 +
With t2 variant and all Lv V skills:
 +
 +
* '''Effective hitpoints''': 1353 (each bomb is capable of dealing up to 800 damage to a Griffin)
 +
* '''Speed''': 942 meters/second
 +
* '''Light Missiles Max Flight Range''': 42.2 km
 +
* '''DPS''': 29
 +
* '''ECM Optimal + Falloff''': 72 + 53 km
 +
* '''ECM Strength''': 9.4 points against correct racial ship type, 3.1 point otherwise
 +
* '''Targeting Range''': 75km

Revision as of 00:25, 22 October 2010

General Info

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

This is a standard T1 Griffin setup, and is the recommended setup for PvP-BASIC. Griffins are excellent force multipliers, and are perhaps the single most useful T1 frigate that there is. Flying a Griffin on PvP-BASIC (or almost any fleet) is a great idea, and will make you both popular and attractive!

Rigs: These are optional, but some of these are extremely cheap to purchase in trade hubs. Next to each rig in parentheses is the number of calibration points it requires. Griffin has 400 calibration points in total:

  • Small Particle Dispersion Projector I (200) - increases tracking ECM effectiveness, decreases shield amount
  • Small Particle Dispersion Projector I (100) - increases EWAR optimal range, decreases shield amount
  • Small Low Friction Nozzle Joints I (50) - improves ship's agility so you can warp out faster, decreases armor amount
  • Small Auxiliary Thrusters I (100) - increases ship's max velocity)

Due to the high calibration requirement of the ECM strength rigs, fitting 2 of it will leave you unable to fit a 3rd rig, although this will give you the highest possible ECM effectiveness.

Flying a Griffin

When flying a Griffin, you are very likely to find yourself named primary, so be aligned and ready to warp out to the nearest planet or tactical if you are attacked. Depending on the situation, you may want to warp back in at range (30-50km in order to be in optimum ECM range), or just warp back to the bulk of the fleet.

Remember that you are not filling a DPS role, so damage is not a priority. Your primary role is to reduce DPS of enemy ships and stay alive by keeping at range, and the griffin is very effective at this. If the fleet has no EWO or has been directed to spread jams, lock multiple targets then activate one jammer on each target and let them run cycles on auto-repeat. Try to match colors of your jammers to background color of locked target. Once a gray countdown bar appears below the target window, that target has been jammed so it would be wasteful to activate a second jammer on it. If some particular targets have been called as primary for ECM group, turn auto-repeat off on your jammers and cycle them manually on targets specified.

Most pilots choose to fit racial ECM instead of multispectral ECM. Racial ECM has better range and lower capacitor use, which would allow you to keep further away and keep your cap stable if your cap skills aren't very high. However, racial ECM requires more micromanagement, and requires you to be engaging multiple ships of different races in order to be most effective - multispecs are more effective if you are engaging a single or very small group of targets, or the fleet has very few jammers. For BASIC, we ask that you fit racial jammers only. If you are unfamiliar with ship types, the easy way to match racial ECM to target is to lock multiple ships and match the colors on ECM modules to the background of the target window (i.e. red ladar jammers jam Minmatar ships with red background, yellow radar jammers jam Amarr ships with yellow background, and so on).

Beware of bombs! Griffin is one of the frigates in game that have larger signature radius. Meanwhile it has very few hit points. It will get wiped out with 2 bombs thrown by stealth bombers. If you see more than 2 bombs coming at your Griffin, warp out to a celestial object immediately then come back to rejoin the fleet.

Example Griffin Setup

Low Slots

  • Signal Distortion Amplifier

Mid Slots

  • 1MN Afterburner
  • 3x Racial ECM Jammer

High Slots

  • 2x Standard Missile Launcher

Drones

  • Light Armor Maintenance Bot I x1

Cargo

  • 1000 units of Caldari Navy light missiles
  • Spare Light Armor Maintainance Bots

Example EFT Cut & Paste

Here's a version using cheap named modules, which will fit with starting skills:

[Griffin, HYDRA t1]
Induced Signal Distortion Amplifier I

Cold-Gas I Arcjet Thrusters
FZ-3a Disruptive Spatial Destabilizer ECM
Languid Phase Inversion ECM I
'Gloom' I White Noise ECM

'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Flameburst Light Missile
[empty high slot]

[empty rig slot]
[empty rig slot]
[empty rig slot]


Light Armor Maintenance Bot I x1

And here's a t2 variant which will require more advanced skills:

[Griffin, HYDRA t2]
'Hypnos' Signal Distortion Amplifier I

1MN Afterburner II
BZ-5 Neutralizing Spatial Destabilizer ECM
Enfeebling Phase Inversion ECM I
'Umbra' I White Noise ECM

Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
[empty high slot]

Small Particle Dispersion Augmentor I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I


Light Armor Maintenance Bot I x1

Note that Meta 4 ECM jammers give the same jam strength as t2, but with lower cap useage and for less CPU.

Stats

With cheap named variant and starting skills:

  • Effective hitpoints: 1185 (each bomb is capable of dealing up to 800 damage to a Griffin)
  • Speed: 731 meters/second
  • Light Missiles Max Flight Range: 18.8 km
  • DPS: 11
  • ECM Optimal + Falloff: 32 + 33 km
  • ECM Strength: 4.6 points against correct racial ship type, 1.5 point otherwise
  • Targeting Range: 60km

With t2 variant and all Lv V skills:

  • Effective hitpoints: 1353 (each bomb is capable of dealing up to 800 damage to a Griffin)
  • Speed: 942 meters/second
  • Light Missiles Max Flight Range: 42.2 km
  • DPS: 29
  • ECM Optimal + Falloff: 72 + 53 km
  • ECM Strength: 9.4 points against correct racial ship type, 3.1 point otherwise
  • Targeting Range: 75km