Partner
|
Sponsor
|
Stasis Webifier
From EVEWiki
These powerful modules will cut the speed of a target down by 50 to 60%, depending on what Webber you use. They have about a 10km range, with a 13km range if you overheat them.
This module is regarded as very close to essential for all ships, especially Tacklers. The primary purpose is to limit the ability of the enemy to close to or keep a certain range. By using it in conjunction with a speed module (MWD or AB), it may prevent the enemy from being able to move out of Warp Jammer range, thereby preventing the enemy from simply out-ranging the Warp Jamming modules to escape.
Stasis Webifiers also help with dealing damage. Aside from helping keep an enemy at the ideal range for your weapons, it also reduces the amount of Transversal an enemy can make, permitting weapons to hit targets that'd normally be Orbiting too quickly for them.
Note that, due to the quirks of how warping works, applying a web to a ship will make a ship go into Warp faster.
This module has a Stacking Penalty.
Contents |
Variants
Common stats
| Cycle Time |
|---|
| 5 sec |
| Name | Meta Level | Max Velocity Bonus | Optimal Range | Activation Cost | CPU Usage | Powergrid Usage | |
|---|---|---|---|---|---|---|---|
| Tech I | Stasis Webifier I | n/a | -50 % | 10 km | 5 Energy | 25 tf | 1 MW |
| 'Langour' Drive Disruptor I | 1 | -52.5% | 10 km | 5 Energy | 20 tf | 1 MW | |
| Patterned Stasis Web | 2 | -55% | 10 km | 5 Energy | 23 tf | 1 MW | |
| X5 Prototype I Engine Enervator | 3 | -57.5% | 10 km | 4 Energy | 21 tf | 1 MW | |
| Fleeting Propulsion Inhibitor I | 4 | -60 % | 10 km | 4 Energy | 22 tf | 1 MW | |
| Tech II | Stasis Webifier II | 5 | -60 % | 10 km | 6 Energy | 30 tf | 1 MW |
| Faction | Caldari Navy Stasis Webifier | 8 | -55 % | 12 km | 5 Energy | 18 tf | 1 MW |
| Khanid Navy Stasis Webifier | 8 | -60 % | 12 km | 5 Energy | 25 tf | 1 MW | |
| Shadow Serpentis Stasis Webifier | 8 | -55 % | 13 km | 5 Energy | 25 tf | 1 MW | |
| Dread Guristas Stasis Webifier | 8 | -50 % | 13 km | 5 Energy | 18 tf | 1 MW | |
| True Sansha Stasis Webifier | 8 | -55 % | 15 km | 5 Energy | 25 tf | 1 MW | |
| Dark Blood Stasis Webifier | 9 | -55 % | 14 km | 5 Energy | 18 tf | 1 MW | |
| Gallente Navy Stasis Webifier | 9 | -60 % | 14 km | 5 Energy | 25 tf | 1 MW | |
| Domination Stasis Webifier | 9 | -50 % | 15 km | 5 Energy | 18 tf | 1 MW | |
| Officer | Mizuro's Modified Stasis Webifier | 11 | -55 % | 17 km | 15 Energy | 18 tf | 1900 MW |
| Hakim's Modified Stasis Webifier | 12 | -60 % | 18 km | 15 Energy | 25 tf | 2100 MW | |
| Gotan's Modified Stasis Webifier | 13 | -57.5 % | 19 km | 15 Energy | 18 tf | 1800 MW | |
| Tobias' Modified Stasis Webifier | 14 | -60 % | 20 km | 15 Energy | 18 tf | 2200 MW |
Ship Bonuses
- The Huginn and Rapier, two Minmatar Recon Ships, gain a very substantial bonus to Webifiers. With maximum skills, it is possible to reach up to 48km with a standard 10km web. You can reach further with heat, by using faction or officer webs, and/or the appropriate warfare link.
- The Hyena has a similar bonus, allowing Webs to reach 18km when the Electronic Attack Ship skill is maxed out.
Skills, and Related Modules
- The Propulsion Jamming skill reduces the Capacitor cost of running Webs.
- The Skirmish Warfare Mindlink - Interdiction Maneuvers Warfare Link module can boost the range of the web up to 22.5%. This can be enhanced even further by the Skirmish Warfare Mindlink Implant and the Claymore's skirmish warfare link bonus, for a roughly 38% increase in range.
Overheat
Heating a web adds 30% more range.
History
- Before the Quantum Rise expansion, the effects of webs were much more powerful - Tech 1 webs slowed a target by 75%, while Tech 2 webs slowed a target by 90%. Due to the Stacking Penalty, it takes 3 current webs to equate to a single old one. The Kronos and Paladin Marauders bonuses will restore any web equipped to them to its original value, provided the Marauders skill is trained to level 5.
|
EVE Online Ships Guide |
