NORMAL Priority Target
Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.
RELATED UNI-WIKI REFERENCES
Your first duty is to purge yourself in the flames of your confession before God. You must become ash in God's hands, for only then may you rise anew to strike the adversary down.
-Apostle-Martial Zhar Pashay's dawn address to the Paladins at the Battle of Rahdo, Amarr Prime AD 20538
Amarr Tactical Destroyer bonuses (per skill level):
5% bonus to Small Energy Turret damage
10% reduction in Small Energy Turret activation cost
5% reduction in module heat damage amount taken
+33% Small Energy Turret Damage
95% reduction in Scan Probe Launcher CPU requirements
• Additional bonuses are available while one of three Tactical Destroyer Modes are active. Modes may be switched no more than once every 10 seconds.
• Defense Mode
33.3% bonus to all armor resistances while Defense Mode is enabled
33.3% reduction in ship signature radius while Defense Mode is enabled
• Propulsion Mode
66.6% bonus to Afterburner and Microwarpdrive speed boost while Propulsion Mode is enabled
33.3% bonus to ship inertia modifier while Propulsion Mode is enabled
• Sharpshooter Mode
66.6% bonus to Small Energy Turret optimal range while Sharpshooter Mode is enabled
33.3% bonus to Small Energy Turret damage while Sharpshooter Mode is enabled
100% bonus to sensor strength and targeting range while Sharpshooter Mode is enabled
66.6% increased resistances against hostile Sensor Dampeners and Weapon Disruptors while Sharpshooter Mode is enabled
Base Time to Warp
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Light Fighter Squad Limit
Heavy Fighter Squad Limit
Support Fighter Squad Limit
The Confessor is the Amarrian Tactical Destroyer, and was released in the Rhea expansion (Dec 2014). It is bonused for Small Energy Turrets and has become a popular solo ship in lowsec.
Following the Tech 3 paradigm, Tactical Destroyers are flexible ships, and clever switching between their three modes allows the user to get the most out of these ships.
Combined bonuses on the Confessor give it a firepower equivalent of 8 turrets with an impressive range selection using Sharpshooter mode.
The Confessor's slot layout greatly favours Armor tanking, which can be further improved using the ship's Defense mode.
1MN and 5MN Confessors are viable, even though the ship really shines if fitted with a 10MN Afterburner. This requires compromises in fitting, but brings benefits such as very high speed, relatively good agility thanks to the bonus of Propulsion mode and a small signature radius.
Gunnery, armor and navigation support skills should all be at least 4 before taking out a solo Confessor. You should also be able to mount a T2 armor tank and use T2 turrets.
For more info on fittings, please go here
No sub-article about the Confessor roles or piloting tactics. You can write them here.
The Confessor was released in December 2014 in the Rhea patch. The Tech 3 destroyers were given staggered releases from December 2014 to July 2015, with the order determined by players donating items to Empire NPCs. The Amarr received the most donations, and had their Tech 3 destroyer released first.
|show advanced ships