Imperial Navy Slicer
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The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents. Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease.
Amarr Frigate bonuses (per skill level):
The Imperial Navy Slicer is a ship with a distinctive role - that of a fast frigate sized kiter/sniper. Its impressive optimal range bonus allows it to snipe at long range with beam lasers, or to kite very effectively with pulse lasers loaded with scorch. It only has 2 turret slots, but its ship bonus can give them the damage of more than 4, while only needing the fitting and cap for two. Finally, the ship has a fast base speed and low mass, making it very quick and agile.
- Amarr Frigate to at least IV to take advantage of the Slicer's 10% bonus to Small Energy Turret optimal range and 25% bonus to Small Energy Turret damage that comes with every extra level in the skill.
- With the massive bonus to small energy turret damage and only 2 slots it is highly recommended to have T2 Small Energy Turret with supporting Gunnery skills to maximize the benefit.
- Propulsion Jamming Level II is necessary for Tech 2 points, and level 4 allows T2 webs.
- High Speed Maneuvering Level III for T2 MWDs. Level 4 is recommended.
- Hull Upgrades Level 2 is required for T2 Nanofiber Internal Structures and Overdrive Injectors and also increases your armor HP.
- Hull Upgrades, CPU Management and Power Grid Management should be at level V (they are important for any ship you fly).
- Navigation 5% bonus to sub-warp speed per level. Level V is recommended.
- Acceleration Control 5% bonus to afterburner and MWD speed per level. Level IV is recommended.
- Evasive Maneuvering 4% to ship agility per level. Level V is recommended.
- Signature Analysis 5% scan resolution per level; getting this to level V will greatly boost your target locking speed.
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