notes=The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit another Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.</li><li>Rigs are optional, they are very expensive for most newbies.</li><li>If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.}}{{ShipFitting|
Noticing the alarming increase in Minmatar frigate fleets, the Imperial Navy made its plans for the Coercer, a vessel designed specifically to seek and destroy the droves of fast-moving frigate rebels.
SHIP BONUSES
Traits: Amarr Destroyer skill bonus per level: 10% bonus to Small Energy Turret tracking speed 10% bonus to Small Energy Turret Capacitor usage
Role Bonuses: 50% bonus to optimal range for small energy turrets
Required Skills
Amarr Destroyers I16m
Amarr Frigate III8h 53m
Spaceship Command I8m
Training Time what's this?
9h 17m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
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.
Drones
Drone Capacity
0 m³
Drone Bandwidth
0 Mbit/sec
Targeting
Max Tgt. Range
30 km
Max Locked Targets
6
RADAR Sensor
10 points
Sig. Radius
62 m
Scan Res.
525 mm
Structure
Structure Hitpoints
800 HP
Mass
1,650,000 kg
Volume
47,000 m³
Cargo Capacity
375 m³
Armor
Armor Hitpoints
900 HP
Armor Resistances
EM
50
THR
35
KIN
25
EXP
20
Shields
Shield Capacity
700 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Coercer is an Amarr T1 Destroyer. It uses lasers as its weapon system. With the Retribution patch, it gained a much needed 2nd mid slot and lost a low. The extra mid slot makes it better for kiting in solo/small gang PvP (before it could do it, but either someone needed to point the target, or they had to die before they realized they weren't pointed). The Coercer is great for applying ranged DPS in comparison to the other gun based destroyers, especially with T2 pulse. It can't do quite as much raw DPS as a Catalyst, for example, but it applies its damage at much greater range. It doesn't have as high of alpha as a thrasher, but at the same range, it applies much higher DPS.
Skills
Further information about additional or recommended skills to pilot Coercer for a specific or it's common role(s) can be written here.
Fitting
Wolfpack Coercer
Coercer: Wolfpack Coercer
EFT
[Coercer, Wolfpack Coercer] Dual Light Pulse Laser II Dual Light Pulse Laser II Dual Light Pulse Laser II Dual Light Pulse Laser II Dual Light Pulse Laser II Dual Light Pulse Laser II Dual Light Pulse Laser II Dual Light Pulse Laser II
Limited 1MN Microwarpdrive I Warp Disruptor II
Damage Control II 400mm Reinforced Rolled Tungsten Plates I Tracking Enhancer II
Small Anti-Explosive Pump I Small Energy Locus Coordinator I Small Energy Locus Coordinator I
Scorch S x1
FITTING DIFFICULTY
EVE VERSION
ODY 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
T2 pulses are required to use Scorch
The lasers have a sharp falloff, stay within 20 km
Tracking is exceptional
With all skills at V this fit has 8541 EHP and flies at 1508 m/s
172 DPS with Scorch S at 21 + 2.1 km
Tactics
No sub-article about Coercer roles or piloting tactics. You can write them here.