Dragoon
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The Dragoon follows old religious tenets - ones thought rather dark by the majority of the cluster, but found perfectly normal by Amarr minds - that to exist as God's chosen people means fulfilling a very definite and often forceful role. This includes not only imposing the will of God, often through the time-honored methods of mindless proxies, but also profiting, even being nourished, off the energies of others. As such, the Dragoon focuses on sending out a mass of drones, ones capable not only of swiftly hunting down their targets but also of inflicting tons of damage once contact is made. Moreover, the Dragoon is able to drain the target's energy in the meanwhile, all with the aim of leaving it little more than a trembling husk. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Dragoon is an Amarr destroyer with bonuses towards drones and energy neutralizer range. Like its larger cousin, the Curse, the Dragoon is designed to get within range and cap out the enemy to shutdown the enemy and prevent them from escaping, while the drones do the work. However, as the ship has no bonuses to neutralizer amount, the Dragoon should not attempt to take on anything larger than a frigate, Catalyst or Cormorant, and is best against frigates which use railguns and lasers.
Skills
Further information about additional or recommended skills to pilot Dragoon for a specific or it's common role(s) can be written here.
Fitting
Tactics
No sub-article about Dragoon roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.