Atlas
Coercer Navy Issue

Amarr Empire Navy Destroyer

Coercer Navy Issue

Destroyer Faction

To fly it

10h 36m of training from scratch, 19,079 SP across 3 skills. Every level can be trained as Alpha.

Plan to copy: 6 steps
Spaceship Command I
Amarr Frigate I
Amarr Frigate II
Amarr Frigate III
Amarr Destroyer I
Amarr Destroyer II

In the client: skill queue, “Add skills listed in clipboard”.

Mastery

Mastery I: 23h 20m from scratch, 41,994 SP. 12h 44m on top of flying it.

Plan for Mastery I from scratch: 28 steps
CPU Management I
CPU Management II
CPU Management III
Gunnery I
Gunnery II
Gunnery III
Mechanics I
Navigation I
Navigation II
Power Grid Management I
Science I
Spaceship Command I
Amarr Frigate I
Amarr Frigate II
Amarr Frigate III
Capacitor Systems Operation I
Controlled Bursts I
Hull Upgrades I
Motion Prediction I
Propulsion Jamming I
Rapid Firing I
Repair Systems I
Sharpshooter I
Small Energy Turret I
Target Management I
Weapon Upgrades I
Amarr Destroyer I
Amarr Destroyer II

In the client: skill queue, “Add skills listed in clipboard”.

Bonuses

Amarr Destroyer per skill level

Role bonus

Description

Imperial Navy ship design doctrine tends to return to the tried and tested approach of heavy armor and high-efficiency energy weapons regardless of advances in technology and experiments with tactics. The upgrade brief for the Coercer Navy Issue certainly exemplified this tendency, notably calling for heavily upgraded armor systems and significant improvements in the energy use and damage output of its weapons. The Imperial Navy's continued fascination with energy neutralization as a supplementary weapon system is the only deviation from the core emphasis on fashioning a vessel as hard to crack and potently armed as possible.

More ships of this class Navy Destroyer