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Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Viziam

Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.

Helpful Information


Amarr Frigate bonuses (per skill level):

  • 20% bonus to Energy Nosferatu and Energy Neutralizer drain amount
  • 7.5% bonus to Weapon Disruptor effectiveness

Electronic Attack Ships bonuses (per skill level):

  • 80% bonus to Energy Nosferatu and Energy Neutralizer optimal range
  • 40% bonus to Energy Nosferatu and Energy Neutralizer falloff range
  • 5% reduction in ship capacitor recharge time


  • Amarr Frigate V
    • Spaceship Command I
  • Electronic Attack Ships I
    • Spaceship Command III
    • Long Range Targeting V
      • CPU Management II

Non Reimbursable Fits

FW Solo PvP

[Sentinel, Rubicon Solo]

Small Ancillary Armor Repairer, Nanite Repair Paste
Drone Damage Amplifier II
Damage Control II

Limited 1MN Microwarpdrive I
Warp Disruptor II
Balmer Series Tracking Disruptor I, scripts
Small Capacitor Booster II, Navy Cap Booster 400

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Small Ancillary Current Router I
Small Egress Port Maximizer I

Warrior II x 12

This ship is designed to kite targets, neut them down, and slowly chip away at them. Very fragile but should be able to shut targets down pretty quickly due to the neuts… four or five cycles will drain any frigate. You will be in trouble if you get scrammed/webbed so it's important to maintain range.

Basically this should kill anything with cap-dependent turrets and/or active tank… you also have a lot of drones so you can probably kill some drone boats as well. Missile ships are a bad choice of target, as are projectile boats.

Frig Gang

[Sentinel, Gang Fit]

Damage Control II
Nanofiber Internal Structure II
Reactor Control Unit II

Multispectrum Shield Hardener II
Medium Ancillary Shield Booster
Medium Ancillary Shield Booster
Limited 1MN Microwarpdrive I

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
[empty high slot]

Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I

Hobgoblin II x4

Orbit as close as possible like 500m.

Try not to die.

eve/ships/frigates/sentinel.txt · Last modified: 2020/06/04 22:13 (external edit)