This Eve Online fitting guide will cover the Caldari Cormorant destroyer. The destroyer class of vessel is considered almost exclusively anti-frigate in design, but with the proper fitting, are still capable of taking on cruisers as well. Each race in Eve Online possesses only a single destroyer class model, considered a mid-step between the frigate and cruiser classes of ships. The Cormorant is the Caldari’s only entry into this field. This vessel is a capable solo mission vessel for new players, thanks to its capabilities when considering its most modest skill requirements. The Cormorant is favored amongst PVE players in Eve Online looking to do lower end encounters, or level 1 missions.
The Cormorant is described in Eve Online as: “The Cormorant is the only State-produced space vessel whose design has come from a third party. Rumors abound, of course, but the designer’s identity has remained a tightly-kept secret in the State’s inner circle.” This statement, while it eludes nothing to the capabilities of the vessel, does however point out a slight aesthetic difference in the design of the Cormorant when compared to other Caldari vessels. The Cormorant is given a set of bonuses in Eve Online, which should be taken note of during fitting that favor hybrid turrets. Initially the Cormorant possesses a role penalty of -25% rate of fire for all turrets, however this is countered by a bonus of 50% to optimal range for small hybrid turrets. For each level put into the destroyer skill the Cormorant receives a 10% bonus to small hybrid turret tracking speed and small hybrid turret optimal range.
Those looking to pilot the Cormorant will need to have Caldari Frigate level 3, Spaceship Command Level 3 and Destroyers level 1. To maximize fitting potential, Eve Online recommends the following certificates; Active Shield Tanking, Core Competency and Frigate Hybrid Turrets.
The Cormorant can run about 580,000 – 600,000 Isk on the Eve Online market. For module fitting the Cormorant possesses only 1 low power slot, but has 4 mid power, and a total of 8 high power slots to fit 7 turrets and 1 launcher. 215 CPU and 55 powergrid are provided to power these modules, with 400 calibration to be divide amongst 3 rig slots. A hefty cargo capacity for the Cormorant of 450 m/3 gives plenty of space for holding all of the ammunition you are guaranteed to burn through in any decent fitting of this vessel. The destroyer’s hit points are divided as follows; 677 structure, 625 armor and 782 shield with a 625 second recharge time. The Cormorant actually has a decent velocity of 244 m/s for the power it wields, and with an afterburner fitting, can put up some great speeds.
Eve Online Fitting: “Small Gang Cormorant”
Starting with a modest cost for a T2 equipped destroyer standing at an estimated 5.6 million Isk for full fitting, this Cormorant designed by Deisaturas is built for DPS being capable of laying down 171.68 with an optimal range of 12.6km (3.75 km falloff) for its seven 75mm Gatling Rail II’s and an optimal range of 42km for its single Standard Missile Launcher II. The gang part of this name is to be taken into note however, as you will want to be in a small fleet with other Eve Online Capsuleers if flying this Cormorant fitting. This is due to the moderate cost, yet relatively low tanking ability of 16.85 dps with 5,162 effective hp, it will be necessary to have other players who can tank, split the absorbing of incoming fire, or using healing modules to increase this fitting’s survivability for extended engagements. One excellent benefit is the 1,500 m/s top speed capable with the Hydrazine boosters, but either the afterburners or warp disruptor can run indefinitely and still maintain stable cap with all weapons active. All equipped weapons operating without any additional cap drain will leave the capacitor stable at 43.12%.
Eve Online Fitting: “Sniping Cormorant (year 2010)”
With a slightly higher cost of 9.7 million estimated, this Eve Online fitting designed by Vladimiru stands out with its insane optimal range of 94.7 km and 12.2 km falloff this destroyer build can really reach out to touch somebody. 102 dps at these ranges means most NPC pirates can be taken out before they are even able to fire weapons, let alone actually score a hit. Sensor Boosters with loaded scripts help increase the range of the turrets, and also allow this fitting to be able to actually target these vessels at 109.5 km. This heavy long range ability comes at the price of a 2 minute and 20 second cap drain with all modules active, however, with the right timing, this shouldn’t matter since the time taken to close a gap of that distance will allow plenty of time for pauses in-between salvoes.
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