The Coercer is a very different beastie to the Executioner. It is a frigate destroyer (that’s the origin of the name Destroyer for a class of naval ship), so carriers enough defence to fight frigates well with enough firepower to melt them. At Range.
Fitting concepts for PvP and PvE are very different. I’ll explain how/why I fit rather than detailed fits because my skills are different to yours.
So, for PvE. Firstly, cap stability with everything running isn’t important. If I can keep running for a few minutes with what I need that’s enough - balance your cap usage. With any destroyer you want to fight at range; you have range bonuses and you manage incoming damage by killing things quickly.
You are not brawling at 2km, you are 10km or more away using the heavier alpha of beam lasers to pop an NPC in one or two volleys rather than grinding him down.
A Coercer can easily handle Level 1 missions, Level 2 with management and care.
With a Dual Light Beam II Coercer, a heatsink in the lows and a collision rig, loaded with Navy Standard S I’m getting 185dps at 20km. 10% more than a crude Pulse fitted DPS Executioner gets at 4km.
With Navy Multifrequency S I’m getting 280dps at 10km.
That’s a good foundation. Add a damage control in the lows and a repairer and that’s a reasonable base. You can put a 5MN MWD and a Webifier in the mids and it’ll run missions. An energy turret metastasis adjuster rig will help application. The other rig is your choice (a semiconductor memory cell is always a good “not sure what” option).
Dual Beam because they are easier to fit and track better. We’re not planning on giving the NPCs chance to hurt you, so a single repairer is there on a “just in case”. For a lot of Level 1 missions you’ll kill at range taking almost no damage. The MWD is there to give you a blip of speed to break range (and anything chasing you is easier to hit than something orbiting) the Webifier slows anything that gets too close to the point you can melt it; Gleam S if you can load it has a 25% tracking bonus at a range cost (half the range of MF). If the little horror gets too close, web him, switch to gleam and burn his face off.
You’ll want to think seriously about using “keep at range” (either 10km or 20km - optimal for MF or Standard) to reduce traversal - tracking on beams is poor so you’ll need to manage it. You’ll have to learn to fly!
So. PvP. Harder.
But people underestimate the Coercer, which is your advantage. I’ve seen a lot of success with a shield Coercer - drop the repairer for another Heatsink - keep the damage control; we are in the kill first business now. The two turret rigs are good - the target will want traversal, you need to track him.
So, mid-slots. A 5MN MWD and a medium shield extender (T2 if you can). Bung a shield extender rig in and you’ve a ship that will do 300+DPS at 10km and 8k ehp. It’s fairly skill demanding though. If you can control the starting conditions, then you can do 220dps at 20km with the MWD for some range control. You’ll want to keep traversal low, so keep at range again rather than Orbit. This becomes a game of attrition - can you melt him before he can deal with you?
Downside: no tackle - if he can close you down and shut off your MWD, you are in a kill or be killed match (but you’ve got good DPS at that range but poor tracking). Also, no tackle means he can break off if he wants. You are relying on his red mist overcoming an objective view of what this “easy kill” Coercer is doing to the paintwork. They are really good defensive ships where the idea is to drive off an attacker rather than just kill him - especially since you can set up 20-40km from warp-in and engage at range. Pair with a tackler and you are in a happy place. Bung in a Crucifier as well and any attacker is suddenly castrated, pinned and demolished.