Amarr Ships 102
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Class Information
This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.
General information
You've been applying your lasers to anything that looks at you funny for a while now, and you've noticed there are more Amarr ships than there were covered in Amarr Ships 101. What are these ships? What do they do? MISSILE BONUSES!?!?!?
Never fear, Amarr Ships 102 is here to help you sort it all out.
- Class Title: Amarr Ships 102
- Duration: 1 hour
- Location: Docked up in station of choice
Class contents:
- Amarr advanced ship philosophy
- Overview of Amarr advanced ships
- Amarr Tech 2 ships
- Amarr Tech 3 strategic cruiser
- Amarr faction ships
- Amarr capital ships
- Q&A
Student requirements:
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up.
- Access to the Class.E-UNI in-game chat channel
Additional information: This class is primarily lecture, delivered in the Class.E-UNI channel in Mumble, followed by Q&A.
Notes for the teacher
Required materials:
- Class.E-UNI chat channel, to receive questions and post relevant links
Useful links:
- Quick guide to Amarr ships: http://www.eve-wiki.net/index.php?title=Amarr_Ships
- Amarr Ships 101 syllabus: Amarr Ships 101
Class Content
Class Start
- Can you hear me?
- Join the classroom chat in Class.E-UNI
- Instructor introduction
- Brief character description and experience
- Opinions expressed are the instructor's, unless otherwise indicated
- Class rules
- Questions should be typed in Class.E-UNI chat
- Do not ask questions in Mumble until end of class. Please make sure you have the "Push to Talk" option enabled in Mumble.
- Be docked up, or somewhere safe during this class, please.
- This class will be all lecture and Q&A, and should last approximately an hour, though it could go a bit longer at the end for questions.
- Class Scope and Objectives
- This course is designed for EVE pilots that are interested in advanced Amarr ships.
- Over the next hour, we’ll do a quick review of Amarr Tech 2 and capital ships. Our objective is only to help you understand the basic characteristics of these advanced craft, and to help you become a little more familiar with them. We won't be getting into deep detail on any of these ships in this class.
- Feel free to refer back to the syllabus for this class: Amarr Ships 102
- You may also want to review the recordings or the syllabus of the Amarr Ships 101 class, which introduced the line of common Tech 1 Amarr vessels: Amarr Ships 101
Amarr Advanced Ship Design
- The most common Tech 1 Amarr ships, from frigates to battleships, share a common ship design philosophy, with a few minor variations:
- Lasers everywhere
- Armor tank favored
- Medium sized drone bays
- Enormous capacitors
- Targeting disruptor EWAR
- Amarr advanced technology ships, however, provide extensions or variants on this common ship design philosophy, providing highly skilled pilots with more options for achieving their objectives.
- Tech 2 and faction ships are each based on Tech 1 hulls, but with significant additions or variations included.
- Advanced tech ships require specialized skills to pilot successfully. We'll cover the various skills needed for each ship.
- While advanced ships provide more capabilities, they are also more focused on specific tasks. Therefore, while advanced tech ships help you to do some things better, they also can do fewer things, and are not as flexible as more generic Tech 1 ship designs.
- Amarr capital ships are huge, and provide extreme fleet power, at extreme cost and skill investment. They are also not invulnerable, and require support from smaller ships to do their jobs well.
Amarr Tech 2 Ships
- Tech 2 Amarr Frigates
- Electronic Attack Frigate: Sentinel: The Sentinel is an upgraded version of the Crucifier. With better bonuses it fills the same role, just better. However it isn't as good as a Recon cruiser, and is mainly seen in wolfpack-style fleets.
- Interceptors ("'ceptors", "inties") are the first choice for tacklers everywhere but nullsec (where interdictors and HICs take over). They have the highest scan resolution of any ship class, which allows them to target lock very quickly, and they are extremely fast, especially when fitted for speed. While their main purpose is tackling, many interceptors can also be fitted to be effective combat ships.
- Tackler Interceptor: Malediction: The fleet interceptor variant. It is built solely around the plan of "I'm just holding it here till the guns arrive".
- Damage Dealer Interceptor: Crusader: The damage dealer variant. The Crusader holds down the ship while destroying as well.
- Cloaked Frigates: Split into two sub classes, which have significantly different roles, both of which have the ability to warp while cloaked.
- Covert Ops Frigate: Anathema: Anathemas are scout vessels, used to find the enemy and gather intel on deployments. Like the rest of the cov ops frigates it is fragile in combat and shouldn't be shot at. Ever. Seriously if you're in a cov ops and you're not cloaked you're doing it WRONG.
- Stealth Bomber: Purifier: The stealth bomber is the backbone of any good covops hot drop fleet. The Purifier does heavy alpha damage with slow, heavy hitting weapons like torpedos and bombs. It is however very fragile, and if the target is not destroyed quickly this little slugger can have the tides turned.
- Assault Frigates: Assault ships (commonly called "Assault Frigates" or "AFs" to distinguish them from HACs) are have good tanks and high DPS. They are slower than interceptors, but have higher DPS and better tanks. In PvE, assault ships can take on missions and complexes which would normally be too difficult for a frigate-sized ship.
- Laser Assault Frigate: Retribution: The Retribution is the atypical Amarr ship. Heavy armor tank with lots of lasers. It is essentially an upgraded Punisher.
- Missile Assault Frigate: Vengeance: The Vengeance is a product of the Khanid gaining Caldari missile tech. This results in an armor tanked, missile-firing frigate; which is unique in EVE. However as it fires missiles it is more difficult to get into than the Retribution, as most Amarr pilots wont have the skills.
- Tech 2 Amarr Destroyer
- Interdictor: Heretic: Interdictors are heavy tackles designed to launch warp disruption probes. These probes emit a 20km warp disruption bubble that stops warping in its area of effect. However since bubbles can only be used in nullsec space, the Heretic is rarely seen outside of 0.0
- Tech 2 Amarr Cruisers
- Recons: These come in two varieties, combat recons and force recons - both are based on the Arbitrator hull design.
- Force recon: Pilgrim: Pilgrims are the Force Recon variant of the Recon family. They can fit covops cloaks and participate in covops fleets. Compared to the other force recon ships, like the Arazu, it does come up a bit short. It is however popular as an exploration ship in hostile waters.
- Combat recon: Curse: Combat Recon ships are designed as T2 ewar cruisers. As an augmented Arbitrator, it is deadly in small PvP engagements and against turrent-armed enemies.
- Heavy Assault Ships (commonly called "HACs", "Heavy Assault Cruisers"):
- Zealot: The Zealot is an upgraded version of the Omen with fixes many of the Omen's weaknesses. Zealots are mostly seen as part of Armor HAC gangs, one of the more common styles of nullsec fleets.
- Sacrilege: The Sacrilege, like the Vengeance, is a marriage of Amarr tanks and Caldari missiles. The result is a truely formidable armor tanked missile boat. But like the Vengeance Amarr pilots with missile skills are hard to find, making this an uncommon ship.
- Heavy Interdictor: Devoter: Heavy Interdictors are the heaviest, and some argue the most deadly, of tackling vessels. The Devoter can emit a warp disruption bubble constantly from his or her ship, making it in essence a mobile warp bubble. This warp bubble can also have a script loaded which turns it into a one-target super-point which stops anything from being able to warp, no matter the ship or modules selected.
- Logistics: Guardian: Guardians are some of the most popular logistics ships in the game. The Guardian preforms armor repair and capacitor transfer, making it very useful in any armor fleet.
- Recons: These come in two varieties, combat recons and force recons - both are based on the Arbitrator hull design.
- Tech 2 Amarr Battlecruisers
- Command Ships: Come in two classes, field command ships and fleet command ships, both based on the Prophecy hull design.
- Field Command Ship: Absolution: Absolutions are upgraded Prophecy battlecruisers. They do much better dps compared to the Prophecy, and should be treated as upgraded Harbinger.
- Fleet Command Ship: Damnation: Fleet Command Ships are built around using Warfare Link modules, a feature most BC pilots ignore. Damnations have bonuses to Armor Warfare modules, increasing Armor bonuses for fleetmates.
- Command Ships: Come in two classes, field command ships and fleet command ships, both based on the Prophecy hull design.
- Tech 2 Amarr Battleships
- Marauder: Paladin: The Paladin is a built-to-spec mission running ship. With a 100% damage bonus freeing up 4 high slots, and bonuses to tractor beams, a Paladin can fight and salvage at the same time. Tractor beams aren't that useful in PvP, and the massive cost of this vessel makes it rarely seen in player battles.
- Black Ops: Redeemer: Black Ops battleships have the unique ability to create covert cyno jump bridges, allowing covops ships to jump to a covert cyno beacon without being detected. It cannot warp while cloaked, and usually stays in the rear away from the heavy fighting.
- Tech 2 Amarr Transports: there are two types of advanced transports, both designed to move cargo through low-sec or null-sec space - one heavily tanked, the other relying on stealth.
- Deep Space Tranport: Impel: The Impel is build to smash through hostile gatecamps. It's built in warp stablizer and tank bonuses are designed to get past the gatecamp in one piece.
- Blockade Runner: Prorator: The Prorator, like the Impel, is desinged to transport cargo in hostile environments. Unlike the Impel, it relys on a covops cloak to get past.
Tech 3 Amarr Strategic Cruiser
There is only one Tech 3 ship in the Amarr line: the Legion. More information on Tech 3 Cruisers can be found here: Strategic Cruiser
Amarr Faction Ships
- Imperial Navy Slicer: Upgraded version of the Executioner.
- Omen Navy Issue: Upgraded version of the Omen.
- Augoror: Upgraded version of the Augoror.
- Apocalypse Navy Issue: Upgraded version of the Apocalypse.
- Armageddon Navy Issue: Upgraded version of the Armageddon.
Rare/Unique Amarr Ships
- Silver Magnate: Given to the runners-up in the Amarr Championship event, this ship is rarely seen in space as no more where given.
- Gold Magnate: Given to the winner of the Amarr Championship event. This unique ship was taken into combat by it's owner and destroyed.
- Apocalypse Imperial Issue: Few of these ships have ever existed, and their fates are told in the ship link.
- Armageddon Imperial Issue: Three of these ships are believed to still exist.
Amarr Freighters
- Freighter: Providence
- Jump Freighter: Ark
Amarr Capital Ships
- Carrier: Archon
- Supercarrier/Mothership: Aeon
- Dreadnought: Revelation
- Titan: Avatar
Class Wrap-up
- Thanks for attending this class!
- Offer:
- Help with fitting ships, skill development plans to any new UNI characters
- Would appreciate any feedback from people on how to improve the class
- Questions ?