Amarr Ships 101

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This is a depcrecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

This syllabus was reviewed and is up-to-date (Djavin Novienta - December 20, 2016)

Non-faculty: notify the Teaching Department and add {{Update}} if this information is out-dated.

Contents

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

This class provides an overview of all Tech I Amarr spacecraft, with guidelines for how to fly them well. This course is designed for all aspiring Amarr ship pilots, and for those who simply wish to know more about the strengths and weaknesses of the most common Amarr vessels.

  • Duration: 90 minutes to 2 hours, depending on the number of questions received
  • Location: Docked up safely in any station

Class contents: Topics covered:

  • General Amarr ship philosophy
  • Amarr T1 Sub-capital ships overview
  • Basic skills valuable for Amarr pilots
  • 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 Lecture.E-UNI in-game chat channel

Additional information: This class is primarily lecture delivered in the Chat.E-UNI channel in Mumble, followed by Q&A. Questions about fitting options or more advanced Amarr hulls are considered outside the scope of this class, but those questions may be answered at the instructor's discretion.

Notes for the Teacher

Required materials:

  • Lecture.E-UNI chat channel, to receive questions and post relevant links
  • It's best to deliver this lecture docked in station, with your hangar of Amarr ships. Then you can simply drag and drop your ship icon into the Lecture.E-UNI chat, to provide examples of Amarr ships.
  • The Ship Tree is an excellent resource for students to follow along with the lecture.

Keep the lecture moving forward briskly - there is a lot of content to cover here, and it's easy to go over two hours if your pace is slow.

Class Contents

Introduction

Welcome to Amarr Ships 101!

This course is designed primarily for Amarr pilots, or those who aspire to fly Amarr ships, or those who just want to learn more about Amarr vessels.

Over the course of this class, we will cover:

  • Amarr general ship philosophy
  • Overview of each ship type, by class
  • Essential Amarr pilot skills

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station, or located...]

Everyone ready? OK, then - let's begin...

General Amarr Ship Guidelines

Some common attributes of Amarr ship philosophy include:

Amarr Hulls

  • Tech 1 - Energy weapons, tank, not a lot of flexibility (good cruiser/frigate options), some missiles. Solid damage at medium range, making them functional for fleets.
  • Heavily dependent on capacitor. Good base capacitor, but skills always help.
  • Typically a little slower than other races' ships.
  • Excellent snipers

Armor Tank

  • More cap efficient than active shield tank
  • Uses up lots of lows, limiting damage mods
  • Lowers speed/agility if you fit plates (not if you don't, though)
  • Armor repairers restore hp at the end of the cycle

Lasers

  • Beam Lasers - Long range, low capacitor, low damage
  • Pulse Lasers - Short range, high capacitor, high damage
  • Good range-band, decent tracking.
  • Laser Crystal ammunition
    • Instant-swap ammo
    • All the same damage type (EM & Thermal)
    • Different cap use on different ammo - lowest is Standard, middle range band
    • Higher damage is shorter range ammo
    • Infinite uses on t1 ammo, t2 and faction crystals break
  • Good for snipers

Drone Use

  • Second to the Gallente, only non-Gallente drone-bonused hulls

Electronic Warfare

  • Tracking disruption -
    • Lowers target's optimal range and tracking speed
    • Can be scripted to affect one or the other
    • Counter-module is the tracking computer

Ship Types

Corvette

Formerly known as "rookie ships".

Impairor

  • Free
  • Has space for a single drone
  • Bonus to weapon disruption, cheap EWAR ship
  • Only corvette not able to carry enough fuel for cyno

Frigates

Amarr frigates are a bit less popular than other racial frigates because they're slower than other frigates, negating one of the biggest advantages frigates have. Additionally, several Amarr frigates lack three mid-slots, preventing them fitting an afterburner/MWD, warp scrambler, and stasis webifier. On the upside, the Amarr frigates are among the most durable frigates, and the Punisher is a fantastic ship, capable of more than holding its own against any other T1 frigate in the game.

Crucifier

  • Amarr EWAR Frigate
  • Used in fleets to cripple larger ships, but can also be very effective in 1v1 PvP with proper fitting.
  • While it has two turret slots, most pilots prefer to reserve the crucifier's capacitor for EWAR and tank, since damage dealing is not its primary responsibilty.
  • Does have four mid slots, letting it fit a AB/MWD, Scram/Disruptor, and stasis webifier, the holy trinity of tackle, but it is relatively slow.
  • Has a large drone bay for a frigate, but only enough bandwidth to fly three light drones at a time.

Executioner

  • Very fast for Amarr ships, short align time.
  • Has a damage bonus, and three turret slots. (Even with bonus, Tormentor does more damage)
  • Can tackle with a microwarpdrive, warp disruptor and stasis webifier. Speed and high scan resolution make it a good interceptor substitute.

Inquisitor

  • Formerly a missile ship, it has been changed into a logistics frigate.
  • Logistics frigates are generally unpopular due to the range and effectiveness of small reppers, but can be a good starting point for aspiring logistics pilots

Magnate

  • Scanning/exploration frigate, though it lacks the 4 mid slots required to fit a microwarpdrive, Data Analyzer, Relic Analyzer, and Cargo Scanner (so pilots must do without one of these)
  • Bonus to scan probe strength, making it easier to find exploration sites.
  • Space for several light drones
  • Room for an expanded probe launcher as well as a cloak.
  • Largest cargo hold of the Amarr frigates, so decent for hauling loot around if you don't have access to an industrial.

Punisher

  • Beefy tank, aided by its armor resist bonuses
  • Four turret slots, with a reduction in energy turret capacitor use
  • Lacks a third midslot, making tackling difficult, but compensates with a large number of low slots.
  • Sometimes fitted with projectile turrets, allowing the large capacitor to be used to run an efficient armor repairer
  • Room for armor plates, though this further slows the ship

Tormentor

  • Previously a mining frigate, but was changed to an attack frigate with the introduction of the ORE mining frigates
  • Has an energy turret damage bonus and capacitor use bonus, making it a solid choice for PvP, but not as popular as the Punisher.
  • Has 3 mid slots, making it a better tackler than the Punisher, but not as tanky.

Destroyers

Two very different ships with very different capabilities - small weapons platform and drone boat.

Coercer

  • Combat ship
    • Full rack of guns mows through L1 missions really quickly
    • Frigate-sized tank on a destroyer-sized target makes it more vulnerable than frigates, especially as most pilots transition from the beefy Punisher to the Coercer.
    • Lots of lows for damage mods, plus the option to fit fairly long range guns
  • Salvage destroyer - best in the game
    • 4x4 Tractor/Salvager, Salvage tackle rigs if you can afford them
    • AB/MWD + Expanded Cargohold II's
    • Clean up wrecks quickly

Dragoon

  • Amarr's first dedicated drone boat (Can hold 3 full flights of light drones)
  • Gets a bonus to cap warfare range per level, but not amount.
  • 25% role bonus to drone speed
  • Sometimes fitted with autocannons to conserve capacitor

Cruisers

Odd cruiser line – each ship has a rather distinct role. Amarr have one of the best drone cruisers, arguably better than the gallente Vexor. Relatively poor mining cruiser, though.

Arbitrator

  • Drone cruiser.
  • Drone damage and mining drone bonus.
    • Long range on drones makes them a bit better for missioning than lasers, since this lets you kite NPCs and avoid most of the incoming damage, rather than being forced to tank it.
  • Tracking disruptor bonus – shuts down incoming dps, awesome in PvP for shutting down enemy damage-dealers, though vulnerable to missile ships.
  • 4/4/5 slot layout gives it versatility in what it fits – more mids than most Amarr ships of its size.
    • Can be shield tanked to allow for more damage modules
  • Poor weapons on the ship itself – two turrets and two missile launchers without bonuses give it paltry dps. Many pilots ignore the weapons when fitting for PvP, instead opting for drone support modules.
  • Great ship for missioning, exploration, and PvP, plus it's a decent miner if you don't want to train the ORE ships.
  • Can be better for PvE than the Omen with good drone skills.

Augoror

  • Amarr logistics cruiser
  • Bonused for cap transfers, and designed for cap stability with a proper cap chain.
  • Can fit a strong tank

Maller

  • Armor resist bonus lets it fit a large tank, especially as it has sufficient low slots to fit multiple armor modules.
  • Damage bonus on lasers
  • The Maller is often either bait, as it can fit a big tank, or set up as a frigate killer.

Omen

  • Highest damage potential of the Amarr cruisers.
  • Balanced slot layout for Amarr, adequate size drone bay, makes for a good all-around ship.
  • More adept at speed tanking than the Maller because of the lower signature radius and higher base velocity.

Battlecruisers

The choices here are tank/droneboat, DPS, or sniper.

Prophecy

  • Able to fit either energy turrets or missiles
  • Can fit large tank (+4% armor resistances per level)
  • Very large drone bay (225 m^3, 75mbs/s bandwidth), favors utility.
  • Low damage output compared to other options. Drones V and mid-to-high level drone support skills are a must.
  • Often used as bait
  • Can function as tackle or anchor

Harbinger

  • Good combination of DPS and range, and a decent drone bay for a battlecruiser.
  • Seven high slots, six for turrets, with a single utility slot. For PvE, multiple slots allow for shield tanking or armor tanking to be utilized effectively.
  • Good number of mid-slots for an Amarr ship
  • Enough low-slots to give it the option of a beefy armor tank or lots of damage/range modules, or a nice balance between the two.
  • There are fits that utilize shield tanks, filling the low slots with damage, tracking, and speed modules.

Oracle

  • Can fit large battleship-size turrets, but not as tough as other battlecruisers.
  • Even with the reduction in fitting for large weapons, it is still a tight fit. Can be fit as pure dps fit with beams as a sniper, or can field Mega Pulse Laser 2's with a 40k ehp tank.
  • Large guns means trouble tracking small targets. This ship does NOT have a drone bay to compensate.

Battleships

Very strong battleship lineup, though less specialized than many other races' ships. High damage output at a range which is feasible in PvP. Like all battleships, they're slow. They're slower yet because they're typically armor rigged, and, for PvP, fitted with armor buffer tanks.

Armageddon

  • 10% bonus to Drone hitpoints and damage and 10% bonus to Energy Vampire and Energy Neutralizer transfer range
  • Ability to fit 7 guns, giving the Armageddon a utility high slot, normally used for nos/neut or some type of remote-repair setup.
  • Huge number of low-slots means a big tank.
  • The only Amarr battleship that can field a full flight of heavy drones or sentries.
  • Frequently used as a POS-bashing ship in addition to other PvP use.

Apocalypse

  • Range bonus and tracking bonus – no damage bonus. Normally that would imply that a projectile weapon fit is common, however that's not often the case with the apoc, because the range bonus can translate into a damage bonus by fitting shorter-range crystals.
  • Apoc is the most common PvE ship, because range is so useful in missions, and a bigger cap lets it fit a tank more easily. With higher levels of Amarr Battleship, the Apoc can often fit pulse lasers and deal damage at beam laser range.
  • Apoc also makes an excellent fleet sniper, able to hit hard out to 200km or so.
  • Less common in mid-range PvP, because the other two ships get damage/tank bonuses.

Abaddon

  • Damage bonus and armor resist bonus. Tank and gank, plus 8 large turrets. The 'Golden Brick' is a beast. Lots of damage and a huge buffer tank, if properly set up.
  • Downside, of course, is capacitor – the tendency to fit big guns and use the short-range, high cap use damage ammo, plus possible armor reppers/microwarp drives, make the Abaddon burn through cap very quickly. As such, it's almost always fit with a capacitor booster.
  • Better option for PvE when compared to the Apoc, since it basically comes with a free Energized Adaptive Nano Membrane (8th low slot), but it takes a bit of work to get a cap-stable tank. Still, it has a higher damage potential than the Apoc, depending on the range at which you're engaging targets
  • The resist bonuses are helpful in PvP, both for buffer tanks but also for improving remote repair efficiency from friendly vessels.

Industrials

Sigil

  • Faster than most industrials, but with a smaller cargo bay. Pilots typically use the Bestower instead, since the cargo space difference is so large, and all industrials are slow.

Bestower

  • Only requires Amarr Industrial 1, making it very easy to get into, with a roomy cargo bay (22k m3 rigged/fitted, 29k-ish with GSCs)
  • Largest industrial for that amount of training

Skills for Amarr Ships

  • You need a lot of skills to perform well in Amarr ships, and it can be difficult to know which to invest in first. Here are some general guidelines to help the new Amarr ship pilot.
  • This advice touches on only the essential skills – you should develop your own specific skill development plan using a tool like EveMon or EveHQ – but these guidelines should start you in the right direction.

Ship Command Skills

Fitting Skills

  • A ship can be only as good as the modules you can fit on it, and to do that, you need strong fitting skills.
  • Essential fitting skills that should be trained to Level V as soon as possible:
  • Skills you should develop to Level IV or better include:
    • Energy Grid Upgrades - 5% reduction per level of energy grid upgrades CPU needs. Enables fitting Power Diagnostic Systems, which increase powergrid, and Cap Rechargers.
    • Electronics Upgrades – 5% reduction per level of sensor upgrade CPU needs. Enables fitting Co-Processors.
  • Train Advanced Weapon Upgrades to at least level III, earning a 2% reduction per level in powergrid needs of weapon turrets and launchers. Eventually training this skill to level V is recommended for T2 fitting purposes.
  • An excellent utility for helping you outfit your ship is the Eve Fitting Tool, or EFT, a free software application designed for optimizing your ship configuration – if you don’t have EFT, you can download it here.

Capacitor Skills

  • Capacitor is incredibly important for Amarr pilots in particular – passive tanking is not an option for armor fits, and energy turrets require large amounts of capacitor. As a result, they must develop strong capacitor management skills.
  • These are all the skills you need to optimize the capacity, recharge rate and efficiency of your capacitor:
    • Capacitor Systems Operation - 5% reduction per level in capacitor recharge time. Enables fitting Capacitor Boosters.
    • Capacitor Management - 5% bonus per level to capacitor capacity.
    • Capacitor Emission Systems - 5% reduced capacitor need per level of energy emission weapons per skill level (these includes neuts/nosferatus). This skill does not effect the capacitor use of cap transfers, though it enables fitting them.
  • You'll want Capacitor Systems Operation at level 5 and Capacitor Management to level 4 at least. Cap Rechargers or Cap Boosters are prevalent in most PvP fittings, so you'll want to be able to fit the best with Energy Grid Upgrades IV.

Navigation Skills

  • These are essential skills. While some Amarr pilots neglect navigation skills since armor buffer tanks tend to hurt mobility, they are rather important, particularly if you want to fly any Tech 2 frigates. Even if you stick to the bigger ships, having a more agile/quicker than expected battleship can save your life.
    • Navigation - 5% bonus per level to maximum sub-warp ship velocity.
    • Acceleration Control - 5% bonus per level to Afterburner and MicroWarpdrive speed boost.
    • High Speed Maneuvering - 5% reduction per level in MicroWarpdrive capacitor usage.
    • Evasive Maneuvering - 5% improvement per level in ship agility for all ships.
    • Afterburner - 5% reduction per level in duration and 10% reduction in capacitor usage of Afterburners.
    • Fuel Conservation - 10% reduction per level in afterburner capacitor usage.

Armor Tanking Skills

  • Because most Amarr ships favor an armor tanking approach, Amarr pilots must become proficient at armor taking skills. Specifically, Amarr pilots should train as quickly as possible to fit Tech II armor tanking modules. A Tech II tank is more than 40% more effective than a Tech I tank – a huge competitive advantage.
  • To fit Tech II modules, train Mechanics and Hull Upgrades to level V.
    • Mechanics - 5% bonus per level to structure hit points. Enables fitting Armor Repairers.
    • Hull Upgrades - 5% bonus per level to armor hit points. Enables fitting Armor Hardeners and Armor Plates.
  • You can train Repair Systems to Level V if you wish, to maximize the 5% reduction in repair systems duration per skill level, but it is not strictly necessary. Level IV is required to fit Tech II varieties. Note that training this skill effectively increases capacitor use, because it causes the repper(s) to cycle more quickly.
  • Train EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, and Thermal Armor Compensation to Level III or higher, to improve passive armor module resists against the appropriate damage types.
  • Jury Rigging - Level III is required for all other rigging skills. Note that, because rigging a ship is permanent unless manually removed or repackaged, Rigging skills are required only to actually apply the rig or to mitigate the drawbacks of rigs, not to actually utilize a fitted rig.
    • Armor Rigging - Trimark armor rigs can be very useful for building an effective tank, granting a 15% bonus to armor HP, while applying a 10% penalty to max velocity.
    • Astronautic Rigging - Handy for industrial ships with expanded cargoholds.
    • Energy Weapon Rigging - Energy turret rigs increase the powergrid need of turrets and can provide a variety of boosts (e.g. tracking, damage, etc.)

Tackling Skills

  • All PvP combat pilots need to train up on tackling skills. These are the skills you need to prevent a target from escaping. These are usually the first combat skills learned by new pilots, because they are easy to master, and because they are highly valued, especially in fleet.
  • Plan to train Propulsion Jamming to Level IV or higher, for a 5% reduction per level to warp scrambler and stasis webifier capacitor usage, and to fit effective warp scramblers, warp disruptors, and webifiers.
  • Train Capacitor Emission Systems to Level IV, to fit energy neutralizers to kill your target's capacitor energy. This is useful for pilots flying Amarr logistics ships, which are designed to be operated with a cap chain.

Gunnery Skills

If you are going to pilot Amarr ships into battle, you must master energy turrets – and there are a lot of skills required to do so.

  • Unless otherwise noted, Gunnery skills apply to all weapon turrets, including energy, hybrid, and projectile turrets. This means that Gallente and Minmatar pilots will already have many of these skills, and Amarr pilots looking to expand their ship options will have an easier time piloting these races' ships.
  • To maximize your damage dealing effectiveness from your guns, train the following to Level IV or higher:
    • Gunnery -- 2% bonus per level to all weapon turrets' rate of fire. You will need Gunnery V for large turrets. This skills applies to energy, hybrid, and projectile weapons.
    • Small Energy Turret -- 5% bonus per level to small energy turret damage.
    • Medium Energy Turret -- 5% bonus per level to medium energy turret damage per level.
    • Large Energy Turret -- 5% bonus per level to large energy turret damage. The Oracle battlecruiser is able to fit large energy turrets.
  • You should also train these Gunnery skills to level IV or better:
    • Motion Prediction -- 5% bonus per level to weapon turret tracking speeds.
    • Rapid Firing -- 4% bonus per level to weapon turret rate of fire. Note that this effectively increases turret weapon capacitor use.
    • Sharpshooter -- 5% bonus per level to weapon turret optimal range.
    • Controlled Bursts -- 5% reduction per level in capacitor need of weapon turrets.
    • Surgical Strike -- 3% bonus per level to the damage of all weapon turrets.
    • Trajectory Analysis -- 5% bonus per level to weapon turret accuracy falloff.

Drone Skills

  • The Amarr are one of two races with ships that receive bonuses to drones (the other being the Gallente). Because of this, drone skills are useful to Amarr pilots of any skill level, and are also useful when flying battleships as anti-frigate weapons. To be most effective, you will need to get Tech II drones, which means investing even more time and effort in drone skill development.
  • All pilots should aim to train these skills to level V:
    • Drones -- Can operate 1 drone per skill level. Key for almost all pilots that want to fly a cruiser or larger.
    • Drone Avionics Drone control range increased by 5000 meters (5km) per skill level (base control range is 20km).
  • Each drone size/type has its own associated skill:
  • To build a solid set of drone support skills, pilots should aim to train the following skills to level IV:
  • Advanced Drone Avionics - Enables use of EWAR drones, and also increases drone control range by 3000m per level.
  • To use Tech II drones, pilots will need to train the appropriate racial drone specialization skills. Minmatar and Gallente are the most commonly used.

EWAR Skills

  • Electronic Warfare (EW/EWAR) is a major part of fleet and small gang combat operations, especially in the UNI. Because most of our opponents have higher skill levels than the typical Eve University pilot, we must neutralize their natural advantage – and EWAR is an effective way to do this. An experienced pilot, even with tens of millions of skill points and a host of powerful faction ship modules, can do nothing if they can’t target anything. With the right combination of EWAR, you can practically turn off an opponent's ship. Combined tackling and Electronic Warfare can render even the sturdiest tank and most ominous firepower absolutely useless.
  • Tracking disruption is the Amarr racially favored variety of electronic warfare.
  • The Crucifier and Arbitrator are the two Tech 1 EWAR ships in the Amarr lineup. Both receive bonuses on tracking disruption (TD), which shuts down turret-based targets rather effectively, but are useless against missile based weapons systems (i.e. most Caldari ships, Khanid ships)
  • There are several support skills for tracking disruptors. Aspiring EWAR pilots to strive to train these skills to level IV or higher:

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class (link feedback form)
  • Questions ?
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