Amarr Ships 102
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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.
This class provides an overview of Amarr Tech 2 and Faction ships. It is designed as a follow-up to Amarr Ships 101, or for existing Amarr pilots who are considering training into the more specialized Amarr hulls.
Never fear, Amarr Ships 102 is here to help you sort it all out.
- Duration: 60-90 minutes
- Location: Docked up safely in any station
- Amarr Advanced Ship Philosophy
- Overview of Amarr Advanced Ships
- Amarr Tech 2 Ships
- Amarr Faction Ships
- 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 Class.E-UNI channel in Mumble, followed by Q&A.
Notes for the teacher
- Lecture.E-UNI chat channel, to receive questions and post relevant links
- Quick guide to Amarr ships: http://www.eve-wiki.net/index.php?title=Amarr_Ships
- Amarr Ships 101 Syllabus
Welcome to Amarr Ships 102!
This course is designed primarily for Amarr pilots who are already familiar with Tech 1 Amarr ships and who are considering training into more advanced hulls. It can also be useful for pilots who participate in PvP against Amarr ships. This class assumes a basic knowledge of Tech 2 ship types and a proficiency with standard ship fitting techniques. Tech 3 and capital ships are beyond the scope of this class.
Over the course of this class, we will cover:
- Amarr Advanced Ship Philosophy
- Overview of Amarr Tech 2 Ships
- Overview of Amarr Faction Ships
- Advanced Amarr Piloting 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...
Amarr Advanced Ship Philosophy
- The most common Tech 1 Amarr ships, from frigates to battleships, share a common ship design philosophy, with a few minor variations:
- Energy turrets
- Armor tank favored
- Medium sized drone bays
- Enormous capacitors
- Targeting disruptor EWAR
- Amarr advanced technology ships, provide extensions or variants on this common ship design philosophy, providing highly skilled pilots with more options for achieving their objectives.
- Many Amarr Tech 2 ships deviate from the standard Amarr offensive loadout, usually by favoring missiles or eschewing the use of drones.
- Tech 2 and faction ships are each based on Tech 1 hulls (with the exception of stealth bombers), 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.
- Amarr ships tend not to be as versatile as other racial ships, and Tech 2 ships take this specialization even further. As a result, fitting these ships is straightforward, if a bit restrictive.
Tech 2 Ships
Electronic Attack Frigate
The Sentinel is an upgraded version of the Crucifier. It gives the same EWAR effectiveness bonus, but not the range bonus. Also receives bonuses to energy neut/nosferatu strength and range, and grants reduction in capacitor recharge time, aiding cap stability.
The interceptor role bonus - 80% reduction in Propulsion Jamming systems activation cost - is especially useful for Amarr ship, for which capacitor is always at a premium.
Malediction - Tackling Interceptor
The fleet interceptor variant. Fires missiles. Though it does receive a bonus to Rocket Launcher rate of fire, it is not designed to deal significant damage. Its bonus to armor resistances help it to survive without support until backup can arrive. Also receives a bonus to warp disruptor/scrambler range.
Crusader - Damage Dealer Interceptor
The damage dealer variant. The Crusader is able to both tackle and damage its targets effectively. It gives a bonus to Small Energy Turret damage, and reduces their activation cost. The Crusader lacks the point range bonus of the Malediction and so muct orbit its target much more closely, however this is mitigated by the Small Energy Turret tracking bonus.
Anathema - Covert Ops Frigate
Anathemas are scout vessels, used to find the enemy and gather intel on deployments. Like all frigates of this type, it is fragile in combat and should avoid being attacked at all costs. Cloaking skills are essential when using this ship. Though it receives a bonus to Rocket damage, pilots rarely if ever fit weapons. However, the Anathema arguably is the only Covert Ops frigate with a useful racial frigate bonus: a 25% reduction in capacitor recharge time. This makes the Anathema incredibly cap stable, and allows it to warp large distances multiple times in succession with little trouble.
Purifier - Stealth Bomber
Like all stealth bombers, the Purifier receives bonuses to Torpedo velocity, flight time, and explosion velocity, and a bonus to its racially preferred damage type, which is EM. It is one of two stealth bombers (the other being the Hound) that has 3 low slots, allowing it to fit two damage modules as well as a fitting module, such as a Co-Processor.
Retribution - Laser Assault Frigate
The Retribution is essentially a straightforward upgrade to the Punisher, with very little added. It lacks the armor resistance bonus of the Punisher, but boasts nearly 400 more armor HP than Gallente assault frigates. It receives bonuses to nearly all aspects of Small Energy Turret use: damage, tracking speed, and optimal range, and reduces activation cost. The tracking speed bonus allows the Retribution to utilize Conflagration frequency crystals even at high speeds and close range.
Vengeance - Missile Assault Frigate
Like the other Amarr Tech 2 ships produced by Khanid, the Vengeance uses missiles rather than lasers. This results in an armor tanked, missile-firing frigate, which is unique in EVE. As a consequence, however, it is much more rarely seen compared to the Vengeance, as most Amarr pilots won't initially have the necessary skills. Unlike both the Punisher and the Retribution, the Vengeance is able to tackle in a pinch, as it has the three mid slots necessary for the holy trinity of tackle: propulsion, scram, and web. The Vengeance retains the Punisher's armor resistance bonus, and also receives a bonus to capacitor recharge rate. Combined with its use of missiles, this makes the Vengeance very cap stable and able to fit a much heavier tank than other frigates.
The Heretic is another Amarr Tech 2 ship that prefers missiles over lasers, though it does provide turret hardpoints (albeit fewer than for missiles). Though it has an armor resistance bonus which increases its tankiness, Interdictors are usually shield tanked to make room for propulsion or fitting modules in the low slots, devaluing the bonus somewhat.
Like its Tech 1 counterpart, the Dragoon, the Pontifex is a drone boat, with missiles as a secondary weapon system. This makes it similar to the Vengeance in that it is unique among destroyers for combining an armor tank with missiles. The Pontifex receives bonuses to the Amarr preferred command bursts: Information Command, which boosts the effectiveness of electronic warfare and sensors, and Armor Command. In general, the Pontifex is very similar to the Magus (the Gallente command destroyer), but has better armor resists on average.
Both Amarr Recon Ships receive bonuses to energy neuts/nosferatu transfer amount and range, Weapon Disruption effectiveness, as well a bonus to drone hitpoints and damage.
Pilgrim - Force Recon
The Pilgrim avoids detection through its ability to fit covert ops cloaks, and is able to light covert cynosural fields. It is however popular as an exploration ship in hostile space. The Pilgrim's energy warfare bonuses are not as powerful as the Curse, but it benefits from heavily reduced fuel consumption when lighting cynosural fields, as well as the ability to spend less time lighting those fields.
Curse - Combat Recon
Unlike the Pilgrim, the Curse is unable to equip covert ops cloaks, but it is instead immune to directional scans, allowing it to sneak up on unsuspecting targets. It only has bonuses to energy neutralizers and nosferatus, making it most at home in combat, rather than being used at a scout.
Heavy Assault Cruisers
Zealot - Laser Assault Cruiser
The Zealot is an upgraded version of the Omen which fixes many of the Omen's weaknesses. All of the Omen's bonuses boost the effectiveness of Medium Energy Turrets; it grants increased rate of fire, damage, and optimal range, and reduces activation cost. The weakness of the Zealot is that it lacks a drone bay, nor does it receive a bonus to energy turret tracking, so fast-moving frigates can be challenging without proper fitting.
Sacrilege - Missile Assault Cruiser
The Sacrilege, like the Vengeance, combines the tankiness of the Maller with Khanid's love of missiles, creating yet another armor-tanked missile ship. However, like the Vengeance, Amarr pilots with missile skills are hard to find, making this an uncommon ship. The Sacrilege can be an excellent solo PvP ship, able to fit effective tackle, apply excellent damage with its bonuses to missile damage, velocity, or rate of fire, and take large amounts of punishment from its opponent.
Heavy Interdiction Cruiser
Unlike most other ship classes, there is not much that distinguishes the various Heavy Interdiction Cruisers from each other, aside from the normal racial differences. The Devoter has an excellent tank compared to other ships of its type, but it also suffers from generally being unable to apply bonused dps. Energy turrets consume so much capacitor that they are rarely fitted to the Devoter, decreasing its already low dps due to lack of damage modules.
Of the two armor logistics ships in the game, the Guardian is arguably more popular due to the comparatively high level of skills necessary to pilot the Oneiros. Like the Caldari Basilisk, the Guardian is designed to be operated as part of a cap chain and is not naturally cap stable, though it is of course possible to create a cap stable Guardian with the proper fitting. Like all Amarr ships, the Guardian is tankier than other logistics ships, but it suffers from a lack of mid slots to fit multiple fleet assistance modules.
Absolution - Laser Command Ship
The Absolution is an upgraded Harbinger battlecruiser. It receives bonuses to Medium Energy Turret damage and rate of fire, and reduced activation cost, so it is able to
- Damnation - The Damnation is an upgraded Prophecy battlecruiser. They have bonuses to armor HP and heavy missile damage.
- Tech 2 Amarr Battleships
- Paladin - Marauder: 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. Marauders are the only ship class able to fit the Bastion module, which transforms them into an immobile weapons platform with powerful defenses and high DPS.
- Redeemer - Black Ops: 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.
- Impel - Deep Space Transport: 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.
- Prorator - Blockade Runner: The Prorator, like the Impel, is designed to transport cargo in hostile environments. Unlike the Impel, it relys on a covops cloak to get past. Blockade runners are immune to cargo scanners.
Amarr Faction Ships
- Imperial Navy Slicer: Similar in design to the Executioner, the Slicer is one of the best kiting ships in the game.
- Omen Navy Issue: Upgraded version of the Omen. The Omen Navy Issue replaces the regular Omen's rate of fire bonus with an optimal range bonus, can launch a full flight of medium drones, and has an additional low slot.
- Augoror Navy Issue: Unlike its base hull, the Augoror Navy Issue is not a logistics ship. It receives a bonus to weapon damage as well as armor HP, making it an incredibly tanky ship with excellent DPS.
- Apocalypse Navy Issue: Upgraded version of the Apocalypse. It has a larger drone bay, though it still can't launch a full flight of heavy drones, and has an additional low slot.
- Armageddon Navy Issue: This version of the Armageddon trades its bonuses to drone damage and energy neuts for a bonus to weapon rate of fire and a reduction in capacitor use. It has a significantly smaller drone bay than its base hull, though it can still launch a full flight of heavy drones. It has an additional high and low slot, and can also fit two additional turrets over its base hull.
- Thanks for attending this class!
- 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 ?