Difference between revisions of "Amarr Basic Ship and Skill Overview"
Line 881: | Line 881: | ||
− | + | <table class="collapsible collapsed"> | |
+ | <tr> | ||
+ | <th>PvE Level 1 Mission Machine</th> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td> | ||
<div style='float:right; margin:8px;' > | <div style='float:right; margin:8px;' > | ||
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'> | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'> | ||
Line 913: | Line 918: | ||
+ | |||
+ | <table class="collapsible collapsed"> | ||
+ | <tr> | ||
+ | <th>Prober Fit</th> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td> | ||
'''Starter Salvager Fit''' | '''Starter Salvager Fit''' | ||
Line 950: | Line 962: | ||
+ | |||
+ | <table class="collapsible collapsed"> | ||
+ | <tr> | ||
+ | <th>Prober Fit</th> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <td> | ||
'''DD PvP Fit''' from the [http://www.eve-ivy.com/forums//viewtopic.php?p=145011 E-Uni Forum Post] | '''DD PvP Fit''' from the [http://www.eve-ivy.com/forums//viewtopic.php?p=145011 E-Uni Forum Post] |
Revision as of 19:25, 2 June 2010
The Amarr Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Amarr ships in both Player vs. Environment (PVE) and Player vs. Player (PVP) encounters.
This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
10 reasons to fly Amarr
- Amarr is the best because it is. You can't argue with simple truth.
- Freak'n LAZORS!!!
- Men armour tank. Shelids or whatever is the red bar above your manly tank.
- Amarr discovered how to jump around space. So everyone else would be stuck on boring planets without us anyways.
- Did anyone mention the freak'n lazors?
- There is no six and this is because we Amarr decided it would be that way.
- Symmetry anyone?
- Have you seen the Amarr Battleship lineup? If you were locked at the time then not for long.
- We haz Lazors.
- Amarr have enslaved every other race they have encountered. 'Nuff said.
Amarr General Information
Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities. Amarr ships use armour tanking to protect themselves and primarily employ turrets, specifically Energy Turrets (lasers) to do damage. Amarr are characterized by the following:
- Armour tanking. This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for Remote Repairing). Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon).
- Energy turrets. These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter. However, lasers are limited to EM and Thermal damage.
- Capacitor. Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills.
- Drones. Amarr are very effective at using drones, offering the only hulls with drone bonuses outside of the Gallente lineup.
- Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost.
- EWAR. The Amarr racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems.
In PvP, Amarr ships have been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors and lasers excellent combination of damage and range make Amarr ships popular for PvP.
- Note, however, that the E-Uni starting PvP roles of tackler and EWAR can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage.
In PvE, Amarr ships are more restricted when running missions. Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships remain extremely effective but have a difficult time with other factions. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common.
Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups. Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly. Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices. New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.
Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and usually requires the most retraining.
Amarr Skills Guide
The skills which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills. Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:
Core Skills | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The drone skills core to Amarr success are generally the same as those any pilot will want.
Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
Engineering has some of the most important capacitor skills and very important fitting skills. Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
Gunnery is the home of everything damage dealing for turret users. All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
The Learning skills stand alone as extremely important to all and are well covered in other guides. Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races. Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
Jump clones and implants are extremely important tools for any pilot.
The following skills allow you to fly Amarr ships and are therefore fundemental.
|
Skill Plans
So what do these core skills mean? If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot. Yes, that is a little over 3 years. Yes, you would be the king of Amarr T1 pilots. Yes, it would be very very silly. However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
Tech 2 Tank
Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
Tech 2 Armour Tank Skills |
---|
|
You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.
Armour Compensation Skills |
---|
Tech 2 Energy Turrets
Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
Each type of Energy Turret requires a specific specialization skill. Note that each larger size specializations will incorporate the smaller size specialization with all its prerequisites. Here they are with applicable prerequisites:
Beam Lasers |
---|
|
Pulse Lasers |
---|
|
Amarr Ships Guide
Rookie Ship
Impairor
Template:Ship Intro This is the best looking and perhaps the least capable of any of the starting ships, but it doesn't really matter. It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms. It does have room for a single drone in the drone bay, all while looking fantastic.
Frigate
Executioner
Template:Ship Intro This is the speedy frigate with the highest base velocity of the Amarr T1 frigates at 404 m/s. It also has high maneuverability and accordingly can cruise around and align very quickly if required. Its primary limitation is the 2 High, 2 Mid, and 2 Low slots (2/2/2), giving pilots little room for different modules. For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice. It is even feasible as a quick transport for small quantities of goods.
Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots. Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.
Inquisitor
Template:Ship Intro The Amarr missile frigate is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.
The Inquisitor is somewhat underused, since most new Amarr pilots have poor missile skills. More experienced pilots looking for missile frigates tend to fly Caldari frigates.
Tormentor
Template:Ship Intro
With Mining bonuses, fledgling Amarr miners will want to start here. It is actually quite a tough little mining frigate, and has the minimum (5 cubic meter) drone bay.
Starter Mining Fit | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 2 Template:Mid Slots 1 Template:Low Slots 3 Template:Rig Slots 3 Template:Drone Bay
|
Punisher
Template:Ship Intro Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
This is easily the most survivable and tenacious of the T1 frigates. Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the tackling trinity; a speed module, a point, and a web. It has the largest capacitor of a T1 frigate in order to keep its lasers firing, and it can even be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules. High SP pilots will often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar Rifter.
This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
E-Uni Tackler Corp Fit | ||
---|---|---|
Template:High Slots 4 Template:Mid Slots 2 Template:Low Slots 4 Template:Rig Slots 3
|
Heavy Frigate Tackler Fit | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 4 Template:Mid Slots 2 Template:Low Slots 4 Template:Rig Slots 3
|
DD Punisher Fit | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 4 Template:Mid Slots 2 Template:Low Slots 4 Template:Rig Slots 3
|
PvE Fit 1 | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 4
Template:Mid Slots 2
Template:Low Slots 4
Template:Rig Slots 3
|
PvE Fit 2 | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 4 Template:Mid Slots 2 Template:Low Slots 4 Template:Rig Slots 3
|
Crucifier
Template:Ship Intro The Amarr EWAR frigate. It specializes in Tracking Disruptors to greatly reduce the effectiveness of enemy turret users. Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet. EWAR in E-Uni fleets often has a great impact and a short life expectancy.
It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform as a tackler. However, it is limited by slow speed, a weak tank, and poor scan resolution making it less than ideal.
E-Uni EWAR Corp Fit | ||
---|---|---|
Template:High Slots 2
Template:Mid Slots 3
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
|
Fleet EWAR Fit | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 2 Template:Mid Slots 3 Template:Low Slots 3 Template:Rig Slots 3 Template:Drone Bay
|
Tackler | ||
---|---|---|
from the E-Uni Forum Post
Template:High Slots 2
Template:Mid Slots 3
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
|
Magnate
Template:Ship Intro An excellent frigate to learn the basics of exploration due to its bonuses for scanning and probing. Smurfprime's Probing Guide is an excellent resource on how exactly to do this while these pages have information on potential scanning results and exploration combat sites.
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
Prober Fit | ||
---|---|---|
Template:High Slots 2 Template:Mid Slots 1 Template:Low Slots 3 Template:Rig Slots 3 Template:Drone Bay
|
Destroyer
Coercer
Template:Ship Intro The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer. This firepower will make it an ideal platform for chewing through any Level 1 Mission. The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers.
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly. It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
Destroyers in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors/scramblers and stasis webifiers, meaning it tends to be relegated to PvE use. With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
PvE Level 1 Mission Machine | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Template:High Slots 8 Template:Mid Slots 1 Template:Low Slots 4 Template:Rig Slots 3
|