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| {{ShipGuideBoilerintro}} | | {{ShipGuideBoilerintro}} |
| + | {{Tocright}} |
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− | =Rookie Ship=
| + | The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities. |
| + | {{RaceShipInfo|Amarr}} |
| | | |
− | The rookie ship is the first ship you start with. If you are Amarr, it will be a Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships. | + | == General Traits == |
| + | The following traits are shared by most or all Amarr ships: |
| | | |
− | ==Impairor==
| + | * '''[[Armour tanking]]'''. Amarrian ships have high base armour, and several ships have direct bonuses to armour resistances: for example, the Punisher, Maller, Prophecy, and Abaddon. Armor tanks use up low slots, can slow ships down, and are hungry for powergrid, but they leave mid slots free, require relatively less CPU, and (in active tanks) place comparatively lower burdens on the capacitor than shield tanks |
− | {{Infobox Ship Horizontal2
| + | * '''[[Turrets#Energy turrets|Energy turrets]]'''. These are the standard for the majority of Amarrian damage-dealing vessels. Energy turrets (more usually "lasers") offer a reliable combination of range and damage when compared with projectile or hybrid turrets. Their ammo, energy crystals, can be swapped out instantly. Tech 1 crystals last forever, and faction and Tech 2 crystals wear out only slowly. On the other hand, energy turrets use a great deal of capacitor to fire, tend to have comparatively poor tracking speeds for their size, and can only ever deal thermal and EM damage, which can make it impossible to hit some enemies' weaker damage resistances. |
− | |shipimg=Impairor.jpg | + | ** The short-ranged energy weapons, pulse lasers, have long ranges compared to projectile autocannon and hybrid turrets but lack the raw punch of hybrid blasters or the selectable damage and forgiving falloff of autocannon. |
− | |caption=Impairor
| + | ** The long-ranged energy weapons, beam lasers, have reliable DPS, but are shorter-ranged than hybrid railguns or projectile artillery, and lack the selectable damage and alpha strike potential of artillery. |
− | |shipname=Impairor
| + | * '''[[Drones]]'''. The Amarr ship line-up comes second only to the Gallente in terms of drone bays, bandwidth, and ships with drone bonuses. Amarr drone ships tend to have slightly larger drone bays than their Gallentean counterparts, which means more tactical flexibility and drone replacement, but also tend to have less drone bandwidth, which means a lower DPS cap. These differences even out at the battleship level, as the Armageddon and the Dominix match in these respects. |
− | |class=
| + | * '''Large capacitors.''' Amarr pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of energy turrets. Amarr hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills. |
− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
| + | * '''[[Capacitor warfare]]'''. The Dragoon and the Armageddon have bonuses that make them particularly effective with energy neutralizers used to drain targets' capacitors. These synergise well with the naturally strong capacitors found on Amarr ships, and with the use of drones, which require no capacitor. Amarr proficiency with capacitor warfare continues in T2 ships with the Black Ops {{sh|Redeemer}} and the widely-feared {{sh|Curse}} and {{sh|Pilgrim}}. |
− | 10% bonus to energy turret capacitor use per skill level
| + | * '''[[Electronic_warfare#Weapon_Disruption|Weapon Disruption]]''' is the Amarr EWAR specialism. Weapon disruption can cut the ranges and tracking speeds of turrets, or the ranges and precision of missiles. It is situationally powerful, but not as universally powerful as ECM or sensor dampening: different modules must be fitted to disrupt turrets or to disrupt missiles, which reduces tactical flexibility. |
− | |highs=2 | + | * '''Low speeds'''. Amarr ships tend to have low base speeds for their size and class, often fit armour plates which further reduce their speed and agility, and often use low slots for tank or damage rather than speed modules. Given the high low slots, Amarr ships ''can'' sometimes be speed-fitted, but at the cost of tank and damage. |
− | |turrets=2 | + | * [[Missiles]]. No ''Tech 1'' Amarr ships focus on missiles, but there is a line of ''Tech 2'' Amarr ships with missile bonuses: the {{sh|Vengeance}}, {{sh|Malediction}}, {{sh|Heretic}}, {{sh|Sacrilege}}, and {{sh|Damnation}}. These are not a concern for Amarr pilots who are just starting out, but dedicated Amarr pilots might find themselves training into them one day. |
− | |launchers=0 | |
− | |mediums=1 | |
− | |lows=1
| |
− | |dronebay=5 m3
| |
− | |bandwidth=5 Mbit/sec
| |
− | |cargohold=120 m3
| |
− | |variations=None
| |
− | |roles=Tutorials
| |
− | |info=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.
| |
− | }} | |
| | | |
− | {{ShipGuideFittings
| + | If there is one broad characteristic that runs across Amarr ships, it is '''energy'''. Amarr ships aren't the most versatile, and they don't always have great speed or the highest on-paper DPS, but they have immense reserves of capacitor which they can use to pound opponents with extremely reliable and consistent laser damage—with potentially infinite ammo!—and to drain opponents dry with powerful capacitor warfare. |
− | |name=Impairor, Tutorials
| |
| | | |
− | |high=
| + | == Notable Uses == |
− | Dual Light Pulse Laser I<br>
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− | [empty high slot]
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− | |mid=
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− | Cap Recharger I
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− | |low=
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− | Small Armor Repairer I
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| | | |
− | |charges=
| + | '''PvE''' |
− | Multifrequency S
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− | |drones=
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− | |rigs=
| |
| | | |
− | |recommended1= | + | A classic progression of Amarr [[mission]] ships would be to train the Punisher and {{sh|Coercer}} for Level 1 missions, the {{sh|Omen}} or {{sh|Arbitrator}} for L2s, the {{sh|Harbinger}} for L3s, and finally the {{sh|Apocalypse}} for L4s. Amarrian laser ships are more restricted when running missions and [[ratting]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do thermal and EM damage, so other typical NPC enemy factions are tougher for lasers. This is a concern for some Eve University pilots who want to try mission-running close to home, as the University is based in Gallente space where Serpentis are the common faction. |
− | Amarr Frigate II<br>
| |
− | Hull Upgrades I
| |
− | |recommended2= | |
− | Energy Grid Upgrades I
| |
− | |recommended3= | |
− | Small Energy Turret II
| |
| | | |
− | |notes= | + | One alternative option is to brush up on drone skills and use the line of Amarr ships which use drones rather than lasers as their primary weapon. Since drones are easily swapped and allow fully-selectable damage, this lets pilots target whatever type of damage NPCs are weakest to. A pilot doing this would progress through the {{sh|Dragoon}}, {{sh|Arbitrator}}, {{sh|Prophecy}}, and {{sh|Armageddon}} (though note that until the battleship stage and the Armageddon, the Amarr drone ships have a little less bandwidth than their Gallente counterparts). |
− | }} | |
| | | |
− | =Frigate=
| + | In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size. |
| | | |
− | [[Frigate|Frigates]] are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
| + | For salvaging, a {{sh|Coercer}} makes a very good, cheap salvager. |
| | | |
− | ==Executioner==
| + | Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the {{sh|Paladin}} and {{sh|Legion}}. While not technically an Amarrian ship, the {{sh|Nightmare}} is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot willing to cross-train. |
| | | |
− | {{Infobox Ship Horizontal2
| + | '''PvP''' |
− | |shipimg=Executioner.jpg
| |
− | |caption=Executioner
| |
− | |shipname=Executioner
| |
− | |class=
| |
− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
| |
− | 10% bonus to Small Energy Turret capacitor use per level<br>
| |
− | 5% Small Energy Turret damage per level
| |
− | |highs=2
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− | |turrets=2
| |
− | |launchers=0
| |
− | |mediums=2
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− | |lows=2
| |
− | |cargohold=0 m3
| |
− | |dronebay=0 m3
| |
− | |bandwidth= 0 Mbit/sec
| |
− | |cargohold=135 m3
| |
− | |roles=Tackle, Mission
| |
− | |variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]]
| |
− | |info=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 slot layout, 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.
| + | Exceptional tanks, large capacitors, and reliable damage and range make some Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. At the basic level, Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer atypical ships than in other races' line-ups. As a result, Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (a {{sh|Punisher}} fitted with projectile turrets is a classic), but they are more skill intensive and often require cross-training. |
− | }}
| |
| | | |
− | ==Inquisitor==
| + | In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. The Arbitrator makes an excellent DPS-and-EWAR boat, the Omen is a focused damage-dealer, and the Maller's massive potential tank makes it great (if obvious) bait. In battleship hulls, the {{sh|Armageddon}}, {{sh|Apocalypse}}, and {{sh|Abaddon}} all have their uses. The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by [[Logistics|logistics]], although a combination of (relatively) weak capacitor and no cap use bonuses can make it power-hungry. The Armageddon's bonus to energy neutralizers makes it the best base T1 capacitor warfare platform in the game. |
| | | |
− | {{Infobox Ship Horizontal2
| + | == Skills == |
− | |shipimg=Inquisitor.jpg
| |
− | |caption=Inquisitor
| |
− | |shipname=Inquisitor
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− | |class=
| |
− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
| |
− | 10% bonus to EM missile damage per level<br>
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− | 5% bonus to Explosive, Kinetic and Thermal missile damage per level.
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− | |highs=4
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− | |turrets=1
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− | |launchers=3
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− | |mediums=2
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− | |lows=3
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− | |dronebay=0 m3
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− | |bandwidth=0 Mbit/sec
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− | |cargohold=315 m3
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− | |roles=None
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− | |variations=[[Purifier]]
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− | |info=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.
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| | | |
− | The Inquisitor is somewhat underused. Even with good missile skills, it is has less than impressive attributes. | + | Amarr ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving of your goals. |
− | }}
| |
| | | |
− | ==Tormentor==
| + | That said, there are some considerations that are specific to Amarr ships. Capacitor skills are especially crucial for Amarr pilots, and should be an early priority; these are mostly found in the [[Skills:Engineering|Engineering]] category, though {{sk|Controlled Bursts}}, in Gunnery, is also very important. [[Skills:Armor|Armour]] skills will be essential for flying any Amarr combat ships, and being able to mount a T2 armour tank can help bring out the strengths of many T1 Amarr hulls in PvP and PvE. [[Skills:Drones|Drone skills]] are also important for any pilot taking the drone ship path through the Amarr ships, and eventually for an Amarr pilot: at around cruiser size, all Amarr ships begin being able to fly a full flight of 5 drones, making Drones V a highly desirable tain. |
| | | |
− | {{Infobox Ship Horizontal2
| + | Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Overview|Gallente]], as the two ship lineups share armour tanking, gunnery, and drone synergies. A combination of Amarr and Gallente ship skills also opens up the popular [[Pirate_Faction_Ship_Overview#Servant_Sisters_of_EVE|Sisters of EVE ships]]. Pilots cross-trained for Caldari ships will be able to make good use of the niche set of T2 Amarr ships with missile bonuses. |
− | |shipimg=Tormentor.jpg | |
− | |caption=Tormentor
| |
− | |shipname=Tormentor
| |
− | |class=
| |
− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
| |
− | 5% bonus to cargo capacity per level<br>
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− | 20% bonus to mining laser yield per level<br>
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− | <br>
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− | '''Role Bonus:'''<br>
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− | -60% mining laser capacitor use
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− | |highs=2
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− | |turrets=2
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− | |launchers=0
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− | |mediums=1
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− | |lows=3
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− | |dronebay=5 m3
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− | |bandwidth=5 Mbit/sec
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− | |roles=Mining
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− | |variations=None
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− | |cargohold=235 m3
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− | |info=With [[Mining]] bonuses, fledgling Amarr miners will want to start here.
| |
− | }}
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| | | |
− | {{ShipGuideFittings
| + | == Ships == |
− | |name=Tormentor, Starter Mining Fit
| |
| | | |
− | |high=
| + | Here are the Amarr T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits. |
− | Miner I<br>
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− | Miner I
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− | |mid=
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− | Small Shield Booster I
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− | |low=
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− | Capacitor Power Relay I<br>
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− | Expanded Cargohold I<br>
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− | Expanded Cargohold I
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| | | |
− | |charges=
| + | === Corvette === |
− | |drones=
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− | Hobgoblin I<br>
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− | |rigs=
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− | [empty rig slot]<br>
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− | [empty rig slot]<br>
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− | [empty rig slot]
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| | | |
− | |recommended1=
| + | Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available. |
− | Amarr Frigate II<br>
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− | Drones I<br>
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− | Energy Grid Upgrades II<br>
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| | | |
− | |recommended2= | + | {{Ship|Impairor|box}} |
− | Hull Upgrades I<br>
| + | The corvette is the first ship you start with. If you are Amarr, it will be an Impairor. |
− | Mining II<br>
| |
| | | |
− | |recommended3=
| + | === Frigates === |
− | Scout Drone Operation I<br>
| + | {{Ship|Crucifier|box}} |
− | Shield Operation I<br>
| + | The Crucifier is the Amarr EWAR frigate and works great as an extremely cheap long range EWAR platform for very new pilots. |
| | | |
− | |notes=
| |
− | *You can also use any other light scout drone, at best matching it to the rats you expect to encounter.
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− | *The Capacitor Power Relay has a minor penalty to the shield booster. A Capacitor Flux Coil can be used instead if you have enough CPU, however the difference between the two modules are not significant on this fit.
| |
− | }}
| |
| | | |
− | ==Punisher==
| + | {{Ship|Executioner|box}} |
− | {{Infobox Ship Horizontal2 | + | The Executioner is the Amarr fast frigate. The Executioner was buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great stepping stone for new tacklers. |
− | |shipimg=Punisher.jpg | |
− | |caption=Punisher | |
− | |shipname=Punisher
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− | |class=
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− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
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− | 10% bonus to Small Energy Turret capacitor use per level<br>
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− | 5% bonus to armor resistances per level
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− | |highs=4
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− | |turrets=3
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− | |launchers=0
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− | |mediums=2
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− | |lows=4
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− | |dronebay=0 m3
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− | |bandwidth=0 Mbit/sec
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− | |roles=
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− | |variations= [[Retribution]], [[Vengeance]]
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− | |cargohold=135 m3
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− | |info=Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
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| | | |
− | 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. The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity; a speed module, a point, and a web. High SP pilots often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar [http://www.eve-ivy.com/wiki/index.php?title=Minmatar_Basic_Ship_and_Skill_Guide#Rifter Rifter].
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− | It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category. This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways. The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can 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.
| + | {{Ship|Inquisitor|box}} |
| + | The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion. |
| | | |
− | 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.
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− | }}
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− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
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− | <th>E-Uni Tackler Corp Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
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− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Punisher, E-Uni Tackler Corp Fit]<br>
| + | {{Ship|Magnate|box}} |
− | Nanofiber Internal Structure I<br>
| + | Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing. |
− | Overdrive Injector System I<br>
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− | Overdrive Injector System I<br>
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− | Overdrive Injector System I<br>
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− | <br>
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− | 1MN MicroWarpdrive I<br>
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− | Warp Disruptor I<br>
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− | <br>
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− | Dual Light Beam Laser I<br>
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− | Dual Light Beam Laser I<br>
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− | Dual Light Beam Laser I<br>
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− | <br>
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− | [empty rig slot]<br>
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− | [empty rig slot]<br>
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− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
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− | </div>
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− | {{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}} | |
− | {{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}
| |
− | {{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
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− | {{Rig Slots 3}}
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− | * This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
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− | * It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
| |
| | | |
− | ''Flying Manual'': Use this build in a large fleet, like your first time in an E-Uni Blob! When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it. Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build. Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range. When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you. The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down. Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in.
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− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| + | {{Ship|Punisher|box}} |
| + | This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 5 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 4 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling_Guide|tackling]] trinity: a propulsion module, a point, and a web. |
| | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Heavy Frigate Tackler Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Punisher, Heavy Frigate Tackler Fit]<br>
| + | Along with the Executioner, the Punisher is a popular E-UNI tackler for new Amarr pilots. However, it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution. |
− | 200mm Reinforced Titanium Plates I<br>
| |
− | Damage Control I<br>
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− | C4S Coiled Circuit Thermal Radiator<br>
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− | Reactive Plating I<br>
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− | <br>
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− | Cold-Gas I Arcjet Thrusters<br>
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− | J5b Phased Prototype Warp Scrambler I<br>
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− | <br>
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− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
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− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
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− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
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− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}
| |
− | {{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
| |
− | {{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
| |
− | {{Rig Slots 3}}
| |
− | *This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
| |
− | *If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy. If you go this route do not forget about switching out the heat sink!
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target. Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off. This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high. Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well. Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them. Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots. This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| | | |
− | <table class="collapsible collapsed">
| + | {{Ship|Tormentor|box}} |
− | <tr>
| + | While lacking the resistance bonus of the Punisher, or the speed of the Executioner, the Tormentor makes a good middle ground; four low slots allow for a good armor tank, and the three medium slots allow for better tackling than the Punisher. |
− | <th>DD Punisher Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Punisher, DD Punisher Fit]<br>
| |
− | 100mm Reinforced Steel Plates I<br>
| |
− | Damage Control I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | Capacitor Power Relay I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Cap Recharger I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Pulse Laser I, Microwave S|hs2=Dual Light Pulse Laser I, Microwave S|hs3=Dual Light Pulse Laser I, Microwave S|hs4=Salvager I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}
| |
− | {{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}}
| |
− | {{Rig Slots 3}}
| |
− | *In the cargo hold: 3x Gamma S crystals
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK. Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional. It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers. Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| + | === Destroyers === |
| + | {{Ship|Coercer|box}} |
| + | The Coercer sees some use in PvE activities or as a cheap Noctis substitute. It was recently changed in the Retribution patch to have two mid slots, making it a very viable PvP ship. |
| | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit 1</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Punisher, PvE Fit]<br>
| + | {{Ship|Dragoon|box}} |
− | Small Armor Repairer I<br>
| + | The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only T1 ship smaller than a battleship to have a bonus to energy neutralizer and energy vampire range, allowing it to have a very unique combat style. |
− | Damage Control I<br>
| |
− | Adaptive Nano Plating I<br>
| |
− | Overdrive Injector System I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Stasis Webifier I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Small Nosferatu I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I}} | |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}
| |
− | {{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
| |
− | {{Rig Slots 3}}
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': This fit allows a target to be locked down with the webifier and then orbited with afterburner on and a bit of extra speed due to the overdrive injector. This will not help much for mitigating damage from any other rats but the main target should not be able to do any damage.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| | | |
− | <table class="collapsible collapsed">
| + | === Cruisers === |
− | <tr>
| + | {{Ship|Arbitrator|box}} |
− | <th>PvE Fit 2</th>
| + | You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the game. There are many effective configurations for both PvE and PvP with this ship. |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Punisher, PvE Fit]<br>
| |
− | Small I-a Polarized Armor Regenerator<br>
| |
− | Damage Control I<br>
| |
− | Voltaic Nanite Adaptive Membrane I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Barton Reactor Capacitor Recharger I<br>
| |
− | <br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Small 'Ghoul' Energy Siphon I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Modal Pulse Laser I|hs2=Dual Modal Pulse Laser I|hs3=Dual Modal Pulse Laser I|hs4=Small 'Ghoul' Energy Siphon I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger I}}
| |
− | {{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
| |
− | {{Rig Slots 3}}
| |
− | *Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
| | | |
− | ==Crucifier==
| + | {{Ship|Augoror|box}} |
| + | The Augoror is the Amarr logistics cruiser. It is one of the two armor logistics cruisers, the other being the Gallente Exequror. While the Exequror is bonused for more of a solo role, the bonus to Energy Transfer amount on the Augoror means it works best when paired with one or more other logistics ships with an Energy Transfer bonus. |
| | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Crucifier.jpg
| |
− | |caption=Crucifier
| |
− | |shipname=Crucifier
| |
− | |class=
| |
− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
| |
− | 10% bonus to Small Energy Turret capacitor use per level<br>
| |
− | 5% bonus to Tracking Disruptor effectiveness per level
| |
− | |highs=2
| |
− | |turrets=2
| |
− | |launchers=0
| |
− | |mediums=3
| |
− | |lows=3
| |
− | |dronebay=5 m3
| |
− | |bandwidth=5 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Sentinel]]
| |
− | |cargohold=165 m3
| |
− | |info=The Amarr [[EWar 101 Guide|EWAR]] frigate. It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 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. | + | {{Ship|Maller|box}} |
− | }}
| + | The Maller was buffed in the Retribution patch to have a bonus to medium laser damage rather than a capacitor use bonus. It can obtain a good tank while retaining decent DPS. However, due to the lack of a capacitor use bonus, for PvE, an Omen might be a better choice for lower skilled players. The Maller is likely to become much more popular in PvP. |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>E-Uni EWAR Corp Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Crucifier, E-Uni EWAR Corp Fit]<br>
| |
− | 200mm Reinforced Steel Plates I<br>
| |
− | Damage Control I<br>
| |
− | Signal Amplifier I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Tracking Disruptor I<br>
| |
− | Tracking Disruptor I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 2}}
| |
− | {{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
| |
− | {{Low Slots 3|ls1=Signal Amplifier I|ls2=Damage Control I|ls3=200mm Reinforced Steel Plates I}}
| |
− | {{Rig Slots 3}}
| |
− | {{Drone Bay}}
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': Maximize range, lock, and then shut down a turret based ship is the formula for a new EWAR pilot flying this setup. Keep in mind the systems TD can shut down and make sure you don't waste resources on a missile or drone ship, and remember to coordinate with other EWAR assets in the fleet (don't worry - this will be someone's responsibility, either the FC or someone specifically dedicated to EWAR coordination). The difficulty with this fit will be in trying to stay alive, as EWAR is often the first to be targeted. If it is a situation where you were set up at optimal range (40 km) either through a Defensive Gate Camp or being able to warp in at your optimal then align to a celestial and warp out and then back in if you are targeted at all. With the Damage Control Unit and armour plate you will hopefully survive the Alpha strike of whatever is shooting at you if they lock you before you can leave. Watch for drones and missles approaching as these are the weapon systems your TD will not be able to affect at all. If the fight started when you did not have the ability to dictate range then attempt to establish range as quickly as possible without burning directly away (always watch that angular velocity and try and keep it as high as possible), and then fight aligned while shutting down the targets as efficiently as possible.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| + | {{Ship|Omen|box}} |
| + | The Omen is one of the two dedicated DPS cruisers. It is more adept at speed tanking than the Maller because of the lower signature radius and higher base velocity. |
| | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Fleet EWAR Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144725 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Crucifier, Fleet EWAR Fit]<br>
| + | === Battlecruisers === |
− | NanoFiber Internal Structure I<br>
| |
− | NanoFiber Internal Structure I<br>
| |
− | Signal Amplifier I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Tracking Disruptor I, Optimal Range Disruption<br>
| |
− | Tracking Disruptor I, Tracking Speed Disruption<br>
| |
− | <br>
| |
− | Dual Modal Light Laser I, Microwave S<br>
| |
− | Dual Modal Light Laser I, Microwave S<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 2|hs1=Dual Modal Light Laser I|hs2=Dual Modal Light Laser I}}
| |
− | {{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
| |
− | {{Low Slots 3|ls1=Signal Amplifier I|ls2=NanoFiber Internal Structure I|ls3=NanoFiber Internal Structure I}}
| |
− | {{Rig Slots 3}}
| |
− | {{Drone Bay|ds1=1x Light Scout Drone}}
| |
− | *recommend 2 Gamma crystals and 2 Microwave crystals for the laser, and two, each, of Optimal Range Disruption and Tracking Speed Disruption the scripts for disruptors.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': This fit allows locking targets at your first falloff (just under 60km) to get the TD into play. Having the scripts for both Optimal Range Disruption and Tracking Speed Disruption allows you select your effect for maximum impact. As per any extremely fragile EWAR, fight aligned, fight at range, and be ready to warp out and back in at optimal range to harrass your targets again. You will likely not use the lasers or the drone but they are there to give you options in the right situation.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| + | {{Ship|Harbinger|box}} |
| + | The Harbinger is an extremely capable Combat Battlecruiser and is well balanced with its competitors from the other races. It is the first real laser powerhouse in the Amarr lineup. |
| | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Tackler</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums//viewtopic.php?t=13945 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Crucifier, Tackler]<br>
| + | {{Ship|Oracle|box}} |
− | Overdrive Injector System I<br>
| + | The Oracle is the Amarr Attack Battlecruiser, swapping the tank of most Battlecruisers for the ability to fit battleship-sized weaponry. This allows it to project heavy DPS while maintaining the agility of a battlecruiser. |
− | Overdrive Injector System I<br>
| |
− | Capacitor Power Relay I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Stasis Webifier I<br>
| |
− | Warp Disruptor I<br>
| |
− | <br>
| |
− | Small Nosferatu I<br>
| |
− | Small Nosferatu I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 2|hs1=Small Nosferatu I|hs2=Small Nosferatu I}} | |
− | {{Mid Slots 3|ms1=Stasis Webifier I|ms2=Warp Disruptor I|ms3=1MN Afterburner I (or 1MN Microwarpdrive I if you have the skills)}}
| |
− | {{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Capacitor Power Relay I}}
| |
− | {{Rig Slots 3}}
| |
− | {{Drone Bay}}
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': This setup gives you the tackling, speed, and staying power needed to get the job done, while being relatively inexpensive and not requiring a significant amount of ISK. Much like the E-Uni Corp Tackler Punisher fit or a similar fit on an executioner the propulsion unit is used to fly (not using the approach command!) into range and get the warp disruptor into play. Once tackled apply the Stasis Webifier (NEVER web first and tackle after, as this can allow them to warp out more quickly), orbit the target to keep angular velocity as high as possible while staying outside of smart bomb range and wait for your fleet's Damage Dealers (DD) to do their job. If you are permenantly running an Afterburner or if your Microwarpdrive is off but you are not cap stable with the warp disruptor and webifier running then the nosferatu will top up your cap and hopefully push you to cap stability.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
| | | |
− | ==Magnate==
| |
| | | |
− | {{Infobox Ship Horizontal2 | + | {{Ship|Prophecy|box}} |
− | |shipimg=Magnate.jpg | + | The Prophecy is a Combat Battlecruiser that is primarily focused on being a tanky drone carrier. |
− | |caption=Magnate | |
− | |shipname=Magnate
| |
− | |class=
| |
− | |bonuses='''Amarr Frigate Skill Bonus:'''<br>
| |
− | 5% bonus to Small Energy Turret capacitor use per level<br>
| |
− | 5% increase to scan strength of probes per level<br>
| |
− | 5% bonus to survey probe flight time per level
| |
− | |highs=2
| |
− | |turrets=2
| |
− | |launchers=0
| |
− | |mediums=1
| |
− | |lows=3
| |
− | |dronebay=10 m3
| |
− | |bandwidth=10 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Anathema]]
| |
− | |cargohold=320 m3
| |
− | |info=An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|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:Scan Results|scanning results]] and [[Exploration combat sites for new players|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.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Prober Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Magnate, Prober Fit]<br>
| + | === Battleships === |
− | NanoFiber Internal Structure I<br>
| + | {{Ship|Abaddon|box}} |
− | Overdrive Injector System I<br>
| + | The Abaddon has a bonus for laser damage and armor resistances, but the normal bonus for laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue. |
− | Overdrive Injector System I<br>
| |
− | <br>
| |
− | 1MN MicroWarpdrive I<br>
| |
− | <br>
| |
− | Core Probe Launcher I<br>
| |
− | Salvager I<br>
| |
− | <br>
| |
− | Small Gravity Capacitor Upgrade I<br>
| |
− | Small Gravity Capacitor Upgrade I<br>
| |
− | [empty rig slot]<br>
| |
− | <br>
| |
− | Hobgoblin I x2<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 2|hs1=Core Probe Launcher I|hs2=Salvager I (Prototype Cloaking Device I once trained)}}
| |
− | {{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
| |
− | {{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Nanofiber Internal Structure I}}
| |
− | {{Rig Slots 3|rs1=Small Gravity Capacitor Upgrade I|rs2=Small Gravity Capacitor Upgrade I}} | |
− | {{Drone Bay|ds1=2x Light Scout Drones}}
| |
− | *Small Gravity Capacitor Upgrade I which increases probing strength is an extremely cheap rig and will make a big difference for a low SP pilot. Only 2 can be fit due to Calibration usage.
| |
− | *Instead of a salvager a weapon system could be added if preferred and a cloak should be fit as soon as training makes it possible.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': Warp to a point some distance (like 100km or 70km) from a safe spot somewhere, choose a random direction away from anything and keep moving ('up' or 'down' relative to the plane of the system works well in many systems), and drop your probes (cloak after dropping them if you have the skills). Even though you would likely only use this for High Sec exploration this routine will develop habits which will keep you alive later on in low and null sec exploration. Then you can scan down all the sites and wormholes in the system even with minimal skills, thanks to the bonuses of the ship and the rigs if fit.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
| | | |
− | =Destroyer=
| |
| | | |
− | ==Coercer==
| + | {{Ship|Apocalypse|box}} |
| + | The Apocalypse has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned into a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance and the tracking bonus can allow it to hit smaller ships quite well. Apocalypses are also well suited to beam laser sniper fits, making the hull surprisingly versatile for any Amarr ship. The Apocalypse does not have the raw firepower of the Abaddon however but is an easier ship to skill for. |
| | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Coercer.jpg
| |
− | |caption=Coercer
| |
− | |shipname=Coercer
| |
− | |class=
| |
− | |bonuses='''Destroyer Skill Bonus:'''<br>
| |
− | 10% bonus to Small Energy Turret tracking speed per level<br>
| |
− | -10% reduction in Small Energy Turret Capacitor usage per level<br>
| |
− | <br>
| |
− | ''' Role Bonus:'''<br>
| |
− | 50% bonus to optimal range for small energy turrets<br>
| |
− | <br>
| |
− | '''Penalty:'''<br>
| |
− | <font color=red>-25% rate of fire for all turrets</font>
| |
− | |highs=8
| |
− | |turrets=8
| |
− | |launchers=0
| |
− | |mediums=1
| |
− | |lows=4
| |
− | |dronebay=0 m3
| |
− | |bandwidth=0 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Heretic]]
| |
− | |cargohold=300 m3
| |
− | |info=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.
| + | {{Ship|Armageddon|box}} |
| + | While previously all Amarr battleships were fairly similar, the Armageddon's new face makes it an entirely different beast. With the bonus to cap warfare range, the Armageddon is now the premier T1 neuting battleship, whilst still being able to put out a very respectable amount of DPS through its drones. |
| | | |
− | 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.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Level 1 Mission Machine</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Coercer, PvE Level 1 Mission Machine]<br>
| + | === Haulers === |
− | Small Armor Repairer I<br>
| + | [[Haulers]] are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information. |
− | Damage Control I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Salvager I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Dual Light Pulse Laser I, Multifrequency S|hs5=Dual Light Pulse Laser I, Multifrequency S|hs6=Dual Light Pulse Laser I, Multifrequency S|hs7=Dual Light Pulse Laser I, Multifrequency S|hs8=Salvager I}}
| |
− | {{Mid Slots 1|ms1=1MN Afterburner I}}
| |
− | {{Low Slots 4|ls1=Damage Control I|ls2=Small Armor Repairer I|ls3=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type|ls4=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type}}
| |
− | {{Rig Slots 3}}
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': There are no level 1 missions which can not be quickly and effectively conquered using this fit. The biggest concern will be balancing the capacitor against the various high drain modules; you will usually want to run the guns, the repairer or the propulsion as running all three at once will quickly deplete your capacitor. Be wary of grouping to many guns at one time as you will destroy many frigate rats with your Alpha strike and do not want to 'waste' DPS.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| | | |
| + | {{Ship|Bestower|box}} |
| + | Arguably the best of the T1 haulers from a skill training time per cargo capacity perspective, the Bestower is a favourite for alternate character hauling setups. If only training an alt to the faction's hauler III, the Bestower has the highest capacity for less than 18 hours of training time. With the Odyssey expansion, it is only necessary to train to faction's hauler III instead of V on the way to faction's freighter I. Additionally, the removal of faction's frigate III as a requirement for Haulers means that any faction can select the Bestower as their hauler of choice on the way to becoming a freighter alt. |
| | | |
| + | {{Ship|Sigil|box}} |
| + | Although lacking the cargo capacity of the [[Bestower]], it is significantly faster, more agile, and more flexible with five low slots that can be swapped between nanofibers, expanders, or warp core stabilizers as needed. It can easily be expanded to hold 8000 {{m3}}, the max needed for [[Making Money with Hauling - Level 4 Cargo Missions|running L4 distribution missions]], while still having three nanofibers for an under eight second align, or a nanofiber and a couple of stabs if the mission takes you into lowsec. |
| | | |
− | <table class="collapsible collapsed">
| + | ==Energy Turret Tips== |
− | <tr>
| + | {{main|Turrets#Energy_turrets|Energy Turrets}} |
− | <th>Starter Salvager Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Coercer, Starter Salvager Fit]<br>
| + | Since ammo crystals can be swapped instantly, you should feel able to shift rapidly between crystals as the situation demands. You will want to swap crystals in and out to keep up with the ranges of your targets: lasers have little falloff range, which means little margin for error at the edge of your range. The Tech 1 crystals offer a three-way trade-off of range, damage, and capacitor use: short-ranged crystals do high DPS and are cap-hungry, long-ranged crystals do low DPS and are cap-hungry, and mid-ranged crystals do moderate DPS and are gentler on the capacitor. |
− | Expanded Cargohold I<br>
| |
− | Expanded Cargohold I<br>
| |
− | Co-Processor I<br>
| |
− | Capacitor Flux Coil I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | <br>
| |
− | Small Tractor Beam I<br>
| |
− | Small Tractor Beam I<br>
| |
− | Small Tractor Beam I<br>
| |
− | Small Tractor Beam I<br>
| |
− | Salvager I<br>
| |
− | Salvager I<br>
| |
− | Salvager I<br>
| |
− | Salvager I<br>
| |
− | <br>
| |
− | Small Salvage Tackle I<br>
| |
− | Small Salvage Tackle I<br>
| |
− | Small Salvage Tackle I<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Salvager I|hs2=Salvager I|hs3=Salvager I|hs4=Salvager I|hs5=Small Tractor Beam I|hs6=Small Tractor Beam I|hs7=Small Tractor Beam I|hs8=Small Tractor Beam I}}
| |
− | {{Mid Slots 1|ms1=1MN Afterburner I}}
| |
− | {{Low Slots 4|ls1=Expanded Cargohold I|ls2=Expanded Cargohold I|ls3=Co-Processor I|ls4=Capacitor Flux Coil I}}
| |
− | {{Rig Slots 3|rs1=Small Salvage Tackle I|rs2=Small Salvage Tackle I|rs3=Small Salvage Tackle I}}
| |
− | *The Rigs are certainly not required but will make things faster if you can afford them.
| |
− | *Afterburner if you are salvaging while missions are ongoing (ie. in deadspace), Microwarpdrive otherwise if you have the skills to fit it.
| |
− | *Replace 1 Tractor Beam and 1 Salvager with a Core Probe Launcher and a Prototype Cloaking Device if you are planning on using it as a Wormhole salvager. The inability to fit both an Analyzer and Codebreaker is quite limiting, however.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': This salvager is only limited by capacitor and cargo space, it can clean up a large number of wrecks very quickly. You will likely have to empty your cargo hold several times if looting and salvaging a level 4 mission. If collecting salvage only cargo space will not be an issue. With perfect salvaging skills having more Tractor Beams and less salvagers can increase efficiency.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
| | | |
| + | Tech 2 pulse laser crystals are widely liked and well worth using. Conflagration manages excellent DPS but will struggle to track evasive/fast targets. Scorch pushes pulse lasers out to truly impressive distances for a "short"-range weapon. |
| | | |
− | =Cruiser=
| + | Of the Tech 2 beam laser crystals, Gleam only offers a small boost over comparable faction ammo and see only limited use, but Aurora offers a massive range bonus and is popular for PvP sniping fits. |
| | | |
− | ==Arbitrator== | + | ==Drone Tips== |
| | | |
− | {{Infobox Ship Horizontal2 | + | {{main|Drone mechanics}} |
− | |shipimg=Arbitrator.jpg | |
− | |caption=Arbitrator
| |
− | |shipname=Arbitrator
| |
− | |class=
| |
− | |bonuses='''Amarr Cruiser Skill Bonus:'''<br>
| |
− | 5% bonus to Tracking Disruptor effectiveness per skill level<Br>
| |
− | 10% bonus to drone hitpoints, damage and mining yield per skill level
| |
− | |highs=4
| |
− | |turrets=2
| |
− | |launchers=1
| |
− | |mediums=4
| |
− | |lows=4
| |
− | |dronebay=150 m3
| |
− | |bandwidth=50 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Curse]], [[Pilgrim]]
| |
− | |cargohold=345 m3
| |
− | |info=The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay while using the high slots for utility modules. It is even one of the few exceptions which can be functionally shield tanked althought this is unlikely for a new Amarr pilot as the required skills will not be trained.
| |
| | | |
− | In PvE, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
| + | Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies. Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those too. |
| | | |
− | In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.
| + | All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest. |
| | | |
− | The Arbitrator's flexibilty does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of DPS, leading to pilots either ignoring weapons for PvP use, or fitting token guns to get agro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and it is not terribly maneuverable.
| + | Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones. |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Profane PvP Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Arbitrator, Profane PvP Fit]<br>
| + | Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones". |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | Damage Control I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | <br>
| |
− | 10MN MicroWarpdrive I<br>
| |
− | Warp Disruptor I<br>
| |
− | Tracking Disruptor I<br>
| |
− | Tracking Disruptor I<br>
| |
− | <br>
| |
− | Small Energy Neutralizer I<br>
| |
− | Small Energy Neutralizer I<br>
| |
− | Small Nosferatu I<br>
| |
− | Small Nosferatu I<br>
| |
− | <br>
| |
− | Medium Trimark Armor Pump I<br>
| |
− | Medium Trimark Armor Pump I<br>
| |
− | Medium Trimark Armor Pump I<br>
| |
− | <br>
| |
− | Hammerhead I x5<br>
| |
− | Warrior I x10<br>
| |
− | Vespa EC-600 x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Small Energy Neutralizer I|hs2=Small Energy Neutralizer I|hs3=Small Nosferatu I|hs4=Small Nosferatu I}}
| |
− | {{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Disruptor I|ms3=Tracking Disruptor I|ms4=Tracking Disruptor I}}
| |
− | {{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
| |
− | {{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=Hammerhead I x5
| |
| | | |
− | Warrior I x10
| + | In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted [[Timers#Weapon_Timer|weapon timer]] which then prevents you from docking up or jumping through a gate to safety. |
− | | |
− | Vespa EC-600 x5}}
| |
− | *This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones, or small armor remote repair to rep drones after the fight. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Arbitrator, PvE Fit]<br>
| |
− | Medium Armor Repairer I<br>
| |
− | Damage Control I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | <br>
| |
− | 10MN Afterburner I<br>
| |
− | Cap Recharger I<br>
| |
− | Cap Recharger I<br>
| |
− | Cap Recharger I<br>
| |
− | <br>
| |
− | Drone Link Augmentor I<br>
| |
− | 650mm Artillery Cannon I, EMP M<br>
| |
− | 650mm Artillery Cannon I, EMP M<br>
| |
− | Assault Missile Launcher I, Sabretooth Light Missile<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | <br>
| |
− | Hammerhead I x10<br>
| |
− | Hobgoblin I x10<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Drone Link Augmentor I|hs2=650mm Artillery Cannon I, EMP M|hs3=650mm Artillery Cannon I, EMP M|hs4=Assault Missile Launcher I, Sabretooth Light Missile}}
| |
− | {{Mid Slots 4|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I|ms4=Cap Recharger I}}
| |
− | {{Low Slots 4|ls1=Medium Armor Repairer I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
| |
− | {{Rig Slots 3}}
| |
− | {{Drone Bay|ds1=Hammerhead I x10
| |
− | | |
− | Hobgoblin I x10}}
| |
− | *See forum post for options and discussion on this fit. Note the various high slot set-ups and discussion on tank.
| |
− | *I'd certainly recommend upgrading to meta 3/4 cap rechargers, guns, and armor repairer when your finances allow - named afterburners are a little pricey for my taste, and named armor hardeners/energized platings give you no benefit.
| |
− | *Using mission-specific hardeners rather than EANMs will give you a stronger tank, but it's personal preference whether you take the time to swap.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': With good drone skills and the Drone Link Augmentor the majority of mission rats can be kited. This platform is a very effective way to use range to avoid rather than tank damage even though it is not highly maneuverable. Plenty of spare drones and ability to change drone damage or size to maximize effectiveness should take care of the rest.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>L2 and L3 Mission Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24868 E-Uni Forum Post]
| |
− | *This forum thread has quite a bit of discussion on the fits listed within and should definitely be read by anyone looking to PvE fit this ship.
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Arbitrator, L2 and L3 Mission Fit]<br>
| |
− | Medium Armor Repairer II<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Armor Thermic Hardener II<br>
| |
− | Armor EM Hardener II<br>
| |
− | <br>
| |
− | 10MN Afterburner II<br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | <br>
| |
− | Heavy Pulse Laser II, Radio M<br>
| |
− | Heavy Pulse Laser II, Radio M<br>
| |
− | 'Arbalest' Assault Missile Launcher, Bloodclaw Light Missile<br>
| |
− | Small Tractor Beam I<br>
| |
− | <br>
| |
− | Medium Auxiliary Nano Pump I<br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | <br>
| |
− | Hammerhead II x5<br>
| |
− | Hobgoblin II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Heavy Pulse Laser II, Radio M|hs2=Heavy Pulse Laser II, Radio M|hs3=Small Tractor Beam I|hs4='Arbalest' Assault Missile Launcher, Bloodclaw Light Missile}}
| |
− | {{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
| |
− | {{Low Slots 4|ls1=Medium Armor Repairer II|ls2=Armor Thermic Hardener II|ls3=Armor EM Hardener II|ls4=Energized Adaptive Nano Membrane II}}
| |
− | {{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Auxiliary Nano Pump I}}
| |
− | {{Drone Bay|ds1=Hammerhead II x5
| |
− | Hobgoblin II x5}}
| |
− | *Rigs are optional
| |
− | *This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
− | <br>
| |
− | <br>
| |
− | | |
− | ==Augoror==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Augoror.jpg
| |
− | |caption=Augoror
| |
− | |shipname=Augoror
| |
− | |class=
| |
− | |bonuses='''Amarr Cruiser Skill Bonus:'''<br>
| |
− | 10% bonus to armor hitpoints per level<br>
| |
− | 10% bonus to capacitor need of energy transfer arrays per level<br>
| |
− | <br>
| |
− | '''Role Bonus:'''<br>
| |
− | 500% bonus to range of energy transfer arrays
| |
− | |highs=4
| |
− | |turrets=3
| |
− | |launchers=0
| |
− | |mediums=2
| |
− | |lows=5
| |
− | |dronebay=5 m3
| |
− | |bandwidth=5 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Augoror Navy Issue]], [[Guardian]]
| |
− | |cargohold=465 m3
| |
− | |info=The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
| |
− | | |
− | Like the Inquisitor or Prophecy this is probably one of the least common Amarr ships you will ever see flying around.
| |
− | }}
| |
− | | |
− | ==Omen==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Omen.jpg
| |
− | |caption=Omen
| |
− | |shipname=Omen
| |
− | |class=
| |
− | |bonuses='''Amarr Cruiser Skill Bonus:'''<br>
| |
− | -10% bonus to Medium Energy Turret capacitor use per level<Br>
| |
− | 5% bonus to Medium Energy Turret rate of fire per level
| |
− | |highs=5
| |
− | |turrets=5
| |
− | |launchers=1
| |
− | |mediums=3
| |
− | |lows=5
| |
− | |dronebay=15 m3
| |
− | |bandwidth=15 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Omen Navy Issue]], [[Zealot]]
| |
− | |cargohold=450 m3
| |
− | |info=The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit everything you want on it.
| |
− | | |
− | Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.
| |
− | | |
− | In PvP, it fufills the traditional 'gank' cruiser fleet role. Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules. | |
− | | |
− | As with some Amarr ships, it has capacitor problems.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26132 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Omen, PvE Fit]<br>
| |
− | Medium Automated I Carapace Restoration<br>
| |
− | Armor EM Hardener I<br>
| |
− | Armor Thermic Hardener I<br>
| |
− | 'Skadi' Coolant System I<br>
| |
− | Reactor Control Unit I<br>
| |
− | <br>
| |
− | 10MN Afterburner I<br>
| |
− | Cap Recharger I<br>
| |
− | Cap Recharger I<br>
| |
− | <br>
| |
− | Focused Modulated Medium Energy Beam I, Xray M<br>
| |
− | Focused Modulated Medium Energy Beam I, Xray M<br>
| |
− | Focused Modulated Medium Energy Beam I, Xray M<br>
| |
− | Focused Modulated Medium Energy Beam I, Xray M<br>
| |
− | Focused Modulated Medium Energy Beam I, Xray M<br>
| |
− | <br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | <br>
| |
− | Hobgoblin I x3<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 5|hs1=Focused Modulated Medium Energy Beam I, Xray M|hs2=Focused Modulated Medium Energy Beam I, Xray M|hs3=Focused Modulated Medium Energy Beam I, Xray M|hs4=Focused Modulated Medium Energy Beam I, Xray M|hs5=Focused Modulated Medium Energy Beam I, Xray M}}
| |
− | {{Mid Slots 3|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I}}
| |
− | {{Low Slots 5|ls1=Medium Automated I Carapace Restoration|ls2=Armor EM Hardener I|ls3=Armor Thermic Hardener I|ls4='Skadi' Coolant System I|ls5=Reactor Control Unit I}}
| |
− | {{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
| |
− | {{Drone Bay|ds1=Hobgoblin I x3}}
| |
− | *Hardeners are assuming Sansha rats, change as applicable.
| |
− | *The CCC rigs are a worthy investment imo otherwise its really hard on cap. It requires a bit better skills to fit but Engineering 4 and Electronics 4 should still be enough. You can problably make it easier to fit using a couple of named modules. Also, named Cap Rechargers are highly recommended.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvP Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=22968 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Omen, PvP Fit]<br>
| |
− | Heat Sink I<br>
| |
− | Heat Sink I<br>
| |
− | Overdrive Injector System I<br>
| |
− | Overdrive Injector System I<br>
| |
− | Nanofiber Internal Structure I<br>
| |
− | <br>
| |
− | 10MN MicroWarpdrive I<br>
| |
− | Large Shield Extender I<br>
| |
− | Warp Disruptor I<br>
| |
− | <br>
| |
− | Focused Medium Pulse Laser I, Multifrequency M<br>
| |
− | Focused Medium Pulse Laser I, Multifrequency M<br>
| |
− | Focused Medium Pulse Laser I, Multifrequency M<br>
| |
− | Focused Medium Pulse Laser I, Multifrequency M<br>
| |
− | Focused Medium Pulse Laser I, Multifrequency M<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | <br>
| |
− | Hobgoblin I x3<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 5|hs1=Focused Medium Pulse Laser I, Multifrequency M|hs2=Focused Medium Pulse Laser I, Multifrequency M|hs3=Focused Medium Pulse Laser I, Multifrequency M|hs4=Focused Medium Pulse Laser I, Multifrequency M|hs5=Focused Medium Pulse Laser I, Multifrequency M}}
| |
− | {{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=Large Shield Extender I|ms3=Warp Disruptor I}}
| |
− | {{Low Slots 5|ls1=Heat Sink I|ls2=Heat Sink I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I|ls5=Nanofiber Internal Structure I}}
| |
− | {{Rig Slots 3}}
| |
− | {{Drone Bay|ds1=Hobgoblin I x3}}
| |
− | *5.6M, doesn't need perfect CPU/PG skills - if you're short pick up some named modules to free up CPU for either a PDS or RCU in place of one of the overdrives.
| |
− | *Stable on just guns alone, 4 minutes with point, and just over 1 minute with everything on.
| |
− | *DPS is about 250 with a 10k shield buffer.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvP Beam High Skill Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=23437 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Omen, PvP Beam High Skill Fit]<br>
| |
− | Heat Sink II<br>
| |
− | Tracking Enhancer II<br>
| |
− | Tracking Enhancer II<br>
| |
− | Adaptive Nano Plating II<br>
| |
− | Damage Control II<br>
| |
− | <br>
| |
− | 10MN MicroWarpdrive I<br>
| |
− | F-90 Positional Sensor Subroutines<br>
| |
− | Warp Disruptor II<br>
| |
− | <br>
| |
− | Focused Medium Beam Laser II<br>
| |
− | Focused Medium Beam Laser II<br>
| |
− | Focused Medium Beam Laser II<br>
| |
− | Focused Medium Beam Laser II<br>
| |
− | Focused Medium Beam Laser II<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | <br>
| |
− | Warrior II x3<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 5|hs1=Focused Medium Beam Laser II (I carry Aurora, Multifrequency, and Radio)|hs2=Focused Medium Beam Laser II|hs3=Focused Medium Beam Laser II|hs4=Focused Medium Beam Laser II|hs5=Focused Medium Beam Laser II}}
| |
− | {{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=F-90 Positional Sensor Subroutines|ms3=Warp Disruptor II}}
| |
− | {{Low Slots 5|ls1=Tracking Enhancer II|ls2=Tracking Enhancer II|ls3=Heat Sink II|ls4=Adaptive Nano Plating II|ls5=Damage Control II}}
| |
− | {{Rig Slots 3}}
| |
− | {{Drone Bay|ds1=Warrior II x3}}
| |
− | *NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
| |
− | *Optimal is 17km with multifrequency, 61km with aurora
| |
− | *Hits for 297 DPS with faction ammo and 192 with aurora
| |
− | *Is not cap stable running either ammo, lasts about 6 and a half minutes with guns only running and less than a minute with everything on
| |
− | *About 11.2k EHP
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
− | <br>
| |
− | <br>
| |
− | | |
− | ==Maller==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Maller.jpg
| |
− | |caption=Maller
| |
− | |shipname=Maller
| |
− | |class=
| |
− | |bonuses='''Amarr Cruiser Skill Bonus:'''<br>
| |
− | 10% bonus to Medium Energy Turret capacitor use per level<Br>
| |
− | 5% bonus to all Armor Resistances per level
| |
− | |highs=6
| |
− | |turrets=5
| |
− | |launchers=0
| |
− | |mediums=3
| |
− | |lows=6
| |
− | |dronebay=0 m3
| |
− | |bandwidth=0 Mbit/sec
| |
− | |roles=None
| |
− | |variations= [[Devoter]], [[Sacrilege]]
| |
− | |cargohold=280 m3
| |
− | |info=The Maller's armour resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used on the Punisher.
| |
− | | |
− | For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
| |
− | | |
− | Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.
| |
− | }}
| |
− | | |
− | =Battlecruiser=
| |
− | | |
− | ==Prophecy==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Prophecy.jpg
| |
− | |caption=Prophecy
| |
− | |shipname=Prophecy
| |
− | |faction=Amarr Empire
| |
− | |class=Battlecruiser
| |
− | |highs=7
| |
− | |turrets=6
| |
− | |launchers=1
| |
− | |mediums=3
| |
− | |lows=6
| |
− | |cargohold=350 m3
| |
− | |dronebay=25 m3
| |
− | |bandwidth=25 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Absolution]], [[Damnation]]
| |
− | |roles= None
| |
− | |bonuses=<br>
| |
− | '''Battlecruiser Skill Bonus:'''<br>
| |
− | 10% reduction in Medium Energy Weapon capacitor use per level<br>
| |
− | 5% bonus to all armor resistances per level<br>
| |
− | <br>
| |
− | '''Role Bonus:'''<br>
| |
− | 99% reduction in the CPU need of Warfare Link modules.
| |
− | |info=
| |
− | The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.<br>
| |
− | <br>The Prophecy does have a niche PvE use. It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. But this is less effective way to make ISK than a Harbinger fit for missions against non-angels.
| |
− | }}
| |
− | | |
− | ==Harbinger==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Harbinger.jpg
| |
− | |caption=Harbinger
| |
− | |shipname=Harbinger
| |
− | |class=
| |
− | |bonuses='''Battlecruiser Skill Bonus:'''<br>
| |
− | 10% reduction in laser capacitor need per level<br>
| |
− | 5% bonus to laser damage per level<br>
| |
− | <br>
| |
− | '''Role Bonus:'''<br>
| |
− | 99% reduction in the CPU need of Warfare Link modules
| |
− | |highs=8
| |
− | |turrets=7
| |
− | |launchers=0
| |
− | |mediums=4
| |
− | |lows=6
| |
− | |dronebay=50 m3
| |
− | |bandwidth=50 Mbit/sec
| |
− | |roles=
| |
− | |variations=None
| |
− | |cargohold=350 m3
| |
− | |info=The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, and even comes with a utility high slot.
| |
− | | |
− | Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
| |
− | | |
− | The seven high slots are typically completely full of lasers, with the utility high fit with either salvagers, remote repair, drone link augmentors, probe launchers, or tractor beams. [http://wiki.eveuniversity.org/Capacitor_Warfare_Guide#Energy_Destabilizers Capacitor warfare mods] are options for PvP, but the harbinger rarely has enough grid for them. There are a good number of mid-slots (4) for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low-slots, letting it fit hefty armour tanks or plenty of damage modules.
| |
− | | |
− | There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Harbinger</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=29357 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Harbinger, Missions Starter]<br>
| |
− | Heat Sink II<br>
| |
− | Armor Explosive Hardener II<br>
| |
− | Armor Explosive Hardener II<br>
| |
− | Armor Kinetic Hardener II<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Medium Armor Repairer II<br>
| |
− | <br>
| |
− | 10MN Afterburner II<br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | <br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | Focused Modulated Medium Energy Beam I, Multifrequency M<br>
| |
− | [empty high slot]<br>
| |
− | <br>
| |
− | Medium Auxiliary Nano Pump I<br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | Medium Capacitor Control Circuit I<br>
| |
− | <br>
| |
− | Hobgoblin II x5<br>
| |
− | Warrior II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Focused Modulated Medium Energy Beam I, Multifrequency M|hs2=Focused Modulated Medium Energy Beam I, Multifrequency M|hs3=Focused Modulated Medium Energy Beam I, Multifrequency M|hs4=Focused Modulated Medium Energy Beam I, Multifrequency M|hs5=Focused Modulated Medium Energy Beam I, Multifrequency M|hs6=Focused Modulated Medium Energy Beam I, Multifrequency M|hs7=Focused Modulated Medium Energy Beam I, Multifrequency M}}
| |
− | {{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
| |
− | {{Low Slots 6|ls1=Medium Armor Repairer II|ls2=Energized Adaptive Nano Membrane II|ls3=Armor Explosive Hardener II|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Heat Sink II}}
| |
− | {{Rig Slots 3|rs1=Medium Auxiliary Nano Pump I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
| |
− | {{Drone Bay|ds1=Hobgoblin II x5<br>
| |
− | Warrior II x5}}
| |
− | *See forum post for options and discussions on fitting.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>1600mm Harbinger</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=25228&hilit=Harbinger E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Harbinger, 1600mm]<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | Damage Control II<br>
| |
− | Adaptive Nano Plating II<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | <br>
| |
− | 10MN MicroWarpdrive I<br>
| |
− | Warp Scrambler II<br>
| |
− | Stasis Webifier II<br>
| |
− | Medium Capacitor Booster II, Cap Booster 800<br>
| |
− | <br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Focused Medium Pulse Laser II, Scorch M<br>
| |
− | Medium Energy Neutralizer II<br>
| |
− | <br>
| |
− | Medium Trimark Armor Pump I<br>
| |
− | Medium Trimark Armor Pump I<br>
| |
− | Medium Trimark Armor Pump I<br>
| |
− | <br>
| |
− | Hammerhead II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Focused Medium Pulse Laser II, Scorch M|hs2=Focused Medium Pulse Laser II, Scorch M|hs3=Focused Medium Pulse Laser II, Scorch M|hs4=Focused Medium Pulse Laser II, Scorch M|hs5=Focused Medium Pulse Laser II, Scorch M|hs6=Focused Medium Pulse Laser II, Scorch M|hs7=Focused Medium Pulse Laser II, Scorch M|hs8=Focused Medium Pulse Laser II, Scorch M}}
| |
− | {{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Scrambler II|ms3=Stasis Webifier II|ms4=Medium Capacitor Booster II, Cap Booster 800}}
| |
− | {{Low Slots 6|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control II|ls3=Adaptive Nano Plating II|ls4=Energized Adaptive Nano Membrane II|ls5=Heat Sink II|ls6=Heat Sink II}}
| |
− | {{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=Hammerhead II x5}}
| |
− | *See forum post for options and discussions on fitting.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Harbinger Shield and Gank</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=25228&hilit=Harbinger&start=15 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Harbinger, Shield and Gank]<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Tracking Enhancer II<br>
| |
− | Tracking Enhancer II<br>
| |
− | F85 Peripheral Damage System I<br>
| |
− | <br>
| |
− | Large F-S9 Regolith Shield Induction<br>
| |
− | 10MN MicroWarpdrive I<br>
| |
− | J5 Prototype Warp Disruptor I<br>
| |
− | Medium Electrochemical Capacitor Booster I, Cap Booster 800<br>
| |
− | <br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | Heavy Pulse Laser II, Scorch M<br>
| |
− | [empty high slot]<br>
| |
− | <br>
| |
− | Medium Anti-EM Screen Reinforcer I<br>
| |
− | Medium Core Defence Field Extender I<br>
| |
− | Medium Core Defence Field Extender I<br>
| |
− | <br>
| |
− | Valkyrie II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Heavy Pulse Laser II, Scorch M|hs2=Heavy Pulse Laser II, Scorch M|hs3=Heavy Pulse Laser II, Scorch M|hs4=Heavy Pulse Laser II, Scorch M|hs5=Heavy Pulse Laser II, Scorch M|hs6=Heavy Pulse Laser II, Scorch M|hs7=Heavy Pulse Laser II, Scorch M}}
| |
− | {{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Large F-S9 Regolith Shield Induction|ms3=J5 Prototype Warp Disruptor I|ms4=Medium Electrochemical Capacitor Booster I, Cap Booster 800}}
| |
− | {{Low Slots 6|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Tracking Enhancer II|ls5=Tracking Enhancer II|ls6=F85 Peripheral Damage System I}}
| |
− | {{Rig Slots 3|rs1=Medium Anti-EM Screen Reinforcer I|rs2=Medium Core Defence Field Extender I|rs3=Medium Core Defence Field Extender I}}
| |
− | {{Drone Bay|ds1=Valkyrie II x5}}
| |
− | *See forum post for options and discussions on fitting.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
− | <br>
| |
− | <br>
| |
− | <br>
| |
− | | |
− | =Battleship=
| |
− | | |
− | ==Armageddon==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Armageddon.jpg
| |
− | |caption=Armageddon
| |
− | |shipname=Armageddon
| |
− | |class=
| |
− | |bonuses='''Amarr Battleship Skill Bonus:'''<br>
| |
− | 10% bonus to Large Energy Turret capacitor use per level<br>
| |
− | 5% Large Energy Turret rate of fire per level
| |
− | |highs=8
| |
− | |turrets=7
| |
− | |launchers=0
| |
− | |mediums=3
| |
− | |lows=8
| |
− | |dronebay=125 m3
| |
− | |bandwidth=125 Mbit/sec
| |
− | |roles=
| |
− | |variations= [Armageddon Navy Issue]], [Redeemer]]
| |
− | |cargohold=600 m3
| |
− | |info=The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in [[RR battleship fitting|remote-repair battleship gangs]]. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common. It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.
| |
− | | |
− | The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons, not least of which is that it only has 7 guns, rather than 8.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvP Armageddon</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Armageddon,PvP]<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | Adaptive Nano Plating II<br>
| |
− | Adaptive Nano Plating II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Damage Control II<br>
| |
− | <br>
| |
− | Medium Capacitor Booster II, Cap Booster 800<br>
| |
− | Faint Warp Disruptor I<br>
| |
− | 100MN Analog Booster Rockets<br>
| |
− | <br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Mega Pulse Laser II, Scorch<br>
| |
− | Large Remote Armor Repair System II<br>
| |
− | <br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | <br>
| |
− | Berserker II x5<br>
| |
− | | |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Pulse Laser II, Scorch|hs2=Mega Pulse Laser II, Scorch|hs3=Mega Pulse Laser II, Scorch|hs4=Mega Pulse Laser II, Scorch|hs5=Mega Pulse Laser II, Scorch|hs6=Mega Pulse Laser II, Scorch|hs7=Mega Pulse Laser II, Scorch|hs8=Large Remote Armor Repair System II}}
| |
− | {{Mid Slots 3|ms1=Medium Capacitor Booster II, Cap Booster 800|ms2=Faint Warp Disruptor I|ms3=100MN Analog Booster Rockets}}
| |
− | {{Low Slots 8|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Adaptive Nano Plating II|ls4=Adaptive Nano Plating II|ls5=Heat Sink II|ls6=Heat Sink II|ls7=Heat Sink II|ls8=Damage Control II}}
| |
− | {{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=Berserker II x5}}
| |
− | *For a MicroWarpDrive, 100MN Digital Booster Rockets can be fit using a Faint Epsilon Warp Scrambler I and Heavy Capacitor Booster II or other mid slot options to squeeze it in. The RR can be down graded to a Large 'Solace' I Remote Bulwark Reconstruction and you can sacrifise 2x Mega Pulse Laser II for 2x Dual Heavy Pulse Laser II.
| |
− | *Faction ANP really aren't that much, and give an additional ~10k of buffer.
| |
− | *If drone skills are not good or you decide you need replacements you can use Hammerhead II x5, Valkyrie II x5, Warrior II x5 or a full set of Ogre II x5.
| |
− | *E-Uni discussions on Armageddon fits can be found [http://forum.eveuniversity.org/viewtopic.php?f=129&t=20782&hilit=Armageddon here], [http://forum.eveuniversity.org/viewtopic.php?f=32&t=24124 here], and [http://forum.eveuniversity.org/viewtopic.php?t=16868&highlight=armageddon here].
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
− | <br>
| |
− | <br>
| |
− | | |
− | ==Apocalypse==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Apocalypse.jpg
| |
− | |caption=Apocalypse
| |
− | |shipname=Apocalypse
| |
− | |class=
| |
− | |bonuses='''Amarr Battleship Skill Bonus:'''<br>
| |
− | 10% bonus to Large Energy Turret capacitor use per level<br>
| |
− | 7.5% bonus to Large Energy Turret optimal range per level
| |
− | |highs=8
| |
− | |turrets=8
| |
− | |launchers=2
| |
− | |mediums=4
| |
− | |lows=7
| |
− | |dronebay=75 m3
| |
− | |bandwidth=75 Mbit/sec
| |
− | |roles=
| |
− | |variations= [[Apocalypse Navy Issue]], [[Paladin]], [[Bhaalgorn]]
| |
− | |cargohold=675 m3
| |
− | |info=The Apocalypse does not have a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
| |
− | | |
− | The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
| |
− | | |
− | For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Apoc Starter Mission Tank Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=30907 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Apocalypse, Apoc Starter Mission Tank Fit]<br>
| |
− | Large Armor Repairer II<br>
| |
− | Large Armor Repairer II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Damage Control II<br>
| |
− | Armor EM Hardener II<br>
| |
− | Armor Thermic Hardener II<br>
| |
− | <br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | <br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | <br>
| |
− | Large Capacitor Control Circuit I<br>
| |
− | Large Capacitor Control Circuit I<br>
| |
− | Large Capacitor Control Circuit I<br>
| |
− | <br>
| |
− | Hobgoblin II x5<br>
| |
− | Hammerhead II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
| |
− | {{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
| |
− | {{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Heat Sink II|ls4=Heat Sink II|ls5=Damage Control II|ls6=Armor EM Hardener II|ls7=Armor Thermic Hardener II}}
| |
− | {{Rig Slots 3|rs1=Large Capacitor Control Circuit I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
| |
− | {{Drone Bay|ds1=5x Hobgoblin II<br>
| |
− | 5x Hammerhead II}}
| |
− | *See forum post for more information on fitting and how to fly it
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Apoc Starter Mission Beam Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=30907 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Apocalypse, Apoc Starter Mission Beam Fit]<br>
| |
− | Large Armor Repairer II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Armor EM Hardener II<br>
| |
− | Armor EM Hardener II<br>
| |
− | Armor Thermic Hardener II<br>
| |
− | Armor Thermic Hardener II<br>
| |
− | <br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | Tracking Computer II, Optimal Range<br>
| |
− | Tracking Computer II, Optimal Range<br>
| |
− | <br>
| |
− | Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | <br>
| |
− | Large Capacitor Control Circuit I<br>
| |
− | Large Capacitor Control Circuit I<br>
| |
− | Large Capacitor Control Circuit I<br>
| |
− | <br>
| |
− | Hobgoblin II x5<br>
| |
− | Hammerhead II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs7=Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L|hs8=Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L}}
| |
− | {{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Optimal Range|ms4=Tracking Computer II, Optimal Range}}
| |
− | {{Low Slots 7|ls1=Large Armor Repairer II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Armor EM Hardener II|ls5=Armor EM Hardener II|ls6=Armor Thermic Hardener II|ls7=Armor Thermic Hardener II}}
| |
− | {{Rig Slots 3|rs1=Large Capacitor Control Circuit I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
| |
− | {{Drone Bay|ds1=5x Hobgoblin II<br>
| |
− | 5x Hammerhead II}}
| |
− | *See forum post for more information on fitting and how to fly it
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Apoc WH Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=130&t=25736 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Apocalypse, Apoc WH Fit]<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | Damage Control II<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Capacitor Power Relay II<br>
| |
− | Capacitor Power Relay II<br>
| |
− | <br>
| |
− | Cap Recharger II<br>
| |
− | Cap Recharger II<br>
| |
− | Tracking Computer II, Tracking Speed<br>
| |
− | Tracking Computer II, Tracking Speed<br>
| |
− | <br>
| |
− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
| |
− | Large Remote Armor Repair System II<br>
| |
− | Large Remote Armor Repair System II<br>
| |
− | <br>
| |
− | Large Remote Repair Augmentor I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs7=Large Remote Armor Repair System II|hs8=Large Remote Armor Repair System II}}
| |
− | {{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Tracking Speed|ms4=Tracking Computer II, Tracking Speed}}
| |
− | {{Low Slots 7|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Damage Control II|ls4=Energized Adaptive Nano Membrane II|ls5=Energized Adaptive Nano Membrane II|ls6=Capacitor Power Relay II|ls7=Capacitor Power Relay II}}
| |
− | {{Rig Slots 3|rs1=Large Remote Repair Augmentor I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=}}
| |
− | *105k EHP, 269 DPS, 1602 salvo
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Apoc WH Killer</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | submitted by devian chase
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Apocalypse, Apoc WH Killer]<br>
| |
− | Heat Sink II<br>
| |
− | Imperial Navy Heat Sink<br>
| |
− | Imperial Navy Heat Sink<br>
| |
− | Armor Explosive Hardener II<br>
| |
− | Armor Kinetic Hardener II<br>
| |
− | Corpii C-Type Adaptive Nano Plating<br>
| |
− | Damage Control II<br>
| |
− | <br>
| |
− | Cap Recharger II<br>
| |
− | Tracking Computer II<br>
| |
− | Tracking Computer II<br>
| |
− | Tracking Computer II<br>
| |
− | <br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
| |
− | <br>
| |
− | Large Anti-EM Pump I<br>
| |
− | Large Anti-Thermic Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | <br>
| |
− | Hammerhead II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs2=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs3=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs4=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs5=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs6=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs7=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs8=Mega Pulse Laser II, Imperial Navy Multifrequency L}}
| |
− | {{Mid Slots 4|ms1=Cap Recharger II|ms2=Tracking Computer II|ms3=Tracking Computer II|ms4=Tracking Computer II}}
| |
− | {{Low Slots 7|ls1=Heat Sink II|ls2=Imperial Navy Heat Sink|ls3=Imperial Navy Heat Sink|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Corpii C-Type Adaptive Nano Plating|ls7=Damage Control II}}
| |
− | {{Rig Slots 3|rs1=Large Anti-EM Pump I|rs2=Large Anti-Thermic Pump I|rs3=Large Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=Hammerhead II x5}}
| |
− | *drone dps 141 with hammerheads
| |
− | *turret dps 797 with imperial navy multifrequency L up to 25+14 km
| |
− | *turret dps 635 with scorch l up to 74+14km
| |
− | *eft = 74.435
| |
− | *em=76.3%
| |
− | *therm =69.2%
| |
− | *kinetic=77.2%
| |
− | *explosive=75.6%
| |
− | *it has a little bit of pimp with faction modules but if you dont want to get those just drop them for t2 stuff
| |
− | *and if unsure about the tank drop 1 of the damage mods for a 1600mm get your eft up to 98k losing something like70 dps
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': An apoc should have all 8 slots used for guns let someone else (domi /tempest) do the repping your a 900 dps machine up to 80 km range with super tracking making you usefull against even the cruiser defenders that circle you at 16km + at c3-c4 you dont need any plates at all (use this fit and a RR domi to duo combat sites in c3 .. hitting 100 mil isk /hour per person with it)
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Apoc Tachyon Sniper</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=17131&hilit=apoc E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Apocalypse, Tachyon Sniper]<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Tracking Enhancer II<br>
| |
− | Reactor Control Unit II<br>
| |
− | Reactor Control Unit II<br>
| |
− | Pseudoelectron Containment Field I<br>
| |
− | <br>
| |
− | Sensor Booster II, Targeting Range<br>
| |
− | Sensor Booster II, Targeting Range<br>
| |
− | Sensor Booster II<br>
| |
− | 100MN MicroWarpdrive I<br>
| |
− | <br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | Tachyon Beam Laser II, Aurora L<br>
| |
− | <br>
| |
− | Energy Locus Coordinator I<br>
| |
− | empty rig slot<br>
| |
− | empty rig slot<br>
| |
− | <br>
| |
− | Warrior II x5<br>
| |
− | Hammerhead II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Tachyon Beam Laser II, Aurora L|hs2=Tachyon Beam Laser II, Aurora L|hs3=Tachyon Beam Laser II, Aurora L|hs4=Tachyon Beam Laser II, Aurora L|hs5=Tachyon Beam Laser II, Aurora L|hs6=Tachyon Beam Laser II, Aurora L|hs7=Tachyon Beam Laser II, Aurora L|hs8=Tachyon Beam Laser II, Aurora L}}
| |
− | {{Mid Slots 4|ms1=100MN MicroWarpdrive I|ms2=Sensor Booster II|ms3=Sensor Booster II, Targeting Range|ms4=Sensor Booster II, Targeting Range}}
| |
− | {{Low Slots 7|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Tracking Enhancer II|ls5=Reactor Control Unit II|ls6=Reactor Control Unit II|ls7=Pseudoelectron Containment Field I}}
| |
− | {{Rig Slots 3|rs1=Energy Locus Coordinator I|rs2=empty rig slot|rs3=empty rig slot}}
| |
− | {{Drone Bay|ds1=Hammerhead II x5
| |
− | Warrior II x5}}
| |
− | *Optimal 201 +23 km
| |
− | *targeting 230 km
| |
− | *2446 volley damage
| |
− | *339 dps with Aurora L
| |
− | *can lock a frig in 13.5 secs
| |
− | *sensor strength is only 20
| |
− | *This is a very high SP fit and is intended as an example of what the ship can do rather than as a viable alternative for a Uni pilot.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Apoc Pulse</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=33143 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Apocalypse, Pulse Apoc]<br> | |
− | Adaptive Nano Plating II<br>
| |
− | Adaptive Nano Plating II<br>
| |
− | Damage Control II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | Heat Sink II<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | <br>
| |
− | Sensor Booster II<br>
| |
− | Tracking Computer II<br>
| |
− | Medium Capacitor Booster II<br>
| |
− | 100MN MicroWarpdrive II<br>
| |
− | <br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | Mega Pulse Laser II<br>
| |
− | <br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | <br>
| |
− | Hammerhead II<br>
| |
− | Warrior II<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Pulse Laser II|hs2=Mega Pulse Laser II|hs3=Mega Pulse Laser II|hs4=Mega Pulse Laser II|hs5=Mega Pulse Laser II|hs6=Mega Pulse Laser II|hs7=Mega Pulse Laser II|hs8=Mega Pulse Laser II}}
| |
− | {{Mid Slots 4|ms1=100MN MicroWarpdrive II|ms2=Sensor Booster II|ms3=Tracking Computer II|ms4=Medium Capacitor Booster II}}
| |
− | {{Low Slots 7|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=1600mm Reinforced Rolled Tungsten Plates I|ls5=Adaptive Nano Plating II|ls6=Adaptive Nano Plating II|ls7=Damage Control II}}
| |
− | {{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=Hammerhead II
| |
− | Warrior II}}
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | }}
| |
− | | |
− | ==Abaddon==
| |
− | | |
− | {{Infobox Ship Horizontal2
| |
− | |shipimg=Abaddon.jpg
| |
− | |caption=Abaddon
| |
− | |shipname=Abaddon
| |
− | |class=
| |
− | |bonuses='''Amarr Battleship Skill Bonus:'''<br>
| |
− | 5% bonus to Large Energy Turret damage per level<br>
| |
− | 5% armor resistance per level
| |
− | |highs=8
| |
− | |turrets=8
| |
− | |launchers=1
| |
− | |mediums=4
| |
− | |lows=7
| |
− | |dronebay=75 m3
| |
− | |bandwidth=75 Mbit/sec
| |
− | |roles=
| |
− | |variations=None
| |
− | |cargohold=525 m3
| |
− | |info=The 'Golden Brick' is a beast. It has a laser damage bonus with 8 turret slots and an armour resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive and armour reppers, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
| |
− | | |
− | Abaddons are reasonable PvE alternatives to the Apocalypse, effectively coming with a free Energized Adaptive Nano Membrane, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap-stable tank on the 'Baddon, but it has a higher damage potential than the apoc at some range bands.
| |
− | | |
− | For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote-repair that may be directed its way.
| |
− | }}
| |
− | {{Amarr Fit
| |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Theon's Basic PvP Abaddon</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32330 E-Uni Forum Post]
| |
− | <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'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Abaddon, Theon's Basic PvP Abaddon]<br>
| |
− | Damage Control II<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | 1600mm Reinforced Rolled Tungsten Plates I<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Energized Adaptive Nano Membrane II<br>
| |
− | Heat Sink II<br>
| |
− | <br>
| |
− | Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
| |
− | Quad LiF Fueled I Booster Rockets<br>
| |
− | Faint Epsilon Warp Scrambler I<br>
| |
− | X5 Prototype I Engine Enervator<br>
| |
− | <br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
| |
− | <br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | Large Trimark Armor Pump I<br>
| |
− | <br>
| |
− | Hammerhead II x5<br>
| |
− | Warrior II x5<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
| |
− | {{Mid Slots 4|ms1=Heavy Electrochemical Capacitor Booster I, Cap Booster 800|ms2=Quad LiF Fueled I Booster Rockets|ms3=Faint Epsilon Warp Scrambler I|ms4=X5 Prototype I Engine Enervator}}
| |
− | {{Low Slots 7|ls1=Damage Control II|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=1600mm Reinforced Rolled Tungsten Plates I|ls4=1600mm Reinforced Rolled Tungsten Plates I|ls5=Energized Adaptive Nano Membrane II|ls6=Energized Adaptive Nano Membrane II|ls7=Heat Sink II}}
| |
− | {{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
| |
− | {{Drone Bay|ds1=Hammerhead II x5<br>
| |
− | Warrior II x5}}
| |
− | *See the associated forum post for options and other ideas regarding this fit.
| |
− | <br>
| |
− | <br>
| |
− | ''Flying Manual'': TBI.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Abaddon</th>
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− | </tr>
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− | <tr>
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− | <td>
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− | from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=16727&hilit=Abaddon E-Uni Forum Post]
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− | <div style='float:right; margin:8px;' >
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− | <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'>
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− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
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− | <tr><td><font size='-2'>
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− | | |
− | [Abaddon, PvE Apoc Alternative]<br>
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− | Large Armor Repairer II<br>
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− | Large Armor Repairer II<br>
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− | Armor EM Hardener II<br>
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− | Armor EM Hardener II<br>
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− | Armor Thermic Hardener II<br>
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− | Armor Thermic Hardener II<br>
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− | Heat Sink II<br>
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− | <br>
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− | Cap Recharger II<br>
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− | Cap Recharger II<br>
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− | Cap Recharger II<br>
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− | Cap Recharger II<br>
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− | <br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
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− | <br>
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− | Capacitor Control Circuit I<br>
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− | Capacitor Control Circuit I<br>
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− | Capacitor Control Circuit I<br>
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− | <br>
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− | Hammerhead II x5<br>
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− | Hobgoblin II x5<br>
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− | </font></td></tr></table>
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− | </div>
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− | {{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
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− | {{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
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− | {{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Armor EM Hardener II|ls4=Armor EM Hardener II|ls5=Armor Thermic Hardener II|ls6=Armor Thermic Hardener II|ls7=Heat Sink II}}
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− | {{Rig Slots 3|rs1=Capacitor Control Circuit I|rs2=Capacitor Control Circuit I|rs3=Capacitor Control Circuit I}}
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− | {{Drone Bay|ds1=Hammerhead II x5<br>
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− | Hobgoblin II x5}}
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− | *See the associated forum post for options and other ideas regarding this fit.
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− | *Tank is setup for Sansha rats - adjust accordingly
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− | <br>
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− | <br>
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− | ''Flying Manual'': TBI.
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− | </td>
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− | </tr>
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− | </table>
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− | }}
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− | | |
− | =Industrial=
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− | | |
− | ==Sigil==
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− | | |
− | {{Infobox Ship Horizontal2
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− | |shipimg=Sigil.jpg
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− | |caption=Sigil
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− | |shipname=Sigil
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− | |class=
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− | |bonuses='''Amarr Industrial Skill Bonus:'''<br>
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− | 5% Bonus Cargo Capacity per level<br>
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− | 5% Max Velocity per level
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− | |highs=2
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− | |turrets=1
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− | |launchers=
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− | |mediums=3
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− | |lows=5
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− | |dronebay=0 m3
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− | |bandwidth=0 Mbit/sec
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− | |roles=
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− | |variations= [[Prorator]]
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− | |cargohold=3000 m3
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− | |info=This industrial requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I] and is one of the fastest industrial haulers. This is of course a relative statement as it is still very slow, but with 5 low slots you can get an align time much quicker than is normal for an industrial. It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank. Typically there is no point fitting a tank or cargo extenders at all, either use it for its relative speed or fly a Bestower. This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not tempt suicide gankers.
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− | }}
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− | | |
− | ==Bestower==
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− | | |
− | {{Infobox Ship Horizontal2
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− | |shipimg=Bestower512.jpg
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− | |caption=Bestower
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− | |shipname=Bestower
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− | |class=
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− | |bonuses='''Amarr Industrial Skill Bonus:'''<br>
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− | 5% Bonus Cargo Capacity per level<br>
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− | 5% Max Velocity per level
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− | |highs=2
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− | |turrets=1
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− | |launchers=
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− | |mediums=4
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− | |lows=4
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− | |dronebay=0 m3
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− | |bandwidth=0 Mbit/sec
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− | |roles=
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− | |variations= [[Impel]]
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− | |cargohold=4800 m3
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− | |info=Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I], the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details.
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− | | |
− | The Bestower can easily get enough room for a packaged battlecruiser with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold. If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.
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− | }}
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− | | |
− | =Amarr General Information=
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− | | |
− | The Amarrian Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
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− | | |
− | The Amarr lineup is characterized by the following:
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− | | |
− | * [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking]. This is the most popular tanking method for PvP and is also common for Gallentean ships and some Minmatari ships (making it the standard for [[Spider Tanking|Remote Repairing]]). Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon).
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− | | |
− | * Energy [[turrets]]. These are the standard for Amarrian vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets (as well as quite a lot of missiles). Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. As is typical, there are two variants; a longer range version with lower damage potential and poorer [[tracking]] - Beam Laser - and a shorter range version with good tracking and higher damage - Pulse Laser. Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction]] or Advanced [[Tech 2]] variants. Unfotunately this all comes at a price; there is no variation on [[damage types]] and Energy turrets are hungry beasts! All lasers will do some mix of Electromagnetic and Thermal damage (primarily EM) and use large amounts of energy when fired as well as tending to be quite demanding on a hull's powergrid.
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− | | |
− | * Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus (such hulls are prime candidates for fitting another weapon system if you have cross-trained). Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
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− | | |
− | * [[Drones]]. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
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− | | |
− | * Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility and are usually short of mid slots to put Afterburners or MicroWarp Drives in, while low slots are already packed with tank modules or weapon upgrades. At the cost of tanking potential (or damage, perhaps both), a typical Amarrian hull's numerous low slots can be used to out-compete even Minmatar ships, however.
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− | | |
− | * [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Scripts can also be used to make the module more effective at either reducing the tracking or reducing the range of the turret, at the cost of not affecting the other. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is Capacitor Warfare but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.
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− | | |
− | ==PvP==
| |
− | | |
− | Amarrian ships have been the proverbial PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role. Exceptional armour tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite for PvP, though fits with shield tanks or alternate weapon systems see extensive use.
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− | | |
− | Amarrian ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other empires' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly, since what worked for you on a frigate will probably work for you on your cruiser but with larger and more modules. There are some good candidates for 'breaking the mould' (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require extensive cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.
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− | | |
− | ==PvE==
| |
− | | |
− | Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the [[#Arbitrator | Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).
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− | | |
− | =Amarr Skills General Information=
| |
− | | |
− | The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on [[Basic Skills]] and [[Support Skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (but pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]). Similarly the skills are the same for all pilots who want to survive with an [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] and [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] highly). Amarr pilots should aim for a [Full T2 Tank] early in their careers. Some Amarr ships can be shield tanked effectively, but these are more specialized builds (such as the PvP shield Harbinger) and often for T2 ships (such as the Curse).
| |
− | | |
− | Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.
| |
− | | |
− | ==Tech 2 Energy Turrets==
| |
− | | |
− | Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.
| |
− | | |
− | 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
| |
− | *Small Beam Laser Specialization
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− | **Small Energy Turret V
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− | **Sharpshooter III
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− | *Medium Beam Laser Specialization
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− | **Small Beam Laser Specialization IV
| |
− | **Medium Energy Turret V
| |
− | **Sharpshooter IV
| |
− | *Large Beam Laser Specialization
| |
− | **Medium Beam Laser Specialization IV
| |
− | **Large Energy Turret V
| |
− | **Sharpshooter V
| |
− | | |
− | Pulse Lasers
| |
− | *Small Pulse Laser Specialization
| |
− | **Small Energy Turret V
| |
− | **Motion Prediction III
| |
− | *Medium Pule Laser Specialization
| |
− | **Small Pulse Laser Specialization IV
| |
− | **Medium Energy Turret V
| |
− | **Motion Prediction IV
| |
− | *Large Pulse Laser Specialization
| |
− | **Medium Pulse Laser Specialization IV
| |
− | **Large Energy Turret V
| |
− | **Motion Prediction V
| |
− | | |
− | =Progression=
| |
− | | |
− | A classic progression of Amarr ships would be to train for the Punisher, move to the Omen, skill up a Harbinger, and then move into battleships. This is certainly an effective way to go and puts the most emphasis on hard hitting lasers and hefty armour tanks. Unfortunately the Omen is a bit of a weak link in the chain as it is very difficult to fly well without high skills. But for minimum deviation straight to large ship excellence this can work.
| |
− | | |
− | Alternatives exist however. If the pilot wants to focus on EWAR, then laser skills can be replaced with drone skills and the path can go from Crucifier to Arbitrator as a stepping off point for Tech 2 EWAR ships (Sentinel, Curse and Pilgrim). Or for the truly different the Inquisitor leads to the Khanid line of Tech 2 short range missile ships (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic).
| |
− | | |
− | =Cross Training=
| |
− | | |
− | Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Guide|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Guide|Minmatar]] second (some gunnery and armour tanking synergies). [[Caldari Basic Ship and Skill Guide|Caldari]] have the fewest skills in common, despite Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
| |
− | | |
− | However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE (wormholes, incursions) and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking. Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.
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− | | |
− | =Related Links=
| |
| | | |
| + | == Related Links == |
| {{ShipGuideLinks}} | | {{ShipGuideLinks}} |
| | | |
− | [[Category:Guides]]
| |
| [[Category:Ships]] | | [[Category:Ships]] |