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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. | 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. | ||
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* '''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. | * '''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. | ||
* '''[[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}}. | * '''[[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}}. | ||
* '''[[ | * '''[[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. | ||
* '''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. | * '''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. | ||
* [[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. | * [[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. | ||
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'''PvE''' | '''PvE''' | ||
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 | 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 Caldari space where Guristas are the common faction. | ||
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). | 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). | ||
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== Related Links == | == Related Links == | ||
{{ShipGuideLinks}} | {{ShipGuideLinks}} | ||
[[Category:Ships]] | [[Category:Ships]] | ||