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Amarr Basic Ship and Skill Overview: Difference between revisions

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{{ShipGuideBoilerintro}}
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=Amarr General Information=
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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.
{{RaceShipInfo|Amarr}}


=====Characteristics=====
== General Traits ==
The Amarr lineup is characterized by the following:
The following traits are shared by most or all Amarr ships:


* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking].  Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon). Armour tanks can be extremely powerful in both PvP and PvE applications.
* '''[[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
* '''[[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.
** 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.
** 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.
* '''[[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.
* '''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}}.
* '''[[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.
* [[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.


* Energy [[turrets]].  These are the standard for the majority of Amarrian damage dealing 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.  Energy turrets (more usually 'lasers') offer an excellent combination of range and damage when compared with projectile or hybrid turrets. 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. Unfortunately this all comes at a price; there is no variation on [[damage types]]. Energy turrets use a great deal of capacitor and have poor tracking, as well as tending to be quite demanding on a hull's powergrid for fitting.
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.


* Large Capacitors. Amarrian 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. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
== Notable Uses ==


* [[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.
'''PvE'''


* 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 often use low slots for tank or damage rather than speed modules. At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.
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.


* [[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. Tracking disruption is fairly difficult to counter, however other forms of Electronic Warfare are often still preferred. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, with the exception of the new Amarr Destroyer, the [[Dragoon]].
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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=====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 (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).  A classic progression of Amarr mission ships would be to train the Punisher and Coercer for level 1 missions, move to the Omen or Arbitrator for level 2 missions, then Harbinger for level 3 missions, and finally the Apocalypse for level 4 missions.
 
For salvaging, the Coercer can fill the role until the Noctis can be purchased.  


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.
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.


The Harbinger is the first T1 ship that can run Incursion Vanguard sites effectively, and the Abaddon can be used by more experienced players.  The best armour incursion fleets in highsec currently run with T2 and T3 Amarr ships.
For salvaging, a {{sh|Coercer}} makes a very good, cheap salvager.
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=====PvP=====


Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. Most notably, the AHAC and Hellcat fleet doctrines are centered around Amarr ships.  
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.


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 'exceptions to the rule' 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 (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training.  New pilots are likely best served by playing to the Amarr formula until they know when and how to break the rules.
'''PvP'''


For PvP progression, there are countless possibilities, but the conventional roles are as follows:
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.


Pilots who want to specialize in Damage Dealing will follow the laser hulls from Punisher, to Omen, Harbinger, and the Amarr Battleships (all three are effective in different roles)breaking off towards T2 hulls at some point.
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.


EWAR specialists will follow a different path from cruicifier into arbitators before moving into T2 ship training.
== Skills ==


In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. In cruiser hulls, all four Amarr cruiser are fully capable. The Arbitrator makes an excellent dps or EWAR boat, while the Omen and Maller focus specifically on DPS. The Augoror is a very capable logistics ship. The Harbinger makes an excellent damage dealing battlecruiser.  In battleship hulls, the Armageddon, Apocalypse, and Abaddon all have their uses. The Armageddon is used by pilots that do not wish to risk too much ISK with a short range pulse fit. The Apocalypse is used as a sniper (sometimes with a very weak tank to maximize damage potential).  The Abaddon performs excellently in fleets with logi and other support.
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.
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==Skills==
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.


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 [http://wiki.eveuniversity.org/Gunnery_Guide#Gunnery_Support_Skills gunnery support skills] as other projectile or hybrid users (but pay particular attention to Controlled Bursts and 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 such as Energy Systems Operation and Energy Management). Amarr pilots should aim for a full T2 armour tank early in their careers.
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.


Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship, or earlier in their career for dedicated PvPers.
== Ships ==
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=====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.
Here are the Amarr T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.


Later once pirate faction ships become a consideration, cross training to Minmatar will give access to Blood Raider pirate faction ships.  Cross training to Caldari will give access to Sansha ships.  There is no faction which uses Amarr and Gallente ship skills.
=== Corvette ===
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=Ships=
 
Here are the Amarr T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.


==Rookie Ship==
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.


{{Ship|Impairor|box}}
{{Ship|Impairor|box}}
The corvette is the first ship you start with. If you are Amarr, it will be an Impairor.


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. The Impairor can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended.
=== Frigates ===
{{Ship|Crucifier|box}}
The Crucifier is the Amarr EWAR frigate and works great as an extremely cheap long range EWAR platform for very new pilots.  


==Frigate==


{{Ship|Executioner|box}}
{{Ship|Executioner|box}}
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.


The Executioner is the Amarr fast frigate. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. 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.
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{{Ship|Inquisitor|box}}
{{Ship|Inquisitor|box}}
The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.
{{Ship|Magnate|box}}
Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.


The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.
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{{Ship|Tormentor|box}}


The role of the Tormentor was changed in the Inferno expansion from a mining frigate to that of attack frigate.
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{{Ship|Punisher|box}}
{{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.


This is easily the most tenacious of the T1 frigates. Due to 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 can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity: a propulsion module, a point, and a web.<br>
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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.
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.
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{{Ship|Crucifier|box}}


The Crucifier is the Amarr EWAR frigate, and works great as an extremely cheap long range EWAR platform for very new pilots.
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{{Ship|Magnate|box}}


Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.
{{Ship|Tormentor|box}}
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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.
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==Destroyer==


=== Destroyers ===
{{Ship|Coercer|box}}
{{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.


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, possibly making it more viable for PvP.
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{{Ship|Dragoon|box}}
{{Ship|Dragoon|box}}
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.


The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only T1 ship to have a bonus to energy neutralizer and energy vampire range.
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==Cruiser==
=== Cruisers ===
{{Ship|Arbitrator|box}}
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.


{{Ship|Arbitrator|box}}


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.
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{{Ship|Augoror|box}}
{{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.


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.
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{{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.
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{{Ship|Maller|box}}
{{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.


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.
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==Battlecruiser==
{{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.
 


{{Ship|Prophecy|box}}
=== Battlecruisers ===


The Prophecy is not a commonly used ship. It certainly can fit a excellent 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 poor bait ship.
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{{Ship|Harbinger|box}}
{{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.


The Harbinger is an extremely capable tier 2 Battlecruiser and is well balanced with its competitors from the other races.  It is the first real lazor powerhouse in the Amarr lineup.
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{{Ship|Oracle|box}}
{{Ship|Oracle|box}}
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.


The Oracle is the Amarr Attack Battlecruiser.
{{Ship|Prophecy|box}}
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The Prophecy is a Combat Battlecruiser that is primarily focused on being a tanky drone carrier.
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==Battleship==


{{Ship|Armageddon|box}}
=== Battleships ===
{{Ship|Abaddon|box}}
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.
 


The Armageddon is the lowest tier Amarr battleship. It can have 7 laser turrets and has a 125mb drone bandwidth and 125m3 bay, allowing it to field heavy or sentry drones if desired. The Armageddon's lower number of turret slots makes it easier on the capacitor than the Apocalypse. This along with the low price tag and extra low for more tank makes it a decent first battleship for new Amarr level 4 mission runners.
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{{Ship|Apocalypse|box}}
{{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.


The Apocalypse is the second tier Amarr battleship. It has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned in to a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance. Apocalypses are also well suited to beam laser sniper fits. The Apocalypse has an extra turret slot over the Armageddon, giving it more damage. The Apocalypse does not have the raw firepower of the Abaddon however, but is an easier ship to skill for.
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{{Ship|Abaddon|box}}


The Abaddon is the tier 3 Amarr battleship. It has a bonus to laser damage and armor resistances, but the normal bonus to 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.  
{{Ship|Armageddon|box}}
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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.
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==Industrial==
=== Haulers ===
[[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.


T1 industrials 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.
{{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}}
{{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.


There is really no reason to fly a Sigil as the Bestower has the same skill requirements and is better in nearly every way that counts.
==Energy Turret Tips==
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{{main|Turrets#Energy_turrets|Energy Turrets}}
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{{Ship|Bestower|box}}
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.
 
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.
 
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.
 
==Drone Tips==
 
{{main|Drone mechanics}}
 
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.
 
All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest.
 
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.


Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the bestower is a favourite for alternate character hauling setups.
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".
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=Related Links=
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.


== Related Links ==
{{ShipGuideLinks}}
{{ShipGuideLinks}}


[[Category:Guides]]
[[Category:Ships]]
[[Category:Ships]]