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| '''The Amarr Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Amarr ships in both Player vs. Environment (PVE) and Player vs. Player (PVP) encounters.
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| This is a work in progress, and the guide's [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=28096 Discussion Thread] is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
| | 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}} |
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| | == General Traits == |
| | The following traits are shared by most or all Amarr ships: |
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| =10 reasons to fly Amarr=
| | * '''[[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 |
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| | * '''[[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. |
| #Amarr is the best because it is. You can't argue with truth. | | ** 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. |
| #Freak'n LAZORS!!!
| | ** 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. |
| #Men armour tank. Shelids or whatever is that red bar above your manly tank.
| | * '''[[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. |
| #Amarr discovered how to jump around space. So everyone else would be stuck on stupid planets without us anyways.
| | * '''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. |
| #Did anyone mention the freak'n lazors?
| | * '''[[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}}. |
| #There is no six and this is because we Amarr decided it would be that way. | | * '''[[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. |
| #Symmetry anyone?
| | * '''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. |
| #Have you seen the Amarr Battleship lineup? If you were locked at the time then not for long.
| | * [[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. |
| #We haz Lazors.
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| #Amarr have enslaved every other race they have encountered. 'Nuff said.
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| =Amarr General Information=
| | 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. |
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| Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities. Amarr ships use [[Armour tanking|armour tanking]] to protect themselves and primarily employ [[Turrets|turrets]], specifically Energy Turrets (lasers) to do damage.
| | == Notable Uses == |
| * Armour tanking is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for [[Spider Tanking|Remote Repairing]]). Amarr ships have lots of base armour hp, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon).
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| * Energy turrets are unique to Amarr vessels -- no other races' ships have bonuses for lasers. Lasers have the highest capacitor usage of any weapon system, and accordingly Amarr ships have very robust capacitors. Many Amarr ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills to make capacitors bigger and quicker to recharge, and to reduce the capacitor requirements of lasers.
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| * With some ships in the Amarr line-up second only to Gallente hulls for drone capacity, Amarr pilots can use [[Drones|drones]] to great effect.
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| * Armour tanking tends to directly cut ships' speed, and, given that Amarr ships tend to have lower than average base speeds, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost, with the T2 Crusader interceptor beating out the Claw by a slim margin for the title of fastest racial frigate.
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| | '''PvE''' |
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| In PvP, Amarr ships have by now been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors and the excellent combination of damage and range offered by lasers all make Amarr ships popular for PvP.
| | 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. |
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| * Note, however, that the E-Uni PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage.
| | 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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| | 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. |
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| In PvE, Amarr ships are less popular than other races for running [[Missions|missions]]. Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise. However, there are many effective work arounds to be found and many people do mission with Amarr ships exclusively.
| | For salvaging, a {{sh|Coercer}} makes a very good, cheap salvager. |
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| | 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. |
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| Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are have fewer 'special case' ships than there are in the other races' lineups (though there are some). Amarr are sometimes thought to be -- from one point of view -- the 'simplest' race to fly. Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices. New pilots are best served by playing to the Amarr formula until they know when to break the rules.
| | '''PvP''' |
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| | 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. |
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| Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospects are Gallente (armour tanking, gunnery and drone synergies) and then Minmatar (some gunnery and armour tanking synergies). Caldari have the fewest skills in common (T2 Khanid missile ships excepted) and would require near-complete retraining.
| | 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. |
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| =Amarr Core Skills= | | == Skills == |
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| The skills which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armor tank, and use drones effectively; all backed up by solid support skills. Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories: | | 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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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Corporation_Management Corporation Management]
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| * None
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| | 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. |
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Drones Drones] | | 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. |
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| The drone skills core to Amarr success are generally the same as those any pilot will want.
| | == Ships == |
| <table class="collapsible collapsed">
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| <th>These skills are:</th>
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| Basic Drone Skills
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| * [http://wiki.eveonline.com/en/wiki/Drones Drones] (Allows Operation of One Additional Drone Per Level)
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| * [http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation] (Drone Control Range Increased by 5 km Per Skill Level)
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| * [http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation] (5% Bonus to Heavy Drone Damage Per Level)
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| Drone Ability Modifiers
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| * [http://wiki.eveonline.com/en/wiki/Drone_Durability Drone Durability] (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
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| * [http://wiki.eveonline.com/en/wiki/Drone_Navigation Drone Navigation] (5% Increase to Drone Speed Per Level)
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| * [http://wiki.eveonline.com/en/wiki/Drone_Sharpshooting Drone Sharpshooting] (5% Increase in Drone Optimal Range Per Level)
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| Drone Damage Modifiers
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| * [http://wiki.eveonline.com/en/wiki/Drone_Interfacing Drone Interfacing] (20% Bonus to All Drone Damage/Mining Yield Per Level)
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| * [http://wiki.eveonline.com/en/wiki/Combat_Drone_Operation Combat Drone Operation] (5% Bonus to Medium/Light Drone Damage Per Level)</td>
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| </tr>
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| </table>
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| | Here are the Amarr T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits. |
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]
| | === Corvette === |
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| Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
| | 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. |
| <table class="collapsible collapsed">
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| <th>These skills are:</th>
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| Basic Skills
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| * [http://wiki.eveonline.com/en/wiki/Electronics Electronics] (5% Bonus to CPU Output Per Skill Level)
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| * [http://wiki.eveonline.com/en/wiki/Electronics_Upgrades Electronics Upgrades] (5% Reduction in CPU Need of Sensor Upgrades)
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| Targeting Skills
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| * [http://wiki.eveonline.com/en/wiki/Long_Range_Targeting Long Range Targeting] (5% Bonus to Targeting Range Per Skill Level)
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| * [http://wiki.eveonline.com/en/wiki/Multitasking Multitasking] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
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| * [http://wiki.eveonline.com/en/wiki/Signature_Analysis Signature Analysis] (5% Improved Targeting Speed Per Level)
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| * [http://wiki.eveonline.com/en/wiki/Targeting Targeting] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
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| PVP Specific Skills
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| * [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming] (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
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| </tr>
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| </table>
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| | {{Ship|Impairor|box}} |
| | The corvette is the first ship you start with. If you are Amarr, it will be an Impairor. |
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Engineering Engineering]
| | === 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. |
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| Engineering has some of the most important capacitor skills and very important fitting skills. Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
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| <table class="collapsible collapsed">
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| <th>These skills are:</th>
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| Basic Skills
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| * [http://wiki.eveonline.com/en/wiki/Energy_Grid_Upgrades Energy Grid Upgrades] (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
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| * [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] (5% Bonus to Capacitor Capacity Per Skill Level)
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| * [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] (5% Bonus to Capacitor Recharge Rate Per Skill Level)
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| * [http://wiki.eveonline.com/en/wiki/Engineering Engineering] (5% Bonus to Ship Powergrid Output Per Skill Level)
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| PVP Specific Skills
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| * [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] (5% Reduced Capacitor Need for Energy Emission Weapons)
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| </tr>
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| </table>
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| | {{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. |
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Gunnery Gunnery]
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| Gunnery is the home of everything damage dealing for turret users. All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
| | {{Ship|Inquisitor|box}} |
| <table class="collapsible collapsed">
| | The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion. |
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| <th>These skills are:</th>
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| </tr>
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| Basic Skills
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| * Common Skills
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| ** [http://wiki.eveonline.com/en/wiki/Advanced_Weapon_Upgrades Advanced Weapon Upgrades] (5% Reduction to Capacitor Needs of Turrets/Launchers)
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| ** [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
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| ** [http://wiki.eveonline.com/en/wiki/Gunnery Gunnery] (2% Bonus to Turret Rate of Fire Per Skill Level)
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| ** [http://wiki.eveonline.com/en/wiki/Motion_Prediction Motion Prediction] (5% Bonus to Tracking Speed Per Skill Level)
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| ** [http://wiki.eveonline.com/en/wiki/Rapid_Firing Rapid Firing] (4% Bonus to Turret Rate of Fire Per Skill Level)
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| ** [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter] (5% Bonus to Turret Optimal Range Per Skill Level)
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| ** [http://wiki.eveonline.com/en/wiki/Surgical_Strike Surgical Strike] (3% Bonus to Turret Damage Per Skill Level)
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| ** [http://wiki.eveonline.com/en/wiki/Weapon_Upgrades Weapon Upgrades] (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
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| * Small Energy Turret (Frigates/Destroyers)
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| ** [http://wiki.eveonline.com/en/wiki/Small_Energy_Turret Small Energy Turret] (5% Bonus to Small Turret Damage Per Skill Level)
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| * Medium Energy Turret (Cruiser/Battlecruiser)
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| ** [http://wiki.eveonline.com/en/wiki/Medium_Energy_Turret Medium Energy Turret] (5% Bonus to Medium Turret Damage Per Skill Level)
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| * Large Energy Turret (Battleship)
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| ** [http://wiki.eveonline.com/en/wiki/Large_Energy_Turret Large Energy Turret] (5% Bonus to Large Turret Damage Per Skill Level)
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| T2 Gunnery Skills
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| * [http://wiki.eveonline.com/en/wiki/Small_Beam_Laser_Specialization Small Beam Laser Specialization]
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| * [http://wiki.eveonline.com/en/wiki/Small_Pulse_Laser_Specialization Small Pulse Laser Specialization]
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| * [http://wiki.eveonline.com/en/wiki/Medium_Beam_Laser_Specialization Medium Beam Laser Specialization]
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| * [http://wiki.eveonline.com/en/wiki/Medium_Pulse_Laser_Specialization Medium Pule Laser Specialization]
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| * [http://wiki.eveonline.com/en/wiki/Large_Beam_Laser_Specialization Large Beam Laser Specialization]
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| * [http://wiki.eveonline.com/en/wiki/Large_Pulse_Laser_Specialization Large Pulse Laser Specialization]
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| </tr>
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| </table>
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Industry Industry]
| | {{Ship|Magnate|box}} |
| * None
| | Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing. |
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Leadership Leadership] | | {{Ship|Punisher|box}} |
| * None
| | 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. |
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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Learning Learning]
| | 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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| The Learning skills stand alone as extremely important to all and are well covered in other guides.
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| * Basic Learning Categories to Level 5
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| * Advanced Learning to Level 4
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| | {{Ship|Tormentor|box}} |
| | 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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| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Mechanic Mechanic]
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| Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
| | === Destroyers === |
| <table class="collapsible collapsed">
| | {{Ship|Coercer|box}} |
| <tr>
| | 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. |
| <th>These skills are:</th>
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| </tr>
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| <tr>
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| <td>
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| *[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging]
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| *[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
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| *[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
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| *[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades]
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| *[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging]
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| *[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
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| *[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic]
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| *[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems]
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| *[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
| |
| </tr>
| |
| </table>
| |
|
| |
|
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Missiles Missile Launcher Operation]
| | {{Ship|Dragoon|box}} |
| * None
| | 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. |
|
| |
|
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Navigation Navigation]
| | === 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. |
|
| |
|
| Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races. Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
| |
| <table class="collapsible collapsed">
| |
| <tr>
| |
| <th>These skills are:</th>
| |
| </tr>
| |
| <tr>
| |
| <td>
| |
| *[http://wiki.eveonline.com/en/wiki/Acceleration_Control Acceleration Control]
| |
| *[http://wiki.eveonline.com/en/wiki/Afterburner Afterburner]
| |
| *[http://wiki.eveonline.com/en/wiki/Evasive_Maneuvering Evasive Maneuvering]
| |
| *[http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]
| |
| *[http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]
| |
| *[http://wiki.eveonline.com/en/wiki/Navigation Navigation]
| |
| *[http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]
| |
| </tr>
| |
| </table>
| |
|
| |
|
| | {{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. |
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Science Science]
| |
|
| |
|
| Jump clones and implants are extremely important tools for any pilot.
| | {{Ship|Maller|box}} |
| <table class="collapsible collapsed">
| | 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. |
| <tr>
| |
| <th>These skills are:</th>
| |
| </tr>
| |
| <tr>
| |
| <td>
| |
| * [http://wiki.eveonline.com/en/wiki/Cybernetics Cybernetics]
| |
| * [http://wiki.eveonline.com/en/wiki/Infomorph_Psychology Infomorph Psychology]
| |
| * [http://wiki.eveonline.com/en/wiki/Science Science] as a prerequisite only
| |
| </tr>
| |
| </table>
| |
|
| |
|
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Social Social]
| | {{Ship|Omen|box}} |
| * None
| | 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. |
|
| |
|
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Spaceship_Command Spaceship Command]
| | === Battlecruisers === |
|
| |
|
| The following skills allow you to fly Amarr ships and are therefore fundemental. | | {{Ship|Harbinger|box}} |
| <table class="collapsible collapsed">
| | 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. |
| <tr>
| |
| <th>These skills are:</th>
| |
| </tr>
| |
| <tr>
| |
| <td>
| |
| * [http://wiki.eveonline.com/en/wiki/Amarr_Battleship Amarr Battleship]
| |
| * [http://wiki.eveonline.com/en/wiki/Amarr_Strategic_Cruiser Amarr Cruiser]
| |
| * [http://wiki.eveonline.com/en/wiki/Amarr_Frigate Amarr Frigate]
| |
| * [http://wiki.eveonline.com/en/wiki/Battlecruisers Battlecruisers]
| |
| * [http://wiki.eveonline.com/en/wiki/Destroyers Destroyers]
| |
| * [http://wiki.eveonline.com/en/wiki/Spaceship_Command Spaceship Command]
| |
| </tr>
| |
| </table>
| |
|
| |
|
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Subsystems Subsystems]
| | {{Ship|Oracle|box}} |
| * None
| | 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. |
|
| |
|
|
| |
|
| [http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Trade Trade]
| | {{Ship|Prophecy|box}} |
| * None
| | The Prophecy is a Combat Battlecruiser that is primarily focused on being a tanky drone carrier. |
|
| |
|
|
| |
|
| | === 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. |
|
| |
|
|
| |
|
| ==Skill Plans==
| | {{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. |
|
| |
|
| So what do these core skills mean? If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot. Yes, that is a little over 3 years. Yes, you would be the king of Amarr T1 pilots. Yes, it would be very very silly. However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
| |
|
| |
|
| ===Basic Plan===
| | {{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. |
|
| |
|
| If you need more direction to have the time to get your feet under you this is a basic package you could train that will take you about a week to learn. After that much time in E-Uni you will surely be well beyond the handholding stage and messing with [[3rd Party Tools|EVEmon]] and agonizing over skill training variances is half the fun of EVE. This plan does not incorporate learning skills or maximize anything - rather it is a very basic intro that would leave you with a few skills to start discovering what you are actually interested in becoming:
| |
| <table class="collapsible collapsed">
| |
| <tr>
| |
| <th>Basic Skill Plan Example</th>
| |
| </tr>
| |
| <tr>
| |
| <td>
| |
| *1. Energy Systems Operation I
| |
| *2. Energy Management I
| |
| *3. Hull Upgrades I
| |
| *4. Energy Grid Upgrades I
| |
| *5. Targeting I
| |
| *6. Evasive Maneuvering I
| |
| *7. Afterburner I
| |
| *8. Repair Systems I
| |
| *9. Amarr Frigate III
| |
| *10. Afterburner II
| |
| *11. Afterburner III
| |
| *12. High Speed Maneuvering I
| |
| *13. Weapon Upgrades I
| |
| *14. Controlled Bursts I
| |
| *15. Motion Prediction I
| |
| *16. Rapid Firing I
| |
| *17. Energy Systems Operation II
| |
| *18. Hull Upgrades II
| |
| *19. Drones I
| |
| *20. Scout Drone Operation I
| |
| *21. Gunnery III
| |
| *22. Energy Management II
| |
| *23. Targeting II
| |
| *24. Motion Prediction II
| |
| *25. Controlled Bursts II
| |
| *26. Rapid Firing II
| |
| *27. Sharpshooter I
| |
| *28. Sharpshooter II
| |
| *29. Amarr Frigate IV
| |
| *30. Hull Upgrades III
| |
| *31. Weapon Upgrades II
| |
| *32. Drones II
| |
| *33. Energy Management III
| |
| *34. Energy Systems Operation III
| |
| *35. Drones III
| |
| *36. Repair Systems II
| |
| *37. Controlled Bursts III
| |
| *38. Motion Prediction III
| |
| *39. Rapid Firing III
| |
| *40. Amarr Cruiser I
| |
| Please do not waste time in Chat.E-UNI asking if it is okay to add in an extra skill from this skill plan you got off the wiki that you HAVE to follow as a new Amarr pilot. The answer is YES. Change, modify, ignore, follow to the letter - it does not really matter. Pursue skills for the things you enjoy doing. If you do train along this or a similar skill plan you can rest easy that there will not be any wasted SP as you make up your mind on what you want to do as an Amarr pilot in EVE.
| |
| </tr>
| |
| </table>
| |
|
| |
|
| | === 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. |
|
| |
|
| ===[[Full T2 Tank|Tech 2 Tank]]===
| | {{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. |
|
| |
|
| Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
| | {{Ship|Sigil|box}} |
| *Hull Upgrades V
| | 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. |
| *Repair Systems IV
| |
| *Mechanic IV
| |
| *Jury Rigging III
| |
| *Armor Rigging I
| |
| You will want to learn the compensation skills to a minimum of 3 and eventually to 5 to maximize your tank.
| |
| *EM Armor Compensation
| |
| *Explosive Armor Compensation
| |
| *Kinetic Armor Compensation
| |
| *Thermic Armor Compensation
| |
|
| |
|
| | ==Energy Turret Tips== |
| | {{main|Turrets#Energy_turrets|Energy Turrets}} |
|
| |
|
| ===Tech 2 Energy Turrets===
| | 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. |
|
| |
|
| Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
| | 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. |
|
| |
|
| 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:
| | 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. |
|
| |
|
| *Beam Lasers
| | ==Drone Tips== |
| **Small Beam Laser Specialization
| |
| ***Small Energy Turret V
| |
| ***Sharpshooter III
| |
| **Medium Beam Laser Specialization
| |
| ***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
| |
|
| |
|
| | {{main|Drone mechanics}} |
|
| |
|
| * Pulse Lasers
| | 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. |
| **Small Pulse Laser Specialization
| |
| ***Small Energy Turret V
| |
| ***Motion Prediction III
| |
| **Medium Pulse 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
| |
|
| |
|
| | All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest. |
|
| |
|
| <br>
| | 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. |
| <br>
| |
| <br>
| |
|
| |
|
| =''Fittings''=
| | 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". |
| <br>
| |
|
| |
|
| =Rookie Ship=
| | 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. |
| <br>
| |
|
| |
|
| ==Impairor== | | == Related Links == |
| | {{ShipGuideLinks}} |
|
| |
|
| {{Ship Intro|shipname=impairor|shipinfo=''Special Ability: 10% bonus to energy turret capacitor use per skill level.''}}
| | [[Category:Ships]] |
| This is perhaps the worst 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.
| |
| | |
| <br>
| |
| <br>
| |
| | |
| =[[Frigate]]=
| |
| <br>
| |
| ==Executioner==
| |
| | |
| {{Ship Intro|shipname=Executioner|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.''}}
| |
| This frigate is the speedy option with the highest base velocity of the Amarr T1 frigates at 404 m/s. It also has high manoeuvrability and accordingly it can cruise around and align very quickly to bail out if required. Its primary limitation is the 2 High, 2 Mid, and 2 Low slots (2/2/2) which limits the functionality and flexibility of this platform. 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 not a good option for PvP or PvE for a new low SP pilot.
| |
| <br>
| |
| <br>
| |
| | |
| ==Inquisitor==
| |
| | |
| {{Ship Intro|shipname=Inquisitor|shipinfo=''Special Ability: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per level.''}}
| |
| The Amarr missile frigate. It is the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints. It also has the largest cargo bay of any T1 frigate at 315 cubic meters.
| |
| <br>
| |
| <br>
| |
| ==Tormentor==
| |
| | |
| {{Ship Intro|shipname=Tormentor|shipinfo=''Special Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use.''}}
| |
| With [[Mining]] bonuses, fledgling Amarr miners will want to start here. It is actually quite a tough little mining frigate, and it has the minimum (5 cubic meter) drone bay.
| |
| | |
| | |
| '''Starter Mining Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=6795 E-Uni Forum Post]
| |
| {{High Slots 2|hs1=EP-S Gaussian Excavation Pulse I|hs2=EP-S Gaussian Excavation Pulse I}}
| |
| {{Mid Slots 1|ms1=Civilian Afterburner}}
| |
| {{Low Slots 3|ls1=Small I-a Polarized Armor Regenerator|ls2=Dual-Sheated Adaptive Nano Plating I|ls3=Damage Control I}}
| |
| {{Rig Slots 3}}
| |
| {{Drone Bay|ds1=1 x Light Scout Drone}}
| |
| *Fits with no skills and packing a light scout drone you should be fine in 0.7 space and above. For 0.6 you might want a wingman or five to take care of rats, though.
| |
| <br>
| |
| <br>
| |
| | |
| ==Punisher==
| |
| | |
| {{Ship Intro|shipname=Punisher|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.''}}
| |
| Thank goodness it is good looking as this is where a brand new Amarr pilot will spend the majority of his or her time.
| |
| | |
| This is easily the most survivable and tenacious of the T1 frigates available. Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). It has the largest capacitor of a T1 frigate in order to keep its lasers firing.
| |
| | |
| This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
| |
| | |
| | |
| '''E-Uni Tackler Corp Fit'''
| |
| {{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}}
| |
| {{Rig Slots 3}}
| |
| *This fit is pretty much as disposable as it gets, which is convenient since the Uni will hand them out like candy. It focuses on overcoming the Punisher's low speed to get a point into play.
| |
| | |
| | |
| '''Heavy Frigate Tackler Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
| |
| {{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 deficiencies. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
| |
| | |
| | |
| '''DD Punisher Fit''' from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
| |
| {{High Slots 4|hs1=Dual Light Pulse Laser I w/ Microwave S crystal|hs2=Dual Light Pulse Laser I w/ Microwave S crystal|hs3=Dual Light Pulse Laser I w/ Microwave S crystal|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
| |
| *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.
| |
| | |
| | |
| '''PvE Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
| |
| {{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}}
| |
| | |
| | |
| '''PvE Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
| |
| {{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 1-a Polaried 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. 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. this setup can be quite easily upgraded with better skills.
| |
| <br>
| |
| <br>
| |
| | |
| ==Crucifier==
| |
| | |
| {{Ship Intro|shipname=Crucifier|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.''}}
| |
| The Amarr [[EWar 101 Guide|EWAR]] frigate.
| |
| | |
| | |
| | |
| '''E-Uni EWAR Corp Fit'''
| |
| {{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}}
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| {{Rig Slots 3}}
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| {{Drone Bay}}
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| '''Fleet EWAR Fit''' from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144725 E-Uni Forum Post]
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| {{High Slots 2|hs1=Dual Modal Light Laser I|hs2=Dual Modal Light Laser I}}
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| {{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
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| {{Low Slots 3|ls1=Signal Amplifier I|ls2=NanoFiber Internal Structure I|ls3=NanoFiber Internal Structure I}}
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| {{Rig Slots 3}}
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| {{Drone Bay|ds1=1x Light Scout Drone}}
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| *recommend two gamma crystals and 2 microwave crystals for the laser, and two, each, of the different scripts for the disruptors.
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| '''Tackler''' from the [http://www.eve-ivy.com/forums//viewtopic.php?t=13945 E-Uni Forum Post]
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| {{High Slots 2|hs1=Small Nosferatu I|hs2=Small Nosferatu I}}
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| {{Mid Slots 3|ms1=Stasis Webifier I|ms2=Warp Disruptor I|ms3=1MN Afterburner I (or 1MN Microwarpdrive I if you have the skills)}}
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| {{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Capacitor Power Relay I}}
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| {{Rig Slots 3}}
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| {{Drone Bay}}
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| *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.
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| <br>
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| <br>
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| ==Magnate==
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| {{Ship Intro|shipname=Magnate|shipinfo=''Special Ability: 5% bonus to Small Energy Turret capacitor use per level. 5% increase to scan strength of probes per skill level. 5% bonus to survey probe flight time per level.''}}
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| An excellent frigate to learn the basics of exploration. It is the only Amarr T1 frigate with a 10 cubic meter drone bay.
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| '''Prober Fit'''
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| {{High Slots 2|hs1=Core Probe Launcher I|hs2=Salvager I}}
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| {{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
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| {{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Nanofiber Internal Structure I}}
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| {{Rig Slots 3|rs1=Small Gravity Capacitor Upgrade I|rs2=Small Gravity Capacitor Upgrade I}}
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| {{Drone Bay|ds1=2x Light Scout Drones}}
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| *Small Gravity Capacitor Upgrade I 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.
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| *Instead of a salvager a weapon system can be added if preferred and a cloak should be fit as soon as training makes it possible.
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| <br>
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| <br>
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| <br>
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| <br>
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| <br>
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| =[[Destroyer]]=
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| <br>
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| ==Coercer==
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| {{Ship Intro|shipname=Coercer|shipinfo=''Special Ability: 10% bonus to Small Energy Turret tracking speed and -10% reduction in Small Energy Turret Capacitor usage per level''
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| ''Bonus: 50% bonus to optimal range for small energy turrets''
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| ''Penalty: -25% rate of fire for all turrets''}}
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| 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.
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| 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.
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| Destroyers are not recommended for normal E-Uni PvP for new pilots.
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| '''PvE Level 1 Mission Machine'''
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| {{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}}
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| {{Mid Slots 1|ms1=1MN Afterburner I}}
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| {{Low Slots 4|ls1=Damage Control I|ls2=Small Armor Repairer I|ls3=Armor Hardener, Energized Plate or Resistance Plate as appropriate for pilot SP and rat type|ls4=Armor Hardener, Energized Plate or Resistance Plate as appropriate for pilot SP and rat type}}
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| {{Rig Slots 3}}
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| '''Starter Salvager Fit'''
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| {{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}}
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| {{Mid Slots 1|ms1=1MN Afterburner I}}
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| {{Low Slots 4|ls1=Expanded Cargohold I|ls2=Expanded Cargohold I|ls3=Co-Processor I|ls4=Capacitor Flux Coil I}}
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| {{Rig Slots 3|rs1=Small Salvage Tackle I|rs2=Small Salvage Tackle I|rs3=Small Salvage Tackle I}}
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| *The Rigs are certainly not required but will make things faster if you can afford them.
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| '''DD PvP Fit''' from the [http://www.eve-ivy.com/forums//viewtopic.php?p=145011 E-Uni Forum Post]
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| {{High Slots 8|hs1=Medium Afoc Pulse Maser I, Multifrequency S|hs2=Medium Afoc Pulse Maser I, Multifrequency S|hs3=Medium Afoc Pulse Maser I, Multifrequency S|hs4=Medium Afoc Pulse Maser I, Multifrequency S|hs5=Medium Afoc Pulse Maser I, Multifrequency S|hs6=Medium Afoc Pulse Maser I, Multifrequency S|hs7=Medium Afoc Pulse Maser I, Multifrequency S|hs8=Medium Afoc Pulse Maser I, Multifrequency S}}
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| {{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
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| {{Low Slots 4|ls1=Type-D Power Core Modification: Diagnostic System I|ls2=C45 Coiled Circuit Thermal Radiator I|ls3=C45 Coiled Circuit Thermal Radiator I|ls4=Type-D Altered SS Nanofiber Structure I}}
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| {{Rig Slots 3}}
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| *DPS: 173
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| *Speed: 1598
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| *Cap: You fire your guns or you use your MWD. Using both lasts two minutes. Using one or the other is cap stable.
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| *Fitting: 304K - Hull: 975K - Total: 1279K
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| <br>
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| <br>
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| <br>
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| =[[Cruiser]]=
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| <br>
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| <br>
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| ==Arbitrator==
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| {{Ship Intro|shipname=Arbitrator|shipinfo=''Special Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.''}}
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| This is a break in the Amarr mould as it is an excellent drone carrier and a bit of a jack of all trades with 4 High / 4 Mid / 4 Low slots (4/4/4) and its bonus to Tracking Disruption. This is a fairly common Amarr mission running platform.
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| '''PvE fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
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| {{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}}
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| {{Mid Slots 4|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I|ms4=Cap Recharger I}}
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| {{Low Slots 4|ls1=Medium Armor Repairer I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
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| {{Rig Slots 3}}
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| {{Drone Bay|ds1=Hammerhead I x4
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| Hammerhead I x5
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| Hobgoblin I x10}}
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| *See forum post for options and discussion on this fit. Note the various high slot set-ups and discussion on tank.
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| *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.
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| *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.
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| '''L2 and L3 Mission Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24868 E-Uni Forum Post]
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| *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.
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| {{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}}
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| {{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
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| {{Low Slots 4|ls1=Medium Armor Repairer II|ls2=Armor Thermic Hardener II|ls3=Armor EM Hardener II|ls4=Energized Adaptive Nano Membrane II}}
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| {{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Auxiliary Nano Pump I }}
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| {{Drone Bay|ds1=Hammerhead II x5
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| Hobgoblin II x5}}
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| *Rigs are optional
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| *This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.
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| <br>
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| <br>
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| ==Augoror==
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| {{Ship Intro|shipname=Augoror|shipinfo=''Special Ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.''}}
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| <br>
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| <br>
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| ==Omen==
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| {{Ship Intro|shipname=Omen|shipinfo=''Special Ability: -10% bonus to Medium Energy Turret capacitor use per level, 5% bonus to Medium Energy Turret rate of fire per level.''}}
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| '''PvE Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26132 E-Uni Forum Post]
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| {{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)}}
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| {{Mid Slots 3|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I}}
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| {{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}}
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| {{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
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| {{Drone Bay|ds1=Hobgoblin I x3}}
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| *Hardeners are assuming Sansha rats, change as applicable.
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| *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.
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| '''PvP Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=22968 E-Uni Forum Post]
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| {{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}}
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| {{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=Large Shield Extender I|ms3=Warp Disruptor I}}
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| {{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}}
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| {{Rig Slots 3}}
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| {{Drone Bay|ds1=Hobgoblin I x3}}
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| *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.
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| *Stable on just guns alone, 4 minutes with point, and just over 1 minute with everything on.
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| *DPS is about 250 with a 10k shield buffer.
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| '''PvP Beam High Skill Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=23437 E-Uni Forum Post]
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| {{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}}
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| {{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=F-90 Positional Sensor Subroutines|ms3=Warp Disruptor II}}
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| {{Low Slots 5|ls1=Tracking Enhancer II|ls2=Tracking Enhancer II|ls3=Heat Sink II|ls4=Adaptive Nano Plating II|ls5=Damage Control II}}
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| {{Rig Slots 3}}
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| {{Drone Bay|ds1=Warrior II x3}}
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| *NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
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| *Optimal is 17km with multifrequency, 61km with aurora
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| *Hits for 297 DPS with faction ammo and 192 with aurora
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| *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
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| *About 11.2k EHP
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| <br>
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| <br>
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| ==Maller==
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| {{Ship Intro|shipname=Maller|shipinfo=''Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.''}}
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| <br>
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| <br>
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| <br>
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| =[[Battlecruiser]]=
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| <br>
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| <br>
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| ==Prophecy==
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| {{Ship Intro|shipname=Prophecy|shipinfo=''Special Ability: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level''
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| ''99% reduction in the CPU need of Warfare Link modules.''}}
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| <br>
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| <br>
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| ==Harbringer==
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| {{Ship Intro|shipname=Harbinger|shipinfo=''Special Ability: 10% reduction in laser capacitor need and 5% bonus to laser damage''
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| ''99% reduction in the CPU need of Warfare Link modules.''}}
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| <br>
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| <br>
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| <br>
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| =[[Battleship]]=
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| <br>
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| <br>
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| ==Armageddon==
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| {{Ship Intro|shipname=Armageddon|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.''}}
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| '''PvP Armageddon''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24124 E-Uni Forum Post]
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| <br>
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| <br>
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| ==Apocalypse==
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| {{Ship Intro|shipname=Apocalypse|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.''}}
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| '''Apoc Mission Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=28110 E-Uni Forum Post]
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| '''Apoc WH Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=130&t=25736 E-Uni Forum Post]
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| <br>
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| <br>
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| ==Abaddon==
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| {{Ship Intro|shipname=Abaddon|shipinfo=''Special Ability: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.''}}
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| <br>
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| <br>
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| <br>
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| =Industrial=
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| <br>
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| <br>
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| ==Sigil==
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| {{Ship Info|shipname=Sigil|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
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| This industrial only requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 1 to fly and accordingly it is very accessible to new pilots. It is one of the fastest industrial haulers and has 5 low slots which can take advantage of this through fitting to 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 at all because of this rather favouring speed or just extra cargo space.
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| <br>
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| <br>
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| ==Bestower==
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| {{Ship Intro|shipname=Bestower|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
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| 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] trained to 1, the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details.
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| <br>
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| <br>
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| <br>
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| <br>
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| [[Category:Guides]] | |
| [[category:Ships]]
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| [[Category:PvE]]
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| [[Category:PvP]]
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