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- Heavy Drone Operation (5% Bonus to Heavy Drone Damage Per Level) | - Heavy Drone Operation (5% Bonus to Heavy Drone Damage Per Level) | ||
- Scout Drone Operation (Drone Control Range Increased by 5 km Per Skill Level) | - Scout Drone Operation (Drone Control Range Increased by 5 km Per Skill Level) | ||
- Notes: Drones are a very important part of your DPS. Do not neglect these. | |||
'''Electronics''' | '''Electronics''' | ||
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- Energy Systems Operation | - Energy Systems Operation | ||
- Engineering | - Engineering | ||
- Notes: As an Amarr pilot, everything you use is capacitor dependent. Running out of cap will get you killed quickly. | |||
It is imperative that you have good skill in these fields. | |||
'''Gunnery''' | '''Gunnery''' | ||
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- Trajectory Analysis | - Trajectory Analysis | ||
- Weapon Upgrades | - Weapon Upgrades | ||
- Notes: These skills are the bread and butter of your DPS, but remember that lasers eat capacitor. For this reason, skills | |||
such as Controlled Bursts will help quite a bit in maintaining your capacitor. | |||
'''Industry''' | '''Industry''' | ||
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- Salvaging | - Salvaging | ||
- Thermic Armor Compensation | - Thermic Armor Compensation | ||
- Notes: These are your armor tanking skills. It is highly recommended that you get a T2 tank as soon as possible. | |||
Amarr tanks do not tend to take as much punishment as other races, and anything you can do to improve it | |||
will make life a lot easier in both PVE and PVP. | |||
'''Missile Launcher Operation''' | '''Missile Launcher Operation''' | ||
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- Navigation | - Navigation | ||
- Warp Drive Operation | - Warp Drive Operation | ||
- Notes: These become more important as you get into larger ships and your align time/speed get worse and worse. | |||
Also, training these will help power consumption related to afterburner/warp drive use. Since we're trying | |||
to save as much capacitor as possible as an Amarr, these are important. | |||
'''Science''' | '''Science''' | ||
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- Infomorph Psychology | - Infomorph Psychology | ||
- Science | - Science | ||
- Notes: Train Cybernetics to 5 as soon as you can (requires Science 3). You'll be able to use +5 implants at that point, | |||
which dramatically decreases training time. Infomorph Psychology is required for jump clones. Astrometrics and | |||
its associated subskills will help with scanning, important for several things (wormhole operations the most obvious). | |||
Social | Social | ||
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- Destroyers | - Destroyers | ||
- Spaceship Command | - Spaceship Command | ||
- Notes: These skills will get you all of the T1 Amarr Ships. Nothing else is necessary unless you want to get into | |||
industrials and T2 hulls. | |||
Subsystems | Subsystems | ||