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Amarr Basic Ship and Skill Overview: Difference between revisions

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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'''
Line 37: Line 39:
  - 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'''
Line 82: Line 90:
  - 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