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** '''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. | ** '''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''' | ||
** '''None''' | |||
* '''Leadership''' | |||
** '''None''' | |||
''' | * '''Learning''' | ||
** '''All Basic Learning Categories to Level 5''' | |||
** '''All Advanced Learning to Level 4''' | |||
* '''Mechanic''' | |||
** '''Armor Rigging''' | |||
** '''EM Armor Compensation''' | |||
** '''Explosive Armor Compensation''' | |||
** '''Hull Upgrades''' | |||
** '''Jury Rigging''' | |||
** '''Kinetic Armor Compensation''' | |||
** '''Mechanic''' | |||
** '''Repair Systems''' | |||
** '''Salvaging''' | |||
** '''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''' | ||
** '''None''' | |||
* '''Navigation''' | |||
** '''Acceleration Control''' | |||
** '''Afterburner''' | |||
** '''Evasive Maneuvering''' | |||
** '''Fuel Conservation''' | |||
** '''High Speed Maneuvering''' | |||
** '''Navigation''' | |||
** '''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''' | ||
** '''Astrometrics''' | |||
** '''Cybernetics''' | |||
** '''Infomorph Psychology''' | |||
** '''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''' | |||
** '''None''' | |||
* '''Spaceship Command''' | |||
** '''Amarr Battleship''' | |||
** '''Amarr Cruiser''' | |||
** '''Amarr Frigate''' | |||
** '''Battlecruisers''' | |||
** '''Destroyers''' | |||
** '''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''' | ||
** '''None''' | |||
* '''Trade''' | |||
** '''None''' | |||
''' | |||
''' | |||
=Rookie Ship= | =Rookie Ship= | ||