Difference between revisions of "Amarr Basic Ship and Skill Overview"

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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.
 
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.
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=Amarr General Information=
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Amarr are one of the four character races, and like the others, consists of a distinct line of ships with specific quirks and capabilities.  Amarr ships use [[Armour tanking]] to protect themselves and primarily employ [[Turrets]], specifically Energy Turrets (lasers) to do damage. 
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* Armour Tanking is sometimes stated to be the best tank for PvP engagements and is also the norm for Gallente and some Minmatar ships.  Amarr ships inherrently have large amounts of armour and several ships have direct bonuses to armour resists (T1: Punisher, Maller, Prophecy, and Abaddon). 
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* Energy Turrets are unique to Amarr vessels as the requirements and advantages / disadvantages of these weapons generally preclude them being used in any non-Amarr fits.  Lasers have the highest capacitor usage of any of the weapon systems, and accordingly Amarr ships are characterised by very robust capacitors.  Many ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills that enhance capacitor capability and reduce Energy Turret capacitor impact.
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* Second only to Gallente for drone capacity, Amarr ships have the capability to use drones to great effect. 
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* Armour tanking tends to compromise speed directly, and Amarr fits often tend towards the ponderous and are rarely the fastest ships in space.
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For PvP, Amarr ships have enjoyed popularity as a PvP FotM and can be extremely profficient in nearly all roles.  Exceptional armour tanking combined with strong capacitors make many Amarr PvP fits well respected in the PvP world. 
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* E-Uni PvP roles of tackler and EWAR can be difficult for the new Amarr player as these ships don't excel at these roles with low SP.  Amarr frigates have the least amount of mid slots and the punisher is quite slow while the executioner is very fragile.  The Amarr racial EWAR is Turret Disruption (TD) and although extremely useful in certain scenarios it has no effect against ships that do not employ turrets to do damage.
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For mission running Amarr ships are less popular than other races.  Due to the ability of lasers to only do Themal 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 run with Amarr ships exclusively.
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Cross training into or out of Amarr can be more skill intensive than other cross training prospects, with Gallente for Armour Tanking and Drone synergies, and Minmatar for Gunnery and some Armour tanking being the most viable options as Caldari have very few skills in common and would essentially require complete retraining.
  
 
=Amarr Core Skills=
 
=Amarr Core Skills=

Revision as of 17:02, 22 April 2010

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.

This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.

Amarr General Information

Amarr are one of the four character races, and like the others, consists of a distinct line of ships with specific quirks and capabilities. Amarr ships use Armour tanking to protect themselves and primarily employ Turrets, specifically Energy Turrets (lasers) to do damage.

  • Armour Tanking is sometimes stated to be the best tank for PvP engagements and is also the norm for Gallente and some Minmatar ships. Amarr ships inherrently have large amounts of armour and several ships have direct bonuses to armour resists (T1: Punisher, Maller, Prophecy, and Abaddon).
  • Energy Turrets are unique to Amarr vessels as the requirements and advantages / disadvantages of these weapons generally preclude them being used in any non-Amarr fits. Lasers have the highest capacitor usage of any of the weapon systems, and accordingly Amarr ships are characterised by very robust capacitors. Many ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills that enhance capacitor capability and reduce Energy Turret capacitor impact.
  • Second only to Gallente for drone capacity, Amarr ships have the capability to use drones to great effect.
  • Armour tanking tends to compromise speed directly, and Amarr fits often tend towards the ponderous and are rarely the fastest ships in space.


For PvP, Amarr ships have enjoyed popularity as a PvP FotM and can be extremely profficient in nearly all roles. Exceptional armour tanking combined with strong capacitors make many Amarr PvP fits well respected in the PvP world.

  • E-Uni PvP roles of tackler and EWAR can be difficult for the new Amarr player as these ships don't excel at these roles with low SP. Amarr frigates have the least amount of mid slots and the punisher is quite slow while the executioner is very fragile. The Amarr racial EWAR is Turret Disruption (TD) and although extremely useful in certain scenarios it has no effect against ships that do not employ turrets to do damage.


For mission running Amarr ships are less popular than other races. Due to the ability of lasers to only do Themal 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 run with Amarr ships exclusively.


Cross training into or out of Amarr can be more skill intensive than other cross training prospects, with Gallente for Armour Tanking and Drone synergies, and Minmatar for Gunnery and some Armour tanking being the most viable options as Caldari have very few skills in common and would essentially require complete retraining.

Amarr Core Skills

  • Engineering
    • Basic Skills
      • Energy Grid Upgrades (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
      • Energy Management (5% Bonus to Capacitor Capacity Per Skill Level)
      • Energy Systems Operation (5% Bonus to Capacitor Recharge Rate Per Skill Level)
      • Engineering (5% Bonus to Ship Powergrid Output Per Skill Level)
    • PVP Specific Skills
      • Energy Emission Systems (5% Reduced Capacitor Need for Energy Emission Weapons)
  • Gunnery
    • Basic Skills
      • Common Skills
        • Advanced Weapon Upgrades (5% Reduction to Capacitor Needs of Turrets/Launchers)
        • Controlled Bursts (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
        • Gunnery (2% Bonus to Turret Rate of Fire Per Skill Level)
        • Motion Prediction (5% Bonus to Tracking Speed Per Skill Level)
        • Rapid Firing (4% Bonus to Turret Rate of Fire Per Skill Level)
        • Sharpshooter (5% Bonus to Turret Optimal Range Per Skill Level)
        • Surgical Strike (3% Bonus to Turret Damage Per Skill Level)
        • Trajectory Analysis (5% Bonus to Turret Falloff Per Skill Level)
        • Weapon Upgrades (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
      • Small Energy Turret (Frigates/Destroyers)
        • Small Energy Turret (5% Bonus to Small Turret Damage Per Skill Level)
      • Medium Energy Turret (Cruiser/Battlecruiser)
        • Medium Energy Turret (5% Bonus to Medium Turret Damage Per Skill Level)
      • Large Energy Turret (Battleship)
        • Large Energy Turret (5% Bonus to Large Turret Damage Per Skill Level)
    • T2 Gunnery Skills
      • Small Beam Laser Specialization
      • Small Pulse Laser Specialization
      • Medium Beam Laser Specialization
      • Medium Pule Laser Specialization
      • Large Beam Laser Specialization
      • Large Pulse Laser Specialization
  • 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
  • Missile Launcher Operation
    • None
  • Navigation
    • Acceleration Control
    • Afterburner
    • Evasive Maneuvering
    • Fuel Conservation
    • High Speed Maneuvering
    • Navigation
    • Warp Drive Operation
  • Science
    • Astrometrics
    • Cybernetics
    • Infomorph Psychology
    • Science
  • Social
    • None
  • Spaceship Command
    • Amarr Battleship
    • Amarr Cruiser
    • Amarr Frigate
    • Battlecruisers
    • Destroyers
    • Spaceship Command
  • Subsystems
    • None
  • Trade
    • None

Rookie Ship

Impairor

Frigate

Executioner

Inquisitor

Tormentor

Punisher

Crucifier

Magnate

Destroyer

Coercer

Cruiser

Arbitrator

Augoror

Omen

Maller

Battlecruiser

Prophecy

Harbringer

Battleship

Armageddon

Apocalypse

Abaddon

Industrial

Sigil

Bestower