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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Minor edits to Amarr General Information and some skills (drones, mechanic)
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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.   
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.   
* 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).   
* 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).   
* 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.
* Energy turrets are unique to Amarr vessels -- no other races' ships have bonuses for lasers. Lasers offer an excellent middle ground of good range, tracking, and damage when compared to either projectiles or hybrids, which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, swap instantly and tech 1 crystals offer unlimited ammo. Non-laser ammo requires 10 seconds to change. However, lasers are limited to EM and Thermal damage, where hybrids have a mix of the more versatile Thermal and Kinetic damage, and missiles/projectiles can select damage types at will.
* 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.   
* Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that several Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills.  
* Amarr are very effective at using [[Drones|drones]], offering the only non-Gallente hulls  with drone bonuses.   
* 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.
* 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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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.
In PvE, Amarr ships are more restricted when 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.  Amarr ships remain extremely effective within Amarr space, against Blood Raider and Sansha NPCs in particular, but have a difficult time with other NPCs. This is a concern for some Eve University pilots, as the University is based in Minmatar space where Angel NPCs are more common.




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Basic Drone Skills
Basic Drone Skills
* [http://wiki.eveonline.com/en/wiki/Drones Drones] (Allows Operation of One Additional Drone Per Level)
* [http://wiki.eveonline.com/en/wiki/Drones Drones] (Allows Operation of One Additional Drone Per Level)
* [http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation] (Drone Control Range Increased by 5 km Per Skill Level)
* [http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation] (Drone Control Range Increased by 5 km Per Skill Level. Level 5 also unlocks tech 2 drones)
* [http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation] (5% Bonus to Heavy Drone Damage Per Level)
* [http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation] (5% Bonus to Heavy Drone Damage Per Level)
Drone Ability Modifiers
Drone Ability Modifiers
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<tr>
<tr>
   <td>
   <td>
Basic Armor Tanking Skills
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades]
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic]
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems]
</tr>
<tr>
  <td>
Advanced Armor Tanking Skills
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging]
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging]
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging]
*[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades]
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging]
*[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic]
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems]
*[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
</tr>
</tr>
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*Jury Rigging III
*Jury Rigging III
*Armor Rigging I
*Armor Rigging I
You will want to learn the compensation skills to a minimum of 3 and eventually to 5 to maximize your tank.
You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.
*EM Armor Compensation  
*EM Armor Compensation  
*Explosive Armor Compensation  
*Explosive Armor Compensation