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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Minor edits to Amarr General Information and some skills (drones, mechanic)
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* Amarr are very effective at using [[Drones|drones]], offering the only non-Gallente hulls  with drone bonuses.   
* 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.
* The Amarr racial EWAR is tracking disruption, which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; missile boats are essentially immune.




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{{Ship Intro|shipname=impairor|shipinfo=''Special Ability: 10% bonus to energy turret capacitor use per skill level.''}}
{{Ship Intro|shipname=impairor|shipinfo=''Special Ability: 10% bonus to energy turret capacitor use per skill level.''}}
This is perhaps the worst of any of the starting ships, but it doesn't really matter.  It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms.
This is perhaps the worst of any of the starting ships, but it doesn't really matter.  It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms. The Impairor does, however, have room for a single drone in the drone bay. It also looks fantastic.


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{{Ship Intro|shipname=Executioner|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.''}}
{{Ship Intro|shipname=Executioner|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.''}}
This frigate is the speedy option with the highest base velocity of the Amarr T1 frigates at 404 m/s.  It also has high manoeuvrability and accordingly it can cruise around and align very quickly to bail out if required.  Its primary limitation is the 2 High, 2 Mid, and 2 Low slots (2/2/2) which limits the functionality and flexibility of this platform.  For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice; it is not a good option for PvP or PvE for a new low SP pilot.
This frigate is the speedy option with the highest base velocity of the Amarr T1 frigates at 404 m/s.  It also has high maneuverability and accordingly can cruise around and align very quickly to bail out if required.  Its primary limitation is the 2 High, 2 Mid, and 2 Low slots (2/2/2), giving pilots little room for different modules.  For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice. It is often used as a quick transport for small quantities of goods.  


Some people do prefer it to the Punisher as a tackler due to the high speed, but this is not encouraged in E-Uni fleets.
Despite its low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragility and lack of slots. Some people do prefer it to the Punisher as a tackler due to the high speed as it has the midslots for a microwarp drive and warp disruptor, but it lacks the potential tank of the Punisher and so is less common.  
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{{Ship Intro|shipname=Inquisitor|shipinfo=''Special Ability: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per level.''}}
{{Ship Intro|shipname=Inquisitor|shipinfo=''Special Ability: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per level.''}}
The Amarr missile frigate. It is the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.  It also has the largest cargo bay of any T1 frigate at 315 cubic meters.
The Amarr missile frigate is unique as the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.  It has a large cargo bay at 315 cubic meters.
 
The Inquisitor is somewhat underused, since most Amarr pilots have poor missile skills. More experienced pilots looking for missile frigates tend to fly Caldari frigates.
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{{Ship Intro|shipname=Tormentor|shipinfo=''Special Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use.''}}
{{Ship Intro|shipname=Tormentor|shipinfo=''Special Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use.''}}
With [[Mining]] bonuses, fledgling Amarr miners will want to start here.  It is actually quite a tough little mining frigate, and it has the minimum (5 cubic meter) drone bay.
With [[Mining]] bonuses, fledgling Amarr miners will want to start here.  It is actually quite a tough little mining frigate, and has the minimum (5 cubic meter) drone bay.




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This is easily the most survivable and tenacious of the T1 frigates available.  Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate.  It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4).  It has the largest capacitor of a T1 frigate in order to keep its lasers firing.
This is easily the most survivable and tenacious of the T1 frigates available.  Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate.  It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4).  It has the largest capacitor of a T1 frigate in order to keep its lasers firing.
The Punisher's large number of turrets give it the highest dps of any Amarr frigate, though it is often fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armor repairers. Sadly, its slot layout prevents it from fitting the holy trinity of tackle; a speed module, a point, and a web.


This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
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The Amarr [[EWar 101 Guide|EWAR]] frigate.  It specializes in Tracking Disruptors to greatly reduce the effectiveness of enemy turret users.
The Amarr [[EWar 101 Guide|EWAR]] frigate.  It specializes in Tracking Disruptors to greatly reduce the effectiveness of enemy turret users.


It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform over the punisher or executioner as a tackler.
It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform over the punisher or executioner as a tackler. Its role as a tackler is limited by the Crucifier's poor speed and scan resolution.
 




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{{Ship Intro|shipname=Magnate|shipinfo=''Special Ability: 5% bonus to Small Energy Turret capacitor use per level.  5% increase to scan strength of probes per skill level.  5% bonus to survey probe flight time per level.''}}
{{Ship Intro|shipname=Magnate|shipinfo=''Special Ability: 5% bonus to Small Energy Turret capacitor use per level.  5% increase to scan strength of probes per skill level.  5% bonus to survey probe flight time per level.''}}
An excellent frigate to learn the basics of exploration. It is the only Amarr T1 frigate with a 10 cubic meter drone bay.
An excellent frigate to learn the basics of exploration. It is the only Amarr T1 frigate with a 10 cubic meter drone bay.


With a 320 cubic meter cargohold, the Magnate is common as a makeshift hauler for new Amarr pilots who lack access to an industrial.




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It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly.  It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly.  It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.


Destroyers are not recommended for normal E-Uni PvP for new pilots.
Destroyers in general are of limited use in PvP. They have a frigate-sized tank on a ship with a larger signature radius and higher damage output than frigates, making destroyers early targets in PvP. The Coercer in particular also lacks midslots for PvP utility modules like warp disruptors/scramblers and stasis webifiers, meaning it tends to be relegated to PvE use.




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{{Ship Intro|shipname=Arbitrator|shipinfo=''Special Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.''}}
{{Ship Intro|shipname=Arbitrator|shipinfo=''Special Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.''}}
This is a break in the Amarr mould as it is an excellent drone carrier and a bit of a jack of all trades with 4 High / 4 Mid / 4 Low slots (4/4/4) and its bonus to Tracking Disruption.  This is a fairly common Amarr mission running platform.


The Arbitrator is more versatile than most Amarr ships, as it can be armor-tanked or shield-tanked at the pilot's whim, and has bonuses to both drones and tracking disruption. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay and use the high slots for more utility.
For missions, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.
The Arbitrator does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of dps, leading to pilots either ignoring weapons for pvp use, or fitting token guns to get agro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and is not terribly maneuverable.
Lastly, the Arbitrator is the Amarr mining cruiser.




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*Peacetime only option: 3 x Medium Trimark Armor Pump I
*Peacetime only option: 3 x Medium Trimark Armor Pump I
*This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
*This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
*In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.  
*In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones, or small armor remote repair to rep drones after the fight. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.  




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{{Ship Intro|shipname=Augoror|shipinfo=''Special Ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.''}}
{{Ship Intro|shipname=Augoror|shipinfo=''Special Ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.''}}
The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
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{{Ship Intro|shipname=Omen|shipinfo=''Special Ability: -10% bonus to Medium Energy Turret capacitor use per level, 5% bonus to Medium Energy Turret rate of fire per level.''}}
{{Ship Intro|shipname=Omen|shipinfo=''Special Ability: -10% bonus to Medium Energy Turret capacitor use per level, 5% bonus to Medium Energy Turret rate of fire per level.''}}


The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit everything you want on the Omen. Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.
As with most Amarr ships, it has capacitor problems.




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{{Ship Intro|shipname=Maller|shipinfo=''Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.''}}
{{Ship Intro|shipname=Maller|shipinfo=''Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.''}}
The Maller's armor resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so many people fit projectile turrets on the Maller instead, much as autocannosn are fit on the Punisher.
For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
For PvP, the Maller is uncommon but has a few niche uses. It can serve as excellent bait with a very large tank, or be setup as a frigate-killing ship, using a solid tank and frigate-sized guns (particularly projectiles).


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''99% reduction in the CPU need of Warfare Link modules.''}}
''99% reduction in the CPU need of Warfare Link modules.''}}
The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has anemic damage output with fewer turrets than the Harby, and no damage bonus. If you encounter one in a pvp setting, it's probably bait for a larger fleet waiting around the corner.
The Prophecy does have a niche use, however - it can be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. This is probably less effective than a Harbinger fit for missions (or, potentially, a Harbinger using projectiles), but one of the few good uses for the ship.
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''99% reduction in the CPU need of Warfare Link modules.''}}
''99% reduction in the CPU need of Warfare Link modules.''}}


The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, and even comes with a utility high slot.
Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
The seven high slots are typically completely full of lasers, with the utility high fit with either salvagers, remote repair, drone link augmentors, probe launchers, or tractor beams. Capacitor warfare mods are options for pvp, but the harbinger rarely has enough grid for them. Four mid-slots give the harbinger just enough room for pvp mods, though it lacks a lot of room for utility modules. The harbinger has a large number of low-slots, letting it fit hefty armor tanks or plenty of damage modules.
There are niche pvp fits using shield tanks, but most harbingers are armor-tanked.
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{{Ship Intro|shipname=Armageddon|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.''}}
{{Ship Intro|shipname=Armageddon|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.''}}


The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in remote-repair battleship gangs. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common. Lastly, it is the only Amarr battleship that can field a full flight of heavy drones or sentries.


The Armageddon is less popular for PvE use than either the Apoc or Armageddon for various reasons, not least of which is that it only has 7 guns, rather than 8.


'''High Sec PvP Armageddon''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24124 E-Uni Forum Post]
'''High Sec PvP Armageddon''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24124 E-Uni Forum Post]
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{{Ship Intro|shipname=Apocalypse|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.''}}
{{Ship Intro|shipname=Apocalypse|shipinfo=''Special Ability: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.''}}
The Apocalypse has both a range bonus and laser cap use bonus, not a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
It also looks like an animal cracker.


'''Apoc Starter Mission Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=28110 E-Uni Forum Post]
'''Apoc Starter Mission Fit''' from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=28110 E-Uni Forum Post]
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{{Ship Intro|shipname=Abaddon|shipinfo=''Special Ability: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.''}}
{{Ship Intro|shipname=Abaddon|shipinfo=''Special Ability: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.''}}


The 'Golden Brick' is a beast. It has a laser damage bonus and 8 turret slots, and a substantial armor resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank, if properly set up. The downside, of course, is the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible armor reppers/microwarpdrives, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote-repair that may be directed its way.
Abaddons are reasonable PvE alternatives to the Apocalypse, effectively coming with a free Energized Adaptive Nano Membrane, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap-stable tank on the 'Baddon, but it has a higher damage potential than the apoc at some range bands.
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{{Ship Info|shipname=Sigil|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
{{Ship Info|shipname=Sigil|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
This industrial only requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 1 to fly and accordingly it is very accessible to new pilots.  It is one of the fastest industrial haulers and has 5 low slots which can take advantage of this through fitting to get an align time much quicker than is normal for an industrial.  It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank.  Typically there is no point fitting a tank at all because of this rather favouring speed or just extra cargo space.
This industrial only requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 1 to fly and accordingly it is very accessible to new pilots.  It is one of the fastest industrial haulers and has 5 low slots which can take advantage of this through fitting to get an align time much quicker than is normal for an industrial.  It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank.  Typically there is no point fitting a tank at all because of this rather favouring speed or just extra cargo space.
Most pilots prefer the Bestower instead; if a cargo is large enough to require an industrial rather than frigate or cruiser, then it is probably big enough to require a proper industrial rather than an inertia stabilizer-fitted Sigil. If you're fitting expanded cargoholds on the Sigil, you should really think hard about why you're using it instead of the Bestower.
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{{Ship Intro|shipname=Bestower|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
{{Ship Intro|shipname=Bestower|shipinfo=''Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level.''}}
Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 1, the bestower is a favourite for alternate character hauling setups.  See [[Creating an Alt Hauler]] for details.
Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial] trained to 2, the bestower is a favourite for alternate character hauling setups.  See [[Creating an Alt Hauler]] for details.
 
The Bestower can easily get enough room for a packaged battlecruiser, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold.
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