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Amarr Basic Ship and Skill Overview: Difference between revisions

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Rynnik (talk | contribs)
Rynnik (talk | contribs)
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''Flying Manual 101'':  Use this build in a large fleet, like your first time in an E-Uni Blob!  When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it.  Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build.  Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range.  When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you.  The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down.  Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in.   
''Flying Manual'':  Use this build in a large fleet, like your first time in an E-Uni Blob!  When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it.  Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build.  Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range.  When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you.  The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down.  Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in.   
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''Flying Manual 101'':  With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target.  Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off.  This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high.  Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well.  Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them.  Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots.  This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.   
''Flying Manual'':  With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target.  Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off.  This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high.  Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well.  Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them.  Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots.  This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.   
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''Flying Manual 101'':  This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK.  Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional.  It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers.  Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
''Flying Manual'':  This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK.  Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional.  It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers.  Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
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''Flying Manual 101'':  This fit allows a target to be locked down with the webifier and then orbited with afterburner on and a bit of extra speed due to the overdrive injector.  This will not help much for mitigating damage from any other rats but the main target should not be able to do any damage.
''Flying Manual'':  This fit allows a target to be locked down with the webifier and then orbited with afterburner on and a bit of extra speed due to the overdrive injector.  This will not help much for mitigating damage from any other rats but the main target should not be able to do any damage.
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''Flying Manual 101'':  Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
''Flying Manual'':  Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
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