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* Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, 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. | * Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, 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. | ||
* EWAR. The Amarr racial EWAR is tracking disruption (TD), 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; it has no affect on missile or drone systems. | * EWAR. The Amarr racial EWAR is tracking disruption (TD), 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; it has no affect on missile or drone systems. | ||
In PvP, Amarr ships have been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors and lasers excellent combination of damage and range make Amarr ships popular for PvP. | In PvP, Amarr ships have been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors and lasers excellent combination of damage and range make Amarr ships popular for PvP. | ||
* Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. | * Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage, such as missile or drone boat. | ||
Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups. Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly. Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices. New pilots are best served by playing to the Amarr formula until they know when and how to break the rules. | |||
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. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships remain extremely effective but have a difficult time with other factions. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common. | 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. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships remain extremely effective but have a difficult time with other factions. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common. Therefore, Amarr pilots who loves their lasers tend to add drones to their total damage. Especially on Amarr ships like Arbitrator (Cruiser) or Armageddon (Battleships. | ||
Amarr | |||
However, the great thing about projectile guns on Amarr ships is that they use all the gunnery support skills you've already trained for lasers. You only need two books, Small Projectile Turret and Medium Projectile Turret, which are only rank 1 and rank 3. It's a fast train which gives you a lot of interesting options; projectile guns are very popular on the Amarr hulls without laser damage bonuses (Punisher, Maller, Arbitrator, Prophecy) for both PvE and PvP. | |||
Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is [[Gallente Basic Ship and Skill Guide|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Guide|Minmatar]] second (some gunnery and armour tanking synergies). [[Caldari Basic Ship and Skill Guide|Caldari]] have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and usually requires the most retraining. | Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is [[Gallente Basic Ship and Skill Guide|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Guide|Minmatar]] second (some gunnery and armour tanking synergies). [[Caldari Basic Ship and Skill Guide|Caldari]] have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and usually requires the most retraining. | ||