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Amarr Basic Ship and Skill Overview: Difference between revisions

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'''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.
'''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.


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=10 reasons to fly Amarr=
==10 reasons to fly Amarr==
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#Amarr is the best because it is.  You can't argue with simple truth.
#Amarr is the best because it is.  You can't argue with simple truth.
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='''Amarr General Information'''=
==Amarr General Information==


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 characterized by the following:
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 characterized by the following:
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='''Amarr Skills Guide'''=
==Amarr Skills Guide==


The [[Skills and Learning|skills]] which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills.  Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:
The [[Skills and Learning|skills]] which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills.  Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:
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===[[Full T2 Tank|Tech 2 Tank]]===
====[[Full T2 Tank|Tech 2 Tank]]====


Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
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===Tech 2 Energy Turrets===
====Tech 2 Energy Turrets====


Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
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='''Amarr Ships Guide'''=
==Amarr Ships Guide==
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=[http://www.eve-ivy.com/wiki/index.php?title=Frigate#Rookie_Ships Rookie Ship]=
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==Impairor==


===[[Frigate#Rookie_Ships|Rookie Ship]]===
====Impairor====
{{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 the best looking and perhaps the least capable 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. It does have room for a single drone in the drone bay, all while looking fantastic.
This is the best looking and perhaps the least capable 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. It does have room for a single drone in the drone bay, all while looking fantastic.


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===[[Frigate]]===
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====Executioner====
 
=[[Frigate]]=
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==Executioner==
 
{{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 is the speedy frigate 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 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 even feasible as a quick transport for small quantities of goods.  
This is the speedy frigate 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 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 even feasible as a quick transport for small quantities of goods.  


Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots.  Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.  
Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots.  Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.  
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==Inquisitor==


====Inquisitor====
{{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 is 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.
The Amarr missile frigate is 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.


The Inquisitor is somewhat underused, since most new Amarr pilots have poor missile skills. More experienced pilots looking for missile frigates tend to fly [http://www.eve-ivy.com/wiki/index.php?title=Caldari_Basic_Ship_and_Skill_Guide#Frigate Caldari frigates].
The Inquisitor is somewhat underused, since most new Amarr pilots have poor missile skills. More experienced pilots looking for missile frigates tend to fly [http://www.eve-ivy.com/wiki/index.php?title=Caldari_Basic_Ship_and_Skill_Guide#Frigate Caldari frigates].
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==Tormentor==


====Tormentor====
{{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 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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==Punisher==
====Punisher====


{{Ship Intro|shipname=Punisher|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.''}}
{{Ship Intro|shipname=Punisher|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.''}}
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* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
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''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.   
''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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==Crucifier==
====Crucifier====


{{Ship Intro|shipname=Crucifier|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.''}}
{{Ship Intro|shipname=Crucifier|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.''}}
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==Magnate==
====Magnate====


{{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.''}}
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=[[Destroyer]]=
===[[Destroyer]]===
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==Coercer==
====Coercer====


{{Ship Intro|shipname=Coercer|shipinfo=''Special Ability: 10% bonus to Small Energy Turret tracking speed and -10% reduction in Small Energy Turret Capacitor usage per level''
{{Ship Intro|shipname=Coercer|shipinfo=''Special Ability: 10% bonus to Small Energy Turret tracking speed and -10% reduction in Small Energy Turret Capacitor usage per level''
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=[[Cruiser]]=
===[[Cruiser]]===
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==Arbitrator==
====Arbitrator====


{{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.''}}
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==Augoror==
====Augoror====


{{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.''}}
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==Omen==
====Omen====


{{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.''}}
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==Maller==
====Maller====


{{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.''}}
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=[[Battlecruiser]]=
===[[Battlecruiser]]===
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==Prophecy==
====Prophecy====


{{Ship Intro|shipname=Prophecy|shipinfo=''Special Ability: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level''
{{Ship Intro|shipname=Prophecy|shipinfo=''Special Ability: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level''
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==Harbinger==
====Harbinger====


{{Ship Intro|shipname=Harbinger|shipinfo=''Special Ability: 10% reduction in laser capacitor need and 5% bonus to laser damage''  
{{Ship Intro|shipname=Harbinger|shipinfo=''Special Ability: 10% reduction in laser capacitor need and 5% bonus to laser damage''  
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=[[Battleship]]=
===[[Battleship]]===
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==Armageddon==
====Armageddon====


{{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.''}}
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==Apocalypse==
====Apocalypse====


{{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.''}}
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==Abaddon==
====Abaddon====


{{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.''}}
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=Industrial=
===Industrial===
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==Sigil==
====Sigil====


{{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.''}}
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==Bestower==
====Bestower====


{{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.''}}