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Amarr Basic Ship and Skill Overview: Difference between revisions

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===PvE===
===PvE===


Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the [[Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a [[Punisher]] with projectile turrets).  A classic progression of Amarr mission ships would be to train the Punisher and [[Coercer]] for level 1 missions, move to the [[Omen]] or Arbitrator for level 2 missions, then [[Harbinger]] for level 3 missions, and finally the [[Apocalypse]] for level 4 missions.  
Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Gallente space where Serpentis are the common faction but there are effective solutions, such as the [[Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a [[Punisher]] with projectile turrets).  A classic progression of Amarr mission ships would be to train the Punisher and [[Coercer]] for level 1 missions, move to the [[Omen]] or Arbitrator for level 2 missions, then [[Harbinger]] for level 3 missions, and finally the [[Apocalypse]] for level 4 missions.  


For salvaging, a [[Coercer]] makes a very good, cheap salvager and is only beaten in efficiency by a [[Noctis]].
For salvaging, a [[Coercer]] makes a very good, cheap salvager and is only beaten in efficiency by a [[Noctis]].