|
|
Line 467: |
Line 467: |
| | | |
| It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category. This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways. The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules. | | It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category. This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways. The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules. |
− | |fittings=
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>E-Uni Tackler Corp Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
| | | |
− | [Punisher, E-Uni Tackler Corp Fit]<br>
| + | 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. |
− | Nanofiber Internal Structure I<br>
| |
− | Overdrive Injector System I<br>
| |
− | Overdrive Injector System I<br>
| |
− | Overdrive Injector System I<br>
| |
− | <br>
| |
− | 1MN MicroWarpdrive I<br>
| |
− | Warp Disruptor I<br>
| |
− | <br>
| |
− | Dual Light Beam Laser I<br>
| |
− | Dual Light Beam Laser I<br>
| |
− | Dual Light Beam Laser I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}}
| |
− | {{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}
| |
− | {{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
| |
− | {{Rig Slots 3}}
| |
− | * 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.
| |
− | | |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Heavy Frigate Tackler Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Punisher, Heavy Frigate Tackler Fit]<br>
| |
− | 200mm Reinforced Titanium Plates I<br>
| |
− | Damage Control I<br>
| |
− | C4S Coiled Circuit Thermal Radiator<br>
| |
− | Reactive Plating I<br>
| |
− | <br>
| |
− | Cold-Gas I Arcjet Thrusters<br>
| |
− | J5b Phased Prototype Warp Scrambler I<br>
| |
− | <br>
| |
− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
| |
− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
| |
− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}
| |
− | {{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
| |
− | {{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
| |
− | {{Rig Slots 3}}
| |
− | *This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
| |
− | *If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy. If you go this route do not forget about switching out the heat sink!
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>DD Punisher Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Punisher, DD Punisher Fit]<br>
| |
− | 100mm Reinforced Steel Plates I<br>
| |
− | Damage Control I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | Capacitor Power Relay I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Cap Recharger I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Pulse Laser I, Microwave S|hs2=Dual Light Pulse Laser I, Microwave S|hs3=Dual Light Pulse Laser I, Microwave S|hs4=Salvager I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}
| |
− | {{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}}
| |
− | {{Rig Slots 3}}
| |
− | *In the cargo hold: 3x Gamma S crystals
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit 1</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Punisher, PvE Fit]<br>
| |
− | Small Armor Repairer I<br>
| |
− | Damage Control I<br>
| |
− | Adaptive Nano Plating I<br>
| |
− | Overdrive Injector System I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Stasis Webifier I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Small Nosferatu I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}
| |
− | {{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
| |
− | {{Rig Slots 3}}
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− | | |
− | | |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit 2</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− | | |
− | [Punisher, PvE Fit]<br>
| |
− | Small I-a Polarized Armor Regenerator<br>
| |
− | Damage Control I<br>
| |
− | Voltaic Nanite Adaptive Membrane I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Barton Reactor Capacitor Recharger I<br>
| |
− | <br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Small 'Ghoul' Energy Siphon I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Modal Pulse Laser I|hs2=Dual Modal Pulse Laser I|hs3=Dual Modal Pulse Laser I|hs4=Small 'Ghoul' Energy Siphon I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger I}}
| |
− | {{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
| |
− | {{Rig Slots 3}}
| |
− | *Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| }} | | }} |
− |
| |
− |
| |
− |
| |
− |
| |
− |
| |
− |
| |
− |
| |
− | ---
| |
− |
| |
| {{Amarr Fit | | {{Amarr Fit |
| |fittings= | | |fittings= |
− | 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.
| |
− | <br>
| |
− | <br>
| |
| <table class="collapsible collapsed"> | | <table class="collapsible collapsed"> |
| <tr> | | <tr> |
Line 909: |
Line 685: |
| </tr> | | </tr> |
| </table> | | </table> |
− |
| |
| }} | | }} |
− |
| |
− |
| |
− | Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
| |
− |
| |
− | This is easily the most survivable and tenacious of the T1 frigates. 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. The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity; a speed module, a point, and a web. High SP pilots often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar [http://www.eve-ivy.com/wiki/index.php?title=Minmatar_Basic_Ship_and_Skill_Guide#Rifter Rifter].
| |
− |
| |
− | It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category. This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways. The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules.
| |
− |
| |
− | 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.
| |
− | <br>
| |
− | <br>
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>E-Uni Tackler Corp Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− |
| |
− | [Punisher, E-Uni Tackler Corp Fit]<br>
| |
− | Nanofiber Internal Structure I<br>
| |
− | Overdrive Injector System I<br>
| |
− | Overdrive Injector System I<br>
| |
− | Overdrive Injector System I<br>
| |
− | <br>
| |
− | 1MN MicroWarpdrive I<br>
| |
− | Warp Disruptor I<br>
| |
− | <br>
| |
− | Dual Light Beam Laser I<br>
| |
− | Dual Light Beam Laser I<br>
| |
− | Dual Light Beam Laser I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}}
| |
− | {{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}
| |
− | {{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
| |
− | {{Rig Slots 3}}
| |
− | * 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.
| |
− |
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− |
| |
− |
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>Heavy Frigate Tackler Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− |
| |
− | [Punisher, Heavy Frigate Tackler Fit]<br>
| |
− | 200mm Reinforced Titanium Plates I<br>
| |
− | Damage Control I<br>
| |
− | C4S Coiled Circuit Thermal Radiator<br>
| |
− | Reactive Plating I<br>
| |
− | <br>
| |
− | Cold-Gas I Arcjet Thrusters<br>
| |
− | J5b Phased Prototype Warp Scrambler I<br>
| |
− | <br>
| |
− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
| |
− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
| |
− | Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}
| |
− | {{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
| |
− | {{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
| |
− | {{Rig Slots 3}}
| |
− | *This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
| |
− | *If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy. If you go this route do not forget about switching out the heat sink!
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− |
| |
− |
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>DD Punisher Fit</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− |
| |
− | [Punisher, DD Punisher Fit]<br>
| |
− | 100mm Reinforced Steel Plates I<br>
| |
− | Damage Control I<br>
| |
− | Energized Adaptive Nano Membrane I<br>
| |
− | Capacitor Power Relay I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Cap Recharger I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | Dual Light Pulse Laser I, Microwave S<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Pulse Laser I, Microwave S|hs2=Dual Light Pulse Laser I, Microwave S|hs3=Dual Light Pulse Laser I, Microwave S|hs4=Salvager I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}
| |
− | {{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}}
| |
− | {{Rig Slots 3}}
| |
− | *In the cargo hold: 3x Gamma S crystals
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− |
| |
− |
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit 1</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− |
| |
− | [Punisher, PvE Fit]<br>
| |
− | Small Armor Repairer I<br>
| |
− | Damage Control I<br>
| |
− | Adaptive Nano Plating I<br>
| |
− | Overdrive Injector System I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Stasis Webifier I<br>
| |
− | <br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Dual Light Pulse Laser I, Multifrequency S<br>
| |
− | Small Nosferatu I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}
| |
− | {{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
| |
− | {{Rig Slots 3}}
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
− |
| |
− |
| |
− | <table class="collapsible collapsed">
| |
− | <tr>
| |
− | <th>PvE Fit 2</th>
| |
− | </tr>
| |
− | <tr>
| |
− | <td>
| |
− | from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
| |
− | <div style='float:right; margin:8px;' >
| |
− | <table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
| |
− | <tr align='left' style='background:#AAAAAA; color:black;'><th> EFT Fitting </th></tr>
| |
− | <tr><td><font size='-2'>
| |
− |
| |
− | [Punisher, PvE Fit]<br>
| |
− | Small I-a Polarized Armor Regenerator<br>
| |
− | Damage Control I<br>
| |
− | Voltaic Nanite Adaptive Membrane I<br>
| |
− | <br>
| |
− | 1MN Afterburner I<br>
| |
− | Barton Reactor Capacitor Recharger I<br>
| |
− | <br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Dual Modal Pulse Laser I<br>
| |
− | Small 'Ghoul' Energy Siphon I<br>
| |
− | <br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | [empty rig slot]<br>
| |
− | </font></td></tr></table>
| |
− | </div>
| |
− | {{High Slots 4|hs1=Dual Modal Pulse Laser I|hs2=Dual Modal Pulse Laser I|hs3=Dual Modal Pulse Laser I|hs4=Small 'Ghoul' Energy Siphon I}}
| |
− | {{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger I}}
| |
− | {{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
| |
− | {{Rig Slots 3}}
| |
− | *Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
| |
− | <br>
| |
− | <br>
| |
− | ''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.
| |
− | </td>
| |
− | </tr>
| |
− | </table>
| |
| <br> | | <br> |
| <br> | | <br> |
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.
This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
10 reasons to fly Amarr
- Amarr is the best because it is. You can't argue with simple truth.
- Freak'n LAZORS!!!
- Men armour tank. Shields or whatever is the red bar above your manly tank.
- Amarr discovered how to jump around space. So everyone else would be stuck on boring planets without us anyways.
- Did anyone mention the freak'n lazors?
- There is no six and this is because we Amarr decided it would be that way.
- Symmetry anyone?
- Have you seen the Amarr Battleship lineup? If you were locked at the time then not for long.
- We haz Lazors.
- Amarr have enslaved every other race they have encountered. 'Nuff said.
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 to protect themselves and primarily employ turrets, specifically Energy Turrets (lasers) to do damage. Amarr are characterized by the following:
- Armour tanking. This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for Remote Repairing). Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon).
- Energy turrets. These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter. However, lasers are limited to EM and Thermal damage.
- Capacitor. Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills.
- Drones. Amarr are very effective at using drones, offering the only hulls with drone bonuses outside of the Gallente lineup.
- 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.
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 laser systems excellent combination of damage and range make Amarr ships popular for PvP.
- Note, however, that the E-Uni starting PvP roles of tackler and 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. 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 are arguably the most effective but they 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. There are many effective work arounds to be discovered though, such as the Arbitrator PvE fittings or using alternative turret weapons systems.
Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is probably Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
Amarr Skills Guide
The 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:
Core Skills |
Corporation Management
Drones
The drone skills core to Amarr success are generally the same as those any pilot will want.
Drone Skills |
Basic Drone Skills
Drone Ability Modifiers
Drone Damage Modifiers
|
Electronics
Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
Electronics Skills |
Basic Skills
Targeting Skills
PVP Specific Skills
|
Engineering
Engineering has some of the most important capacitor skills and very important fitting skills. Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
Engineering Skills |
Basic Skills
PVP Specific Skills
|
Gunnery
Gunnery is the home of everything damage dealing for turret users. All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
Gunnery Skills |
Basic Skills
- Common Skills
- Small Energy Turret (Frigates/Destroyers)
- Medium Energy Turret (Cruiser/Battlecruiser)
- Large Energy Turret (Battleship)
T2 Gunnery Skills
|
Industry
Leadership
Learning
The Learning skills stand alone as extremely important to all and are well covered in other guides.
Mechanic
Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
Mechanic Skills |
Basic Armor Tanking Skills
|
Advanced Armor Tanking Skills
|
Missile Launcher Operation
Navigation
Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races. Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
Science
Jump clones and implants are extremely important tools for any pilot.
Social
Spaceship Command
The following skills allow you to fly Amarr ships and are therefore fundemental.
Subsystems
Trade
|
Skill Plans
So what do these core skills mean? If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot. Yes, that is a little over 3 years. Yes, you would be the king of Amarr T1 pilots. Yes, it would be very very silly. However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
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.
Tech 2 Armour Tank Skills |
|
You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.
Armour Compensation Skills |
|
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!
Each type of Energy Turret requires a specific specialization skill. Note that each larger size specializations will incorporate the smaller size specialization with all its prerequisites. Here they are with applicable prerequisites:
Amarr Ships Guide
Template:Amarr Ship
Executioner
Template:Ship Intro
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.
Inquisitor
Template:Ship Intro
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 Caldari frigates.
Tormentor
Template:Ship Intro
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.
Starter Mining Fit |
from the E-Uni Forum Post
EFT Fitting |
[Tormentor, Starter Mining Fit]
Small I-a Polarized Armor Regenerator
Dual-Sheathed Adaptive Nano Plating I
Damage Control I
Civilian Afterburner
EP-S Gaussian I Excavation Pulse
EP-S Gaussian I Excavation Pulse
[empty rig slot]
[empty rig slot]
[empty rig slot]
|
Template:High Slots 2
Template:Mid Slots 1
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
- Fits with no skills and packing a light scout drone you should be fine in 0.7 space and above. For 0.6 you might want a wingman or five to take care of rats, though.
Flying Manual: Find an astroid. Lock astroid and engage mining lasers. Wait to be interrupted as you mine the astroid. When rats show up orbit and tank rats while drone kills them. Profit.
|
Template:Amarr Ship
Template:Amarr Fit
Crucifier
Template:Ship Intro
The Amarr EWAR frigate. It specializes in Tracking Disruptors to greatly reduce the effectiveness of enemy turret users. Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet. EWAR in E-Uni fleets often has a great impact and a short life expectancy.
It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform as a tackler. However, it is limited by slow speed, a weak tank, and poor scan resolution making it less than ideal.
E-Uni EWAR Corp Fit |
EFT Fitting |
[Crucifier, E-Uni EWAR Corp Fit]
200mm Reinforced Steel Plates I
Damage Control I
Signal Amplifier I
1MN Afterburner I
Tracking Disruptor I
Tracking Disruptor I
[empty rig slot]
[empty rig slot]
[empty rig slot]
|
Template:High Slots 2
Template:Mid Slots 3
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
Flying Manual: Maximize range, lock, and then shut down a turret based ship is the formula for a new EWAR pilot flying this setup. Keep in mind the systems TD can shut down and make sure you don't waste resources on a missile or drone ship, and remember to coordinate with other EWAR assets in the fleet (don't worry - this will be someone's responsibility, either the FC or someone specifically dedicated to EWAR coordination). The difficulty with this fit will be in trying to stay alive, as EWAR is often the first to be targeted. If it is a situation where you were set up at optimal range (40 km) either through a Defensive Gate Camp or being able to warp in at your optimal then align to a celestial and warp out and then back in if you are targeted at all. With the Damage Control Unit and armour plate you will hopefully survive the Alpha strike of whatever is shooting at you if they lock you before you can leave. Watch for drones and missles approaching as these are the weapon systems your TD will not be able to affect at all. If the fight started when you did not have the ability to dictate range then attempt to establish range as quickly as possible without burning directly away (always watch that angular velocity and try and keep it as high as possible), and then fight aligned while shutting down the targets as efficiently as possible.
|
Fleet EWAR Fit |
from the E-Uni Forum Post
EFT Fitting |
[Crucifier, Fleet EWAR Fit]
NanoFiber Internal Structure I
NanoFiber Internal Structure I
Signal Amplifier I
1MN Afterburner I
Tracking Disruptor I, Optimal Range Disruption
Tracking Disruptor I, Tracking Speed Disruption
Dual Modal Light Laser I, Microwave S
Dual Modal Light Laser I, Microwave S
[empty rig slot]
[empty rig slot]
[empty rig slot]
|
Template:High Slots 2
Template:Mid Slots 3
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
- recommend 2 Gamma crystals and 2 Microwave crystals for the laser, and two, each, of Optimal Range Disruption and Tracking Speed Disruption the scripts for disruptors.
Flying Manual: This fit allows locking targets at your first falloff (just under 60km) to get the TD into play. Having the scripts for both Optimal Range Disruption and Tracking Speed Disruption allows you select your effect for maximum impact. As per any extremely fragile EWAR, fight aligned, fight at range, and be ready to warp out and back in at optimal range to harrass your targets again. You will likely not use the lasers or the drone but they are there to give you options in the right situation.
|
Tackler |
from the E-Uni Forum Post
EFT Fitting |
[Crucifier, Tackler]
Overdrive Injector System I
Overdrive Injector System I
Capacitor Power Relay I
1MN Afterburner I
Stasis Webifier I
Warp Disruptor I
Small Nosferatu I
Small Nosferatu I
[empty rig slot]
[empty rig slot]
[empty rig slot]
|
Template:High Slots 2
Template:Mid Slots 3
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
Flying Manual: This setup gives you the tackling, speed, and staying power needed to get the job done, while being relatively inexpensive and not requiring a significant amount of ISK. Much like the E-Uni Corp Tackler Punisher fit or a similar fit on an executioner the propulsion unit is used to fly (not using the approach command!) into range and get the warp disruptor into play. Once tackled apply the Stasis Webifier (NEVER web first and tackle after, as this can allow them to warp out more quickly), orbit the target to keep angular velocity as high as possible while staying outside of smart bomb range and wait for your fleet's Damage Dealers (DD) to do their job. If you are permenantly running an Afterburner or if your Microwarpdrive is off but you are not cap stable with the warp disruptor and webifier running then the nosferatu will top up your cap and hopefully push you to cap stability.
|
Magnate
Template:Ship Intro
An excellent frigate to learn the basics of exploration due to its bonuses for scanning and probing. Smurfprime's Probing Guide is an excellent resource on how exactly to do this while these pages have information on potential scanning results and exploration combat sites.
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
Prober Fit |
EFT Fitting |
[Magnate, Prober Fit]
NanoFiber Internal Structure I
Overdrive Injector System I
Overdrive Injector System I
1MN MicroWarpdrive I
Core Probe Launcher I
Salvager I
Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I
[empty rig slot]
Hobgoblin I x2
|
Template:High Slots 2
Template:Mid Slots 1
Template:Low Slots 3
Template:Rig Slots 3
Template:Drone Bay
- Small Gravity Capacitor Upgrade I which increases probing strength is an extremely cheap rig and will make a big difference for a low SP pilot. Only 2 can be fit due to Calibration usage.
- Instead of a salvager a weapon system could be added if preferred and a cloak should be fit as soon as training makes it possible.
Flying Manual: Warp to a point some distance (like 100km or 70km) from a safe spot somewhere, choose a random direction away from anything and keep moving ('up' or 'down' relative to the plane of the system works well in many systems), and drop your probes (cloak after dropping them if you have the skills). Even though you would likely only use this for High Sec exploration this routine will develop habits which will keep you alive later on in low and null sec exploration. Then you can scan down all the sites and wormholes in the system even with minimal skills, thanks to the bonuses of the ship and the rigs if fit.
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Coercer
Template:Ship Intro
The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer. This firepower will make it an ideal platform for chewing through any Level 1 Mission. The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers.
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 in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors/scramblers and stasis webifiers, meaning it tends to be relegated to PvE use. With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
PvE Level 1 Mission Machine |
EFT Fitting |
[Coercer, PvE Level 1 Mission Machine]
Small Armor Repairer I
Damage Control I
1MN Afterburner I
Dual Light Pulse Laser I, Multifrequency S
Dual Light Pulse Laser I, Multifrequency S
Dual Light Pulse Laser I, Multifrequency S
Dual Light Pulse Laser I, Multifrequency S
Dual Light Pulse Laser I, Multifrequency S
Dual Light Pulse Laser I, Multifrequency S
Dual Light Pulse Laser I, Multifrequency S
Salvager I
[empty rig slot]
[empty rig slot]
[empty rig slot]
|
Template:High Slots 8
Template:Mid Slots 1
Template:Low Slots 4
Template:Rig Slots 3
Flying Manual: There are no level 1 missions which can not be quickly and effectively conquered using this fit. The biggest concern will be balancing the capacitor against the various high drain modules; you will usually want to run the guns, the repairer or the propulsion as running all three at once will quickly deplete your capacitor. Be wary of grouping to many guns at one time as you will destroy many frigate rats with your Alpha strike and do not want to 'waste' DPS.
|
Starter Salvager Fit |
EFT Fitting |
[Coercer, Starter Salvager Fit]
Expanded Cargohold I
Expanded Cargohold I
Co-Processor I
Capacitor Flux Coil I
1MN Afterburner I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Small Tractor Beam I
Salvager I
Salvager I
Salvager I
Salvager I
Small Salvage Tackle I
Small Salvage Tackle I
Small Salvage Tackle I
|
Template:High Slots 8
Template:Mid Slots 1
Template:Low Slots 4
Template:Rig Slots 3
- The Rigs are certainly not required but will make things faster if you can afford them.
- Afterburner if you are salvaging while missions are ongoing (ie. in deadspace), Microwarpdrive otherwise if you have the skills to fit it.
- Replace 1 Tractor Beam and 1 Salvager with a Core Probe Launcher and a Prototype Cloaking Device if you are planning on using it as a Wormhole salvager. The inability to fit both an Analyzer and Codebreaker is quite limiting, however.
Flying Manual: This salvager is only limited by capacitor and cargo space, it can clean up a large number of wrecks very quickly. You will likely have to empty your cargo hold several times if looting and salvaging a level 4 mission. If collecting salvage only cargo space will not be an issue. With perfect salvaging skills having more Tractor Beams and less salvagers can increase efficiency.
|
DD PvP Fit |
from the E-Uni Forum Post
EFT Fitting |
[Coercer, DD PvP Fit]
Type-D Power Core Modification: Diagnostic System
C4S Coiled Circuit Thermal Radiator
C4S Coiled Circuit Thermal Radiator
Type-D Altered SS Nanofiber Structure
1MN MicroWarpdrive I
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
Medium Afocal Pulse Maser I, Multifrequency S
[empty rig slot]
[empty rig slot]
[empty rig slot]
|
Template:High Slots 8
Template:Mid Slots 1
Template:Low Slots 4
Template:Rig Slots 3
- DPS: 173
- Speed: 1598
- Cap: You fire your guns or you use your MWD. Using both lasts two minutes. Using one or the other is cap stable.
- Cost: 304K - Hull: 975K - Total: 1279K
Flying Manual: This is an all gank frigate destroying machine and should be flown as such. With the destroyer signature radius and lack of any tank modules on an already relatively flimsy hull, you will not withstand much hurt but can put a lot out in a very short time.
|
Arbitrator
Template:Ship Intro
The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. 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 while using the high slots for utility modules. It is even one of the few exceptions which can be functionally shield tanked althought this is unlikely for a new Amarr pilot as the required skills will not be trained.
In PvE, 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's flexibilty 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 it is not terribly maneuverable.
Profane PvP Fit |
EFT Fitting |
[Arbitrator, Profane PvP Fit]
1600mm Reinforced Rolled Tungsten Plates I
Damage Control I
Energized Adaptive Nano Membrane I
Energized Adaptive Nano Membrane I
10MN MicroWarpdrive I
Warp Disruptor I
Tracking Disruptor I
Tracking Disruptor I
Small Energy Neutralizer I
Small Energy Neutralizer I
Small Nosferatu I
Small Nosferatu I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead I x5
Warrior I x10
Vespa EC-600 x5
|
Template:High Slots 4
Template:Mid Slots 4
Template:Low Slots 4
Template:Rig Slots 3
Template:Drone Bay
- 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.
Flying Manual: 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.
|
PvE Fit |
from the E-Uni Forum Post
EFT Fitting |
[Arbitrator, PvE Fit]
Medium Armor Repairer I
Damage Control I
Energized Adaptive Nano Membrane I
Energized Adaptive Nano Membrane I
10MN Afterburner I
Cap Recharger I
Cap Recharger I
Cap Recharger I
Drone Link Augmentor I
650mm Artillery Cannon I, EMP M
650mm Artillery Cannon I, EMP M
Assault Missile Launcher I, Sabretooth Light Missile
[empty rig slot]
[empty rig slot]
[empty rig slot]
Hammerhead I x10
Hobgoblin I x10
|
Template:High Slots 4
Template:Mid Slots 4
Template:Low Slots 4
Template:Rig Slots 3
Template:Drone Bay
- See forum post for options and discussion on this fit. Note the various high slot set-ups and discussion on tank.
- I'd certainly recommend upgrading to meta 3/4 cap rechargers, guns, and armor repairer when your finances allow - named afterburners are a little pricey for my taste, and named armor hardeners/energized platings give you no benefit.
- Using mission-specific hardeners rather than EANMs will give you a stronger tank, but it's personal preference whether you take the time to swap.
Flying Manual: With good drone skills and the Drone Link Augmentor the majority of mission rats can be kited. This platform is a very effective way to use range to avoid rather than tank damage even though it is not highly maneuverable. Plenty of spare drones and ability to change drone damage or size to maximize effectiveness should take care of the rest.
|
L2 and L3 Mission Fit |
from the E-Uni Forum Post
- This forum thread has quite a bit of discussion on the fits listed within and should definitely be read by anyone looking to PvE fit this ship.
EFT Fitting |
[Arbitrator, L2 and L3 Mission Fit]
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Armor Thermic Hardener II
Armor EM Hardener II
10MN Afterburner II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Heavy Pulse Laser II, Radio M
Heavy Pulse Laser II, Radio M
'Arbalest' Assault Missile Launcher, Bloodclaw Light Missile
Small Tractor Beam I
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Hammerhead II x5
Hobgoblin II x5
|
Template:High Slots 4
Template:Mid Slots 4
Template:Low Slots 4
Template:Rig Slots 3
Template:Drone Bay
- Rigs are optional
- This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.
|
Augoror
Template:Ship Intro
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.
Like the Inquisitor this is probably one of the least common Amarr ships you will ever see flying around.
Omen
Template:Ship Intro
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 it.
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.
In PvP, it does a great job of fufilling the traditional 'gank' cruiser fleet role. Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules.
As with some Amarr ships, it has capacitor problems.
PvE Fit |
from the E-Uni Forum Post
EFT Fitting |
[Omen, PvE Fit]
Medium Automated I Carapace Restoration
Armor EM Hardener I
Armor Thermic Hardener I
'Skadi' Coolant System I
Reactor Control Unit I
10MN Afterburner I
Cap Recharger I
Cap Recharger I
Focused Modulated Medium Energy Beam I, Xray M
Focused Modulated Medium Energy Beam I, Xray M
Focused Modulated Medium Energy Beam I, Xray M
Focused Modulated Medium Energy Beam I, Xray M
Focused Modulated Medium Energy Beam I, Xray M
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Hobgoblin I x3
|
Template:High Slots 5
Template:Mid Slots 3
Template:Low Slots 5
Template:Rig Slots 3
Template:Drone Bay
- Hardeners are assuming Sansha rats, change as applicable.
- The CCC rigs are a worthy investment imo otherwise its really hard on cap. It requires a bit better skills to fit but Engineering 4 and Electronics 4 should still be enough. You can problably make it easier to fit using a couple of named modules. Also, named Cap Rechargers are highly recommended.
Flying Manual: TBI.
|
PvP Fit |
from the E-Uni Forum Post
EFT Fitting |
[Omen, PvP Fit]
Heat Sink I
Heat Sink I
Overdrive Injector System I
Overdrive Injector System I
Nanofiber Internal Structure I
10MN MicroWarpdrive I
Large Shield Extender I
Warp Disruptor I
Focused Medium Pulse Laser I, Multifrequency M
Focused Medium Pulse Laser I, Multifrequency M
Focused Medium Pulse Laser I, Multifrequency M
Focused Medium Pulse Laser I, Multifrequency M
Focused Medium Pulse Laser I, Multifrequency M
[empty rig slot]
[empty rig slot]
[empty rig slot]
Hobgoblin I x3
|
Template:High Slots 5
Template:Mid Slots 3
Template:Low Slots 5
Template:Rig Slots 3
Template:Drone Bay
- 5.6M, doesn't need perfect CPU/PG skills - if you're short pick up some named modules to free up CPU for either a PDS or RCU in place of one of the overdrives.
- Stable on just guns alone, 4 minutes with point, and just over 1 minute with everything on.
- DPS is about 250 with a 10k shield buffer.
Flying Manual: TBI.
|
PvP Beam High Skill Fit |
from the E-Uni Forum Post
EFT Fitting |
[Omen, PvP Beam High Skill Fit]
Heat Sink II
Tracking Enhancer II
Tracking Enhancer II
Adaptive Nano Plating II
Damage Control II
10MN MicroWarpdrive I
F-90 Positional Sensor Subroutines
Warp Disruptor II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
[empty rig slot]
[empty rig slot]
[empty rig slot]
Warrior II x3
|
Template:High Slots 5
Template:Mid Slots 3
Template:Low Slots 5
Template:Rig Slots 3
Template:Drone Bay
- NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
- Optimal is 17km with multifrequency, 61km with aurora
- Hits for 297 DPS with faction ammo and 192 with aurora
- Is not cap stable running either ammo, lasts about 6 and a half minutes with guns only running and less than a minute with everything on
- About 11.2k EHP
Flying Manual: TBI.
|
Maller
Template:Ship Intro
The Maller's armour 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 it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used 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 but predictable bait with a very large tank, or be setup as a frigate-killing ship, using a solid tank and frigate-sized guns (particularly projectiles). Respectable gank can be achieved by fitting no tank and filling it with damage modules, using it's reputation as a tough target to hopefully hide in plain sight while the enemy primaries other ships first.
Prophecy
Template:Ship Intro
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 a comparatively weak damage output with fewer turrets than the Harbinger, 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 PvE use. It could 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.
Harbinger
Template:Ship Intro
The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, 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. There are a good number of mid-slots (4) for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low-slots, letting it fit hefty armour tanks or plenty of damage modules.
There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
Armageddon
Template:Ship Intro
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 E-Uni Forum Post
EFT Fitting |
[Armageddon, High Sec PvP Fit]
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Coreli C-Type Adaptive Nano Plating
Coreli C-Type Adaptive Nano Plating
Heat Sink II
Heat Sink II
Heat Sink II
Damage Control II
Heavy Capacitor Booster II, Cap Booster 800
Warp Disruptor II
Sensor Booster II
Mega Pulse Laser II, Faction Multifrequency L
Mega Pulse Laser II, Faction Multifrequency L
Mega Pulse Laser II, Faction Multifrequency L
Mega Pulse Laser II, Faction Multifrequency L
Mega Pulse Laser II, Faction Multifrequency L
Mega Pulse Laser II, Faction Multifrequency L
Mega Pulse Laser II, Faction Multifrequency L
Large 'Solace' I Remote Bulwark Reconstruction
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Berserker II x5
|
Template:High Slots 8
Template:Mid Slots 3
Template:Low Slots 8
Template:Rig Slots 3
Template:Drone Bay
- Faction ANP really aren't that much, and give an additional ~10k of buffer
- 1112 DPS @ 15+10km with Multi, 939 DPS @ 45+10 with Scorch
- For Null or Low Sec space fit a 100MN MicroWarpdrive which can be done by sacrifising 2x Mega Pulse Laser II for 2x Dual Heavy Pulse Laser II
- If drone skills are not good or you decide you need replacements you can use Hammerhead II x5, Valkyrie II x5, Warrior II x5
Flying Manual: TBI.
|
Apocalypse
Template:Ship Intro
The Apocalypse does not have 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.
Apoc Starter Mission Fit |
from the E-Uni Forum Post
EFT Fitting |
[Apocalypse, Apoc Starter Mission Fit]
Large Armor Repairer II
Large Armor Repairer II
Heat Sink II
Heat Sink II
Armor EM Hardener II
Armor EM Hardener II
Armor Thermic Hardener II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Mega Pulse Laser II, Scorch
Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Hobgoblin II x5
Hammerhead II x5
|
Template:High Slots 8
Template:Mid Slots 4
Template:Low Slots 7
Template:Rig Slots 3
Template:Drone Bay
- See forum post for options
Flying Manual: TBI.
|
Apoc WH Fit |
from the E-Uni Forum Post
EFT Fitting |
[Apocalypse, Apoc WH Fit]
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Cap Recharger II
Cap Recharger II
Tracking Computer II, Tracking Speed
Tracking Computer II, Tracking Speed
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L
Large Remote Armor Repair System II
Large Remote Armor Repair System II
Large Remote Repair Augmentor I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
|
Template:High Slots 8
Template:Mid Slots 4
Template:Low Slots 7
Template:Rig Slots 3
Template:Drone Bay
- 105k EHP, 269 DPS, 1602 salvo
Flying Manual: TBI.
|
Apoc WH Killer |
submitted by devian chase
EFT Fitting |
[Apocalypse, Apoc WH Killer]
Heat Sink II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Armor Explosive Hardener II
Armor Kinetic Hardener II
Corpii C-Type Adaptive Nano Plating
Damage Control II
Cap Recharger II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Large Anti-EM Pump I
Large Anti-Thermic Pump I
Large Trimark Armor Pump I
Hammerhead II x5
|
Template:High Slots 8
Template:Mid Slots 4
Template:Low Slots 7
Template:Rig Slots 3
Template:Drone Bay
- drone dps 141 with hammerheads
- turret dps 797 with imperial navy multifrequency L up to 25+14 km
- turret dps 635 with scorch l up to 74+14km
- eft = 74.435
- em=76.3%
- therm =69.2%
- kinetic=77.2%
- explosive=75.6%
- it has a little bit of pimp with faction modules but if you dont want to get those just drop them for t2 stuff
- and if unsure about the tank drop 1 of the damage mods for a 1600mm get your eft up to 98k losing something like70 dps
Flying Manual: An apoc should have all 8 slots used for guns let someone else (domi /tempest) do the repping your a 900 dps machine up to 80 km range with super tracking making you usefull against even the cruiser defenders that circle you at 16km + at c3-c4 you dont need any plates at all (use this fit and a RR domi to duo combat sites in c3 .. hitting 100 mil isk /hour per person with it)
|
Abaddon
Template:Ship Intro
The 'Golden Brick' is a beast. It has a laser damage bonus with 8 turret slots and an armour resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive and armour reppers, 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.
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.
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.
Industrial
Sigil
Template:Ship Info
This industrial requires Amarr Industrial I and is one of the fastest industrial haulers. This is of course a relative statement as it is still very slow, but with 5 low slots you can 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 or cargo extenders at all, either use it for its relative speed or fly a Bestower. This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not temp suicide gankers.
Bestower
Template:Ship Intro
Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring Amarr Industrial I, 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 with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold. If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.