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Amarr Basic Ship and Skill Overview: Difference between revisions

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{{ShipGuideBoilerintro}}
{{ShipGuideBoilerintro}}
== Amarr General Information ==


The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
{{RaceShipInfo|Amarr}}
{{RaceShipInfo|Amarr}}


=== Characteristics ===
== General Traits ==
The Amarr lineup is characterized by the following:
The Amarr lineup is characterized by the following:


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* [[Electronic warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter, however other forms of Electronic Warfare are often still preferred. The secondary form is [[Capacitor warfare]] but bonuses to this are only found on [[Tech and meta levels#Ships|Tech 2]] hulls, with the exception of both the the [[Dragoon]] and the [[Armageddon]].
* [[Electronic warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter, however other forms of Electronic Warfare are often still preferred. The secondary form is [[Capacitor warfare]] but bonuses to this are only found on [[Tech and meta levels#Ships|Tech 2]] hulls, with the exception of both the the [[Dragoon]] and the [[Armageddon]].


== Notable Uses ==


=== 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 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.  
A classic progression of Amarr mission ships would be to train the Punisher and [[Coercer]] for Level 1 missions, the [[Omen]] or [[Arbitrator]] for L2s, the [[Harbinger]] for L3s, and finally the [[Apocalypse]] for L4s.  Amarrian laser ships are more restricted when running missions and ratting 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 EM damage, so other typical NPC enemy factions are tougher for lasers. This is a concern for some Eve University pilots who want to try mission-running close to home, as the University is based in Gallente space where Serpentis are the common faction.


For salvaging, a [[Coercer]] makes a very good, cheap salvager and is only beaten in efficiency by a [[Noctis]].
One alternative option is to brush up drone skills, and use the line of Amarr ships which use drones rather than lasers as their primary weapon. Since drones are easily swapped and allow fully-selectable damage, this lets pilots target whatever type of damage NPCs are weakest to. A pilot doing this would progress through the [[Dragoon]], Arbitrator, [[Prophecy]], and [[Armageddon]] (though note that until the battleship stage and the Armageddon, the Amarr drone ships have a little less bandwidth than their Gallente counterparts).


In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.
In Wormholes, the Harbinger can run C1 and C2 combat sites, although it may have trouble with either range or tracking due to the variety of sleeper hulls that can orbit either close or far. Like the other turret-based BCs, the Harbinger does much better in fleets than solo for wormholes. C3 wormholes can also be done in a Harbinger with a fleet of sufficient size.


Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the [[Paladin]] and [[Legion]]. While not technically an Amarrian ship, the [[Nightmare]] is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot.
For salvaging, a [[Coercer]] makes a very good, cheap salvager.


Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the [[Paladin]] and [[Legion]]. While not technically an Amarrian ship, the [[Nightmare]] is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot willing to cross-train.


=== PvP ===
'''PvP'''


Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. Most notably, the AHAC, Hellcat and Foxcat fleet doctrines are centered around Amarr ships.
Exceptional tanks, large capacitors and reliable damage and range make some Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use. At the basic level, Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer atypical ships than in other races' line-ups. As a result, Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (a [[Punisher]] fitted with projectile turrets is a classic), but they are more skill intensive and often require cross-training.
 
At the basic level Amarr ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other races' line-ups. As a result Amarr are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player ([[Punisher]] fitted with Autocannon turrets is a classic) but they are more skill intensive and often require cross-training.  New pilots are likely best served by playing to the Amarr formula until they know when and how to break the rules.
 
For PvP progression, there are countless possibilities, but the conventional roles are as follows:
 
Pilots who want to specialize in Damage Dealing will follow the laser hulls from [[Punisher]], to [[Omen]] or [[Maller]], [[Harbinger]], and then the Amarr Battleships (all three are effective in different roles) breaking off towards T2 hulls at some point.
 
EWAR specialists will follow a different path from the [[Crucifier]] into [[Arbitrator]]s before moving into T2 ship training.
 
In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. In cruiser hulls, all four Amarr cruiser are fully capable. The Arbitrator makes an excellent dps or EWAR boat, while the Omen and Maller focus specifically on DPS. The Augoror is a very capable logistics ship. The Harbinger makes an excellent damage dealing battlecruiser, as does the [[Prophecy]] for those who favour large tanks and drones.  In battleship hulls, the [[Armageddon]], [[Apocalypse]], and [[Abaddon]] all have their uses.  The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by logi, although a combination of weak capacitor and no bonuses to cap usage can leave a pilot struggling to find enough capacitor. The Armageddon has a large bonus to Energy Neutraliser range, making it the single best T1 neuting ship in the game, only surpassed in this role by the [[Bhaalgorn]].


In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. The Arbitrator makes an excellent DPS-and-EWAR boat, the Omen is a focused damage-dealer, and the Maller's massive potential tank makes it great (if obvious) bait. In battleship hulls, the [[Armageddon]], [[Apocalypse]], and [[Abaddon]] all have their uses.  The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by [[Logistics|logistics]], although a combination of (relatively) weak capacitor and no cap use bonuses can make it power-hungry. The Armageddon's bonus to energy neutralizers makes it the best base T1 capacitor warfare platform in the game.


== Skills ==
== Skills ==


The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems. There is already good information on [[Basic skills]] and [[Support skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same [[Turrets#Gunnery_Skills|gunnery support skills]] as other projectile or hybrid users (but pay particular attention to {{Sk|Controlled Bursts|icon= yes}} and {{Sk|Sharpshooter|icon= yes}}). Similarly the skills are the same for all pilots who want to survive with an []Tanking#Armor tanking|armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills such as {{Sk|Capacitor Systems Operation|icon= yes}} and {{Sk|Capacitor Management|icon= yes}}). Amarr pilots should aim for a full T2 armour tank early in their careers.
Amarr ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving of your goals.
 
Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship, or earlier in their career for dedicated PvPers.
 
One may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
 
=== Cross Training ===


Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Overview|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Overview|Minmatar]] second (some gunnery and armour tanking synergies). [[Caldari Basic Ship and Skill Overview|Caldari]] have the fewest skills in common, despite Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
That said, there are some considerations which are specific to Amarr ships. Capacitor skills are especially crucial for Amarr pilots, and should be an early priority; these are mostly found in the [[Skills:Engineering|Engineering]] category, though {{sk|Controlled Bursts}}, in Gunnery, is also very important. [[Skills:Armor|Armour]] skills will be essential for flying any Amarr combat ships, and being able to mount a T2 armour tank can help bring out the strengths of many T1 Amarr hulls in PvP and PvE. [[Skills:Drones|Drone skills]] are also important for any pilot taking the drone ship path through the Amarr ships, and eventually for any Amarr pilot: at around cruiser size, all Amarr ships begin being able to fly a full flight of 5 drones, making Drones V a highly desirable train.


Later once pirate faction ships become a consideration, cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. Cross training to Gallente will give access to Sisters of EVE ships.
Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Overview|Gallente]], as the two ship lineups share armour tanking, gunnery and drone synergies. A combination of Amarr and Gallente ship skills also opens up the popular [[Pirate_Faction_Ship_Overview#Servant_Sisters_of_EVE|Sisters of EVE ships]].


== Ships ==
== Ships ==