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Updated advice on skills and uses to present state of game |
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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}} | ||
== | == 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''' | |||
Amarrian ships are more restricted when running | 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. | ||
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. | ||
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''' | |||
Exceptional tanks, large capacitors and | 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 | |||
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 == | ||
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. | |||
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. | |||
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 == | ||