Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Updated advice on skills and uses to present state of game
Uryence (talk | contribs)
General Traits: Updated and clarified.
Line 7: Line 7:


== General Traits ==
== General Traits ==
The Amarr lineup is characterized by the following:
The following traits are shared by most or all Amarr ships:


* [[Tanking#Armor tanking|Armour tanking]].  Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech and meta levels#Tech 1 3|Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon). Armour tanks can be extremely powerful in both PvP and PvE applications. See [[Tanking#Armor tanking|Tanking]] for a discussion of the relevant modules.
* '''[[Tanking#Armor tanking|Armour tanking]]'''.  Amarrian ships have high base armour, and several ships have direct bonuses to armour resistances: for example, the Punisher, Maller, Prophecy, and Abaddon. Armor tanks use up low slots, can slow ships down, and are hungry for powergrid, but they leave mid slots free, require relatively less CPU and (in active tanks) place comparatively lower burdens on the capacitor than shield tanks
* '''[[Turrets#Energy turrets|Energy turrets]]'''.  These are the standard for the majority of Amarrian damage-dealing vessels.  Energy turrets (more usually "lasers") offer a reliable combination of range and damage when compared with projectile or hybrid turrets. Their ammo, energy crystals, can be swapped out instantly. Tech 1 crystals last forever, and faction and Tech 2 crystals wear out only slowly. On the other hand, energy turrets use a great deal of capacitor to fire, tend to have comparatively poor tracking speeds for their size, and can only ever deal thermal and EM damage, which can make it impossible to hit some enemies' weaker damage resistances.
** The short-ranged energy weapons, pulse lasers, have long ranges compared to projectile autocannon and hybrid turrets, but lack the raw punch of hybrid blasters or the selectable damage and forgiving falloff of autocannon.
** The long-ranged energy weapons, beam lasers, have reliable DPS, but are shorter-ranged than hybrid railguns or projectile artillery, and lack the selectable damage and alpha strike potential of artillery.
* '''[[Drones]]'''. The Amarr ship line-up comes second only to the Gallente in terms of drone bays, bandwidth, and ships with drone bonuses. Amarr drone ships tend to have slightly larger drone bays than their Gallentean counterparts, which means more tactical flexibility and drone replacement, but also tend to have less drone bandwidth, which means a lower DPS cap. These differences even out at the battleship level, as the Armageddon and the Dominix match in these respects.
* '''Large capacitors.''' Amarr pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of energy turrets. Amarr hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
* '''[[Capacitor warfare]]'''. The Dragoon and the Armageddon have bonuses which make them particularly effective with energy neutralizers used to drain targets' capacitors. These synergise well with the naturally strong capacitors found on Amarr ships, and with the use of drones, which require no capacitor. Amarr proficiency with capacitor warfare continues in T2 ships with the Black Ops [[Redeemer]] and the widely-feared [[Curse]] and [[Pilgrim]].
* '''[[Electronic_warfare#Weapon_Disruption|Weapon Disruption]]''' is the Amarr EWAR specialism. Weapon disruption can cut the ranges and tracking speeds of turrets, or the ranges and precision of missiles. It is situationally powerful, but not as universally powerful as ECM or sensor dampening: different modules must be fitted to disrupt turrets or to disrupt missiles, which reduces tactical flexibility.
* '''Low speeds'''. Amarr ships tend to have low base speeds for their size and class, often fit armour plates which further reduce their speed and agility, and often use low slots for tank or damage rather than speed modules. Given the high low slots, Amarr ships ''can'' sometimes be speed-fitted, but at the cost of tank and damage.


* [[Turrets#Energy turrets|Energy turrets]].  These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets.  Energy turrets (more usually 'lasers') offer an excellent combination of range and damage when compared with projectile or hybrid turrets. Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech and meta levels#Ammunition|Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction modules|Faction]] or Advanced [[Tech and meta levels#Ammunition|Tech 2]] variants. Unfortunately this all comes at a price; there is no variation on [[damage types]]. Energy turrets use a great deal of capacitor and have poor tracking, as well as tending to be quite demanding on a hull's powergrid for fitting.
If there is one broad characteristic that runs across Amarr ships, it is '''energy'''. Amarr ships aren't the most versatile, and they don't always have great speed or the highest on-paper DPS, but they have immense reserves of capacitor which they can use to pound opponents with extremely reliable and consistent laser damage—with potentially infinite ammo!—and to drain opponents dry with powerful capacitor warfare.
 
* Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
 
* [[Drones]]. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
 
* Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather than speed modules.  At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.
 
* [[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 ==
== Notable Uses ==