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| |variations=None | | |variations=None |
| |roles=Tutorials | | |roles=Tutorials |
| |info=This is the best looking and perhaps the least capable of any of the starting ships, but it doesn't really matter. It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms. | | |info=The Impairor can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended. |
| }} | | }} |
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| =Frigate= | | =Frigate= |
|
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| [[Frigate|Frigates]] are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
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| ==Executioner== | | ==Executioner== |
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| Warp Drive Operation III<br> | | Warp Drive Operation III<br> |
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| |
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| |notes=* Like other frigates, the Executioner is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays. | | |notes=* The pulse lasers can be replaced by 150mm or 200mm AutoCannons to avoid the cap problems of laser turrets. |
| * Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Executioner's lasers should normally not be fired except on pods once the field is clear of hostile ships.
| |
| * The pulse lasers can be replaced by 150mm or 200mm AutoCannons to avoid the cap problems of laser turrets. | |
| }} | | }} |
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| {{Ship|Inquisitor|box}} | | {{Ship|Inquisitor|box}} |
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|
| The Inquisitor is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapons in its high slots with its 3 launcher and 1 turret hardpoints. The Inquisitor is somewhat underused. Even with good missile skills, it has less than impressive attributes. | | The Inquisitor is the only Amarr T1 ship with missile bonuses. Even with good missile skills, it has less than impressive attributes. |
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| Line 230: |
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| Hull Upgrades I<br> | | Hull Upgrades I<br> |
| Mining II<br> | | Mining II<br> |
| | Scout Drone Operation I<br> |
|
| |
|
| |recommended3= | | |recommended3= |
| Scout Drone Operation I<br>
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| Shield Operation I<br> | | Shield Operation I<br> |
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| {{Ship|Punisher|box}} | | {{Ship|Punisher|box}} |
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| The Punisher can serve as a mission runner for new pilots, as well as tackler.<br>
| |
| <br>
| |
| This is easily the most tenacious of the T1 frigates. Due to 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 can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity: a propulsion module, a point, and a web.<br> | | This is easily the most tenacious of the T1 frigates. Due to 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 can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity: a propulsion module, a point, and a web.<br> |
| <br> | | <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. | | This the E-UNI tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution. |
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| {{ShipGuideFittings | | {{ShipGuideFittings |
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| {{ShipGuideFittings | | {{ShipGuideFittings |
| |name=Punisher, PvP Tackler Pulse Basic | | |name=Punisher, PvP Tackler Basic |
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| |low= | | |low= |
| Line 353: |
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| Weapon Upgrades I<br> | | Weapon Upgrades I<br> |
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| |notes=* Like other frigates, the Punisher is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,000m from battleships unless they are seen shooting from gun ports or missile launcher bays. Using a j5b warp scrambler will give more range and will make it easier to tackle while maintaining an orbit outside smartbomb range. | | |notes=* The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by fleetmates. |
| * Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Punisher's lasers should normally not be fired except on pods once the field is clear of hostile ships.
| |
| * The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by others.
| |
| }}
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| | |
| | |
| {{ShipGuideFittings
| |
| |name=Punisher, PvP Tackler AutoCannon Basic
| |
| | |
| |low=
| |
| Damage Control I<br>
| |
| 200mm Reinforced Steel Plates I<br>
| |
| Adaptive Nano Plating I<br>
| |
| Small Armor Repairer I<br>
| |
| |mid=
| |
| 1MN MicroWarpdrive I<br>
| |
| Warp Scrambler I<br>
| |
| |high=
| |
| 150mm Light AutoCannon I<br>
| |
| 150mm Light AutoCannon I<br>
| |
| 150mm Light AutoCannon I<br>
| |
| Small Nosferatu I<br>
| |
| | |
| |charges=
| |
| Republic Fleet Phased Plasma S<br>
| |
| |rigs=
| |
| [empty rig slot]<br>
| |
| [empty rig slot]<br>
| |
| [empty rig slot]<br>
| |
| | |
| |recommended1=
| |
| Acceleration Control III<br>
| |
| Afterburner III<br>
| |
| Amarr Frigate III<br>
| |
| Controlled Bursts III<br>
| |
| Energy Emission Systems I<br>
| |
| Energy Management III<br>
| |
| Energy Systems Operation III<br>
| |
| | |
| |recommended2=
| |
| Evasive Maneuvering III<br>
| |
| Gunnery III<br>
| |
| High Speed Maneuvering III<br>
| |
| Hull Upgrades III<br>
| |
| Mechanic III<br>
| |
| Motion Prediction III<br>
| |
| Propulsion Jamming III<br>
| |
| | |
| |recommended3=
| |
| Rapid Firing III<br>
| |
| Sharpshooter III<br>
| |
| Signature Analysis III<br>
| |
| Small Projectile Turret III<br>
| |
| Targeting III<br>
| |
| Warp Drive Operation III<br>
| |
| Weapon Upgrades III<br>
| |
| | |
| |notes=* Like other frigates, the Punisher is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,000m from battleships unless they are seen shooting from gun ports or missile launcher bays. Using a j5b warp scrambler will give more range and will make it easier to tackle while maintaining an orbit outside smartbomb range.
| |
| * The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by others. | |
| }} | | }} |
|
| |
|
| ==Crucifier== | | ==Crucifier== |
| {{Ship|Crucifier|box}} | | {{Ship|Crucifier|box}} |
|
| |
| The Amarr [[EWar 101 Guide|EWAR]] frigate. It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 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.
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| {{ShipGuideFittings | | {{ShipGuideFittings |
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| |notes= | | |notes= |
| * Like other frigates, the Crucifier is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
| |
| }} | | }} |
|
| |
|
| ==Magnate== | | ==Magnate== |
| {{Ship|Magnate|box}} | | {{Ship|Magnate|box}} |
|
| |
| An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|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:Scan Results|scanning results]] and [[Exploration combat sites for new players|exploration combat sites]].<br><br>
| |
|
| |
| 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.
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| {{ShipGuideFittings | | {{ShipGuideFittings |
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| ==Coercer== | | ==Coercer== |
| {{Ship|Coercer|box}} | | {{Ship|Coercer|box}} |
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| |
| 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.
| |
| <br><br>
| |
| 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.
| |
| <br><br>
| |
| 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.
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| {{ShipGuideFittings | | {{ShipGuideFittings |
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| [empty rig slot]<br> | | [empty rig slot]<br> |
| [empty rig slot]<br> | | [empty rig slot]<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
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| |notes= | | |notes= |
| Line 610: |
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| Small Salvage Tackle I<br> | | Small Salvage Tackle I<br> |
| Small Salvage Tackle I<br> | | Small Salvage Tackle I<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
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| |notes= | | |notes= |
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| ==Arbitrator== | | ==Arbitrator== |
| {{Ship|Arbitrator|box}} | | {{Ship|Arbitrator|box}} |
|
| |
| 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 although this is unlikely for a new Amarr pilot as the required skills will not be trained.
| |
| <br><br>
| |
| 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.
| |
| <br><br>
| |
| 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.<br><br>
| |
| 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 aggro 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.
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| {{ShipGuideFittings | | {{ShipGuideFittings |
| Line 634: |
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| |low= | | |low= |
| Damage Control I<br> | | Damage Control I<br> |
| Armor EM Hardener I<br>
| | N-Type EM Hardener I<br> |
| Armor Thermic Hardener I<br>
| | N-Type Thermic Hardener I<br> |
| Medium Armor Repairer I<br> | | Medium Inefficient Armor Repair Unit<br> |
| |mid= | | |mid= |
| 10MN Afterburner I<br>
| | Y-S8 Hydrocarbon I Afterburners<br> |
| Cap Recharger I<br>
| | F-b10 Nominal Capacitor Regenerator<br> |
| Cap Recharger I<br>
| | F-b10 Nominal Capacitor Regenerator<br> |
| Large Capacitor Battery I<br> | | Large Peroxide I Capacitor Power Cell<br> |
| |high= | | |high= |
| Civilian Gatling Pulse Laser<br> | | Civilian Gatling Pulse Laser<br> |
| Line 658: |
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| [empty rig slot]<br> | | [empty rig slot]<br> |
| [empty rig slot]<br> | | [empty rig slot]<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
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| |notes= | | |notes= |
| Line 697: |
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| Medium Capacitor Control Circuit I<br> | | Medium Capacitor Control Circuit I<br> |
| Medium Capacitor Control Circuit I<br> | | Medium Capacitor Control Circuit I<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
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|
| |notes= | | |notes= |
| Line 733: |
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| [empty rig slot]<br> | | [empty rig slot]<br> |
| [empty rig slot]<br> | | [empty rig slot]<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
| |
|
| |notes= | | |notes= |
| *Cargohold should have 3 of each script to switch if needed.
| |
| *The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close. | | *The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close. |
| }} | | }} |
| Line 772: |
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| Medium Trimark Armor Pump I<br> | | Medium Trimark Armor Pump I<br> |
| Medium Trimark Armor Pump I<br> | | Medium Trimark Armor Pump I<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
| |
|
| |notes= | | |notes= |
| *Cargohold should have 3 of each script to switch if needed.
| |
| *The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close. | | *The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close. |
| *The MWD can be changed to an AB for speed tanking, depending on how the pilot wants to fly the ship. | | *The MWD can be changed to an AB for speed tanking, depending on how the pilot wants to fly the ship. |
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| {{Ship|Augoror|box}} | | {{Ship|Augoror|box}} |
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| |
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| 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 some remote repair battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have a tough tank, it's just hard to make that tank useful. | | 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 some remote repair battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have a tough tank, but it's hard to make that tank useful. |
| <br><br>
| |
| This is one of the least common Amarr ships you will ever see flying around.
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|
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|
| ==Omen== | | ==Omen== |
| {{Ship|Omen|box}} | | {{Ship|Omen|box}} |
|
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| The Omen has the highest damage potential of any Amarr cruiser, but suffers from cpu and powergrid limitations, making it difficult to fit.
| |
| <br><br>
| |
| 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 often a more effective choice.
| |
| <br><br>
| |
| In PvP, it fulfills the traditional cruiser fleet damage dealer role. Three mid slots allows at least minimum utility with propulsion and tackle modules.
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| {{ShipGuideFittings | | {{ShipGuideFittings |
| Line 799: |
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| |low= | | |low= |
| Medium Armor Repairer I<br> | | Medium Inefficient Armor Repair Unit<br> |
| Armor EM Hardener I<br>
| | N-Type EM Hardener I<br> |
| Armor Thermic Hardener I<br>
| | N-Type Thermic Hardener I<br> |
| Heat Sink I<br>
| | Local Power Plant Manager: Capacity Power Relay I<br> |
| Capacitor Power Relay I<br>
| | Local Power Plant Manager: Capacity Power Relay I<br> |
| |mid= | | |mid= |
| 10MN Afterburner I<br>
| | Y-S8 Hydrocarbon I Afterburners<br> |
| Cap Recharger I<br>
| | F-b10 Nominal Capacitor Regenerator<br> |
| Cap Recharger I<br>
| | F-b10 Nominal Capacitor Regenerator<br> |
| |high= | | |high= |
| Focused Medium Pulse Laser I<br> | | Focused Medium Pulse Laser I<br> |
| Line 816: |
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| |
|
| |charges= | | |charges= |
| Multifrequency M<br>
| | Standard M<br> |
| |drones= | | |drones= |
| Hobgoblin I x3<br> | | Hobgoblin I x3<br> |
| Line 823: |
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| [empty rig slot]<br> | | [empty rig slot]<br> |
| [empty rig slot]<br> | | [empty rig slot]<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
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| |notes= | | |notes= |
| Line 830: |
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| {{Ship|Maller|box}} | | {{Ship|Maller|box}} |
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| |
|
| 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. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a poor bait ship. |
| <br><br>
| |
| 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. | |
| <br><br>
| |
| Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship. | |
|
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| =Battlecruiser= | | =Battlecruiser= |
| Line 841: |
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| {{Ship|Prophecy|box}} | | {{Ship|Prophecy|box}} |
|
| |
|
| 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. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.<br> | | The Prophecy is not a commonly used ship. It certainly can fit a excellent 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. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a poor bait ship. |
| <br>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. But this is less effective way to make ISK than a Harbinger fit for missions against non-angels.
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|
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|
| ==Harbinger== | | ==Harbinger== |
| {{Ship|Harbinger|box}} | | {{Ship|Harbinger|box}} |
|
| |
| 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.
| |
| <br><br>
| |
| 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).
| |
| <br><br>
| |
| The seven turret slots are typically filled with lasers, and the utility high fit with either drone link augmentor, probe launcher, tractor beam, or energy neutralizer. There are a good number of mid-slots 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.
| |
| <br><br>
| |
| There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
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|
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| {{ShipGuideFittings | | {{ShipGuideFittings |
| Line 888: |
Line 808: |
| Hobgoblin II x5<br> | | Hobgoblin II x5<br> |
| Warrior II x5<br> | | Warrior II x5<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
| |
|
| |notes= | | |notes= |
| }} | | }} |
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| {{ShipGuideFittings | | {{ShipGuideFittings |
| Line 926: |
Line 849: |
| |drones= | | |drones= |
| Hammerhead II x5<br> | | Hammerhead II x5<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
| |
|
| |notes= | | |notes= |
| Line 964: |
Line 891: |
| |drones= | | |drones= |
| Valkyrie II x5<br> | | Valkyrie II x5<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
| |
|
| |notes= | | |notes= |
| Line 972: |
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| ==Armageddon== | | ==Armageddon== |
| {{Ship|Armageddon|box}} | | {{Ship|Armageddon|box}} |
|
| |
| 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 [[RR battleship fitting|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. It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.
| |
| <br><br>
| |
| The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons.
| |
|
| |
|
| {{ShipGuideFittings | | {{ShipGuideFittings |
| Line 1,012: |
Line 939: |
| Imperial Navy Multifrequency L<br> | | Imperial Navy Multifrequency L<br> |
| Cap Booster 800<br> | | Cap Booster 800<br> |
| | |
| | |recommended1= |
| | |recommended2= |
| | |recommended3= |
|
| |
|
| |notes= | | |notes= |
| Line 1,020: |
Line 951: |
| ==Apocalypse== | | ==Apocalypse== |
| {{Ship|Apocalypse|box}} | | {{Ship|Apocalypse|box}} |
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| 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.
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| 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)
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| 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.
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| ==Abaddon== | | ==Abaddon== |
| {{Ship|Abaddon|box}} | | {{Ship|Abaddon|box}} |
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| The Abaddon has a laser damage and an armour resistance bonus. As such, the Abaddon can be fit for excellent tank and gank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive or 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 most mission fits.
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| Abaddons are reasonable PvE alternatives to the Apocalypse, 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 Abaddon, but it has a higher damage potential than the apoc at close range.
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| 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.
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| Tracking Speed<br> | | Tracking Speed<br> |
| Optimal Range<br> | | Optimal Range<br> |
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| =Industrial= | | =Industrial= |
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| | T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information. |
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| ==Sigil== | | ==Sigil== |
| {{Ship|Sigil|box}} | | {{Ship|Sigil|box}} |
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| This industrial 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.
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| ==Bestower== | | ==Bestower== |
| {{Ship|Bestower|box}} | | {{Ship|Bestower|box}} |
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| Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details. | | Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the bestower is a favourite for alternate character hauling setups. |
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| 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.
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| =Related Links= | | =Related Links= |