Difference between revisions of "Amarr Basic Ship and Skill Overview"
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* '''Engineering''' | * '''Engineering''' | ||
− | ** ''' | + | ** '''Basic Skills''' |
− | ** '''Energy Grid Upgrades''' | + | *** '''Energy Grid Upgrades''' (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level) |
− | ** '''Energy Management''' | + | *** '''Energy Management''' (5% Bonus to Capacitor Capacity Per Skill Level) |
− | ** '''Energy Systems Operation''' | + | *** '''Energy Systems Operation''' (5% Bonus to Capacitor Recharge Rate Per Skill Level) |
− | ** '''Engineering''' | + | *** '''Engineering''' (5% Bonus to Ship Powergrid Output Per Skill Level) |
− | ** ''' | + | ** '''PVP Specific Skills''' |
+ | *** '''Energy Emission Systems''' (5% Reduced Capacitor Need for Energy Emission Weapons) | ||
* '''Gunnery''' | * '''Gunnery''' |
Revision as of 21:08, 19 April 2010
The Amarr Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Tech 1 Amarr ships for 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.
Amarr Core Skills
- Corporation Management
- None
- Drones
- Basic Drone Skills
- Drones (Allows Operation of One Additional Drone Per Level)
- Scout Drone Operation (Drone Control Range Increased by 5 km Per Skill Level)
- Heavy Drone Operation (5% Bonus to Heavy Drone Damage Per Level)
- Drone Ability Modifiers
- Drone Durability (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
- Drone Navigation (5% Increase to Drone Speed Per Level)
- Drone Sharpshooting (5% Increase in Drone Optimal Range Per Level)
- Drone Damage Modifiers
- Drone Interfacing (20% Bonus to All Drone Damage/Mining Yield Per Level)
- Combat Drone Operation (5% Bonus to Medium/Light Drone Damage Per Level)
- Basic Drone Skills
- Electronics
- Basic Skills
- Electronics (5% Bonus to CPU Output Per Skill Level)
- Electronics Upgrades (5% Reduction in CPU Need of Sensor Upgrades)
- Targeting Skills
- Long Range Targeting (5% Bonus to Targeting Range Per Skill Level)
- Multitasking (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
- Signature Analysis (5% Improved Targeting Speed Per Level)
- Targeting (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
- PVP Specific Skills
- Propulsion Jamming (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
- Basic Skills
- Engineering
- Basic Skills
- Energy Grid Upgrades (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
- Energy Management (5% Bonus to Capacitor Capacity Per Skill Level)
- Energy Systems Operation (5% Bonus to Capacitor Recharge Rate Per Skill Level)
- Engineering (5% Bonus to Ship Powergrid Output Per Skill Level)
- PVP Specific Skills
- Energy Emission Systems (5% Reduced Capacitor Need for Energy Emission Weapons)
- Basic Skills
- Gunnery
- Advanced Weapon Upgrades
- Controlled Bursts
- Gunnery
- Large Energy Turret
- Medium Beam Laser Specialization
- Medium Energy Turret
- Medium Pule Laser Specialization
- Motion Prediction
- Rapid Firing
- Sharpshooter
- Small Beam Laser Specialization
- Small Energy Turret
- Small Pulse Laser Specialization
- Surgical Strike
- Trajectory Analysis
- Weapon Upgrades
- Notes: These skills are the bread and butter of your DPS, but remember that lasers eat capacitor. For this reason, skills such as Controlled Bursts will help quite a bit in maintaining your capacitor.
- Industry
- None
- Leadership
- None
- Learning
- All Basic Learning Categories to Level 5
- All Advanced Learning to Level 4
- Mechanic
- Armor Rigging
- EM Armor Compensation
- Explosive Armor Compensation
- Hull Upgrades
- Jury Rigging
- Kinetic Armor Compensation
- Mechanic
- Repair Systems
- Salvaging
- Thermic Armor Compensation
- Notes: These are your armor tanking skills. It is highly recommended that you get a T2 tank as soon as possible. Amarr tanks do not tend to take as much punishment as other races, and anything you can do to improve it will make life a lot easier in both PVE and PVP.
- Missile Launcher Operation
- None
- Navigation
- Acceleration Control
- Afterburner
- Evasive Maneuvering
- Fuel Conservation
- High Speed Maneuvering
- Navigation
- Warp Drive Operation
- Notes: These become more important as you get into larger ships and your align time/speed get worse and worse. Also, training these will help power consumption related to afterburner/warp drive use. Since we're trying to save as much capacitor as possible as an Amarr, these are important.
- Science
- Astrometrics
- Cybernetics
- Infomorph Psychology
- Science
- Notes: Train Cybernetics to 5 as soon as you can (requires Science 3). You'll be able to use +5 implants at that point, which dramatically decreases training time. Infomorph Psychology is required for jump clones. Astrometrics and its associated subskills will help with scanning, important for several things (wormhole operations the most obvious).
- Social
- None
- Spaceship Command
- Amarr Battleship
- Amarr Cruiser
- Amarr Frigate
- Battlecruisers
- Destroyers
- Spaceship Command
- Notes: These skills will get you all of the T1 Amarr Ships. Nothing else is necessary unless you want to get into industrials and T2 hulls.
- Subsystems
- None
- Trade
- None
Rookie Ship
The rookie ship is the first ship you start with. If you are Amarr, it will be an Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships.
Impairor
Frigate
Executioner
Inquisitor
Tormentor
Punisher
Crucifier
Magnate
Destroyer
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in pve for level 1 missions. They are rarely used in pvp, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
Coercer
Cruiser
Arbitrator
Augoror
Omen
Maller
Battlecruiser
Prophecy
Harbringer
Battleship
Armageddon
Apocalypse
Abaddon
Industrial
Sigil
Bestower
Ammunition, Range, and Kiting
You should carry 3 types of frequency crystals during missions, and switch when required. By default, close range (multifrequency) ammo should be used. If you are taking too much damage at close range (or running low on cap), switch to medium range (standard) or long (microwave) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
Multifrequency requires the most cap, has the shortest range, and does the most damage. Standard requires the least cap, has no range modifier, and does middling damage. Radio has the longest range, and does the least damage.
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
Tech and Meta Levels
These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. And during war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will often be less expensive than Meta 0, due to supply and demand on the market.
Drones
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.
Never use Amarr drones, due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.
Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
In pvp, Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.
Tank & Gank
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
Drones and hardeners should be switched around based on rat types.
Damage type resistance and dealt by rats can be found in the NPC Damage Types article.
Mission-specific damage profiles can be found on Eve Survival.
All EHP in this guide is given with EFT calculations, not in-game EHP.
Salvaging After the Mission
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
For level 4 missions, many players switch from the destroyer to a battlecruiser. Unfortunately, the Gallente battlecruisers have 6 or 7 high slots, instead of 8 like for some other races. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots.