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Amarr Basic Ship and Skill Overview: Difference between revisions

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Rynnik (talk | contribs)
Rynnik (talk | contribs)
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* Energy Turrets are unique to Amarr vessels as the requirements and advantages / disadvantages of these weapons generally preclude them being used in any non-Amarr fits.  Lasers have the highest capacitor usage of any of the weapon systems, and accordingly Amarr ships are characterised by very robust capacitors.  Many ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills that enhance capacitor capability and reduce Energy Turret capacitor impact.
* Energy Turrets are unique to Amarr vessels as the requirements and advantages / disadvantages of these weapons generally preclude them being used in any non-Amarr fits.  Lasers have the highest capacitor usage of any of the weapon systems, and accordingly Amarr ships are characterised by very robust capacitors.  Many ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills that enhance capacitor capability and reduce Energy Turret capacitor impact.
* Second only to Gallente for drone capacity, Amarr ships have the capability to use drones to great effect.   
* Second only to Gallente for drone capacity, Amarr ships have the capability to use drones to great effect.   
* Armour tanking tends to compromise speed directly, and combined with generally lower then average base velocties tanked Amarr fits often tend towards the ponderous and are rarely the fastest ships in space.  If less tank is desired or required however, the numerous low slots enable Amarr ships to overtake Minmatar at a cost.
* Armour tanking tends to compromise speed directly, and combined with generally lower then average base velocties tanked Amarr fits often tend towards the ponderous and are rarely the fastest ships in space.  If less tank is desired or required however, the numerous low slots enable Amarr ships to overtake Minmatar at a cost with the Tech 2 Crusader winning the distinction of fastest ship in space.