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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
Line 148: Line 148:
So what do these core skills mean?  If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours 16 min and change as a brand new Amarr pilot.  Yes, that is a little over 3 years.  Yes, you would be the king of Amarr T1 pilots.  Yes, it would be very very silly.  However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
So what do these core skills mean?  If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours 16 min and change as a brand new Amarr pilot.  Yes, that is a little over 3 years.  Yes, you would be the king of Amarr T1 pilots.  Yes, it would be very very silly.  However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.


===Basic Plan===


If you need more direction to have the time to get your feet under you this is a basic package you could train that will take you about a week to learn.  After that much time in E-Uni you will surely be well beyond the handholding stage and messing with [[3rd Party Tools|EVEmon]] and agonizing over skill training variances is half the fun of EVE.  This plan does not incorporate learning skills or be about maximizing anything - rather it is a very basic intro that would leave you with a few skills to start discovering what you are actually interested in becoming:
If you need more direction to have the time to get your feet under you this is a basic package you could train that will take you about a week to learn.  After that much time in E-Uni you will surely be well beyond the handholding stage and messing with [[3rd Party Tools|EVEmon]] and agonizing over skill training variances is half the fun of EVE.  This plan does not incorporate learning skills or be about maximizing anything - rather it is a very basic intro that would leave you with a few skills to start discovering what you are actually interested in becoming:
*Basic Skill Plan Example
**1. Energy Systems Operation I
**2. Energy Management I
**3. Hull Upgrades I
**4. Energy Grid Upgrades I
**5. Targeting I
**6. Evasive Maneuvering I
**7. Afterburner I
**8. Repair Systems I
**9. Amarr Frigate III
**10. Afterburner II
**11. Afterburner III
**12. High Speed Maneuvering I
**13. Weapon Upgrades I
**14. Controlled Bursts I
**15. Motion Prediction I
**16. Rapid Firing I
**17. Energy Systems Operation II
**18. Hull Upgrades II
**19. Drones I
**20. Scout Drone Operation I
**21. Gunnery III
**22. Energy Management II
**23. Targeting II
**24. Motion Prediction II
**25. Controlled Bursts II
**26. Rapid Firing II
**27. Sharpshooter I
**28. Sharpshooter II
**29. Amarr Frigate IV
**30. Hull Upgrades III
**31. Weapon Upgrades II
**32. Drones II
**33. Energy Management III
**34. Energy Systems Operation III
**35. Drones III
**36. Repair Systems II
**37. Controlled Bursts III
**38. Motion Prediction III
**39. Rapid Firing III
**40. Amarr Cruiser I
Please do not waste time in Chat.E-UNI asking if it is okay to add in an extra skill from this skill plan you got off the wiki that you HAVE to follow as a new Amarr pilot.  The answer is YES.  Change, modify, ignore, follow to the letter - it does not really matter.  Pursue skills for the things you enjoy doing.  If you do train along this or a similar skill plan you can rest easy that there will not be any wasted SP as you make up your mind on what you want to do as an Amarr pilot in EVE.
===Tech 2 Tank===
Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
*Repair Systems V
*Hull Upgrades V
*Mechanic IV
*Jury Rigging III
*Armor Rigging I
You will want to learn the compensation skills to a minimum of 3 and eventually to 5 to maximize your tank.
*EM Armor Compensation
*Explosive Armor Compensation
*Kinetic Armor Compensation
*Thermic Armor Compensation


=Rookie Ship=
=Rookie Ship=