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=Amarr General Information= | =Amarr General Information= | ||
Amarr are one of the four character races, and like the others, | Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities. Amarr ships use [[Armour tanking|armour tanking]] to protect themselves and primarily employ [[Turrets|turrets]], specifically Energy Turrets (lasers) to do damage. | ||
* Armour | * Armour tanking is the most popular kind of tank for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for [[Spider Tanking|RR]]). Amarr ships have lots of base armour hp, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon). | ||
* Energy | * Energy turrets are unique to Amarr vessels -- no other races' ships have bonuses for lasers. Lasers have the highest capacitor usage of any weapon system, and accordingly Amarr ships have very robust capacitors. Many Amarr ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills to make capacitors bigger and quicker to recharge, and to reduce the capacitor requirements of lasers. | ||
* With some ships in the Amarr line-up second only to Gallente for drone capacity, | * With some ships in the Amarr line-up second only to Gallente hulls for drone capacity, Amarr pilots can use [[Drones|drones]] to great effect. | ||
* Armour tanking tends to | * Armour tanking tends to directly cut ships' speed, and, given that Amarr ships tend to have lower than average base speeds, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost, with the T2 Crusader interceptor beating out the Claw by a slim margin for the title of fastest frigate. | ||
In PvP, Amarr ships have by now been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors and the excellent combination of damage and range offered by lasers all make Amarr ships popular for PvP. | |||
* Note, however, that the E-Uni PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage. | |||
In PvE, Amarr ships are less popular than other races for [[Missions|mission running]]. Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise. However, there are many effective work arounds to be found and many people do mission run with Amarr ships exclusively. | |||
Amarr ships tend to stick | |||
Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are have fewer 'special case' Amarr ships than there are in the other races' lineups (though there are some). Amarr are therefore -- from one point of view -- the 'simplest' race to fly. Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices. New pilots are best served by playing to the Amarr formula until they know when to break the rules. | |||
Cross training into or out of Amarr can be more skill intensive than other cross training shifts. The most viable prospects are Gallente (armour tanking, gunnery and drone synergies) and then Minmatar (some gunnery and armour tanking synergies). Caldari have the fewest skills in common (T2 Khanid missile ships excepted) and would require near-complete retraining. | |||
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