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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
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[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]


Electronics skills contain a bit of a hodgepodge of crucial skills which benefit all pilots including fitting and target related skills.
Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
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[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Engineering Engineering]
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Engineering Engineering]


Engineering has some of the most important skills for high capacitor using platforms the vast majority of which are Amarr.  Beyond the very important fitting skills, Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
Engineering has some of the most important capacitor skills and very important fitting skillsEnergy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
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[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Gunnery Gunnery]
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Gunnery Gunnery]


Gunnery is the home of everything damage dealing for turret users.  All of the skills are important with Amarr being concerned first with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
Gunnery is the home of everything damage dealing for turret users.  All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
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The Learning skills stand alone as extremely important to all and are well covered in other guides.
The Learning skills stand alone as extremely important to all and are well covered in other guides.
* Eventually All Basic Learning Categories to Level 5
* Basic Learning Categories to Level 5
* Eventually All Advanced Learning to Level 4
* Advanced Learning to Level 4




[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Mechanic Mechanic]
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Mechanic Mechanic]


Mechanic skills are where the skills for armour tanking live and are essential to anyone counting on their armour to keep them alive.
Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
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[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Navigation Navigation]
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Navigation Navigation]


Navigation is another category that is great but is not particularly more applicable to Amarr pilots than those of other races.  Note however, that some can help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races.  Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
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[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Spaceship_Command Spaceship Command]
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Spaceship_Command Spaceship Command]


Obviously the following are the skills that will allow you to fly Amarr ships and are therefore fundemental.
The following skills allow you to fly Amarr ships and are therefore fundemental.
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==Skill Plans==
==Skill Plans==


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 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===
===Basic Plan===